babylon.no-module.max.js 5.7 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. /**
  1460. * Gather the list of clipboard event types as constants.
  1461. */
  1462. var ClipboardEventTypes = /** @class */ (function () {
  1463. function ClipboardEventTypes() {
  1464. }
  1465. /**
  1466. * The clipboard event is fired when a copy command is active (pressed).
  1467. */
  1468. ClipboardEventTypes.COPY = 0x01; //
  1469. /**
  1470. * The clipboard event is fired when a cut command is active (pressed).
  1471. */
  1472. ClipboardEventTypes.CUT = 0x02;
  1473. /**
  1474. * The clipboard event is fired when a paste command is active (pressed).
  1475. */
  1476. ClipboardEventTypes.PASTE = 0x03;
  1477. return ClipboardEventTypes;
  1478. }());
  1479. BABYLON.ClipboardEventTypes = ClipboardEventTypes;
  1480. /**
  1481. * This class is used to store clipboard related info for the onClipboardObservable event.
  1482. */
  1483. var ClipboardInfo = /** @class */ (function () {
  1484. /**
  1485. *Creates an instance of ClipboardInfo.
  1486. * @param {number} type
  1487. * @param {ClipboardEvent} event
  1488. */
  1489. function ClipboardInfo(
  1490. /**
  1491. * Defines the type of event (BABYLON.ClipboardEventTypes)
  1492. */
  1493. type,
  1494. /**
  1495. * Defines the related dom event
  1496. */
  1497. event) {
  1498. this.type = type;
  1499. this.event = event;
  1500. }
  1501. /**
  1502. * Get the clipboard event's type from the keycode.
  1503. * @param keyCode Defines the keyCode for the current keyboard event.
  1504. * @return {number}
  1505. */
  1506. ClipboardInfo.GetTypeFromCharacter = function (keyCode) {
  1507. var charCode = keyCode;
  1508. //TODO: add codes for extended ASCII
  1509. switch (charCode) {
  1510. case 67: return ClipboardEventTypes.COPY;
  1511. case 86: return ClipboardEventTypes.PASTE;
  1512. case 88: return ClipboardEventTypes.CUT;
  1513. default: return -1;
  1514. }
  1515. };
  1516. return ClipboardInfo;
  1517. }());
  1518. BABYLON.ClipboardInfo = ClipboardInfo;
  1519. })(BABYLON || (BABYLON = {}));
  1520. //# sourceMappingURL=babylon.clipboardEvents.js.map
  1521. var BABYLON;
  1522. (function (BABYLON) {
  1523. /** Class used to store color4 gradient */
  1524. var ColorGradient = /** @class */ (function () {
  1525. function ColorGradient() {
  1526. }
  1527. /**
  1528. * Will get a color picked randomly between color1 and color2.
  1529. * If color2 is undefined then color1 will be used
  1530. * @param result defines the target Color4 to store the result in
  1531. */
  1532. ColorGradient.prototype.getColorToRef = function (result) {
  1533. if (!this.color2) {
  1534. result.copyFrom(this.color1);
  1535. return;
  1536. }
  1537. BABYLON.Color4.LerpToRef(this.color1, this.color2, Math.random(), result);
  1538. };
  1539. return ColorGradient;
  1540. }());
  1541. BABYLON.ColorGradient = ColorGradient;
  1542. /** Class used to store color 3 gradient */
  1543. var Color3Gradient = /** @class */ (function () {
  1544. function Color3Gradient() {
  1545. }
  1546. return Color3Gradient;
  1547. }());
  1548. BABYLON.Color3Gradient = Color3Gradient;
  1549. /** Class used to store factor gradient */
  1550. var FactorGradient = /** @class */ (function () {
  1551. function FactorGradient() {
  1552. }
  1553. /**
  1554. * Will get a number picked randomly between factor1 and factor2.
  1555. * If factor2 is undefined then factor1 will be used
  1556. * @returns the picked number
  1557. */
  1558. FactorGradient.prototype.getFactor = function () {
  1559. if (this.factor2 === undefined) {
  1560. return this.factor1;
  1561. }
  1562. return BABYLON.Scalar.Lerp(this.factor1, this.factor2, Math.random());
  1563. };
  1564. return FactorGradient;
  1565. }());
  1566. BABYLON.FactorGradient = FactorGradient;
  1567. /**
  1568. * @ignore
  1569. * Application error to support additional information when loading a file
  1570. */
  1571. var LoadFileError = /** @class */ (function (_super) {
  1572. __extends(LoadFileError, _super);
  1573. /**
  1574. * Creates a new LoadFileError
  1575. * @param message defines the message of the error
  1576. * @param request defines the optional XHR request
  1577. */
  1578. function LoadFileError(message,
  1579. /** defines the optional XHR request */
  1580. request) {
  1581. var _this = _super.call(this, message) || this;
  1582. _this.request = request;
  1583. _this.name = "LoadFileError";
  1584. LoadFileError._setPrototypeOf(_this, LoadFileError.prototype);
  1585. return _this;
  1586. }
  1587. // See https://stackoverflow.com/questions/12915412/how-do-i-extend-a-host-object-e-g-error-in-typescript
  1588. // and https://github.com/Microsoft/TypeScript/wiki/Breaking-Changes#extending-built-ins-like-error-array-and-map-may-no-longer-work
  1589. // Polyfill for Object.setPrototypeOf if necessary.
  1590. LoadFileError._setPrototypeOf = Object.setPrototypeOf || (function (o, proto) { o.__proto__ = proto; return o; });
  1591. return LoadFileError;
  1592. }(Error));
  1593. BABYLON.LoadFileError = LoadFileError;
  1594. /**
  1595. * Class used to define a retry strategy when error happens while loading assets
  1596. */
  1597. var RetryStrategy = /** @class */ (function () {
  1598. function RetryStrategy() {
  1599. }
  1600. /**
  1601. * Function used to defines an exponential back off strategy
  1602. * @param maxRetries defines the maximum number of retries (3 by default)
  1603. * @param baseInterval defines the interval between retries
  1604. * @returns the strategy function to use
  1605. */
  1606. RetryStrategy.ExponentialBackoff = function (maxRetries, baseInterval) {
  1607. if (maxRetries === void 0) { maxRetries = 3; }
  1608. if (baseInterval === void 0) { baseInterval = 500; }
  1609. return function (url, request, retryIndex) {
  1610. if (request.status !== 0 || retryIndex >= maxRetries || url.indexOf("file:") !== -1) {
  1611. return -1;
  1612. }
  1613. return Math.pow(2, retryIndex) * baseInterval;
  1614. };
  1615. };
  1616. return RetryStrategy;
  1617. }());
  1618. BABYLON.RetryStrategy = RetryStrategy;
  1619. // Screenshots
  1620. var screenshotCanvas;
  1621. var cloneValue = function (source, destinationObject) {
  1622. if (!source) {
  1623. return null;
  1624. }
  1625. if (source instanceof BABYLON.Mesh) {
  1626. return null;
  1627. }
  1628. if (source instanceof BABYLON.SubMesh) {
  1629. return source.clone(destinationObject);
  1630. }
  1631. else if (source.clone) {
  1632. return source.clone();
  1633. }
  1634. return null;
  1635. };
  1636. /**
  1637. * Class containing a set of static utilities functions
  1638. */
  1639. var Tools = /** @class */ (function () {
  1640. function Tools() {
  1641. }
  1642. /**
  1643. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  1644. * @param u defines the coordinate on X axis
  1645. * @param v defines the coordinate on Y axis
  1646. * @param width defines the width of the source data
  1647. * @param height defines the height of the source data
  1648. * @param pixels defines the source byte array
  1649. * @param color defines the output color
  1650. */
  1651. Tools.FetchToRef = function (u, v, width, height, pixels, color) {
  1652. var wrappedU = ((Math.abs(u) * width) % width) | 0;
  1653. var wrappedV = ((Math.abs(v) * height) % height) | 0;
  1654. var position = (wrappedU + wrappedV * width) * 4;
  1655. color.r = pixels[position] / 255;
  1656. color.g = pixels[position + 1] / 255;
  1657. color.b = pixels[position + 2] / 255;
  1658. color.a = pixels[position + 3] / 255;
  1659. };
  1660. /**
  1661. * Interpolates between a and b via alpha
  1662. * @param a The lower value (returned when alpha = 0)
  1663. * @param b The upper value (returned when alpha = 1)
  1664. * @param alpha The interpolation-factor
  1665. * @return The mixed value
  1666. */
  1667. Tools.Mix = function (a, b, alpha) {
  1668. return a * (1 - alpha) + b * alpha;
  1669. };
  1670. /**
  1671. * Tries to instantiate a new object from a given class name
  1672. * @param className defines the class name to instantiate
  1673. * @returns the new object or null if the system was not able to do the instantiation
  1674. */
  1675. Tools.Instantiate = function (className) {
  1676. if (Tools.RegisteredExternalClasses && Tools.RegisteredExternalClasses[className]) {
  1677. return Tools.RegisteredExternalClasses[className];
  1678. }
  1679. var arr = className.split(".");
  1680. var fn = (window || this);
  1681. for (var i = 0, len = arr.length; i < len; i++) {
  1682. fn = fn[arr[i]];
  1683. }
  1684. if (typeof fn !== "function") {
  1685. return null;
  1686. }
  1687. return fn;
  1688. };
  1689. /**
  1690. * Provides a slice function that will work even on IE
  1691. * @param data defines the array to slice
  1692. * @param start defines the start of the data (optional)
  1693. * @param end defines the end of the data (optional)
  1694. * @returns the new sliced array
  1695. */
  1696. Tools.Slice = function (data, start, end) {
  1697. if (data.slice) {
  1698. return data.slice(start, end);
  1699. }
  1700. return Array.prototype.slice.call(data, start, end);
  1701. };
  1702. /**
  1703. * Polyfill for setImmediate
  1704. * @param action defines the action to execute after the current execution block
  1705. */
  1706. Tools.SetImmediate = function (action) {
  1707. if (Tools.IsWindowObjectExist() && window.setImmediate) {
  1708. window.setImmediate(action);
  1709. }
  1710. else {
  1711. setTimeout(action, 1);
  1712. }
  1713. };
  1714. /**
  1715. * Function indicating if a number is an exponent of 2
  1716. * @param value defines the value to test
  1717. * @returns true if the value is an exponent of 2
  1718. */
  1719. Tools.IsExponentOfTwo = function (value) {
  1720. var count = 1;
  1721. do {
  1722. count *= 2;
  1723. } while (count < value);
  1724. return count === value;
  1725. };
  1726. /**
  1727. * Returns the nearest 32-bit single precision float representation of a Number
  1728. * @param value A Number. If the parameter is of a different type, it will get converted
  1729. * to a number or to NaN if it cannot be converted
  1730. * @returns number
  1731. */
  1732. Tools.FloatRound = function (value) {
  1733. if (Math.fround) {
  1734. return Math.fround(value);
  1735. }
  1736. return (Tools._tmpFloatArray[0] = value);
  1737. };
  1738. /**
  1739. * Find the next highest power of two.
  1740. * @param x Number to start search from.
  1741. * @return Next highest power of two.
  1742. */
  1743. Tools.CeilingPOT = function (x) {
  1744. x--;
  1745. x |= x >> 1;
  1746. x |= x >> 2;
  1747. x |= x >> 4;
  1748. x |= x >> 8;
  1749. x |= x >> 16;
  1750. x++;
  1751. return x;
  1752. };
  1753. /**
  1754. * Find the next lowest power of two.
  1755. * @param x Number to start search from.
  1756. * @return Next lowest power of two.
  1757. */
  1758. Tools.FloorPOT = function (x) {
  1759. x = x | (x >> 1);
  1760. x = x | (x >> 2);
  1761. x = x | (x >> 4);
  1762. x = x | (x >> 8);
  1763. x = x | (x >> 16);
  1764. return x - (x >> 1);
  1765. };
  1766. /**
  1767. * Find the nearest power of two.
  1768. * @param x Number to start search from.
  1769. * @return Next nearest power of two.
  1770. */
  1771. Tools.NearestPOT = function (x) {
  1772. var c = Tools.CeilingPOT(x);
  1773. var f = Tools.FloorPOT(x);
  1774. return (c - x) > (x - f) ? f : c;
  1775. };
  1776. /**
  1777. * Get the closest exponent of two
  1778. * @param value defines the value to approximate
  1779. * @param max defines the maximum value to return
  1780. * @param mode defines how to define the closest value
  1781. * @returns closest exponent of two of the given value
  1782. */
  1783. Tools.GetExponentOfTwo = function (value, max, mode) {
  1784. if (mode === void 0) { mode = BABYLON.Engine.SCALEMODE_NEAREST; }
  1785. var pot;
  1786. switch (mode) {
  1787. case BABYLON.Engine.SCALEMODE_FLOOR:
  1788. pot = Tools.FloorPOT(value);
  1789. break;
  1790. case BABYLON.Engine.SCALEMODE_NEAREST:
  1791. pot = Tools.NearestPOT(value);
  1792. break;
  1793. case BABYLON.Engine.SCALEMODE_CEILING:
  1794. default:
  1795. pot = Tools.CeilingPOT(value);
  1796. break;
  1797. }
  1798. return Math.min(pot, max);
  1799. };
  1800. /**
  1801. * Extracts the filename from a path
  1802. * @param path defines the path to use
  1803. * @returns the filename
  1804. */
  1805. Tools.GetFilename = function (path) {
  1806. var index = path.lastIndexOf("/");
  1807. if (index < 0) {
  1808. return path;
  1809. }
  1810. return path.substring(index + 1);
  1811. };
  1812. /**
  1813. * Extracts the "folder" part of a path (everything before the filename).
  1814. * @param uri The URI to extract the info from
  1815. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  1816. * @returns The "folder" part of the path
  1817. */
  1818. Tools.GetFolderPath = function (uri, returnUnchangedIfNoSlash) {
  1819. if (returnUnchangedIfNoSlash === void 0) { returnUnchangedIfNoSlash = false; }
  1820. var index = uri.lastIndexOf("/");
  1821. if (index < 0) {
  1822. if (returnUnchangedIfNoSlash) {
  1823. return uri;
  1824. }
  1825. return "";
  1826. }
  1827. return uri.substring(0, index + 1);
  1828. };
  1829. /**
  1830. * Extracts text content from a DOM element hierarchy
  1831. * @param element defines the root element
  1832. * @returns a string
  1833. */
  1834. Tools.GetDOMTextContent = function (element) {
  1835. var result = "";
  1836. var child = element.firstChild;
  1837. while (child) {
  1838. if (child.nodeType === 3) {
  1839. result += child.textContent;
  1840. }
  1841. child = (child.nextSibling);
  1842. }
  1843. return result;
  1844. };
  1845. /**
  1846. * Convert an angle in radians to degrees
  1847. * @param angle defines the angle to convert
  1848. * @returns the angle in degrees
  1849. */
  1850. Tools.ToDegrees = function (angle) {
  1851. return angle * 180 / Math.PI;
  1852. };
  1853. /**
  1854. * Convert an angle in degrees to radians
  1855. * @param angle defines the angle to convert
  1856. * @returns the angle in radians
  1857. */
  1858. Tools.ToRadians = function (angle) {
  1859. return angle * Math.PI / 180;
  1860. };
  1861. /**
  1862. * Encode a buffer to a base64 string
  1863. * @param buffer defines the buffer to encode
  1864. * @returns the encoded string
  1865. */
  1866. Tools.EncodeArrayBufferTobase64 = function (buffer) {
  1867. var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
  1868. var output = "";
  1869. var chr1, chr2, chr3, enc1, enc2, enc3, enc4;
  1870. var i = 0;
  1871. var bytes = new Uint8Array(buffer);
  1872. while (i < bytes.length) {
  1873. chr1 = bytes[i++];
  1874. chr2 = i < bytes.length ? bytes[i++] : Number.NaN; // Not sure if the index
  1875. chr3 = i < bytes.length ? bytes[i++] : Number.NaN; // checks are needed here
  1876. enc1 = chr1 >> 2;
  1877. enc2 = ((chr1 & 3) << 4) | (chr2 >> 4);
  1878. enc3 = ((chr2 & 15) << 2) | (chr3 >> 6);
  1879. enc4 = chr3 & 63;
  1880. if (isNaN(chr2)) {
  1881. enc3 = enc4 = 64;
  1882. }
  1883. else if (isNaN(chr3)) {
  1884. enc4 = 64;
  1885. }
  1886. output += keyStr.charAt(enc1) + keyStr.charAt(enc2) +
  1887. keyStr.charAt(enc3) + keyStr.charAt(enc4);
  1888. }
  1889. return "data:image/png;base64," + output;
  1890. };
  1891. /**
  1892. * Extracts minimum and maximum values from a list of indexed positions
  1893. * @param positions defines the positions to use
  1894. * @param indices defines the indices to the positions
  1895. * @param indexStart defines the start index
  1896. * @param indexCount defines the end index
  1897. * @param bias defines bias value to add to the result
  1898. * @return minimum and maximum values
  1899. */
  1900. Tools.ExtractMinAndMaxIndexed = function (positions, indices, indexStart, indexCount, bias) {
  1901. if (bias === void 0) { bias = null; }
  1902. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1903. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1904. for (var index = indexStart; index < indexStart + indexCount; index++) {
  1905. var offset = indices[index] * 3;
  1906. var x = positions[offset];
  1907. var y = positions[offset + 1];
  1908. var z = positions[offset + 2];
  1909. minimum.minimizeInPlaceFromFloats(x, y, z);
  1910. maximum.maximizeInPlaceFromFloats(x, y, z);
  1911. }
  1912. if (bias) {
  1913. minimum.x -= minimum.x * bias.x + bias.y;
  1914. minimum.y -= minimum.y * bias.x + bias.y;
  1915. minimum.z -= minimum.z * bias.x + bias.y;
  1916. maximum.x += maximum.x * bias.x + bias.y;
  1917. maximum.y += maximum.y * bias.x + bias.y;
  1918. maximum.z += maximum.z * bias.x + bias.y;
  1919. }
  1920. return {
  1921. minimum: minimum,
  1922. maximum: maximum
  1923. };
  1924. };
  1925. /**
  1926. * Extracts minimum and maximum values from a list of positions
  1927. * @param positions defines the positions to use
  1928. * @param start defines the start index in the positions array
  1929. * @param count defines the number of positions to handle
  1930. * @param bias defines bias value to add to the result
  1931. * @param stride defines the stride size to use (distance between two positions in the positions array)
  1932. * @return minimum and maximum values
  1933. */
  1934. Tools.ExtractMinAndMax = function (positions, start, count, bias, stride) {
  1935. if (bias === void 0) { bias = null; }
  1936. var minimum = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  1937. var maximum = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  1938. if (!stride) {
  1939. stride = 3;
  1940. }
  1941. for (var index = start, offset = start * stride; index < start + count; index++, offset += stride) {
  1942. var x = positions[offset];
  1943. var y = positions[offset + 1];
  1944. var z = positions[offset + 2];
  1945. minimum.minimizeInPlaceFromFloats(x, y, z);
  1946. maximum.maximizeInPlaceFromFloats(x, y, z);
  1947. }
  1948. if (bias) {
  1949. minimum.x -= minimum.x * bias.x + bias.y;
  1950. minimum.y -= minimum.y * bias.x + bias.y;
  1951. minimum.z -= minimum.z * bias.x + bias.y;
  1952. maximum.x += maximum.x * bias.x + bias.y;
  1953. maximum.y += maximum.y * bias.x + bias.y;
  1954. maximum.z += maximum.z * bias.x + bias.y;
  1955. }
  1956. return {
  1957. minimum: minimum,
  1958. maximum: maximum
  1959. };
  1960. };
  1961. /**
  1962. * Returns an array if obj is not an array
  1963. * @param obj defines the object to evaluate as an array
  1964. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  1965. * @returns either obj directly if obj is an array or a new array containing obj
  1966. */
  1967. Tools.MakeArray = function (obj, allowsNullUndefined) {
  1968. if (allowsNullUndefined !== true && (obj === undefined || obj == null)) {
  1969. return null;
  1970. }
  1971. return Array.isArray(obj) ? obj : [obj];
  1972. };
  1973. /**
  1974. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1975. * @param size the number of element to construct and put in the array
  1976. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1977. * @returns a new array filled with new objects
  1978. */
  1979. Tools.BuildArray = function (size, itemBuilder) {
  1980. var a = [];
  1981. for (var i = 0; i < size; ++i) {
  1982. a.push(itemBuilder());
  1983. }
  1984. return a;
  1985. };
  1986. /**
  1987. * Gets the pointer prefix to use
  1988. * @returns "pointer" if touch is enabled. Else returns "mouse"
  1989. */
  1990. Tools.GetPointerPrefix = function () {
  1991. var eventPrefix = "pointer";
  1992. // Check if pointer events are supported
  1993. if (Tools.IsWindowObjectExist() && !window.PointerEvent && !navigator.pointerEnabled) {
  1994. eventPrefix = "mouse";
  1995. }
  1996. return eventPrefix;
  1997. };
  1998. /**
  1999. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  2000. * @param func - the function to be called
  2001. * @param requester - the object that will request the next frame. Falls back to window.
  2002. * @returns frame number
  2003. */
  2004. Tools.QueueNewFrame = function (func, requester) {
  2005. if (!Tools.IsWindowObjectExist()) {
  2006. return setTimeout(func, 16);
  2007. }
  2008. if (!requester) {
  2009. requester = window;
  2010. }
  2011. if (requester.requestAnimationFrame) {
  2012. return requester.requestAnimationFrame(func);
  2013. }
  2014. else if (requester.msRequestAnimationFrame) {
  2015. return requester.msRequestAnimationFrame(func);
  2016. }
  2017. else if (requester.webkitRequestAnimationFrame) {
  2018. return requester.webkitRequestAnimationFrame(func);
  2019. }
  2020. else if (requester.mozRequestAnimationFrame) {
  2021. return requester.mozRequestAnimationFrame(func);
  2022. }
  2023. else if (requester.oRequestAnimationFrame) {
  2024. return requester.oRequestAnimationFrame(func);
  2025. }
  2026. else {
  2027. return window.setTimeout(func, 16);
  2028. }
  2029. };
  2030. /**
  2031. * Ask the browser to promote the current element to fullscreen rendering mode
  2032. * @param element defines the DOM element to promote
  2033. */
  2034. Tools.RequestFullscreen = function (element) {
  2035. var requestFunction = element.requestFullscreen || element.msRequestFullscreen || element.webkitRequestFullscreen || element.mozRequestFullScreen;
  2036. if (!requestFunction) {
  2037. return;
  2038. }
  2039. requestFunction.call(element);
  2040. };
  2041. /**
  2042. * Asks the browser to exit fullscreen mode
  2043. */
  2044. Tools.ExitFullscreen = function () {
  2045. if (document.exitFullscreen) {
  2046. document.exitFullscreen();
  2047. }
  2048. else if (document.mozCancelFullScreen) {
  2049. document.mozCancelFullScreen();
  2050. }
  2051. else if (document.webkitCancelFullScreen) {
  2052. document.webkitCancelFullScreen();
  2053. }
  2054. else if (document.msCancelFullScreen) {
  2055. document.msCancelFullScreen();
  2056. }
  2057. };
  2058. /**
  2059. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  2060. * @param url define the url we are trying
  2061. * @param element define the dom element where to configure the cors policy
  2062. */
  2063. Tools.SetCorsBehavior = function (url, element) {
  2064. if (url && url.indexOf("data:") === 0) {
  2065. return;
  2066. }
  2067. if (Tools.CorsBehavior) {
  2068. if (typeof (Tools.CorsBehavior) === 'string' || Tools.CorsBehavior instanceof String) {
  2069. element.crossOrigin = Tools.CorsBehavior;
  2070. }
  2071. else {
  2072. var result = Tools.CorsBehavior(url);
  2073. if (result) {
  2074. element.crossOrigin = result;
  2075. }
  2076. }
  2077. }
  2078. };
  2079. // External files
  2080. /**
  2081. * Removes unwanted characters from an url
  2082. * @param url defines the url to clean
  2083. * @returns the cleaned url
  2084. */
  2085. Tools.CleanUrl = function (url) {
  2086. url = url.replace(/#/mg, "%23");
  2087. return url;
  2088. };
  2089. /**
  2090. * Loads an image as an HTMLImageElement.
  2091. * @param input url string, ArrayBuffer, or Blob to load
  2092. * @param onLoad callback called when the image successfully loads
  2093. * @param onError callback called when the image fails to load
  2094. * @param offlineProvider offline provider for caching
  2095. * @returns the HTMLImageElement of the loaded image
  2096. */
  2097. Tools.LoadImage = function (input, onLoad, onError, offlineProvider) {
  2098. var url;
  2099. var usingObjectURL = false;
  2100. if (input instanceof ArrayBuffer) {
  2101. url = URL.createObjectURL(new Blob([input]));
  2102. usingObjectURL = true;
  2103. }
  2104. else if (input instanceof Blob) {
  2105. url = URL.createObjectURL(input);
  2106. usingObjectURL = true;
  2107. }
  2108. else {
  2109. url = Tools.CleanUrl(input);
  2110. url = Tools.PreprocessUrl(input);
  2111. }
  2112. var img = new Image();
  2113. Tools.SetCorsBehavior(url, img);
  2114. var loadHandler = function () {
  2115. if (usingObjectURL && img.src) {
  2116. URL.revokeObjectURL(img.src);
  2117. }
  2118. img.removeEventListener("load", loadHandler);
  2119. img.removeEventListener("error", errorHandler);
  2120. onLoad(img);
  2121. };
  2122. var errorHandler = function (err) {
  2123. if (usingObjectURL && img.src) {
  2124. URL.revokeObjectURL(img.src);
  2125. }
  2126. img.removeEventListener("load", loadHandler);
  2127. img.removeEventListener("error", errorHandler);
  2128. Tools.Error("Error while trying to load image: " + input);
  2129. if (onError) {
  2130. onError("Error while trying to load image: " + input, err);
  2131. }
  2132. };
  2133. img.addEventListener("load", loadHandler);
  2134. img.addEventListener("error", errorHandler);
  2135. var noOfflineSupport = function () {
  2136. img.src = url;
  2137. };
  2138. var loadFromOfflineSupport = function () {
  2139. if (offlineProvider) {
  2140. offlineProvider.loadImage(url, img);
  2141. }
  2142. };
  2143. if (url.substr(0, 5) !== "data:" && offlineProvider && offlineProvider.enableTexturesOffline) {
  2144. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport);
  2145. }
  2146. else {
  2147. if (url.indexOf("file:") !== -1) {
  2148. var textureName = decodeURIComponent(url.substring(5).toLowerCase());
  2149. if (BABYLON.FilesInput.FilesToLoad[textureName]) {
  2150. try {
  2151. var blobURL;
  2152. try {
  2153. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2154. }
  2155. catch (ex) {
  2156. // Chrome doesn't support oneTimeOnly parameter
  2157. blobURL = URL.createObjectURL(BABYLON.FilesInput.FilesToLoad[textureName]);
  2158. }
  2159. img.src = blobURL;
  2160. usingObjectURL = true;
  2161. }
  2162. catch (e) {
  2163. img.src = "";
  2164. }
  2165. return img;
  2166. }
  2167. }
  2168. noOfflineSupport();
  2169. }
  2170. return img;
  2171. };
  2172. /**
  2173. * Loads a file
  2174. * @param url url string, ArrayBuffer, or Blob to load
  2175. * @param onSuccess callback called when the file successfully loads
  2176. * @param onProgress callback called while file is loading (if the server supports this mode)
  2177. * @param offlineProvider defines the offline provider for caching
  2178. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  2179. * @param onError callback called when the file fails to load
  2180. * @returns a file request object
  2181. */
  2182. Tools.LoadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  2183. url = Tools.CleanUrl(url);
  2184. url = Tools.PreprocessUrl(url);
  2185. // If file and file input are set
  2186. if (url.indexOf("file:") !== -1) {
  2187. var fileName = decodeURIComponent(url.substring(5).toLowerCase());
  2188. if (BABYLON.FilesInput.FilesToLoad[fileName]) {
  2189. return Tools.ReadFile(BABYLON.FilesInput.FilesToLoad[fileName], onSuccess, onProgress, useArrayBuffer);
  2190. }
  2191. }
  2192. var loadUrl = Tools.BaseUrl + url;
  2193. var aborted = false;
  2194. var fileRequest = {
  2195. onCompleteObservable: new BABYLON.Observable(),
  2196. abort: function () { return aborted = true; },
  2197. };
  2198. var requestFile = function () {
  2199. var request = new XMLHttpRequest();
  2200. var retryHandle = null;
  2201. fileRequest.abort = function () {
  2202. aborted = true;
  2203. if (request.readyState !== (XMLHttpRequest.DONE || 4)) {
  2204. request.abort();
  2205. }
  2206. if (retryHandle !== null) {
  2207. clearTimeout(retryHandle);
  2208. retryHandle = null;
  2209. }
  2210. };
  2211. var retryLoop = function (retryIndex) {
  2212. request.open('GET', loadUrl, true);
  2213. if (useArrayBuffer) {
  2214. request.responseType = "arraybuffer";
  2215. }
  2216. if (onProgress) {
  2217. request.addEventListener("progress", onProgress);
  2218. }
  2219. var onLoadEnd = function () {
  2220. request.removeEventListener("loadend", onLoadEnd);
  2221. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2222. fileRequest.onCompleteObservable.clear();
  2223. };
  2224. request.addEventListener("loadend", onLoadEnd);
  2225. var onReadyStateChange = function () {
  2226. if (aborted) {
  2227. return;
  2228. }
  2229. // In case of undefined state in some browsers.
  2230. if (request.readyState === (XMLHttpRequest.DONE || 4)) {
  2231. // Some browsers have issues where onreadystatechange can be called multiple times with the same value.
  2232. request.removeEventListener("readystatechange", onReadyStateChange);
  2233. if ((request.status >= 200 && request.status < 300) || (request.status === 0 && (!Tools.IsWindowObjectExist() || Tools.IsFileURL()))) {
  2234. onSuccess(!useArrayBuffer ? request.responseText : request.response, request.responseURL);
  2235. return;
  2236. }
  2237. var retryStrategy = Tools.DefaultRetryStrategy;
  2238. if (retryStrategy) {
  2239. var waitTime = retryStrategy(loadUrl, request, retryIndex);
  2240. if (waitTime !== -1) {
  2241. // Prevent the request from completing for retry.
  2242. request.removeEventListener("loadend", onLoadEnd);
  2243. request = new XMLHttpRequest();
  2244. retryHandle = setTimeout(function () { return retryLoop(retryIndex + 1); }, waitTime);
  2245. return;
  2246. }
  2247. }
  2248. var e = new LoadFileError("Error status: " + request.status + " " + request.statusText + " - Unable to load " + loadUrl, request);
  2249. if (onError) {
  2250. onError(request, e);
  2251. }
  2252. else {
  2253. throw e;
  2254. }
  2255. }
  2256. };
  2257. request.addEventListener("readystatechange", onReadyStateChange);
  2258. if (Tools.UseCustomRequestHeaders) {
  2259. Tools.InjectCustomRequestHeaders(request);
  2260. }
  2261. request.send();
  2262. };
  2263. retryLoop(0);
  2264. };
  2265. // Caching all files
  2266. if (offlineProvider && offlineProvider.enableSceneOffline) {
  2267. var noOfflineSupport_1 = function (request) {
  2268. if (request && request.status > 400) {
  2269. if (onError) {
  2270. onError(request);
  2271. }
  2272. }
  2273. else {
  2274. if (!aborted) {
  2275. requestFile();
  2276. }
  2277. }
  2278. };
  2279. var loadFromOfflineSupport = function () {
  2280. // TODO: database needs to support aborting and should return a IFileRequest
  2281. if (aborted) {
  2282. return;
  2283. }
  2284. if (offlineProvider) {
  2285. offlineProvider.loadFile(url, function (data) {
  2286. if (!aborted) {
  2287. onSuccess(data);
  2288. }
  2289. fileRequest.onCompleteObservable.notifyObservers(fileRequest);
  2290. }, onProgress ? function (event) {
  2291. if (!aborted) {
  2292. onProgress(event);
  2293. }
  2294. } : undefined, noOfflineSupport_1, useArrayBuffer);
  2295. }
  2296. };
  2297. offlineProvider.open(loadFromOfflineSupport, noOfflineSupport_1);
  2298. }
  2299. else {
  2300. requestFile();
  2301. }
  2302. return fileRequest;
  2303. };
  2304. /**
  2305. * Load a script (identified by an url). When the url returns, the
  2306. * content of this file is added into a new script element, attached to the DOM (body element)
  2307. * @param scriptUrl defines the url of the script to laod
  2308. * @param onSuccess defines the callback called when the script is loaded
  2309. * @param onError defines the callback to call if an error occurs
  2310. */
  2311. Tools.LoadScript = function (scriptUrl, onSuccess, onError) {
  2312. if (!Tools.IsWindowObjectExist()) {
  2313. return;
  2314. }
  2315. var head = document.getElementsByTagName('head')[0];
  2316. var script = document.createElement('script');
  2317. script.type = 'text/javascript';
  2318. script.src = scriptUrl;
  2319. script.onload = function () {
  2320. if (onSuccess) {
  2321. onSuccess();
  2322. }
  2323. };
  2324. script.onerror = function (e) {
  2325. if (onError) {
  2326. onError("Unable to load script '" + scriptUrl + "'", e);
  2327. }
  2328. };
  2329. head.appendChild(script);
  2330. };
  2331. /**
  2332. * Loads a file from a blob
  2333. * @param fileToLoad defines the blob to use
  2334. * @param callback defines the callback to call when data is loaded
  2335. * @param progressCallback defines the callback to call during loading process
  2336. * @returns a file request object
  2337. */
  2338. Tools.ReadFileAsDataURL = function (fileToLoad, callback, progressCallback) {
  2339. var reader = new FileReader();
  2340. var request = {
  2341. onCompleteObservable: new BABYLON.Observable(),
  2342. abort: function () { return reader.abort(); },
  2343. };
  2344. reader.onloadend = function (e) {
  2345. request.onCompleteObservable.notifyObservers(request);
  2346. };
  2347. reader.onload = function (e) {
  2348. //target doesn't have result from ts 1.3
  2349. callback(e.target['result']);
  2350. };
  2351. reader.onprogress = progressCallback;
  2352. reader.readAsDataURL(fileToLoad);
  2353. return request;
  2354. };
  2355. /**
  2356. * Loads a file
  2357. * @param fileToLoad defines the file to load
  2358. * @param callback defines the callback to call when data is loaded
  2359. * @param progressCallBack defines the callback to call during loading process
  2360. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  2361. * @returns a file request object
  2362. */
  2363. Tools.ReadFile = function (fileToLoad, callback, progressCallBack, useArrayBuffer) {
  2364. var reader = new FileReader();
  2365. var request = {
  2366. onCompleteObservable: new BABYLON.Observable(),
  2367. abort: function () { return reader.abort(); },
  2368. };
  2369. reader.onloadend = function (e) { return request.onCompleteObservable.notifyObservers(request); };
  2370. reader.onerror = function (e) {
  2371. Tools.Log("Error while reading file: " + fileToLoad.name);
  2372. callback(JSON.stringify({ autoClear: true, clearColor: [1, 0, 0], ambientColor: [0, 0, 0], gravity: [0, -9.807, 0], meshes: [], cameras: [], lights: [] }));
  2373. };
  2374. reader.onload = function (e) {
  2375. //target doesn't have result from ts 1.3
  2376. callback(e.target['result']);
  2377. };
  2378. if (progressCallBack) {
  2379. reader.onprogress = progressCallBack;
  2380. }
  2381. if (!useArrayBuffer) {
  2382. // Asynchronous read
  2383. reader.readAsText(fileToLoad);
  2384. }
  2385. else {
  2386. reader.readAsArrayBuffer(fileToLoad);
  2387. }
  2388. return request;
  2389. };
  2390. /**
  2391. * Creates a data url from a given string content
  2392. * @param content defines the content to convert
  2393. * @returns the new data url link
  2394. */
  2395. Tools.FileAsURL = function (content) {
  2396. var fileBlob = new Blob([content]);
  2397. var url = window.URL || window.webkitURL;
  2398. var link = url.createObjectURL(fileBlob);
  2399. return link;
  2400. };
  2401. /**
  2402. * Format the given number to a specific decimal format
  2403. * @param value defines the number to format
  2404. * @param decimals defines the number of decimals to use
  2405. * @returns the formatted string
  2406. */
  2407. Tools.Format = function (value, decimals) {
  2408. if (decimals === void 0) { decimals = 2; }
  2409. return value.toFixed(decimals);
  2410. };
  2411. /**
  2412. * Checks if a given vector is inside a specific range
  2413. * @param v defines the vector to test
  2414. * @param min defines the minimum range
  2415. * @param max defines the maximum range
  2416. */
  2417. Tools.CheckExtends = function (v, min, max) {
  2418. min.minimizeInPlace(v);
  2419. max.maximizeInPlace(v);
  2420. };
  2421. /**
  2422. * Tries to copy an object by duplicating every property
  2423. * @param source defines the source object
  2424. * @param destination defines the target object
  2425. * @param doNotCopyList defines a list of properties to avoid
  2426. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  2427. */
  2428. Tools.DeepCopy = function (source, destination, doNotCopyList, mustCopyList) {
  2429. for (var prop in source) {
  2430. if (prop[0] === "_" && (!mustCopyList || mustCopyList.indexOf(prop) === -1)) {
  2431. continue;
  2432. }
  2433. if (doNotCopyList && doNotCopyList.indexOf(prop) !== -1) {
  2434. continue;
  2435. }
  2436. var sourceValue = source[prop];
  2437. var typeOfSourceValue = typeof sourceValue;
  2438. if (typeOfSourceValue === "function") {
  2439. continue;
  2440. }
  2441. try {
  2442. if (typeOfSourceValue === "object") {
  2443. if (sourceValue instanceof Array) {
  2444. destination[prop] = [];
  2445. if (sourceValue.length > 0) {
  2446. if (typeof sourceValue[0] == "object") {
  2447. for (var index = 0; index < sourceValue.length; index++) {
  2448. var clonedValue = cloneValue(sourceValue[index], destination);
  2449. if (destination[prop].indexOf(clonedValue) === -1) { // Test if auto inject was not done
  2450. destination[prop].push(clonedValue);
  2451. }
  2452. }
  2453. }
  2454. else {
  2455. destination[prop] = sourceValue.slice(0);
  2456. }
  2457. }
  2458. }
  2459. else {
  2460. destination[prop] = cloneValue(sourceValue, destination);
  2461. }
  2462. }
  2463. else {
  2464. destination[prop] = sourceValue;
  2465. }
  2466. }
  2467. catch (e) {
  2468. // Just ignore error (it could be because of a read-only property)
  2469. }
  2470. }
  2471. };
  2472. /**
  2473. * Gets a boolean indicating if the given object has no own property
  2474. * @param obj defines the object to test
  2475. * @returns true if object has no own property
  2476. */
  2477. Tools.IsEmpty = function (obj) {
  2478. for (var i in obj) {
  2479. if (obj.hasOwnProperty(i)) {
  2480. return false;
  2481. }
  2482. }
  2483. return true;
  2484. };
  2485. /**
  2486. * Function used to register events at window level
  2487. * @param events defines the events to register
  2488. */
  2489. Tools.RegisterTopRootEvents = function (events) {
  2490. for (var index = 0; index < events.length; index++) {
  2491. var event = events[index];
  2492. window.addEventListener(event.name, event.handler, false);
  2493. try {
  2494. if (window.parent) {
  2495. window.parent.addEventListener(event.name, event.handler, false);
  2496. }
  2497. }
  2498. catch (e) {
  2499. // Silently fails...
  2500. }
  2501. }
  2502. };
  2503. /**
  2504. * Function used to unregister events from window level
  2505. * @param events defines the events to unregister
  2506. */
  2507. Tools.UnregisterTopRootEvents = function (events) {
  2508. for (var index = 0; index < events.length; index++) {
  2509. var event = events[index];
  2510. window.removeEventListener(event.name, event.handler);
  2511. try {
  2512. if (window.parent) {
  2513. window.parent.removeEventListener(event.name, event.handler);
  2514. }
  2515. }
  2516. catch (e) {
  2517. // Silently fails...
  2518. }
  2519. }
  2520. };
  2521. /**
  2522. * Dumps the current bound framebuffer
  2523. * @param width defines the rendering width
  2524. * @param height defines the rendering height
  2525. * @param engine defines the hosting engine
  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 the filename to download. If present, the result will automatically be downloaded
  2529. */
  2530. Tools.DumpFramebuffer = function (width, height, engine, successCallback, mimeType, fileName) {
  2531. if (mimeType === void 0) { mimeType = "image/png"; }
  2532. // Read the contents of the framebuffer
  2533. var numberOfChannelsByLine = width * 4;
  2534. var halfHeight = height / 2;
  2535. //Reading datas from WebGL
  2536. var data = engine.readPixels(0, 0, width, height);
  2537. //To flip image on Y axis.
  2538. for (var i = 0; i < halfHeight; i++) {
  2539. for (var j = 0; j < numberOfChannelsByLine; j++) {
  2540. var currentCell = j + i * numberOfChannelsByLine;
  2541. var targetLine = height - i - 1;
  2542. var targetCell = j + targetLine * numberOfChannelsByLine;
  2543. var temp = data[currentCell];
  2544. data[currentCell] = data[targetCell];
  2545. data[targetCell] = temp;
  2546. }
  2547. }
  2548. // Create a 2D canvas to store the result
  2549. if (!screenshotCanvas) {
  2550. screenshotCanvas = document.createElement('canvas');
  2551. }
  2552. screenshotCanvas.width = width;
  2553. screenshotCanvas.height = height;
  2554. var context = screenshotCanvas.getContext('2d');
  2555. if (context) {
  2556. // Copy the pixels to a 2D canvas
  2557. var imageData = context.createImageData(width, height);
  2558. var castData = (imageData.data);
  2559. castData.set(data);
  2560. context.putImageData(imageData, 0, 0);
  2561. Tools.EncodeScreenshotCanvasData(successCallback, mimeType, fileName);
  2562. }
  2563. };
  2564. /**
  2565. * Converts the canvas data to blob.
  2566. * This acts as a polyfill for browsers not supporting the to blob function.
  2567. * @param canvas Defines the canvas to extract the data from
  2568. * @param successCallback Defines the callback triggered once the data are available
  2569. * @param mimeType Defines the mime type of the result
  2570. */
  2571. Tools.ToBlob = function (canvas, successCallback, mimeType) {
  2572. if (mimeType === void 0) { mimeType = "image/png"; }
  2573. // We need HTMLCanvasElement.toBlob for HD screenshots
  2574. if (!canvas.toBlob) {
  2575. // low performance polyfill based on toDataURL (https://developer.mozilla.org/en-US/docs/Web/API/HTMLCanvasElement/toBlob)
  2576. canvas.toBlob = function (callback, type, quality) {
  2577. var _this = this;
  2578. setTimeout(function () {
  2579. var binStr = atob(_this.toDataURL(type, quality).split(',')[1]), len = binStr.length, arr = new Uint8Array(len);
  2580. for (var i = 0; i < len; i++) {
  2581. arr[i] = binStr.charCodeAt(i);
  2582. }
  2583. callback(new Blob([arr]));
  2584. });
  2585. };
  2586. }
  2587. canvas.toBlob(function (blob) {
  2588. successCallback(blob);
  2589. }, mimeType);
  2590. };
  2591. /**
  2592. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  2593. * @param successCallback defines the callback triggered once the data are available
  2594. * @param mimeType defines the mime type of the result
  2595. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  2596. */
  2597. Tools.EncodeScreenshotCanvasData = function (successCallback, mimeType, fileName) {
  2598. if (mimeType === void 0) { mimeType = "image/png"; }
  2599. if (successCallback) {
  2600. var base64Image = screenshotCanvas.toDataURL(mimeType);
  2601. successCallback(base64Image);
  2602. }
  2603. else {
  2604. this.ToBlob(screenshotCanvas, function (blob) {
  2605. //Creating a link if the browser have the download attribute on the a tag, to automatically start download generated image.
  2606. if (("download" in document.createElement("a"))) {
  2607. if (!fileName) {
  2608. var date = new Date();
  2609. var stringDate = (date.getFullYear() + "-" + (date.getMonth() + 1)).slice(2) + "-" + date.getDate() + "_" + date.getHours() + "-" + ('0' + date.getMinutes()).slice(-2);
  2610. fileName = "screenshot_" + stringDate + ".png";
  2611. }
  2612. Tools.Download(blob, fileName);
  2613. }
  2614. else {
  2615. var url = URL.createObjectURL(blob);
  2616. var newWindow = window.open("");
  2617. if (!newWindow) {
  2618. return;
  2619. }
  2620. var img = newWindow.document.createElement("img");
  2621. img.onload = function () {
  2622. // no longer need to read the blob so it's revoked
  2623. URL.revokeObjectURL(url);
  2624. };
  2625. img.src = url;
  2626. newWindow.document.body.appendChild(img);
  2627. }
  2628. }, mimeType);
  2629. }
  2630. };
  2631. /**
  2632. * Downloads a blob in the browser
  2633. * @param blob defines the blob to download
  2634. * @param fileName defines the name of the downloaded file
  2635. */
  2636. Tools.Download = function (blob, fileName) {
  2637. if (navigator && navigator.msSaveBlob) {
  2638. navigator.msSaveBlob(blob, fileName);
  2639. return;
  2640. }
  2641. var url = window.URL.createObjectURL(blob);
  2642. var a = document.createElement("a");
  2643. document.body.appendChild(a);
  2644. a.style.display = "none";
  2645. a.href = url;
  2646. a.download = fileName;
  2647. a.addEventListener("click", function () {
  2648. if (a.parentElement) {
  2649. a.parentElement.removeChild(a);
  2650. }
  2651. });
  2652. a.click();
  2653. window.URL.revokeObjectURL(url);
  2654. };
  2655. /**
  2656. * Captures a screenshot of the current rendering
  2657. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2658. * @param engine defines the rendering engine
  2659. * @param camera defines the source camera
  2660. * @param size This parameter can be set to a single number or to an object with the
  2661. * following (optional) properties: precision, width, height. If a single number is passed,
  2662. * it will be used for both width and height. If an object is passed, the screenshot size
  2663. * will be derived from the parameters. The precision property is a multiplier allowing
  2664. * rendering at a higher or lower resolution
  2665. * @param successCallback defines the callback receives a single parameter which contains the
  2666. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2667. * src parameter of an <img> to display it
  2668. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  2669. * Check your browser for supported MIME types
  2670. */
  2671. Tools.CreateScreenshot = function (engine, camera, size, successCallback, mimeType) {
  2672. if (mimeType === void 0) { mimeType = "image/png"; }
  2673. var width;
  2674. var height;
  2675. // If a precision value is specified
  2676. if (size.precision) {
  2677. width = Math.round(engine.getRenderWidth() * size.precision);
  2678. height = Math.round(width / engine.getAspectRatio(camera));
  2679. }
  2680. else if (size.width && size.height) {
  2681. width = size.width;
  2682. height = size.height;
  2683. }
  2684. //If passing only width, computing height to keep display canvas ratio.
  2685. else if (size.width && !size.height) {
  2686. width = size.width;
  2687. height = Math.round(width / engine.getAspectRatio(camera));
  2688. }
  2689. //If passing only height, computing width to keep display canvas ratio.
  2690. else if (size.height && !size.width) {
  2691. height = size.height;
  2692. width = Math.round(height * engine.getAspectRatio(camera));
  2693. }
  2694. //Assuming here that "size" parameter is a number
  2695. else if (!isNaN(size)) {
  2696. height = size;
  2697. width = size;
  2698. }
  2699. else {
  2700. Tools.Error("Invalid 'size' parameter !");
  2701. return;
  2702. }
  2703. if (!screenshotCanvas) {
  2704. screenshotCanvas = document.createElement('canvas');
  2705. }
  2706. screenshotCanvas.width = width;
  2707. screenshotCanvas.height = height;
  2708. var renderContext = screenshotCanvas.getContext("2d");
  2709. var ratio = engine.getRenderWidth() / engine.getRenderHeight();
  2710. var newWidth = width;
  2711. var newHeight = newWidth / ratio;
  2712. if (newHeight > height) {
  2713. newHeight = height;
  2714. newWidth = newHeight * ratio;
  2715. }
  2716. var offsetX = Math.max(0, width - newWidth) / 2;
  2717. var offsetY = Math.max(0, height - newHeight) / 2;
  2718. var renderingCanvas = engine.getRenderingCanvas();
  2719. if (renderContext && renderingCanvas) {
  2720. renderContext.drawImage(renderingCanvas, offsetX, offsetY, newWidth, newHeight);
  2721. }
  2722. Tools.EncodeScreenshotCanvasData(successCallback, mimeType);
  2723. };
  2724. /**
  2725. * Generates an image screenshot from the specified camera.
  2726. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  2727. * @param engine The engine to use for rendering
  2728. * @param camera The camera to use for rendering
  2729. * @param size This parameter can be set to a single number or to an object with the
  2730. * following (optional) properties: precision, width, height. If a single number is passed,
  2731. * it will be used for both width and height. If an object is passed, the screenshot size
  2732. * will be derived from the parameters. The precision property is a multiplier allowing
  2733. * rendering at a higher or lower resolution
  2734. * @param successCallback The callback receives a single parameter which contains the
  2735. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  2736. * src parameter of an <img> to display it
  2737. * @param mimeType The MIME type of the screenshot image (default: image/png).
  2738. * Check your browser for supported MIME types
  2739. * @param samples Texture samples (default: 1)
  2740. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  2741. * @param fileName A name for for the downloaded file.
  2742. */
  2743. Tools.CreateScreenshotUsingRenderTarget = function (engine, camera, size, successCallback, mimeType, samples, antialiasing, fileName) {
  2744. if (mimeType === void 0) { mimeType = "image/png"; }
  2745. if (samples === void 0) { samples = 1; }
  2746. if (antialiasing === void 0) { antialiasing = false; }
  2747. var width;
  2748. var height;
  2749. //If a precision value is specified
  2750. if (size.precision) {
  2751. width = Math.round(engine.getRenderWidth() * size.precision);
  2752. height = Math.round(width / engine.getAspectRatio(camera));
  2753. size = { width: width, height: height };
  2754. }
  2755. else if (size.width && size.height) {
  2756. width = size.width;
  2757. height = size.height;
  2758. }
  2759. //If passing only width, computing height to keep display canvas ratio.
  2760. else if (size.width && !size.height) {
  2761. width = size.width;
  2762. height = Math.round(width / engine.getAspectRatio(camera));
  2763. size = { width: width, height: height };
  2764. }
  2765. //If passing only height, computing width to keep display canvas ratio.
  2766. else if (size.height && !size.width) {
  2767. height = size.height;
  2768. width = Math.round(height * engine.getAspectRatio(camera));
  2769. size = { width: width, height: height };
  2770. }
  2771. //Assuming here that "size" parameter is a number
  2772. else if (!isNaN(size)) {
  2773. height = size;
  2774. width = size;
  2775. }
  2776. else {
  2777. Tools.Error("Invalid 'size' parameter !");
  2778. return;
  2779. }
  2780. var scene = camera.getScene();
  2781. var previousCamera = null;
  2782. if (scene.activeCamera !== camera) {
  2783. previousCamera = scene.activeCamera;
  2784. scene.activeCamera = camera;
  2785. }
  2786. var renderCanvas = engine.getRenderingCanvas();
  2787. if (!renderCanvas) {
  2788. Tools.Error("No rendering canvas found !");
  2789. return;
  2790. }
  2791. var originalSize = { width: renderCanvas.width, height: renderCanvas.height };
  2792. engine.setSize(width, height);
  2793. scene.render();
  2794. // At this point size can be a number, or an object (according to engine.prototype.createRenderTargetTexture method)
  2795. var texture = new BABYLON.RenderTargetTexture("screenShot", size, scene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  2796. texture.renderList = null;
  2797. texture.samples = samples;
  2798. if (antialiasing) {
  2799. texture.addPostProcess(new BABYLON.FxaaPostProcess('antialiasing', 1.0, scene.activeCamera));
  2800. }
  2801. texture.onAfterRenderObservable.add(function () {
  2802. Tools.DumpFramebuffer(width, height, engine, successCallback, mimeType, fileName);
  2803. });
  2804. scene.incrementRenderId();
  2805. scene.resetCachedMaterial();
  2806. texture.render(true);
  2807. texture.dispose();
  2808. if (previousCamera) {
  2809. scene.activeCamera = previousCamera;
  2810. }
  2811. engine.setSize(originalSize.width, originalSize.height);
  2812. camera.getProjectionMatrix(true); // Force cache refresh;
  2813. };
  2814. /**
  2815. * Validates if xhr data is correct
  2816. * @param xhr defines the request to validate
  2817. * @param dataType defines the expected data type
  2818. * @returns true if data is correct
  2819. */
  2820. Tools.ValidateXHRData = function (xhr, dataType) {
  2821. // 1 for text (.babylon, manifest and shaders), 2 for TGA, 4 for DDS, 7 for all
  2822. if (dataType === void 0) { dataType = 7; }
  2823. try {
  2824. if (dataType & 1) {
  2825. if (xhr.responseText && xhr.responseText.length > 0) {
  2826. return true;
  2827. }
  2828. else if (dataType === 1) {
  2829. return false;
  2830. }
  2831. }
  2832. if (dataType & 2) {
  2833. // Check header width and height since there is no "TGA" magic number
  2834. var tgaHeader = BABYLON.TGATools.GetTGAHeader(xhr.response);
  2835. if (tgaHeader.width && tgaHeader.height && tgaHeader.width > 0 && tgaHeader.height > 0) {
  2836. return true;
  2837. }
  2838. else if (dataType === 2) {
  2839. return false;
  2840. }
  2841. }
  2842. if (dataType & 4) {
  2843. // Check for the "DDS" magic number
  2844. var ddsHeader = new Uint8Array(xhr.response, 0, 3);
  2845. if (ddsHeader[0] === 68 && ddsHeader[1] === 68 && ddsHeader[2] === 83) {
  2846. return true;
  2847. }
  2848. else {
  2849. return false;
  2850. }
  2851. }
  2852. }
  2853. catch (e) {
  2854. // Global protection
  2855. }
  2856. return false;
  2857. };
  2858. /**
  2859. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  2860. * Be aware Math.random() could cause collisions, but:
  2861. * "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"
  2862. * @returns a pseudo random id
  2863. */
  2864. Tools.RandomId = function () {
  2865. return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) {
  2866. var r = Math.random() * 16 | 0, v = c === 'x' ? r : (r & 0x3 | 0x8);
  2867. return v.toString(16);
  2868. });
  2869. };
  2870. /**
  2871. * Test if the given uri is a base64 string
  2872. * @param uri The uri to test
  2873. * @return True if the uri is a base64 string or false otherwise
  2874. */
  2875. Tools.IsBase64 = function (uri) {
  2876. return uri.length < 5 ? false : uri.substr(0, 5) === "data:";
  2877. };
  2878. /**
  2879. * Decode the given base64 uri.
  2880. * @param uri The uri to decode
  2881. * @return The decoded base64 data.
  2882. */
  2883. Tools.DecodeBase64 = function (uri) {
  2884. var decodedString = atob(uri.split(",")[1]);
  2885. var bufferLength = decodedString.length;
  2886. var bufferView = new Uint8Array(new ArrayBuffer(bufferLength));
  2887. for (var i = 0; i < bufferLength; i++) {
  2888. bufferView[i] = decodedString.charCodeAt(i);
  2889. }
  2890. return bufferView.buffer;
  2891. };
  2892. Tools._AddLogEntry = function (entry) {
  2893. Tools._LogCache = entry + Tools._LogCache;
  2894. if (Tools.OnNewCacheEntry) {
  2895. Tools.OnNewCacheEntry(entry);
  2896. }
  2897. };
  2898. Tools._FormatMessage = function (message) {
  2899. var padStr = function (i) { return (i < 10) ? "0" + i : "" + i; };
  2900. var date = new Date();
  2901. return "[" + padStr(date.getHours()) + ":" + padStr(date.getMinutes()) + ":" + padStr(date.getSeconds()) + "]: " + message;
  2902. };
  2903. Tools._LogDisabled = function (message) {
  2904. // nothing to do
  2905. };
  2906. Tools._LogEnabled = function (message) {
  2907. var formattedMessage = Tools._FormatMessage(message);
  2908. console.log("BJS - " + formattedMessage);
  2909. var entry = "<div style='color:white'>" + formattedMessage + "</div><br>";
  2910. Tools._AddLogEntry(entry);
  2911. };
  2912. Tools._WarnDisabled = function (message) {
  2913. // nothing to do
  2914. };
  2915. Tools._WarnEnabled = function (message) {
  2916. var formattedMessage = Tools._FormatMessage(message);
  2917. console.warn("BJS - " + formattedMessage);
  2918. var entry = "<div style='color:orange'>" + formattedMessage + "</div><br>";
  2919. Tools._AddLogEntry(entry);
  2920. };
  2921. Tools._ErrorDisabled = function (message) {
  2922. // nothing to do
  2923. };
  2924. Tools._ErrorEnabled = function (message) {
  2925. Tools.errorsCount++;
  2926. var formattedMessage = Tools._FormatMessage(message);
  2927. console.error("BJS - " + formattedMessage);
  2928. var entry = "<div style='color:red'>" + formattedMessage + "</div><br>";
  2929. Tools._AddLogEntry(entry);
  2930. };
  2931. Object.defineProperty(Tools, "LogCache", {
  2932. /**
  2933. * Gets current log cache (list of logs)
  2934. */
  2935. get: function () {
  2936. return Tools._LogCache;
  2937. },
  2938. enumerable: true,
  2939. configurable: true
  2940. });
  2941. /**
  2942. * Clears the log cache
  2943. */
  2944. Tools.ClearLogCache = function () {
  2945. Tools._LogCache = "";
  2946. Tools.errorsCount = 0;
  2947. };
  2948. Object.defineProperty(Tools, "LogLevels", {
  2949. /**
  2950. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  2951. */
  2952. set: function (level) {
  2953. if ((level & Tools.MessageLogLevel) === Tools.MessageLogLevel) {
  2954. Tools.Log = Tools._LogEnabled;
  2955. }
  2956. else {
  2957. Tools.Log = Tools._LogDisabled;
  2958. }
  2959. if ((level & Tools.WarningLogLevel) === Tools.WarningLogLevel) {
  2960. Tools.Warn = Tools._WarnEnabled;
  2961. }
  2962. else {
  2963. Tools.Warn = Tools._WarnDisabled;
  2964. }
  2965. if ((level & Tools.ErrorLogLevel) === Tools.ErrorLogLevel) {
  2966. Tools.Error = Tools._ErrorEnabled;
  2967. }
  2968. else {
  2969. Tools.Error = Tools._ErrorDisabled;
  2970. }
  2971. },
  2972. enumerable: true,
  2973. configurable: true
  2974. });
  2975. /**
  2976. * Checks if the loaded document was accessed via `file:`-Protocol.
  2977. * @returns boolean
  2978. */
  2979. Tools.IsFileURL = function () {
  2980. return location.protocol === "file:";
  2981. };
  2982. /**
  2983. * Checks if the window object exists
  2984. * @returns true if the window object exists
  2985. */
  2986. Tools.IsWindowObjectExist = function () {
  2987. return (typeof window) !== "undefined";
  2988. };
  2989. Object.defineProperty(Tools, "PerformanceLogLevel", {
  2990. /**
  2991. * Sets the current performance log level
  2992. */
  2993. set: function (level) {
  2994. if ((level & Tools.PerformanceUserMarkLogLevel) === Tools.PerformanceUserMarkLogLevel) {
  2995. Tools.StartPerformanceCounter = Tools._StartUserMark;
  2996. Tools.EndPerformanceCounter = Tools._EndUserMark;
  2997. return;
  2998. }
  2999. if ((level & Tools.PerformanceConsoleLogLevel) === Tools.PerformanceConsoleLogLevel) {
  3000. Tools.StartPerformanceCounter = Tools._StartPerformanceConsole;
  3001. Tools.EndPerformanceCounter = Tools._EndPerformanceConsole;
  3002. return;
  3003. }
  3004. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3005. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3006. },
  3007. enumerable: true,
  3008. configurable: true
  3009. });
  3010. Tools._StartPerformanceCounterDisabled = function (counterName, condition) {
  3011. };
  3012. Tools._EndPerformanceCounterDisabled = function (counterName, condition) {
  3013. };
  3014. Tools._StartUserMark = function (counterName, condition) {
  3015. if (condition === void 0) { condition = true; }
  3016. if (!Tools._performance) {
  3017. if (!Tools.IsWindowObjectExist()) {
  3018. return;
  3019. }
  3020. Tools._performance = window.performance;
  3021. }
  3022. if (!condition || !Tools._performance.mark) {
  3023. return;
  3024. }
  3025. Tools._performance.mark(counterName + "-Begin");
  3026. };
  3027. Tools._EndUserMark = function (counterName, condition) {
  3028. if (condition === void 0) { condition = true; }
  3029. if (!condition || !Tools._performance.mark) {
  3030. return;
  3031. }
  3032. Tools._performance.mark(counterName + "-End");
  3033. Tools._performance.measure(counterName, counterName + "-Begin", counterName + "-End");
  3034. };
  3035. Tools._StartPerformanceConsole = function (counterName, condition) {
  3036. if (condition === void 0) { condition = true; }
  3037. if (!condition) {
  3038. return;
  3039. }
  3040. Tools._StartUserMark(counterName, condition);
  3041. if (console.time) {
  3042. console.time(counterName);
  3043. }
  3044. };
  3045. Tools._EndPerformanceConsole = function (counterName, condition) {
  3046. if (condition === void 0) { condition = true; }
  3047. if (!condition) {
  3048. return;
  3049. }
  3050. Tools._EndUserMark(counterName, condition);
  3051. if (console.time) {
  3052. console.timeEnd(counterName);
  3053. }
  3054. };
  3055. /**
  3056. * Injects the @see CustomRequestHeaders into the given request
  3057. * @param request the request that should be used for injection
  3058. */
  3059. Tools.InjectCustomRequestHeaders = function (request) {
  3060. for (var key in Tools.CustomRequestHeaders) {
  3061. var val = Tools.CustomRequestHeaders[key];
  3062. if (val) {
  3063. request.setRequestHeader(key, val);
  3064. }
  3065. }
  3066. };
  3067. Object.defineProperty(Tools, "Now", {
  3068. /**
  3069. * Gets either window.performance.now() if supported or Date.now() else
  3070. */
  3071. get: function () {
  3072. if (Tools.IsWindowObjectExist() && window.performance && window.performance.now) {
  3073. return window.performance.now();
  3074. }
  3075. return Date.now();
  3076. },
  3077. enumerable: true,
  3078. configurable: true
  3079. });
  3080. /**
  3081. * This method will return the name of the class used to create the instance of the given object.
  3082. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  3083. * @param object the object to get the class name from
  3084. * @param isType defines if the object is actually a type
  3085. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  3086. */
  3087. Tools.GetClassName = function (object, isType) {
  3088. if (isType === void 0) { isType = false; }
  3089. var name = null;
  3090. if (!isType && object.getClassName) {
  3091. name = object.getClassName();
  3092. }
  3093. else {
  3094. if (object instanceof Object) {
  3095. var classObj = isType ? object : Object.getPrototypeOf(object);
  3096. name = classObj.constructor["__bjsclassName__"];
  3097. }
  3098. if (!name) {
  3099. name = typeof object;
  3100. }
  3101. }
  3102. return name;
  3103. };
  3104. /**
  3105. * Gets the first element of an array satisfying a given predicate
  3106. * @param array defines the array to browse
  3107. * @param predicate defines the predicate to use
  3108. * @returns null if not found or the element
  3109. */
  3110. Tools.First = function (array, predicate) {
  3111. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  3112. var el = array_1[_i];
  3113. if (predicate(el)) {
  3114. return el;
  3115. }
  3116. }
  3117. return null;
  3118. };
  3119. /**
  3120. * This method will return the name of the full name of the class, including its owning module (if any).
  3121. * 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).
  3122. * @param object the object to get the class name from
  3123. * @param isType defines if the object is actually a type
  3124. * @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.
  3125. * @ignorenaming
  3126. */
  3127. Tools.getFullClassName = function (object, isType) {
  3128. if (isType === void 0) { isType = false; }
  3129. var className = null;
  3130. var moduleName = null;
  3131. if (!isType && object.getClassName) {
  3132. className = object.getClassName();
  3133. }
  3134. else {
  3135. if (object instanceof Object) {
  3136. var classObj = isType ? object : Object.getPrototypeOf(object);
  3137. className = classObj.constructor["__bjsclassName__"];
  3138. moduleName = classObj.constructor["__bjsmoduleName__"];
  3139. }
  3140. if (!className) {
  3141. className = typeof object;
  3142. }
  3143. }
  3144. if (!className) {
  3145. return null;
  3146. }
  3147. return ((moduleName != null) ? (moduleName + ".") : "") + className;
  3148. };
  3149. /**
  3150. * Returns a promise that resolves after the given amount of time.
  3151. * @param delay Number of milliseconds to delay
  3152. * @returns Promise that resolves after the given amount of time
  3153. */
  3154. Tools.DelayAsync = function (delay) {
  3155. return new Promise(function (resolve) {
  3156. setTimeout(function () {
  3157. resolve();
  3158. }, delay);
  3159. });
  3160. };
  3161. /**
  3162. * Gets the current gradient from an array of IValueGradient
  3163. * @param ratio defines the current ratio to get
  3164. * @param gradients defines the array of IValueGradient
  3165. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  3166. */
  3167. Tools.GetCurrentGradient = function (ratio, gradients, updateFunc) {
  3168. for (var gradientIndex = 0; gradientIndex < gradients.length - 1; gradientIndex++) {
  3169. var currentGradient = gradients[gradientIndex];
  3170. var nextGradient = gradients[gradientIndex + 1];
  3171. if (ratio >= currentGradient.gradient && ratio <= nextGradient.gradient) {
  3172. var scale = (ratio - currentGradient.gradient) / (nextGradient.gradient - currentGradient.gradient);
  3173. updateFunc(currentGradient, nextGradient, scale);
  3174. return;
  3175. }
  3176. }
  3177. // Use last index if over
  3178. var lastIndex = gradients.length - 1;
  3179. updateFunc(gradients[lastIndex], gradients[lastIndex], 1.0);
  3180. };
  3181. /**
  3182. * Gets or sets the base URL to use to load assets
  3183. */
  3184. Tools.BaseUrl = "";
  3185. /**
  3186. * Enable/Disable Custom HTTP Request Headers globally.
  3187. * default = false
  3188. * @see CustomRequestHeaders
  3189. */
  3190. Tools.UseCustomRequestHeaders = false;
  3191. /**
  3192. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  3193. * i.e. when loading files, where the server/service expects an Authorization header.
  3194. * @see InjectCustomRequestHeaders injects them to an XMLHttpRequest
  3195. */
  3196. Tools.CustomRequestHeaders = {};
  3197. /**
  3198. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  3199. */
  3200. Tools.DefaultRetryStrategy = RetryStrategy.ExponentialBackoff();
  3201. /**
  3202. * Default behaviour for cors in the application.
  3203. * It can be a string if the expected behavior is identical in the entire app.
  3204. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  3205. */
  3206. Tools.CorsBehavior = "anonymous";
  3207. /**
  3208. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  3209. * @ignorenaming
  3210. */
  3211. Tools.UseFallbackTexture = true;
  3212. /**
  3213. * Use this object to register external classes like custom textures or material
  3214. * to allow the laoders to instantiate them
  3215. */
  3216. Tools.RegisteredExternalClasses = {};
  3217. /**
  3218. * Texture content used if a texture cannot loaded
  3219. * @ignorenaming
  3220. */
  3221. Tools.fallbackTexture = "data:image/jpg;base64,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";
  3222. Tools._tmpFloatArray = new Float32Array(1);
  3223. /**
  3224. * Gets or sets a function used to pre-process url before using them to load assets
  3225. */
  3226. Tools.PreprocessUrl = function (url) {
  3227. return url;
  3228. };
  3229. // Logs
  3230. /**
  3231. * No log
  3232. */
  3233. Tools.NoneLogLevel = 0;
  3234. /**
  3235. * Only message logs
  3236. */
  3237. Tools.MessageLogLevel = 1;
  3238. /**
  3239. * Only warning logs
  3240. */
  3241. Tools.WarningLogLevel = 2;
  3242. /**
  3243. * Only error logs
  3244. */
  3245. Tools.ErrorLogLevel = 4;
  3246. /**
  3247. * All logs
  3248. */
  3249. Tools.AllLogLevel = 7;
  3250. Tools._LogCache = "";
  3251. /**
  3252. * Gets a value indicating the number of loading errors
  3253. * @ignorenaming
  3254. */
  3255. Tools.errorsCount = 0;
  3256. /**
  3257. * Log a message to the console
  3258. */
  3259. Tools.Log = Tools._LogEnabled;
  3260. /**
  3261. * Write a warning message to the console
  3262. */
  3263. Tools.Warn = Tools._WarnEnabled;
  3264. /**
  3265. * Write an error message to the console
  3266. */
  3267. Tools.Error = Tools._ErrorEnabled;
  3268. // Performances
  3269. /**
  3270. * No performance log
  3271. */
  3272. Tools.PerformanceNoneLogLevel = 0;
  3273. /**
  3274. * Use user marks to log performance
  3275. */
  3276. Tools.PerformanceUserMarkLogLevel = 1;
  3277. /**
  3278. * Log performance to the console
  3279. */
  3280. Tools.PerformanceConsoleLogLevel = 2;
  3281. /**
  3282. * Starts a performance counter
  3283. */
  3284. Tools.StartPerformanceCounter = Tools._StartPerformanceCounterDisabled;
  3285. /**
  3286. * Ends a specific performance coutner
  3287. */
  3288. Tools.EndPerformanceCounter = Tools._EndPerformanceCounterDisabled;
  3289. return Tools;
  3290. }());
  3291. BABYLON.Tools = Tools;
  3292. /**
  3293. * This class is used to track a performance counter which is number based.
  3294. * The user has access to many properties which give statistics of different nature.
  3295. *
  3296. * The implementer can track two kinds of Performance Counter: time and count.
  3297. * 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.
  3298. * 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.
  3299. */
  3300. var PerfCounter = /** @class */ (function () {
  3301. /**
  3302. * Creates a new counter
  3303. */
  3304. function PerfCounter() {
  3305. this._startMonitoringTime = 0;
  3306. this._min = 0;
  3307. this._max = 0;
  3308. this._average = 0;
  3309. this._lastSecAverage = 0;
  3310. this._current = 0;
  3311. this._totalValueCount = 0;
  3312. this._totalAccumulated = 0;
  3313. this._lastSecAccumulated = 0;
  3314. this._lastSecTime = 0;
  3315. this._lastSecValueCount = 0;
  3316. }
  3317. Object.defineProperty(PerfCounter.prototype, "min", {
  3318. /**
  3319. * Returns the smallest value ever
  3320. */
  3321. get: function () {
  3322. return this._min;
  3323. },
  3324. enumerable: true,
  3325. configurable: true
  3326. });
  3327. Object.defineProperty(PerfCounter.prototype, "max", {
  3328. /**
  3329. * Returns the biggest value ever
  3330. */
  3331. get: function () {
  3332. return this._max;
  3333. },
  3334. enumerable: true,
  3335. configurable: true
  3336. });
  3337. Object.defineProperty(PerfCounter.prototype, "average", {
  3338. /**
  3339. * Returns the average value since the performance counter is running
  3340. */
  3341. get: function () {
  3342. return this._average;
  3343. },
  3344. enumerable: true,
  3345. configurable: true
  3346. });
  3347. Object.defineProperty(PerfCounter.prototype, "lastSecAverage", {
  3348. /**
  3349. * Returns the average value of the last second the counter was monitored
  3350. */
  3351. get: function () {
  3352. return this._lastSecAverage;
  3353. },
  3354. enumerable: true,
  3355. configurable: true
  3356. });
  3357. Object.defineProperty(PerfCounter.prototype, "current", {
  3358. /**
  3359. * Returns the current value
  3360. */
  3361. get: function () {
  3362. return this._current;
  3363. },
  3364. enumerable: true,
  3365. configurable: true
  3366. });
  3367. Object.defineProperty(PerfCounter.prototype, "total", {
  3368. /**
  3369. * Gets the accumulated total
  3370. */
  3371. get: function () {
  3372. return this._totalAccumulated;
  3373. },
  3374. enumerable: true,
  3375. configurable: true
  3376. });
  3377. Object.defineProperty(PerfCounter.prototype, "count", {
  3378. /**
  3379. * Gets the total value count
  3380. */
  3381. get: function () {
  3382. return this._totalValueCount;
  3383. },
  3384. enumerable: true,
  3385. configurable: true
  3386. });
  3387. /**
  3388. * Call this method to start monitoring a new frame.
  3389. * 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.
  3390. */
  3391. PerfCounter.prototype.fetchNewFrame = function () {
  3392. this._totalValueCount++;
  3393. this._current = 0;
  3394. this._lastSecValueCount++;
  3395. };
  3396. /**
  3397. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  3398. * @param newCount the count value to add to the monitored count
  3399. * @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.
  3400. */
  3401. PerfCounter.prototype.addCount = function (newCount, fetchResult) {
  3402. if (!PerfCounter.Enabled) {
  3403. return;
  3404. }
  3405. this._current += newCount;
  3406. if (fetchResult) {
  3407. this._fetchResult();
  3408. }
  3409. };
  3410. /**
  3411. * Start monitoring this performance counter
  3412. */
  3413. PerfCounter.prototype.beginMonitoring = function () {
  3414. if (!PerfCounter.Enabled) {
  3415. return;
  3416. }
  3417. this._startMonitoringTime = Tools.Now;
  3418. };
  3419. /**
  3420. * Compute the time lapsed since the previous beginMonitoring() call.
  3421. * @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
  3422. */
  3423. PerfCounter.prototype.endMonitoring = function (newFrame) {
  3424. if (newFrame === void 0) { newFrame = true; }
  3425. if (!PerfCounter.Enabled) {
  3426. return;
  3427. }
  3428. if (newFrame) {
  3429. this.fetchNewFrame();
  3430. }
  3431. var currentTime = Tools.Now;
  3432. this._current = currentTime - this._startMonitoringTime;
  3433. if (newFrame) {
  3434. this._fetchResult();
  3435. }
  3436. };
  3437. PerfCounter.prototype._fetchResult = function () {
  3438. this._totalAccumulated += this._current;
  3439. this._lastSecAccumulated += this._current;
  3440. // Min/Max update
  3441. this._min = Math.min(this._min, this._current);
  3442. this._max = Math.max(this._max, this._current);
  3443. this._average = this._totalAccumulated / this._totalValueCount;
  3444. // Reset last sec?
  3445. var now = Tools.Now;
  3446. if ((now - this._lastSecTime) > 1000) {
  3447. this._lastSecAverage = this._lastSecAccumulated / this._lastSecValueCount;
  3448. this._lastSecTime = now;
  3449. this._lastSecAccumulated = 0;
  3450. this._lastSecValueCount = 0;
  3451. }
  3452. };
  3453. /**
  3454. * Gets or sets a global boolean to turn on and off all the counters
  3455. */
  3456. PerfCounter.Enabled = true;
  3457. return PerfCounter;
  3458. }());
  3459. BABYLON.PerfCounter = PerfCounter;
  3460. /**
  3461. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  3462. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  3463. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  3464. * @param name The name of the class, case should be preserved
  3465. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  3466. */
  3467. function className(name, module) {
  3468. return function (target) {
  3469. target["__bjsclassName__"] = name;
  3470. target["__bjsmoduleName__"] = (module != null) ? module : null;
  3471. };
  3472. }
  3473. BABYLON.className = className;
  3474. /**
  3475. * An implementation of a loop for asynchronous functions.
  3476. */
  3477. var AsyncLoop = /** @class */ (function () {
  3478. /**
  3479. * Constructor.
  3480. * @param iterations the number of iterations.
  3481. * @param func the function to run each iteration
  3482. * @param successCallback the callback that will be called upon succesful execution
  3483. * @param offset starting offset.
  3484. */
  3485. function AsyncLoop(
  3486. /**
  3487. * Defines the number of iterations for the loop
  3488. */
  3489. iterations, func, successCallback, offset) {
  3490. if (offset === void 0) { offset = 0; }
  3491. this.iterations = iterations;
  3492. this.index = offset - 1;
  3493. this._done = false;
  3494. this._fn = func;
  3495. this._successCallback = successCallback;
  3496. }
  3497. /**
  3498. * Execute the next iteration. Must be called after the last iteration was finished.
  3499. */
  3500. AsyncLoop.prototype.executeNext = function () {
  3501. if (!this._done) {
  3502. if (this.index + 1 < this.iterations) {
  3503. ++this.index;
  3504. this._fn(this);
  3505. }
  3506. else {
  3507. this.breakLoop();
  3508. }
  3509. }
  3510. };
  3511. /**
  3512. * Break the loop and run the success callback.
  3513. */
  3514. AsyncLoop.prototype.breakLoop = function () {
  3515. this._done = true;
  3516. this._successCallback();
  3517. };
  3518. /**
  3519. * Create and run an async loop.
  3520. * @param iterations the number of iterations.
  3521. * @param fn the function to run each iteration
  3522. * @param successCallback the callback that will be called upon succesful execution
  3523. * @param offset starting offset.
  3524. * @returns the created async loop object
  3525. */
  3526. AsyncLoop.Run = function (iterations, fn, successCallback, offset) {
  3527. if (offset === void 0) { offset = 0; }
  3528. var loop = new AsyncLoop(iterations, fn, successCallback, offset);
  3529. loop.executeNext();
  3530. return loop;
  3531. };
  3532. /**
  3533. * A for-loop that will run a given number of iterations synchronous and the rest async.
  3534. * @param iterations total number of iterations
  3535. * @param syncedIterations number of synchronous iterations in each async iteration.
  3536. * @param fn the function to call each iteration.
  3537. * @param callback a success call back that will be called when iterating stops.
  3538. * @param breakFunction a break condition (optional)
  3539. * @param timeout timeout settings for the setTimeout function. default - 0.
  3540. * @returns the created async loop object
  3541. */
  3542. AsyncLoop.SyncAsyncForLoop = function (iterations, syncedIterations, fn, callback, breakFunction, timeout) {
  3543. if (timeout === void 0) { timeout = 0; }
  3544. return AsyncLoop.Run(Math.ceil(iterations / syncedIterations), function (loop) {
  3545. if (breakFunction && breakFunction()) {
  3546. loop.breakLoop();
  3547. }
  3548. else {
  3549. setTimeout(function () {
  3550. for (var i = 0; i < syncedIterations; ++i) {
  3551. var iteration = (loop.index * syncedIterations) + i;
  3552. if (iteration >= iterations) {
  3553. break;
  3554. }
  3555. fn(iteration);
  3556. if (breakFunction && breakFunction()) {
  3557. loop.breakLoop();
  3558. break;
  3559. }
  3560. }
  3561. loop.executeNext();
  3562. }, timeout);
  3563. }
  3564. }, callback);
  3565. };
  3566. return AsyncLoop;
  3567. }());
  3568. BABYLON.AsyncLoop = AsyncLoop;
  3569. })(BABYLON || (BABYLON = {}));
  3570. //# sourceMappingURL=babylon.tools.js.map
  3571. var BABYLON;
  3572. (function (BABYLON) {
  3573. /**
  3574. * Constant used to convert a value to gamma space
  3575. * @ignorenaming
  3576. */
  3577. BABYLON.ToGammaSpace = 1 / 2.2;
  3578. /**
  3579. * Constant used to convert a value to linear space
  3580. * @ignorenaming
  3581. */
  3582. BABYLON.ToLinearSpace = 2.2;
  3583. /**
  3584. * Constant used to define the minimal number value in Babylon.js
  3585. * @ignorenaming
  3586. */
  3587. BABYLON.Epsilon = 0.001;
  3588. /**
  3589. * Class used to hold a RBG color
  3590. */
  3591. var Color3 = /** @class */ (function () {
  3592. /**
  3593. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  3594. * @param r defines the red component (between 0 and 1, default is 0)
  3595. * @param g defines the green component (between 0 and 1, default is 0)
  3596. * @param b defines the blue component (between 0 and 1, default is 0)
  3597. */
  3598. function Color3(
  3599. /**
  3600. * Defines the red component (between 0 and 1, default is 0)
  3601. */
  3602. r,
  3603. /**
  3604. * Defines the green component (between 0 and 1, default is 0)
  3605. */
  3606. g,
  3607. /**
  3608. * Defines the blue component (between 0 and 1, default is 0)
  3609. */
  3610. b) {
  3611. if (r === void 0) { r = 0; }
  3612. if (g === void 0) { g = 0; }
  3613. if (b === void 0) { b = 0; }
  3614. this.r = r;
  3615. this.g = g;
  3616. this.b = b;
  3617. }
  3618. /**
  3619. * Creates a string with the Color3 current values
  3620. * @returns the string representation of the Color3 object
  3621. */
  3622. Color3.prototype.toString = function () {
  3623. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + "}";
  3624. };
  3625. /**
  3626. * Returns the string "Color3"
  3627. * @returns "Color3"
  3628. */
  3629. Color3.prototype.getClassName = function () {
  3630. return "Color3";
  3631. };
  3632. /**
  3633. * Compute the Color3 hash code
  3634. * @returns an unique number that can be used to hash Color3 objects
  3635. */
  3636. Color3.prototype.getHashCode = function () {
  3637. var hash = this.r || 0;
  3638. hash = (hash * 397) ^ (this.g || 0);
  3639. hash = (hash * 397) ^ (this.b || 0);
  3640. return hash;
  3641. };
  3642. // Operators
  3643. /**
  3644. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  3645. * @param array defines the array where to store the r,g,b components
  3646. * @param index defines an optional index in the target array to define where to start storing values
  3647. * @returns the current Color3 object
  3648. */
  3649. Color3.prototype.toArray = function (array, index) {
  3650. if (index === void 0) { index = 0; }
  3651. array[index] = this.r;
  3652. array[index + 1] = this.g;
  3653. array[index + 2] = this.b;
  3654. return this;
  3655. };
  3656. /**
  3657. * Returns a new Color4 object from the current Color3 and the given alpha
  3658. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  3659. * @returns a new Color4 object
  3660. */
  3661. Color3.prototype.toColor4 = function (alpha) {
  3662. if (alpha === void 0) { alpha = 1; }
  3663. return new Color4(this.r, this.g, this.b, alpha);
  3664. };
  3665. /**
  3666. * Returns a new array populated with 3 numeric elements : red, green and blue values
  3667. * @returns the new array
  3668. */
  3669. Color3.prototype.asArray = function () {
  3670. var result = new Array();
  3671. this.toArray(result, 0);
  3672. return result;
  3673. };
  3674. /**
  3675. * Returns the luminance value
  3676. * @returns a float value
  3677. */
  3678. Color3.prototype.toLuminance = function () {
  3679. return this.r * 0.3 + this.g * 0.59 + this.b * 0.11;
  3680. };
  3681. /**
  3682. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  3683. * @param otherColor defines the second operand
  3684. * @returns the new Color3 object
  3685. */
  3686. Color3.prototype.multiply = function (otherColor) {
  3687. return new Color3(this.r * otherColor.r, this.g * otherColor.g, this.b * otherColor.b);
  3688. };
  3689. /**
  3690. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  3691. * @param otherColor defines the second operand
  3692. * @param result defines the Color3 object where to store the result
  3693. * @returns the current Color3
  3694. */
  3695. Color3.prototype.multiplyToRef = function (otherColor, result) {
  3696. result.r = this.r * otherColor.r;
  3697. result.g = this.g * otherColor.g;
  3698. result.b = this.b * otherColor.b;
  3699. return this;
  3700. };
  3701. /**
  3702. * Determines equality between Color3 objects
  3703. * @param otherColor defines the second operand
  3704. * @returns true if the rgb values are equal to the given ones
  3705. */
  3706. Color3.prototype.equals = function (otherColor) {
  3707. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b;
  3708. };
  3709. /**
  3710. * Determines equality between the current Color3 object and a set of r,b,g values
  3711. * @param r defines the red component to check
  3712. * @param g defines the green component to check
  3713. * @param b defines the blue component to check
  3714. * @returns true if the rgb values are equal to the given ones
  3715. */
  3716. Color3.prototype.equalsFloats = function (r, g, b) {
  3717. return this.r === r && this.g === g && this.b === b;
  3718. };
  3719. /**
  3720. * Multiplies in place each rgb value by scale
  3721. * @param scale defines the scaling factor
  3722. * @returns the updated Color3
  3723. */
  3724. Color3.prototype.scale = function (scale) {
  3725. return new Color3(this.r * scale, this.g * scale, this.b * scale);
  3726. };
  3727. /**
  3728. * Multiplies the rgb values by scale and stores the result into "result"
  3729. * @param scale defines the scaling factor
  3730. * @param result defines the Color3 object where to store the result
  3731. * @returns the unmodified current Color3
  3732. */
  3733. Color3.prototype.scaleToRef = function (scale, result) {
  3734. result.r = this.r * scale;
  3735. result.g = this.g * scale;
  3736. result.b = this.b * scale;
  3737. return this;
  3738. };
  3739. /**
  3740. * Scale the current Color3 values by a factor and add the result to a given Color3
  3741. * @param scale defines the scale factor
  3742. * @param result defines color to store the result into
  3743. * @returns the unmodified current Color3
  3744. */
  3745. Color3.prototype.scaleAndAddToRef = function (scale, result) {
  3746. result.r += this.r * scale;
  3747. result.g += this.g * scale;
  3748. result.b += this.b * scale;
  3749. return this;
  3750. };
  3751. /**
  3752. * Clamps the rgb values by the min and max values and stores the result into "result"
  3753. * @param min defines minimum clamping value (default is 0)
  3754. * @param max defines maximum clamping value (default is 1)
  3755. * @param result defines color to store the result into
  3756. * @returns the original Color3
  3757. */
  3758. Color3.prototype.clampToRef = function (min, max, result) {
  3759. if (min === void 0) { min = 0; }
  3760. if (max === void 0) { max = 1; }
  3761. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  3762. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  3763. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  3764. return this;
  3765. };
  3766. /**
  3767. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  3768. * @param otherColor defines the second operand
  3769. * @returns the new Color3
  3770. */
  3771. Color3.prototype.add = function (otherColor) {
  3772. return new Color3(this.r + otherColor.r, this.g + otherColor.g, this.b + otherColor.b);
  3773. };
  3774. /**
  3775. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  3776. * @param otherColor defines the second operand
  3777. * @param result defines Color3 object to store the result into
  3778. * @returns the unmodified current Color3
  3779. */
  3780. Color3.prototype.addToRef = function (otherColor, result) {
  3781. result.r = this.r + otherColor.r;
  3782. result.g = this.g + otherColor.g;
  3783. result.b = this.b + otherColor.b;
  3784. return this;
  3785. };
  3786. /**
  3787. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  3788. * @param otherColor defines the second operand
  3789. * @returns the new Color3
  3790. */
  3791. Color3.prototype.subtract = function (otherColor) {
  3792. return new Color3(this.r - otherColor.r, this.g - otherColor.g, this.b - otherColor.b);
  3793. };
  3794. /**
  3795. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  3796. * @param otherColor defines the second operand
  3797. * @param result defines Color3 object to store the result into
  3798. * @returns the unmodified current Color3
  3799. */
  3800. Color3.prototype.subtractToRef = function (otherColor, result) {
  3801. result.r = this.r - otherColor.r;
  3802. result.g = this.g - otherColor.g;
  3803. result.b = this.b - otherColor.b;
  3804. return this;
  3805. };
  3806. /**
  3807. * Copy the current object
  3808. * @returns a new Color3 copied the current one
  3809. */
  3810. Color3.prototype.clone = function () {
  3811. return new Color3(this.r, this.g, this.b);
  3812. };
  3813. /**
  3814. * Copies the rgb values from the source in the current Color3
  3815. * @param source defines the source Color3 object
  3816. * @returns the updated Color3 object
  3817. */
  3818. Color3.prototype.copyFrom = function (source) {
  3819. this.r = source.r;
  3820. this.g = source.g;
  3821. this.b = source.b;
  3822. return this;
  3823. };
  3824. /**
  3825. * Updates the Color3 rgb values from the given floats
  3826. * @param r defines the red component to read from
  3827. * @param g defines the green component to read from
  3828. * @param b defines the blue component to read from
  3829. * @returns the current Color3 object
  3830. */
  3831. Color3.prototype.copyFromFloats = function (r, g, b) {
  3832. this.r = r;
  3833. this.g = g;
  3834. this.b = b;
  3835. return this;
  3836. };
  3837. /**
  3838. * Updates the Color3 rgb values from the given floats
  3839. * @param r defines the red component to read from
  3840. * @param g defines the green component to read from
  3841. * @param b defines the blue component to read from
  3842. * @returns the current Color3 object
  3843. */
  3844. Color3.prototype.set = function (r, g, b) {
  3845. return this.copyFromFloats(r, g, b);
  3846. };
  3847. /**
  3848. * Compute the Color3 hexadecimal code as a string
  3849. * @returns a string containing the hexadecimal representation of the Color3 object
  3850. */
  3851. Color3.prototype.toHexString = function () {
  3852. var intR = (this.r * 255) | 0;
  3853. var intG = (this.g * 255) | 0;
  3854. var intB = (this.b * 255) | 0;
  3855. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB);
  3856. };
  3857. /**
  3858. * Computes a new Color3 converted from the current one to linear space
  3859. * @returns a new Color3 object
  3860. */
  3861. Color3.prototype.toLinearSpace = function () {
  3862. var convertedColor = new Color3();
  3863. this.toLinearSpaceToRef(convertedColor);
  3864. return convertedColor;
  3865. };
  3866. /**
  3867. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  3868. * @param convertedColor defines the Color3 object where to store the linear space version
  3869. * @returns the unmodified Color3
  3870. */
  3871. Color3.prototype.toLinearSpaceToRef = function (convertedColor) {
  3872. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  3873. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  3874. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  3875. return this;
  3876. };
  3877. /**
  3878. * Computes a new Color3 converted from the current one to gamma space
  3879. * @returns a new Color3 object
  3880. */
  3881. Color3.prototype.toGammaSpace = function () {
  3882. var convertedColor = new Color3();
  3883. this.toGammaSpaceToRef(convertedColor);
  3884. return convertedColor;
  3885. };
  3886. /**
  3887. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  3888. * @param convertedColor defines the Color3 object where to store the gamma space version
  3889. * @returns the unmodified Color3
  3890. */
  3891. Color3.prototype.toGammaSpaceToRef = function (convertedColor) {
  3892. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  3893. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  3894. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  3895. return this;
  3896. };
  3897. // Statics
  3898. /**
  3899. * Creates a new Color3 from the string containing valid hexadecimal values
  3900. * @param hex defines a string containing valid hexadecimal values
  3901. * @returns a new Color3 object
  3902. */
  3903. Color3.FromHexString = function (hex) {
  3904. if (hex.substring(0, 1) !== "#" || hex.length !== 7) {
  3905. return new Color3(0, 0, 0);
  3906. }
  3907. var r = parseInt(hex.substring(1, 3), 16);
  3908. var g = parseInt(hex.substring(3, 5), 16);
  3909. var b = parseInt(hex.substring(5, 7), 16);
  3910. return Color3.FromInts(r, g, b);
  3911. };
  3912. /**
  3913. * Creates a new Vector3 from the starting index of the given array
  3914. * @param array defines the source array
  3915. * @param offset defines an offset in the source array
  3916. * @returns a new Color3 object
  3917. */
  3918. Color3.FromArray = function (array, offset) {
  3919. if (offset === void 0) { offset = 0; }
  3920. return new Color3(array[offset], array[offset + 1], array[offset + 2]);
  3921. };
  3922. /**
  3923. * Creates a new Color3 from integer values (< 256)
  3924. * @param r defines the red component to read from (value between 0 and 255)
  3925. * @param g defines the green component to read from (value between 0 and 255)
  3926. * @param b defines the blue component to read from (value between 0 and 255)
  3927. * @returns a new Color3 object
  3928. */
  3929. Color3.FromInts = function (r, g, b) {
  3930. return new Color3(r / 255.0, g / 255.0, b / 255.0);
  3931. };
  3932. /**
  3933. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3934. * @param start defines the start Color3 value
  3935. * @param end defines the end Color3 value
  3936. * @param amount defines the gradient value between start and end
  3937. * @returns a new Color3 object
  3938. */
  3939. Color3.Lerp = function (start, end, amount) {
  3940. var result = new Color3(0.0, 0.0, 0.0);
  3941. Color3.LerpToRef(start, end, amount, result);
  3942. return result;
  3943. };
  3944. /**
  3945. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  3946. * @param left defines the start value
  3947. * @param right defines the end value
  3948. * @param amount defines the gradient factor
  3949. * @param result defines the Color3 object where to store the result
  3950. */
  3951. Color3.LerpToRef = function (left, right, amount, result) {
  3952. result.r = left.r + ((right.r - left.r) * amount);
  3953. result.g = left.g + ((right.g - left.g) * amount);
  3954. result.b = left.b + ((right.b - left.b) * amount);
  3955. };
  3956. /**
  3957. * Returns a Color3 value containing a red color
  3958. * @returns a new Color3 object
  3959. */
  3960. Color3.Red = function () { return new Color3(1, 0, 0); };
  3961. /**
  3962. * Returns a Color3 value containing a green color
  3963. * @returns a new Color3 object
  3964. */
  3965. Color3.Green = function () { return new Color3(0, 1, 0); };
  3966. /**
  3967. * Returns a Color3 value containing a blue color
  3968. * @returns a new Color3 object
  3969. */
  3970. Color3.Blue = function () { return new Color3(0, 0, 1); };
  3971. /**
  3972. * Returns a Color3 value containing a black color
  3973. * @returns a new Color3 object
  3974. */
  3975. Color3.Black = function () { return new Color3(0, 0, 0); };
  3976. /**
  3977. * Returns a Color3 value containing a white color
  3978. * @returns a new Color3 object
  3979. */
  3980. Color3.White = function () { return new Color3(1, 1, 1); };
  3981. /**
  3982. * Returns a Color3 value containing a purple color
  3983. * @returns a new Color3 object
  3984. */
  3985. Color3.Purple = function () { return new Color3(0.5, 0, 0.5); };
  3986. /**
  3987. * Returns a Color3 value containing a magenta color
  3988. * @returns a new Color3 object
  3989. */
  3990. Color3.Magenta = function () { return new Color3(1, 0, 1); };
  3991. /**
  3992. * Returns a Color3 value containing a yellow color
  3993. * @returns a new Color3 object
  3994. */
  3995. Color3.Yellow = function () { return new Color3(1, 1, 0); };
  3996. /**
  3997. * Returns a Color3 value containing a gray color
  3998. * @returns a new Color3 object
  3999. */
  4000. Color3.Gray = function () { return new Color3(0.5, 0.5, 0.5); };
  4001. /**
  4002. * Returns a Color3 value containing a teal color
  4003. * @returns a new Color3 object
  4004. */
  4005. Color3.Teal = function () { return new Color3(0, 1.0, 1.0); };
  4006. /**
  4007. * Returns a Color3 value containing a random color
  4008. * @returns a new Color3 object
  4009. */
  4010. Color3.Random = function () { return new Color3(Math.random(), Math.random(), Math.random()); };
  4011. return Color3;
  4012. }());
  4013. BABYLON.Color3 = Color3;
  4014. /**
  4015. * Class used to hold a RBGA color
  4016. */
  4017. var Color4 = /** @class */ (function () {
  4018. /**
  4019. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  4020. * @param r defines the red component (between 0 and 1, default is 0)
  4021. * @param g defines the green component (between 0 and 1, default is 0)
  4022. * @param b defines the blue component (between 0 and 1, default is 0)
  4023. * @param a defines the alpha component (between 0 and 1, default is 1)
  4024. */
  4025. function Color4(
  4026. /**
  4027. * Defines the red component (between 0 and 1, default is 0)
  4028. */
  4029. r,
  4030. /**
  4031. * Defines the green component (between 0 and 1, default is 0)
  4032. */
  4033. g,
  4034. /**
  4035. * Defines the blue component (between 0 and 1, default is 0)
  4036. */
  4037. b,
  4038. /**
  4039. * Defines the alpha component (between 0 and 1, default is 1)
  4040. */
  4041. a) {
  4042. if (r === void 0) { r = 0; }
  4043. if (g === void 0) { g = 0; }
  4044. if (b === void 0) { b = 0; }
  4045. if (a === void 0) { a = 1; }
  4046. this.r = r;
  4047. this.g = g;
  4048. this.b = b;
  4049. this.a = a;
  4050. }
  4051. // Operators
  4052. /**
  4053. * Adds in place the given Color4 values to the current Color4 object
  4054. * @param right defines the second operand
  4055. * @returns the current updated Color4 object
  4056. */
  4057. Color4.prototype.addInPlace = function (right) {
  4058. this.r += right.r;
  4059. this.g += right.g;
  4060. this.b += right.b;
  4061. this.a += right.a;
  4062. return this;
  4063. };
  4064. /**
  4065. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  4066. * @returns the new array
  4067. */
  4068. Color4.prototype.asArray = function () {
  4069. var result = new Array();
  4070. this.toArray(result, 0);
  4071. return result;
  4072. };
  4073. /**
  4074. * Stores from the starting index in the given array the Color4 successive values
  4075. * @param array defines the array where to store the r,g,b components
  4076. * @param index defines an optional index in the target array to define where to start storing values
  4077. * @returns the current Color4 object
  4078. */
  4079. Color4.prototype.toArray = function (array, index) {
  4080. if (index === void 0) { index = 0; }
  4081. array[index] = this.r;
  4082. array[index + 1] = this.g;
  4083. array[index + 2] = this.b;
  4084. array[index + 3] = this.a;
  4085. return this;
  4086. };
  4087. /**
  4088. * Determines equality between Color4 objects
  4089. * @param otherColor defines the second operand
  4090. * @returns true if the rgba values are equal to the given ones
  4091. */
  4092. Color4.prototype.equals = function (otherColor) {
  4093. return otherColor && this.r === otherColor.r && this.g === otherColor.g && this.b === otherColor.b && this.a === otherColor.a;
  4094. };
  4095. /**
  4096. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  4097. * @param right defines the second operand
  4098. * @returns a new Color4 object
  4099. */
  4100. Color4.prototype.add = function (right) {
  4101. return new Color4(this.r + right.r, this.g + right.g, this.b + right.b, this.a + right.a);
  4102. };
  4103. /**
  4104. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  4105. * @param right defines the second operand
  4106. * @returns a new Color4 object
  4107. */
  4108. Color4.prototype.subtract = function (right) {
  4109. return new Color4(this.r - right.r, this.g - right.g, this.b - right.b, this.a - right.a);
  4110. };
  4111. /**
  4112. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  4113. * @param right defines the second operand
  4114. * @param result defines the Color4 object where to store the result
  4115. * @returns the current Color4 object
  4116. */
  4117. Color4.prototype.subtractToRef = function (right, result) {
  4118. result.r = this.r - right.r;
  4119. result.g = this.g - right.g;
  4120. result.b = this.b - right.b;
  4121. result.a = this.a - right.a;
  4122. return this;
  4123. };
  4124. /**
  4125. * Creates a new Color4 with the current Color4 values multiplied by scale
  4126. * @param scale defines the scaling factor to apply
  4127. * @returns a new Color4 object
  4128. */
  4129. Color4.prototype.scale = function (scale) {
  4130. return new Color4(this.r * scale, this.g * scale, this.b * scale, this.a * scale);
  4131. };
  4132. /**
  4133. * Multiplies the current Color4 values by scale and stores the result in "result"
  4134. * @param scale defines the scaling factor to apply
  4135. * @param result defines the Color4 object where to store the result
  4136. * @returns the current unmodified Color4
  4137. */
  4138. Color4.prototype.scaleToRef = function (scale, result) {
  4139. result.r = this.r * scale;
  4140. result.g = this.g * scale;
  4141. result.b = this.b * scale;
  4142. result.a = this.a * scale;
  4143. return this;
  4144. };
  4145. /**
  4146. * Scale the current Color4 values by a factor and add the result to a given Color4
  4147. * @param scale defines the scale factor
  4148. * @param result defines the Color4 object where to store the result
  4149. * @returns the unmodified current Color4
  4150. */
  4151. Color4.prototype.scaleAndAddToRef = function (scale, result) {
  4152. result.r += this.r * scale;
  4153. result.g += this.g * scale;
  4154. result.b += this.b * scale;
  4155. result.a += this.a * scale;
  4156. return this;
  4157. };
  4158. /**
  4159. * Clamps the rgb values by the min and max values and stores the result into "result"
  4160. * @param min defines minimum clamping value (default is 0)
  4161. * @param max defines maximum clamping value (default is 1)
  4162. * @param result defines color to store the result into.
  4163. * @returns the cuurent Color4
  4164. */
  4165. Color4.prototype.clampToRef = function (min, max, result) {
  4166. if (min === void 0) { min = 0; }
  4167. if (max === void 0) { max = 1; }
  4168. result.r = BABYLON.Scalar.Clamp(this.r, min, max);
  4169. result.g = BABYLON.Scalar.Clamp(this.g, min, max);
  4170. result.b = BABYLON.Scalar.Clamp(this.b, min, max);
  4171. result.a = BABYLON.Scalar.Clamp(this.a, min, max);
  4172. return this;
  4173. };
  4174. /**
  4175. * Multipy an Color4 value by another and return a new Color4 object
  4176. * @param color defines the Color4 value to multiply by
  4177. * @returns a new Color4 object
  4178. */
  4179. Color4.prototype.multiply = function (color) {
  4180. return new Color4(this.r * color.r, this.g * color.g, this.b * color.b, this.a * color.a);
  4181. };
  4182. /**
  4183. * Multipy a Color4 value by another and push the result in a reference value
  4184. * @param color defines the Color4 value to multiply by
  4185. * @param result defines the Color4 to fill the result in
  4186. * @returns the result Color4
  4187. */
  4188. Color4.prototype.multiplyToRef = function (color, result) {
  4189. result.r = this.r * color.r;
  4190. result.g = this.g * color.g;
  4191. result.b = this.b * color.b;
  4192. result.a = this.a * color.a;
  4193. return result;
  4194. };
  4195. /**
  4196. * Creates a string with the Color4 current values
  4197. * @returns the string representation of the Color4 object
  4198. */
  4199. Color4.prototype.toString = function () {
  4200. return "{R: " + this.r + " G:" + this.g + " B:" + this.b + " A:" + this.a + "}";
  4201. };
  4202. /**
  4203. * Returns the string "Color4"
  4204. * @returns "Color4"
  4205. */
  4206. Color4.prototype.getClassName = function () {
  4207. return "Color4";
  4208. };
  4209. /**
  4210. * Compute the Color4 hash code
  4211. * @returns an unique number that can be used to hash Color4 objects
  4212. */
  4213. Color4.prototype.getHashCode = function () {
  4214. var hash = this.r || 0;
  4215. hash = (hash * 397) ^ (this.g || 0);
  4216. hash = (hash * 397) ^ (this.b || 0);
  4217. hash = (hash * 397) ^ (this.a || 0);
  4218. return hash;
  4219. };
  4220. /**
  4221. * Creates a new Color4 copied from the current one
  4222. * @returns a new Color4 object
  4223. */
  4224. Color4.prototype.clone = function () {
  4225. return new Color4(this.r, this.g, this.b, this.a);
  4226. };
  4227. /**
  4228. * Copies the given Color4 values into the current one
  4229. * @param source defines the source Color4 object
  4230. * @returns the current updated Color4 object
  4231. */
  4232. Color4.prototype.copyFrom = function (source) {
  4233. this.r = source.r;
  4234. this.g = source.g;
  4235. this.b = source.b;
  4236. this.a = source.a;
  4237. return this;
  4238. };
  4239. /**
  4240. * Copies the given float values into the current one
  4241. * @param r defines the red component to read from
  4242. * @param g defines the green component to read from
  4243. * @param b defines the blue component to read from
  4244. * @param a defines the alpha component to read from
  4245. * @returns the current updated Color4 object
  4246. */
  4247. Color4.prototype.copyFromFloats = function (r, g, b, a) {
  4248. this.r = r;
  4249. this.g = g;
  4250. this.b = b;
  4251. this.a = a;
  4252. return this;
  4253. };
  4254. /**
  4255. * Copies the given float values into the current one
  4256. * @param r defines the red component to read from
  4257. * @param g defines the green component to read from
  4258. * @param b defines the blue component to read from
  4259. * @param a defines the alpha component to read from
  4260. * @returns the current updated Color4 object
  4261. */
  4262. Color4.prototype.set = function (r, g, b, a) {
  4263. return this.copyFromFloats(r, g, b, a);
  4264. };
  4265. /**
  4266. * Compute the Color4 hexadecimal code as a string
  4267. * @returns a string containing the hexadecimal representation of the Color4 object
  4268. */
  4269. Color4.prototype.toHexString = function () {
  4270. var intR = (this.r * 255) | 0;
  4271. var intG = (this.g * 255) | 0;
  4272. var intB = (this.b * 255) | 0;
  4273. var intA = (this.a * 255) | 0;
  4274. return "#" + BABYLON.Scalar.ToHex(intR) + BABYLON.Scalar.ToHex(intG) + BABYLON.Scalar.ToHex(intB) + BABYLON.Scalar.ToHex(intA);
  4275. };
  4276. /**
  4277. * Computes a new Color4 converted from the current one to linear space
  4278. * @returns a new Color4 object
  4279. */
  4280. Color4.prototype.toLinearSpace = function () {
  4281. var convertedColor = new Color4();
  4282. this.toLinearSpaceToRef(convertedColor);
  4283. return convertedColor;
  4284. };
  4285. /**
  4286. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  4287. * @param convertedColor defines the Color4 object where to store the linear space version
  4288. * @returns the unmodified Color4
  4289. */
  4290. Color4.prototype.toLinearSpaceToRef = function (convertedColor) {
  4291. convertedColor.r = Math.pow(this.r, BABYLON.ToLinearSpace);
  4292. convertedColor.g = Math.pow(this.g, BABYLON.ToLinearSpace);
  4293. convertedColor.b = Math.pow(this.b, BABYLON.ToLinearSpace);
  4294. convertedColor.a = this.a;
  4295. return this;
  4296. };
  4297. /**
  4298. * Computes a new Color4 converted from the current one to gamma space
  4299. * @returns a new Color4 object
  4300. */
  4301. Color4.prototype.toGammaSpace = function () {
  4302. var convertedColor = new Color4();
  4303. this.toGammaSpaceToRef(convertedColor);
  4304. return convertedColor;
  4305. };
  4306. /**
  4307. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  4308. * @param convertedColor defines the Color4 object where to store the gamma space version
  4309. * @returns the unmodified Color4
  4310. */
  4311. Color4.prototype.toGammaSpaceToRef = function (convertedColor) {
  4312. convertedColor.r = Math.pow(this.r, BABYLON.ToGammaSpace);
  4313. convertedColor.g = Math.pow(this.g, BABYLON.ToGammaSpace);
  4314. convertedColor.b = Math.pow(this.b, BABYLON.ToGammaSpace);
  4315. convertedColor.a = this.a;
  4316. return this;
  4317. };
  4318. // Statics
  4319. /**
  4320. * Creates a new Color4 from the string containing valid hexadecimal values
  4321. * @param hex defines a string containing valid hexadecimal values
  4322. * @returns a new Color4 object
  4323. */
  4324. Color4.FromHexString = function (hex) {
  4325. if (hex.substring(0, 1) !== "#" || hex.length !== 9) {
  4326. return new Color4(0.0, 0.0, 0.0, 0.0);
  4327. }
  4328. var r = parseInt(hex.substring(1, 3), 16);
  4329. var g = parseInt(hex.substring(3, 5), 16);
  4330. var b = parseInt(hex.substring(5, 7), 16);
  4331. var a = parseInt(hex.substring(7, 9), 16);
  4332. return Color4.FromInts(r, g, b, a);
  4333. };
  4334. /**
  4335. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4336. * @param left defines the start value
  4337. * @param right defines the end value
  4338. * @param amount defines the gradient factor
  4339. * @returns a new Color4 object
  4340. */
  4341. Color4.Lerp = function (left, right, amount) {
  4342. var result = new Color4(0.0, 0.0, 0.0, 0.0);
  4343. Color4.LerpToRef(left, right, amount, result);
  4344. return result;
  4345. };
  4346. /**
  4347. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  4348. * @param left defines the start value
  4349. * @param right defines the end value
  4350. * @param amount defines the gradient factor
  4351. * @param result defines the Color4 object where to store data
  4352. */
  4353. Color4.LerpToRef = function (left, right, amount, result) {
  4354. result.r = left.r + (right.r - left.r) * amount;
  4355. result.g = left.g + (right.g - left.g) * amount;
  4356. result.b = left.b + (right.b - left.b) * amount;
  4357. result.a = left.a + (right.a - left.a) * amount;
  4358. };
  4359. /**
  4360. * Creates a new Color4 from a Color3 and an alpha value
  4361. * @param color3 defines the source Color3 to read from
  4362. * @param alpha defines the alpha component (1.0 by default)
  4363. * @returns a new Color4 object
  4364. */
  4365. Color4.FromColor3 = function (color3, alpha) {
  4366. if (alpha === void 0) { alpha = 1.0; }
  4367. return new Color4(color3.r, color3.g, color3.b, alpha);
  4368. };
  4369. /**
  4370. * Creates a new Color4 from the starting index element of the given array
  4371. * @param array defines the source array to read from
  4372. * @param offset defines the offset in the source array
  4373. * @returns a new Color4 object
  4374. */
  4375. Color4.FromArray = function (array, offset) {
  4376. if (offset === void 0) { offset = 0; }
  4377. return new Color4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  4378. };
  4379. /**
  4380. * Creates a new Color3 from integer values (< 256)
  4381. * @param r defines the red component to read from (value between 0 and 255)
  4382. * @param g defines the green component to read from (value between 0 and 255)
  4383. * @param b defines the blue component to read from (value between 0 and 255)
  4384. * @param a defines the alpha component to read from (value between 0 and 255)
  4385. * @returns a new Color3 object
  4386. */
  4387. Color4.FromInts = function (r, g, b, a) {
  4388. return new Color4(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
  4389. };
  4390. /**
  4391. * Check the content of a given array and convert it to an array containing RGBA data
  4392. * If the original array was already containing count * 4 values then it is returned directly
  4393. * @param colors defines the array to check
  4394. * @param count defines the number of RGBA data to expect
  4395. * @returns an array containing count * 4 values (RGBA)
  4396. */
  4397. Color4.CheckColors4 = function (colors, count) {
  4398. // Check if color3 was used
  4399. if (colors.length === count * 3) {
  4400. var colors4 = [];
  4401. for (var index = 0; index < colors.length; index += 3) {
  4402. var newIndex = (index / 3) * 4;
  4403. colors4[newIndex] = colors[index];
  4404. colors4[newIndex + 1] = colors[index + 1];
  4405. colors4[newIndex + 2] = colors[index + 2];
  4406. colors4[newIndex + 3] = 1.0;
  4407. }
  4408. return colors4;
  4409. }
  4410. return colors;
  4411. };
  4412. return Color4;
  4413. }());
  4414. BABYLON.Color4 = Color4;
  4415. /**
  4416. * Class representing a vector containing 2 coordinates
  4417. */
  4418. var Vector2 = /** @class */ (function () {
  4419. /**
  4420. * Creates a new Vector2 from the given x and y coordinates
  4421. * @param x defines the first coordinate
  4422. * @param y defines the second coordinate
  4423. */
  4424. function Vector2(
  4425. /** defines the first coordinate */
  4426. x,
  4427. /** defines the second coordinate */
  4428. y) {
  4429. if (x === void 0) { x = 0; }
  4430. if (y === void 0) { y = 0; }
  4431. this.x = x;
  4432. this.y = y;
  4433. }
  4434. /**
  4435. * Gets a string with the Vector2 coordinates
  4436. * @returns a string with the Vector2 coordinates
  4437. */
  4438. Vector2.prototype.toString = function () {
  4439. return "{X: " + this.x + " Y:" + this.y + "}";
  4440. };
  4441. /**
  4442. * Gets class name
  4443. * @returns the string "Vector2"
  4444. */
  4445. Vector2.prototype.getClassName = function () {
  4446. return "Vector2";
  4447. };
  4448. /**
  4449. * Gets current vector hash code
  4450. * @returns the Vector2 hash code as a number
  4451. */
  4452. Vector2.prototype.getHashCode = function () {
  4453. var hash = this.x || 0;
  4454. hash = (hash * 397) ^ (this.y || 0);
  4455. return hash;
  4456. };
  4457. // Operators
  4458. /**
  4459. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  4460. * @param array defines the source array
  4461. * @param index defines the offset in source array
  4462. * @returns the current Vector2
  4463. */
  4464. Vector2.prototype.toArray = function (array, index) {
  4465. if (index === void 0) { index = 0; }
  4466. array[index] = this.x;
  4467. array[index + 1] = this.y;
  4468. return this;
  4469. };
  4470. /**
  4471. * Copy the current vector to an array
  4472. * @returns a new array with 2 elements: the Vector2 coordinates.
  4473. */
  4474. Vector2.prototype.asArray = function () {
  4475. var result = new Array();
  4476. this.toArray(result, 0);
  4477. return result;
  4478. };
  4479. /**
  4480. * Sets the Vector2 coordinates with the given Vector2 coordinates
  4481. * @param source defines the source Vector2
  4482. * @returns the current updated Vector2
  4483. */
  4484. Vector2.prototype.copyFrom = function (source) {
  4485. this.x = source.x;
  4486. this.y = source.y;
  4487. return this;
  4488. };
  4489. /**
  4490. * Sets the Vector2 coordinates with the given floats
  4491. * @param x defines the first coordinate
  4492. * @param y defines the second coordinate
  4493. * @returns the current updated Vector2
  4494. */
  4495. Vector2.prototype.copyFromFloats = function (x, y) {
  4496. this.x = x;
  4497. this.y = y;
  4498. return this;
  4499. };
  4500. /**
  4501. * Sets the Vector2 coordinates with the given floats
  4502. * @param x defines the first coordinate
  4503. * @param y defines the second coordinate
  4504. * @returns the current updated Vector2
  4505. */
  4506. Vector2.prototype.set = function (x, y) {
  4507. return this.copyFromFloats(x, y);
  4508. };
  4509. /**
  4510. * Add another vector with the current one
  4511. * @param otherVector defines the other vector
  4512. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  4513. */
  4514. Vector2.prototype.add = function (otherVector) {
  4515. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4516. };
  4517. /**
  4518. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  4519. * @param otherVector defines the other vector
  4520. * @param result defines the target vector
  4521. * @returns the unmodified current Vector2
  4522. */
  4523. Vector2.prototype.addToRef = function (otherVector, result) {
  4524. result.x = this.x + otherVector.x;
  4525. result.y = this.y + otherVector.y;
  4526. return this;
  4527. };
  4528. /**
  4529. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  4530. * @param otherVector defines the other vector
  4531. * @returns the current updated Vector2
  4532. */
  4533. Vector2.prototype.addInPlace = function (otherVector) {
  4534. this.x += otherVector.x;
  4535. this.y += otherVector.y;
  4536. return this;
  4537. };
  4538. /**
  4539. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  4540. * @param otherVector defines the other vector
  4541. * @returns a new Vector2
  4542. */
  4543. Vector2.prototype.addVector3 = function (otherVector) {
  4544. return new Vector2(this.x + otherVector.x, this.y + otherVector.y);
  4545. };
  4546. /**
  4547. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  4548. * @param otherVector defines the other vector
  4549. * @returns a new Vector2
  4550. */
  4551. Vector2.prototype.subtract = function (otherVector) {
  4552. return new Vector2(this.x - otherVector.x, this.y - otherVector.y);
  4553. };
  4554. /**
  4555. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  4556. * @param otherVector defines the other vector
  4557. * @param result defines the target vector
  4558. * @returns the unmodified current Vector2
  4559. */
  4560. Vector2.prototype.subtractToRef = function (otherVector, result) {
  4561. result.x = this.x - otherVector.x;
  4562. result.y = this.y - otherVector.y;
  4563. return this;
  4564. };
  4565. /**
  4566. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  4567. * @param otherVector defines the other vector
  4568. * @returns the current updated Vector2
  4569. */
  4570. Vector2.prototype.subtractInPlace = function (otherVector) {
  4571. this.x -= otherVector.x;
  4572. this.y -= otherVector.y;
  4573. return this;
  4574. };
  4575. /**
  4576. * Multiplies in place the current Vector2 coordinates by the given ones
  4577. * @param otherVector defines the other vector
  4578. * @returns the current updated Vector2
  4579. */
  4580. Vector2.prototype.multiplyInPlace = function (otherVector) {
  4581. this.x *= otherVector.x;
  4582. this.y *= otherVector.y;
  4583. return this;
  4584. };
  4585. /**
  4586. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  4587. * @param otherVector defines the other vector
  4588. * @returns a new Vector2
  4589. */
  4590. Vector2.prototype.multiply = function (otherVector) {
  4591. return new Vector2(this.x * otherVector.x, this.y * otherVector.y);
  4592. };
  4593. /**
  4594. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  4595. * @param otherVector defines the other vector
  4596. * @param result defines the target vector
  4597. * @returns the unmodified current Vector2
  4598. */
  4599. Vector2.prototype.multiplyToRef = function (otherVector, result) {
  4600. result.x = this.x * otherVector.x;
  4601. result.y = this.y * otherVector.y;
  4602. return this;
  4603. };
  4604. /**
  4605. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  4606. * @param x defines the first coordinate
  4607. * @param y defines the second coordinate
  4608. * @returns a new Vector2
  4609. */
  4610. Vector2.prototype.multiplyByFloats = function (x, y) {
  4611. return new Vector2(this.x * x, this.y * y);
  4612. };
  4613. /**
  4614. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  4615. * @param otherVector defines the other vector
  4616. * @returns a new Vector2
  4617. */
  4618. Vector2.prototype.divide = function (otherVector) {
  4619. return new Vector2(this.x / otherVector.x, this.y / otherVector.y);
  4620. };
  4621. /**
  4622. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  4623. * @param otherVector defines the other vector
  4624. * @param result defines the target vector
  4625. * @returns the unmodified current Vector2
  4626. */
  4627. Vector2.prototype.divideToRef = function (otherVector, result) {
  4628. result.x = this.x / otherVector.x;
  4629. result.y = this.y / otherVector.y;
  4630. return this;
  4631. };
  4632. /**
  4633. * Divides the current Vector2 coordinates by the given ones
  4634. * @param otherVector defines the other vector
  4635. * @returns the current updated Vector2
  4636. */
  4637. Vector2.prototype.divideInPlace = function (otherVector) {
  4638. return this.divideToRef(otherVector, this);
  4639. };
  4640. /**
  4641. * Gets a new Vector2 with current Vector2 negated coordinates
  4642. * @returns a new Vector2
  4643. */
  4644. Vector2.prototype.negate = function () {
  4645. return new Vector2(-this.x, -this.y);
  4646. };
  4647. /**
  4648. * Multiply the Vector2 coordinates by scale
  4649. * @param scale defines the scaling factor
  4650. * @returns the current updated Vector2
  4651. */
  4652. Vector2.prototype.scaleInPlace = function (scale) {
  4653. this.x *= scale;
  4654. this.y *= scale;
  4655. return this;
  4656. };
  4657. /**
  4658. * Returns a new Vector2 scaled by "scale" from the current Vector2
  4659. * @param scale defines the scaling factor
  4660. * @returns a new Vector2
  4661. */
  4662. Vector2.prototype.scale = function (scale) {
  4663. var result = new Vector2(0, 0);
  4664. this.scaleToRef(scale, result);
  4665. return result;
  4666. };
  4667. /**
  4668. * Scale the current Vector2 values by a factor to a given Vector2
  4669. * @param scale defines the scale factor
  4670. * @param result defines the Vector2 object where to store the result
  4671. * @returns the unmodified current Vector2
  4672. */
  4673. Vector2.prototype.scaleToRef = function (scale, result) {
  4674. result.x = this.x * scale;
  4675. result.y = this.y * scale;
  4676. return this;
  4677. };
  4678. /**
  4679. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  4680. * @param scale defines the scale factor
  4681. * @param result defines the Vector2 object where to store the result
  4682. * @returns the unmodified current Vector2
  4683. */
  4684. Vector2.prototype.scaleAndAddToRef = function (scale, result) {
  4685. result.x += this.x * scale;
  4686. result.y += this.y * scale;
  4687. return this;
  4688. };
  4689. /**
  4690. * Gets a boolean if two vectors are equals
  4691. * @param otherVector defines the other vector
  4692. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  4693. */
  4694. Vector2.prototype.equals = function (otherVector) {
  4695. return otherVector && this.x === otherVector.x && this.y === otherVector.y;
  4696. };
  4697. /**
  4698. * Gets a boolean if two vectors are equals (using an epsilon value)
  4699. * @param otherVector defines the other vector
  4700. * @param epsilon defines the minimal distance to consider equality
  4701. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  4702. */
  4703. Vector2.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  4704. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  4705. return otherVector && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon) && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon);
  4706. };
  4707. /**
  4708. * Gets a new Vector2 from current Vector2 floored values
  4709. * @returns a new Vector2
  4710. */
  4711. Vector2.prototype.floor = function () {
  4712. return new Vector2(Math.floor(this.x), Math.floor(this.y));
  4713. };
  4714. /**
  4715. * Gets a new Vector2 from current Vector2 floored values
  4716. * @returns a new Vector2
  4717. */
  4718. Vector2.prototype.fract = function () {
  4719. return new Vector2(this.x - Math.floor(this.x), this.y - Math.floor(this.y));
  4720. };
  4721. // Properties
  4722. /**
  4723. * Gets the length of the vector
  4724. * @returns the vector length (float)
  4725. */
  4726. Vector2.prototype.length = function () {
  4727. return Math.sqrt(this.x * this.x + this.y * this.y);
  4728. };
  4729. /**
  4730. * Gets the vector squared length
  4731. * @returns the vector squared length (float)
  4732. */
  4733. Vector2.prototype.lengthSquared = function () {
  4734. return (this.x * this.x + this.y * this.y);
  4735. };
  4736. // Methods
  4737. /**
  4738. * Normalize the vector
  4739. * @returns the current updated Vector2
  4740. */
  4741. Vector2.prototype.normalize = function () {
  4742. var len = this.length();
  4743. if (len === 0) {
  4744. return this;
  4745. }
  4746. var num = 1.0 / len;
  4747. this.x *= num;
  4748. this.y *= num;
  4749. return this;
  4750. };
  4751. /**
  4752. * Gets a new Vector2 copied from the Vector2
  4753. * @returns a new Vector2
  4754. */
  4755. Vector2.prototype.clone = function () {
  4756. return new Vector2(this.x, this.y);
  4757. };
  4758. // Statics
  4759. /**
  4760. * Gets a new Vector2(0, 0)
  4761. * @returns a new Vector2
  4762. */
  4763. Vector2.Zero = function () {
  4764. return new Vector2(0, 0);
  4765. };
  4766. /**
  4767. * Gets a new Vector2(1, 1)
  4768. * @returns a new Vector2
  4769. */
  4770. Vector2.One = function () {
  4771. return new Vector2(1, 1);
  4772. };
  4773. /**
  4774. * Gets a new Vector2 set from the given index element of the given array
  4775. * @param array defines the data source
  4776. * @param offset defines the offset in the data source
  4777. * @returns a new Vector2
  4778. */
  4779. Vector2.FromArray = function (array, offset) {
  4780. if (offset === void 0) { offset = 0; }
  4781. return new Vector2(array[offset], array[offset + 1]);
  4782. };
  4783. /**
  4784. * Sets "result" from the given index element of the given array
  4785. * @param array defines the data source
  4786. * @param offset defines the offset in the data source
  4787. * @param result defines the target vector
  4788. */
  4789. Vector2.FromArrayToRef = function (array, offset, result) {
  4790. result.x = array[offset];
  4791. result.y = array[offset + 1];
  4792. };
  4793. /**
  4794. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  4795. * @param value1 defines 1st point of control
  4796. * @param value2 defines 2nd point of control
  4797. * @param value3 defines 3rd point of control
  4798. * @param value4 defines 4th point of control
  4799. * @param amount defines the interpolation factor
  4800. * @returns a new Vector2
  4801. */
  4802. Vector2.CatmullRom = function (value1, value2, value3, value4, amount) {
  4803. var squared = amount * amount;
  4804. var cubed = amount * squared;
  4805. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  4806. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  4807. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  4808. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  4809. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  4810. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  4811. return new Vector2(x, y);
  4812. };
  4813. /**
  4814. * 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".
  4815. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  4816. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  4817. * @param value defines the value to clamp
  4818. * @param min defines the lower limit
  4819. * @param max defines the upper limit
  4820. * @returns a new Vector2
  4821. */
  4822. Vector2.Clamp = function (value, min, max) {
  4823. var x = value.x;
  4824. x = (x > max.x) ? max.x : x;
  4825. x = (x < min.x) ? min.x : x;
  4826. var y = value.y;
  4827. y = (y > max.y) ? max.y : y;
  4828. y = (y < min.y) ? min.y : y;
  4829. return new Vector2(x, y);
  4830. };
  4831. /**
  4832. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  4833. * @param value1 defines the 1st control point
  4834. * @param tangent1 defines the outgoing tangent
  4835. * @param value2 defines the 2nd control point
  4836. * @param tangent2 defines the incoming tangent
  4837. * @param amount defines the interpolation factor
  4838. * @returns a new Vector2
  4839. */
  4840. Vector2.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  4841. var squared = amount * amount;
  4842. var cubed = amount * squared;
  4843. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  4844. var part2 = (-2.0 * cubed) + (3.0 * squared);
  4845. var part3 = (cubed - (2.0 * squared)) + amount;
  4846. var part4 = cubed - squared;
  4847. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  4848. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  4849. return new Vector2(x, y);
  4850. };
  4851. /**
  4852. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  4853. * @param start defines the start vector
  4854. * @param end defines the end vector
  4855. * @param amount defines the interpolation factor
  4856. * @returns a new Vector2
  4857. */
  4858. Vector2.Lerp = function (start, end, amount) {
  4859. var x = start.x + ((end.x - start.x) * amount);
  4860. var y = start.y + ((end.y - start.y) * amount);
  4861. return new Vector2(x, y);
  4862. };
  4863. /**
  4864. * Gets the dot product of the vector "left" and the vector "right"
  4865. * @param left defines first vector
  4866. * @param right defines second vector
  4867. * @returns the dot product (float)
  4868. */
  4869. Vector2.Dot = function (left, right) {
  4870. return left.x * right.x + left.y * right.y;
  4871. };
  4872. /**
  4873. * Returns a new Vector2 equal to the normalized given vector
  4874. * @param vector defines the vector to normalize
  4875. * @returns a new Vector2
  4876. */
  4877. Vector2.Normalize = function (vector) {
  4878. var newVector = vector.clone();
  4879. newVector.normalize();
  4880. return newVector;
  4881. };
  4882. /**
  4883. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  4884. * @param left defines 1st vector
  4885. * @param right defines 2nd vector
  4886. * @returns a new Vector2
  4887. */
  4888. Vector2.Minimize = function (left, right) {
  4889. var x = (left.x < right.x) ? left.x : right.x;
  4890. var y = (left.y < right.y) ? left.y : right.y;
  4891. return new Vector2(x, y);
  4892. };
  4893. /**
  4894. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  4895. * @param left defines 1st vector
  4896. * @param right defines 2nd vector
  4897. * @returns a new Vector2
  4898. */
  4899. Vector2.Maximize = function (left, right) {
  4900. var x = (left.x > right.x) ? left.x : right.x;
  4901. var y = (left.y > right.y) ? left.y : right.y;
  4902. return new Vector2(x, y);
  4903. };
  4904. /**
  4905. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  4906. * @param vector defines the vector to transform
  4907. * @param transformation defines the matrix to apply
  4908. * @returns a new Vector2
  4909. */
  4910. Vector2.Transform = function (vector, transformation) {
  4911. var r = Vector2.Zero();
  4912. Vector2.TransformToRef(vector, transformation, r);
  4913. return r;
  4914. };
  4915. /**
  4916. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  4917. * @param vector defines the vector to transform
  4918. * @param transformation defines the matrix to apply
  4919. * @param result defines the target vector
  4920. */
  4921. Vector2.TransformToRef = function (vector, transformation, result) {
  4922. var m = transformation.m;
  4923. var x = (vector.x * m[0]) + (vector.y * m[4]) + m[12];
  4924. var y = (vector.x * m[1]) + (vector.y * m[5]) + m[13];
  4925. result.x = x;
  4926. result.y = y;
  4927. };
  4928. /**
  4929. * Determines if a given vector is included in a triangle
  4930. * @param p defines the vector to test
  4931. * @param p0 defines 1st triangle point
  4932. * @param p1 defines 2nd triangle point
  4933. * @param p2 defines 3rd triangle point
  4934. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  4935. */
  4936. Vector2.PointInTriangle = function (p, p0, p1, p2) {
  4937. var a = 1 / 2 * (-p1.y * p2.x + p0.y * (-p1.x + p2.x) + p0.x * (p1.y - p2.y) + p1.x * p2.y);
  4938. var sign = a < 0 ? -1 : 1;
  4939. var s = (p0.y * p2.x - p0.x * p2.y + (p2.y - p0.y) * p.x + (p0.x - p2.x) * p.y) * sign;
  4940. var t = (p0.x * p1.y - p0.y * p1.x + (p0.y - p1.y) * p.x + (p1.x - p0.x) * p.y) * sign;
  4941. return s > 0 && t > 0 && (s + t) < 2 * a * sign;
  4942. };
  4943. /**
  4944. * Gets the distance between the vectors "value1" and "value2"
  4945. * @param value1 defines first vector
  4946. * @param value2 defines second vector
  4947. * @returns the distance between vectors
  4948. */
  4949. Vector2.Distance = function (value1, value2) {
  4950. return Math.sqrt(Vector2.DistanceSquared(value1, value2));
  4951. };
  4952. /**
  4953. * Returns the squared distance between the vectors "value1" and "value2"
  4954. * @param value1 defines first vector
  4955. * @param value2 defines second vector
  4956. * @returns the squared distance between vectors
  4957. */
  4958. Vector2.DistanceSquared = function (value1, value2) {
  4959. var x = value1.x - value2.x;
  4960. var y = value1.y - value2.y;
  4961. return (x * x) + (y * y);
  4962. };
  4963. /**
  4964. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  4965. * @param value1 defines first vector
  4966. * @param value2 defines second vector
  4967. * @returns a new Vector2
  4968. */
  4969. Vector2.Center = function (value1, value2) {
  4970. var center = value1.add(value2);
  4971. center.scaleInPlace(0.5);
  4972. return center;
  4973. };
  4974. /**
  4975. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  4976. * @param p defines the middle point
  4977. * @param segA defines one point of the segment
  4978. * @param segB defines the other point of the segment
  4979. * @returns the shortest distance
  4980. */
  4981. Vector2.DistanceOfPointFromSegment = function (p, segA, segB) {
  4982. var l2 = Vector2.DistanceSquared(segA, segB);
  4983. if (l2 === 0.0) {
  4984. return Vector2.Distance(p, segA);
  4985. }
  4986. var v = segB.subtract(segA);
  4987. var t = Math.max(0, Math.min(1, Vector2.Dot(p.subtract(segA), v) / l2));
  4988. var proj = segA.add(v.multiplyByFloats(t, t));
  4989. return Vector2.Distance(p, proj);
  4990. };
  4991. return Vector2;
  4992. }());
  4993. BABYLON.Vector2 = Vector2;
  4994. /**
  4995. * Classed used to store (x,y,z) vector representation
  4996. * A Vector3 is the main object used in 3D geometry
  4997. * It can represent etiher the coordinates of a point the space, either a direction
  4998. * Reminder: Babylon.js uses a left handed forward facing system
  4999. */
  5000. var Vector3 = /** @class */ (function () {
  5001. /**
  5002. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  5003. * @param x defines the first coordinates (on X axis)
  5004. * @param y defines the second coordinates (on Y axis)
  5005. * @param z defines the third coordinates (on Z axis)
  5006. */
  5007. function Vector3(
  5008. /**
  5009. * Defines the first coordinates (on X axis)
  5010. */
  5011. x,
  5012. /**
  5013. * Defines the second coordinates (on Y axis)
  5014. */
  5015. y,
  5016. /**
  5017. * Defines the third coordinates (on Z axis)
  5018. */
  5019. z) {
  5020. if (x === void 0) { x = 0; }
  5021. if (y === void 0) { y = 0; }
  5022. if (z === void 0) { z = 0; }
  5023. this.x = x;
  5024. this.y = y;
  5025. this.z = z;
  5026. }
  5027. /**
  5028. * Creates a string representation of the Vector3
  5029. * @returns a string with the Vector3 coordinates.
  5030. */
  5031. Vector3.prototype.toString = function () {
  5032. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + "}";
  5033. };
  5034. /**
  5035. * Gets the class name
  5036. * @returns the string "Vector3"
  5037. */
  5038. Vector3.prototype.getClassName = function () {
  5039. return "Vector3";
  5040. };
  5041. /**
  5042. * Creates the Vector3 hash code
  5043. * @returns a number which tends to be unique between Vector3 instances
  5044. */
  5045. Vector3.prototype.getHashCode = function () {
  5046. var hash = this.x || 0;
  5047. hash = (hash * 397) ^ (this.y || 0);
  5048. hash = (hash * 397) ^ (this.z || 0);
  5049. return hash;
  5050. };
  5051. // Operators
  5052. /**
  5053. * Creates an array containing three elements : the coordinates of the Vector3
  5054. * @returns a new array of numbers
  5055. */
  5056. Vector3.prototype.asArray = function () {
  5057. var result = [];
  5058. this.toArray(result, 0);
  5059. return result;
  5060. };
  5061. /**
  5062. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  5063. * @param array defines the destination array
  5064. * @param index defines the offset in the destination array
  5065. * @returns the current Vector3
  5066. */
  5067. Vector3.prototype.toArray = function (array, index) {
  5068. if (index === void 0) { index = 0; }
  5069. array[index] = this.x;
  5070. array[index + 1] = this.y;
  5071. array[index + 2] = this.z;
  5072. return this;
  5073. };
  5074. /**
  5075. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  5076. * @returns a new Quaternion object, computed from the Vector3 coordinates
  5077. */
  5078. Vector3.prototype.toQuaternion = function () {
  5079. return BABYLON.Quaternion.RotationYawPitchRoll(this.y, this.x, this.z);
  5080. };
  5081. /**
  5082. * Adds the given vector to the current Vector3
  5083. * @param otherVector defines the second operand
  5084. * @returns the current updated Vector3
  5085. */
  5086. Vector3.prototype.addInPlace = function (otherVector) {
  5087. return this.addInPlaceFromFloats(otherVector.x, otherVector.y, otherVector.z);
  5088. };
  5089. /**
  5090. * Adds the given coordinates to the current Vector3
  5091. * @param x defines the x coordinate of the operand
  5092. * @param y defines the y coordinate of the operand
  5093. * @param z defines the z coordinate of the operand
  5094. * @returns the current updated Vector3
  5095. */
  5096. Vector3.prototype.addInPlaceFromFloats = function (x, y, z) {
  5097. this.x += x;
  5098. this.y += y;
  5099. this.z += z;
  5100. return this;
  5101. };
  5102. /**
  5103. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  5104. * @param otherVector defines the second operand
  5105. * @returns the resulting Vector3
  5106. */
  5107. Vector3.prototype.add = function (otherVector) {
  5108. return new Vector3(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5109. };
  5110. /**
  5111. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  5112. * @param otherVector defines the second operand
  5113. * @param result defines the Vector3 object where to store the result
  5114. * @returns the current Vector3
  5115. */
  5116. Vector3.prototype.addToRef = function (otherVector, result) {
  5117. return result.copyFromFloats(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z);
  5118. };
  5119. /**
  5120. * Subtract the given vector from the current Vector3
  5121. * @param otherVector defines the second operand
  5122. * @returns the current updated Vector3
  5123. */
  5124. Vector3.prototype.subtractInPlace = function (otherVector) {
  5125. this.x -= otherVector.x;
  5126. this.y -= otherVector.y;
  5127. this.z -= otherVector.z;
  5128. return this;
  5129. };
  5130. /**
  5131. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  5132. * @param otherVector defines the second operand
  5133. * @returns the resulting Vector3
  5134. */
  5135. Vector3.prototype.subtract = function (otherVector) {
  5136. return new Vector3(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z);
  5137. };
  5138. /**
  5139. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  5140. * @param otherVector defines the second operand
  5141. * @param result defines the Vector3 object where to store the result
  5142. * @returns the current Vector3
  5143. */
  5144. Vector3.prototype.subtractToRef = function (otherVector, result) {
  5145. return this.subtractFromFloatsToRef(otherVector.x, otherVector.y, otherVector.z, result);
  5146. };
  5147. /**
  5148. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  5149. * @param x defines the x coordinate of the operand
  5150. * @param y defines the y coordinate of the operand
  5151. * @param z defines the z coordinate of the operand
  5152. * @returns the resulting Vector3
  5153. */
  5154. Vector3.prototype.subtractFromFloats = function (x, y, z) {
  5155. return new Vector3(this.x - x, this.y - y, this.z - z);
  5156. };
  5157. /**
  5158. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  5159. * @param x defines the x coordinate of the operand
  5160. * @param y defines the y coordinate of the operand
  5161. * @param z defines the z coordinate of the operand
  5162. * @param result defines the Vector3 object where to store the result
  5163. * @returns the current Vector3
  5164. */
  5165. Vector3.prototype.subtractFromFloatsToRef = function (x, y, z, result) {
  5166. return result.copyFromFloats(this.x - x, this.y - y, this.z - z);
  5167. };
  5168. /**
  5169. * Gets a new Vector3 set with the current Vector3 negated coordinates
  5170. * @returns a new Vector3
  5171. */
  5172. Vector3.prototype.negate = function () {
  5173. return new Vector3(-this.x, -this.y, -this.z);
  5174. };
  5175. /**
  5176. * Multiplies the Vector3 coordinates by the float "scale"
  5177. * @param scale defines the multiplier factor
  5178. * @returns the current updated Vector3
  5179. */
  5180. Vector3.prototype.scaleInPlace = function (scale) {
  5181. this.x *= scale;
  5182. this.y *= scale;
  5183. this.z *= scale;
  5184. return this;
  5185. };
  5186. /**
  5187. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  5188. * @param scale defines the multiplier factor
  5189. * @returns a new Vector3
  5190. */
  5191. Vector3.prototype.scale = function (scale) {
  5192. return new Vector3(this.x * scale, this.y * scale, this.z * scale);
  5193. };
  5194. /**
  5195. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  5196. * @param scale defines the multiplier factor
  5197. * @param result defines the Vector3 object where to store the result
  5198. * @returns the current Vector3
  5199. */
  5200. Vector3.prototype.scaleToRef = function (scale, result) {
  5201. return result.copyFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5202. };
  5203. /**
  5204. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  5205. * @param scale defines the scale factor
  5206. * @param result defines the Vector3 object where to store the result
  5207. * @returns the unmodified current Vector3
  5208. */
  5209. Vector3.prototype.scaleAndAddToRef = function (scale, result) {
  5210. return result.addInPlaceFromFloats(this.x * scale, this.y * scale, this.z * scale);
  5211. };
  5212. /**
  5213. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  5214. * @param otherVector defines the second operand
  5215. * @returns true if both vectors are equals
  5216. */
  5217. Vector3.prototype.equals = function (otherVector) {
  5218. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z;
  5219. };
  5220. /**
  5221. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  5222. * @param otherVector defines the second operand
  5223. * @param epsilon defines the minimal distance to define values as equals
  5224. * @returns true if both vectors are distant less than epsilon
  5225. */
  5226. Vector3.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  5227. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  5228. 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);
  5229. };
  5230. /**
  5231. * Returns true if the current Vector3 coordinates equals the given floats
  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 true if both vectors are equals
  5236. */
  5237. Vector3.prototype.equalsToFloats = function (x, y, z) {
  5238. return this.x === x && this.y === y && this.z === z;
  5239. };
  5240. /**
  5241. * Multiplies the current Vector3 coordinates by the given ones
  5242. * @param otherVector defines the second operand
  5243. * @returns the current updated Vector3
  5244. */
  5245. Vector3.prototype.multiplyInPlace = function (otherVector) {
  5246. this.x *= otherVector.x;
  5247. this.y *= otherVector.y;
  5248. this.z *= otherVector.z;
  5249. return this;
  5250. };
  5251. /**
  5252. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  5253. * @param otherVector defines the second operand
  5254. * @returns the new Vector3
  5255. */
  5256. Vector3.prototype.multiply = function (otherVector) {
  5257. return this.multiplyByFloats(otherVector.x, otherVector.y, otherVector.z);
  5258. };
  5259. /**
  5260. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  5261. * @param otherVector defines the second operand
  5262. * @param result defines the Vector3 object where to store the result
  5263. * @returns the current Vector3
  5264. */
  5265. Vector3.prototype.multiplyToRef = function (otherVector, result) {
  5266. return result.copyFromFloats(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z);
  5267. };
  5268. /**
  5269. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  5270. * @param x defines the x coordinate of the operand
  5271. * @param y defines the y coordinate of the operand
  5272. * @param z defines the z coordinate of the operand
  5273. * @returns the new Vector3
  5274. */
  5275. Vector3.prototype.multiplyByFloats = function (x, y, z) {
  5276. return new Vector3(this.x * x, this.y * y, this.z * z);
  5277. };
  5278. /**
  5279. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  5280. * @param otherVector defines the second operand
  5281. * @returns the new Vector3
  5282. */
  5283. Vector3.prototype.divide = function (otherVector) {
  5284. return new Vector3(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5285. };
  5286. /**
  5287. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  5288. * @param otherVector defines the second operand
  5289. * @param result defines the Vector3 object where to store the result
  5290. * @returns the current Vector3
  5291. */
  5292. Vector3.prototype.divideToRef = function (otherVector, result) {
  5293. return result.copyFromFloats(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z);
  5294. };
  5295. /**
  5296. * Divides the current Vector3 coordinates by the given ones.
  5297. * @param otherVector defines the second operand
  5298. * @returns the current updated Vector3
  5299. */
  5300. Vector3.prototype.divideInPlace = function (otherVector) {
  5301. return this.divideToRef(otherVector, this);
  5302. };
  5303. /**
  5304. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  5305. * @param other defines the second operand
  5306. * @returns the current updated Vector3
  5307. */
  5308. Vector3.prototype.minimizeInPlace = function (other) {
  5309. return this.minimizeInPlaceFromFloats(other.x, other.y, other.z);
  5310. };
  5311. /**
  5312. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  5313. * @param other defines the second operand
  5314. * @returns the current updated Vector3
  5315. */
  5316. Vector3.prototype.maximizeInPlace = function (other) {
  5317. return this.maximizeInPlaceFromFloats(other.x, other.y, other.z);
  5318. };
  5319. /**
  5320. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  5321. * @param x defines the x coordinate of the operand
  5322. * @param y defines the y coordinate of the operand
  5323. * @param z defines the z coordinate of the operand
  5324. * @returns the current updated Vector3
  5325. */
  5326. Vector3.prototype.minimizeInPlaceFromFloats = function (x, y, z) {
  5327. if (x < this.x) {
  5328. this.x = x;
  5329. }
  5330. if (y < this.y) {
  5331. this.y = y;
  5332. }
  5333. if (z < this.z) {
  5334. this.z = z;
  5335. }
  5336. return this;
  5337. };
  5338. /**
  5339. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  5340. * @param x defines the x coordinate of the operand
  5341. * @param y defines the y coordinate of the operand
  5342. * @param z defines the z coordinate of the operand
  5343. * @returns the current updated Vector3
  5344. */
  5345. Vector3.prototype.maximizeInPlaceFromFloats = function (x, y, z) {
  5346. if (x > this.x) {
  5347. this.x = x;
  5348. }
  5349. if (y > this.y) {
  5350. this.y = y;
  5351. }
  5352. if (z > this.z) {
  5353. this.z = z;
  5354. }
  5355. return this;
  5356. };
  5357. Object.defineProperty(Vector3.prototype, "isNonUniform", {
  5358. /**
  5359. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  5360. */
  5361. get: function () {
  5362. var absX = Math.abs(this.x);
  5363. var absY = Math.abs(this.y);
  5364. if (absX !== absY) {
  5365. return true;
  5366. }
  5367. var absZ = Math.abs(this.z);
  5368. if (absX !== absZ) {
  5369. return true;
  5370. }
  5371. if (absY !== absZ) {
  5372. return true;
  5373. }
  5374. return false;
  5375. },
  5376. enumerable: true,
  5377. configurable: true
  5378. });
  5379. /**
  5380. * Gets a new Vector3 from current Vector3 floored values
  5381. * @returns a new Vector3
  5382. */
  5383. Vector3.prototype.floor = function () {
  5384. return new Vector3(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z));
  5385. };
  5386. /**
  5387. * Gets a new Vector3 from current Vector3 floored values
  5388. * @returns a new Vector3
  5389. */
  5390. Vector3.prototype.fract = function () {
  5391. return new Vector3(this.x - Math.floor(this.x), this.y - Math.floor(this.y), this.z - Math.floor(this.z));
  5392. };
  5393. // Properties
  5394. /**
  5395. * Gets the length of the Vector3
  5396. * @returns the length of the Vecto3
  5397. */
  5398. Vector3.prototype.length = function () {
  5399. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
  5400. };
  5401. /**
  5402. * Gets the squared length of the Vector3
  5403. * @returns squared length of the Vector3
  5404. */
  5405. Vector3.prototype.lengthSquared = function () {
  5406. return (this.x * this.x + this.y * this.y + this.z * this.z);
  5407. };
  5408. /**
  5409. * Normalize the current Vector3.
  5410. * Please note that this is an in place operation.
  5411. * @returns the current updated Vector3
  5412. */
  5413. Vector3.prototype.normalize = function () {
  5414. return this.normalizeFromLength(this.length());
  5415. };
  5416. /**
  5417. * Reorders the x y z properties of the vector in place
  5418. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  5419. * @returns the current updated vector
  5420. */
  5421. Vector3.prototype.reorderInPlace = function (order) {
  5422. var _this = this;
  5423. order = order.toLowerCase();
  5424. if (order === "xyz") {
  5425. return this;
  5426. }
  5427. MathTmp.Vector3[0].copyFrom(this);
  5428. ["x", "y", "z"].forEach(function (val, i) {
  5429. _this[val] = MathTmp.Vector3[0][order[i]];
  5430. });
  5431. return this;
  5432. };
  5433. /**
  5434. * Rotates the vector around 0,0,0 by a quaternion
  5435. * @param quaternion the rotation quaternion
  5436. * @param result vector to store the result
  5437. * @returns the resulting vector
  5438. */
  5439. Vector3.prototype.rotateByQuaternionToRef = function (quaternion, result) {
  5440. quaternion.toRotationMatrix(MathTmp.Matrix[0]);
  5441. Vector3.TransformCoordinatesToRef(this, MathTmp.Matrix[0], result);
  5442. return result;
  5443. };
  5444. /**
  5445. * Rotates a vector around a given point
  5446. * @param quaternion the rotation quaternion
  5447. * @param point the point to rotate around
  5448. * @param result vector to store the result
  5449. * @returns the resulting vector
  5450. */
  5451. Vector3.prototype.rotateByQuaternionAroundPointToRef = function (quaternion, point, result) {
  5452. this.subtractToRef(point, MathTmp.Vector3[0]);
  5453. MathTmp.Vector3[0].rotateByQuaternionToRef(quaternion, MathTmp.Vector3[0]);
  5454. point.addToRef(MathTmp.Vector3[0], result);
  5455. return result;
  5456. };
  5457. /**
  5458. * Normalize the current Vector3 with the given input length.
  5459. * Please note that this is an in place operation.
  5460. * @param len the length of the vector
  5461. * @returns the current updated Vector3
  5462. */
  5463. Vector3.prototype.normalizeFromLength = function (len) {
  5464. if (len === 0 || len === 1.0) {
  5465. return this;
  5466. }
  5467. return this.scaleInPlace(1.0 / len);
  5468. };
  5469. /**
  5470. * Normalize the current Vector3 to a new vector
  5471. * @returns the new Vector3
  5472. */
  5473. Vector3.prototype.normalizeToNew = function () {
  5474. var normalized = new Vector3(0, 0, 0);
  5475. this.normalizeToRef(normalized);
  5476. return normalized;
  5477. };
  5478. /**
  5479. * Normalize the current Vector3 to the reference
  5480. * @param reference define the Vector3 to update
  5481. * @returns the updated Vector3
  5482. */
  5483. Vector3.prototype.normalizeToRef = function (reference) {
  5484. var len = this.length();
  5485. if (len === 0 || len === 1.0) {
  5486. return reference.copyFromFloats(this.x, this.y, this.z);
  5487. }
  5488. return this.scaleToRef(1.0 / len, reference);
  5489. };
  5490. /**
  5491. * Creates a new Vector3 copied from the current Vector3
  5492. * @returns the new Vector3
  5493. */
  5494. Vector3.prototype.clone = function () {
  5495. return new Vector3(this.x, this.y, this.z);
  5496. };
  5497. /**
  5498. * Copies the given vector coordinates to the current Vector3 ones
  5499. * @param source defines the source Vector3
  5500. * @returns the current updated Vector3
  5501. */
  5502. Vector3.prototype.copyFrom = function (source) {
  5503. return this.copyFromFloats(source.x, source.y, source.z);
  5504. };
  5505. /**
  5506. * Copies the given floats to the current Vector3 coordinates
  5507. * @param x defines the x coordinate of the operand
  5508. * @param y defines the y coordinate of the operand
  5509. * @param z defines the z coordinate of the operand
  5510. * @returns the current updated Vector3
  5511. */
  5512. Vector3.prototype.copyFromFloats = function (x, y, z) {
  5513. this.x = x;
  5514. this.y = y;
  5515. this.z = z;
  5516. return this;
  5517. };
  5518. /**
  5519. * Copies the given floats to the current Vector3 coordinates
  5520. * @param x defines the x coordinate of the operand
  5521. * @param y defines the y coordinate of the operand
  5522. * @param z defines the z coordinate of the operand
  5523. * @returns the current updated Vector3
  5524. */
  5525. Vector3.prototype.set = function (x, y, z) {
  5526. return this.copyFromFloats(x, y, z);
  5527. };
  5528. /**
  5529. * Copies the given float to the current Vector3 coordinates
  5530. * @param v defines the x, y and z coordinates of the operand
  5531. * @returns the current updated Vector3
  5532. */
  5533. Vector3.prototype.setAll = function (v) {
  5534. this.x = this.y = this.z = v;
  5535. return this;
  5536. };
  5537. // Statics
  5538. /**
  5539. * Get the clip factor between two vectors
  5540. * @param vector0 defines the first operand
  5541. * @param vector1 defines the second operand
  5542. * @param axis defines the axis to use
  5543. * @param size defines the size along the axis
  5544. * @returns the clip factor
  5545. */
  5546. Vector3.GetClipFactor = function (vector0, vector1, axis, size) {
  5547. var d0 = Vector3.Dot(vector0, axis) - size;
  5548. var d1 = Vector3.Dot(vector1, axis) - size;
  5549. var s = d0 / (d0 - d1);
  5550. return s;
  5551. };
  5552. /**
  5553. * Get angle between two vectors
  5554. * @param vector0 angle between vector0 and vector1
  5555. * @param vector1 angle between vector0 and vector1
  5556. * @param normal direction of the normal
  5557. * @return the angle between vector0 and vector1
  5558. */
  5559. Vector3.GetAngleBetweenVectors = function (vector0, vector1, normal) {
  5560. var v0 = vector0.normalizeToRef(MathTmp.Vector3[1]);
  5561. var v1 = vector1.normalizeToRef(MathTmp.Vector3[2]);
  5562. var dot = Vector3.Dot(v0, v1);
  5563. var n = MathTmp.Vector3[3];
  5564. Vector3.CrossToRef(v0, v1, n);
  5565. if (Vector3.Dot(n, normal) > 0) {
  5566. return Math.acos(dot);
  5567. }
  5568. return -Math.acos(dot);
  5569. };
  5570. /**
  5571. * Returns a new Vector3 set from the index "offset" of the given array
  5572. * @param array defines the source array
  5573. * @param offset defines the offset in the source array
  5574. * @returns the new Vector3
  5575. */
  5576. Vector3.FromArray = function (array, offset) {
  5577. if (offset === void 0) { offset = 0; }
  5578. return new Vector3(array[offset], array[offset + 1], array[offset + 2]);
  5579. };
  5580. /**
  5581. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  5582. * This function is deprecated. Use FromArray instead
  5583. * @param array defines the source array
  5584. * @param offset defines the offset in the source array
  5585. * @returns the new Vector3
  5586. */
  5587. Vector3.FromFloatArray = function (array, offset) {
  5588. return Vector3.FromArray(array, offset);
  5589. };
  5590. /**
  5591. * Sets the given vector "result" with the element values from the index "offset" of the given array
  5592. * @param array defines the source array
  5593. * @param offset defines the offset in the source array
  5594. * @param result defines the Vector3 where to store the result
  5595. */
  5596. Vector3.FromArrayToRef = function (array, offset, result) {
  5597. result.x = array[offset];
  5598. result.y = array[offset + 1];
  5599. result.z = array[offset + 2];
  5600. };
  5601. /**
  5602. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  5603. * This function is deprecated. Use FromArrayToRef instead.
  5604. * @param array defines the source array
  5605. * @param offset defines the offset in the source array
  5606. * @param result defines the Vector3 where to store the result
  5607. */
  5608. Vector3.FromFloatArrayToRef = function (array, offset, result) {
  5609. return Vector3.FromArrayToRef(array, offset, result);
  5610. };
  5611. /**
  5612. * Sets the given vector "result" with the given floats.
  5613. * @param x defines the x coordinate of the source
  5614. * @param y defines the y coordinate of the source
  5615. * @param z defines the z coordinate of the source
  5616. * @param result defines the Vector3 where to store the result
  5617. */
  5618. Vector3.FromFloatsToRef = function (x, y, z, result) {
  5619. result.copyFromFloats(x, y, z);
  5620. };
  5621. /**
  5622. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  5623. * @returns a new empty Vector3
  5624. */
  5625. Vector3.Zero = function () {
  5626. return new Vector3(0.0, 0.0, 0.0);
  5627. };
  5628. /**
  5629. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  5630. * @returns a new unit Vector3
  5631. */
  5632. Vector3.One = function () {
  5633. return new Vector3(1.0, 1.0, 1.0);
  5634. };
  5635. /**
  5636. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  5637. * @returns a new up Vector3
  5638. */
  5639. Vector3.Up = function () {
  5640. return new Vector3(0.0, 1.0, 0.0);
  5641. };
  5642. Object.defineProperty(Vector3, "UpReadOnly", {
  5643. /**
  5644. * Gets a up Vector3 that must not be updated
  5645. */
  5646. get: function () {
  5647. return Vector3._UpReadOnly;
  5648. },
  5649. enumerable: true,
  5650. configurable: true
  5651. });
  5652. /**
  5653. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  5654. * @returns a new down Vector3
  5655. */
  5656. Vector3.Down = function () {
  5657. return new Vector3(0.0, -1.0, 0.0);
  5658. };
  5659. /**
  5660. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  5661. * @returns a new forward Vector3
  5662. */
  5663. Vector3.Forward = function () {
  5664. return new Vector3(0.0, 0.0, 1.0);
  5665. };
  5666. /**
  5667. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  5668. * @returns a new forward Vector3
  5669. */
  5670. Vector3.Backward = function () {
  5671. return new Vector3(0.0, 0.0, -1.0);
  5672. };
  5673. /**
  5674. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  5675. * @returns a new right Vector3
  5676. */
  5677. Vector3.Right = function () {
  5678. return new Vector3(1.0, 0.0, 0.0);
  5679. };
  5680. /**
  5681. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  5682. * @returns a new left Vector3
  5683. */
  5684. Vector3.Left = function () {
  5685. return new Vector3(-1.0, 0.0, 0.0);
  5686. };
  5687. /**
  5688. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  5689. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5690. * @param vector defines the Vector3 to transform
  5691. * @param transformation defines the transformation matrix
  5692. * @returns the transformed Vector3
  5693. */
  5694. Vector3.TransformCoordinates = function (vector, transformation) {
  5695. var result = Vector3.Zero();
  5696. Vector3.TransformCoordinatesToRef(vector, transformation, result);
  5697. return result;
  5698. };
  5699. /**
  5700. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  5701. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  5702. * @param vector defines the Vector3 to transform
  5703. * @param transformation defines the transformation matrix
  5704. * @param result defines the Vector3 where to store the result
  5705. */
  5706. Vector3.TransformCoordinatesToRef = function (vector, transformation, result) {
  5707. Vector3.TransformCoordinatesFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5708. };
  5709. /**
  5710. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  5711. * This method computes tranformed coordinates only, not transformed direction vectors
  5712. * @param x define the x coordinate of the source vector
  5713. * @param y define the y coordinate of the source vector
  5714. * @param z define the z coordinate of the source vector
  5715. * @param transformation defines the transformation matrix
  5716. * @param result defines the Vector3 where to store the result
  5717. */
  5718. Vector3.TransformCoordinatesFromFloatsToRef = function (x, y, z, transformation, result) {
  5719. var m = transformation.m;
  5720. var rx = x * m[0] + y * m[4] + z * m[8] + m[12];
  5721. var ry = x * m[1] + y * m[5] + z * m[9] + m[13];
  5722. var rz = x * m[2] + y * m[6] + z * m[10] + m[14];
  5723. var rw = 1 / (x * m[3] + y * m[7] + z * m[11] + m[15]);
  5724. result.x = rx * rw;
  5725. result.y = ry * rw;
  5726. result.z = rz * rw;
  5727. };
  5728. /**
  5729. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  5730. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5731. * @param vector defines the Vector3 to transform
  5732. * @param transformation defines the transformation matrix
  5733. * @returns the new Vector3
  5734. */
  5735. Vector3.TransformNormal = function (vector, transformation) {
  5736. var result = Vector3.Zero();
  5737. Vector3.TransformNormalToRef(vector, transformation, result);
  5738. return result;
  5739. };
  5740. /**
  5741. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  5742. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5743. * @param vector defines the Vector3 to transform
  5744. * @param transformation defines the transformation matrix
  5745. * @param result defines the Vector3 where to store the result
  5746. */
  5747. Vector3.TransformNormalToRef = function (vector, transformation, result) {
  5748. this.TransformNormalFromFloatsToRef(vector.x, vector.y, vector.z, transformation, result);
  5749. };
  5750. /**
  5751. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  5752. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  5753. * @param x define the x coordinate of the source vector
  5754. * @param y define the y coordinate of the source vector
  5755. * @param z define the z coordinate of the source vector
  5756. * @param transformation defines the transformation matrix
  5757. * @param result defines the Vector3 where to store the result
  5758. */
  5759. Vector3.TransformNormalFromFloatsToRef = function (x, y, z, transformation, result) {
  5760. var m = transformation.m;
  5761. result.x = x * m[0] + y * m[4] + z * m[8];
  5762. result.y = x * m[1] + y * m[5] + z * m[9];
  5763. result.z = x * m[2] + y * m[6] + z * m[10];
  5764. };
  5765. /**
  5766. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  5767. * @param value1 defines the first control point
  5768. * @param value2 defines the second control point
  5769. * @param value3 defines the third control point
  5770. * @param value4 defines the fourth control point
  5771. * @param amount defines the amount on the spline to use
  5772. * @returns the new Vector3
  5773. */
  5774. Vector3.CatmullRom = function (value1, value2, value3, value4, amount) {
  5775. var squared = amount * amount;
  5776. var cubed = amount * squared;
  5777. var x = 0.5 * ((((2.0 * value2.x) + ((-value1.x + value3.x) * amount)) +
  5778. (((((2.0 * value1.x) - (5.0 * value2.x)) + (4.0 * value3.x)) - value4.x) * squared)) +
  5779. ((((-value1.x + (3.0 * value2.x)) - (3.0 * value3.x)) + value4.x) * cubed));
  5780. var y = 0.5 * ((((2.0 * value2.y) + ((-value1.y + value3.y) * amount)) +
  5781. (((((2.0 * value1.y) - (5.0 * value2.y)) + (4.0 * value3.y)) - value4.y) * squared)) +
  5782. ((((-value1.y + (3.0 * value2.y)) - (3.0 * value3.y)) + value4.y) * cubed));
  5783. var z = 0.5 * ((((2.0 * value2.z) + ((-value1.z + value3.z) * amount)) +
  5784. (((((2.0 * value1.z) - (5.0 * value2.z)) + (4.0 * value3.z)) - value4.z) * squared)) +
  5785. ((((-value1.z + (3.0 * value2.z)) - (3.0 * value3.z)) + value4.z) * cubed));
  5786. return new Vector3(x, y, z);
  5787. };
  5788. /**
  5789. * 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"
  5790. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5791. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5792. * @param value defines the current value
  5793. * @param min defines the lower range value
  5794. * @param max defines the upper range value
  5795. * @returns the new Vector3
  5796. */
  5797. Vector3.Clamp = function (value, min, max) {
  5798. var v = new Vector3();
  5799. Vector3.ClampToRef(value, min, max, v);
  5800. return v;
  5801. };
  5802. /**
  5803. * 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"
  5804. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  5805. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  5806. * @param value defines the current value
  5807. * @param min defines the lower range value
  5808. * @param max defines the upper range value
  5809. * @param result defines the Vector3 where to store the result
  5810. */
  5811. Vector3.ClampToRef = function (value, min, max, result) {
  5812. var x = value.x;
  5813. x = (x > max.x) ? max.x : x;
  5814. x = (x < min.x) ? min.x : x;
  5815. var y = value.y;
  5816. y = (y > max.y) ? max.y : y;
  5817. y = (y < min.y) ? min.y : y;
  5818. var z = value.z;
  5819. z = (z > max.z) ? max.z : z;
  5820. z = (z < min.z) ? min.z : z;
  5821. result.copyFromFloats(x, y, z);
  5822. };
  5823. /**
  5824. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  5825. * @param value1 defines the first control point
  5826. * @param tangent1 defines the first tangent vector
  5827. * @param value2 defines the second control point
  5828. * @param tangent2 defines the second tangent vector
  5829. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  5830. * @returns the new Vector3
  5831. */
  5832. Vector3.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  5833. var squared = amount * amount;
  5834. var cubed = amount * squared;
  5835. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  5836. var part2 = (-2.0 * cubed) + (3.0 * squared);
  5837. var part3 = (cubed - (2.0 * squared)) + amount;
  5838. var part4 = cubed - squared;
  5839. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  5840. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  5841. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  5842. return new Vector3(x, y, z);
  5843. };
  5844. /**
  5845. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  5846. * @param start defines the start value
  5847. * @param end defines the end value
  5848. * @param amount max defines amount between both (between 0 and 1)
  5849. * @returns the new Vector3
  5850. */
  5851. Vector3.Lerp = function (start, end, amount) {
  5852. var result = new Vector3(0, 0, 0);
  5853. Vector3.LerpToRef(start, end, amount, result);
  5854. return result;
  5855. };
  5856. /**
  5857. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  5858. * @param start defines the start value
  5859. * @param end defines the end value
  5860. * @param amount max defines amount between both (between 0 and 1)
  5861. * @param result defines the Vector3 where to store the result
  5862. */
  5863. Vector3.LerpToRef = function (start, end, amount, result) {
  5864. result.x = start.x + ((end.x - start.x) * amount);
  5865. result.y = start.y + ((end.y - start.y) * amount);
  5866. result.z = start.z + ((end.z - start.z) * amount);
  5867. };
  5868. /**
  5869. * Returns the dot product (float) between the vectors "left" and "right"
  5870. * @param left defines the left operand
  5871. * @param right defines the right operand
  5872. * @returns the dot product
  5873. */
  5874. Vector3.Dot = function (left, right) {
  5875. return (left.x * right.x + left.y * right.y + left.z * right.z);
  5876. };
  5877. /**
  5878. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  5879. * The cross product is then orthogonal to both "left" and "right"
  5880. * @param left defines the left operand
  5881. * @param right defines the right operand
  5882. * @returns the cross product
  5883. */
  5884. Vector3.Cross = function (left, right) {
  5885. var result = Vector3.Zero();
  5886. Vector3.CrossToRef(left, right, result);
  5887. return result;
  5888. };
  5889. /**
  5890. * Sets the given vector "result" with the cross product of "left" and "right"
  5891. * The cross product is then orthogonal to both "left" and "right"
  5892. * @param left defines the left operand
  5893. * @param right defines the right operand
  5894. * @param result defines the Vector3 where to store the result
  5895. */
  5896. Vector3.CrossToRef = function (left, right, result) {
  5897. var x = left.y * right.z - left.z * right.y;
  5898. var y = left.z * right.x - left.x * right.z;
  5899. var z = left.x * right.y - left.y * right.x;
  5900. result.copyFromFloats(x, y, z);
  5901. };
  5902. /**
  5903. * Returns a new Vector3 as the normalization of the given vector
  5904. * @param vector defines the Vector3 to normalize
  5905. * @returns the new Vector3
  5906. */
  5907. Vector3.Normalize = function (vector) {
  5908. var result = Vector3.Zero();
  5909. Vector3.NormalizeToRef(vector, result);
  5910. return result;
  5911. };
  5912. /**
  5913. * Sets the given vector "result" with the normalization of the given first vector
  5914. * @param vector defines the Vector3 to normalize
  5915. * @param result defines the Vector3 where to store the result
  5916. */
  5917. Vector3.NormalizeToRef = function (vector, result) {
  5918. vector.normalizeToRef(result);
  5919. };
  5920. /**
  5921. * Project a Vector3 onto screen space
  5922. * @param vector defines the Vector3 to project
  5923. * @param world defines the world matrix to use
  5924. * @param transform defines the transform (view x projection) matrix to use
  5925. * @param viewport defines the screen viewport to use
  5926. * @returns the new Vector3
  5927. */
  5928. Vector3.Project = function (vector, world, transform, viewport) {
  5929. var cw = viewport.width;
  5930. var ch = viewport.height;
  5931. var cx = viewport.x;
  5932. var cy = viewport.y;
  5933. var viewportMatrix = MathTmp.Matrix[1];
  5934. 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);
  5935. var matrix = MathTmp.Matrix[0];
  5936. world.multiplyToRef(transform, matrix);
  5937. matrix.multiplyToRef(viewportMatrix, matrix);
  5938. return Vector3.TransformCoordinates(vector, matrix);
  5939. };
  5940. /** @hidden */
  5941. Vector3.UnprojectFromInvertedMatrixToRef = function (source, matrix, result) {
  5942. Vector3.TransformCoordinatesToRef(source, matrix, result);
  5943. var m = matrix.m;
  5944. var num = source.x * m[3] + source.y * m[7] + source.z * m[11] + m[15];
  5945. if (BABYLON.Scalar.WithinEpsilon(num, 1.0)) {
  5946. result.scaleInPlace(1.0 / num);
  5947. }
  5948. };
  5949. /**
  5950. * Unproject from screen space to object space
  5951. * @param source defines the screen space Vector3 to use
  5952. * @param viewportWidth defines the current width of the viewport
  5953. * @param viewportHeight defines the current height of the viewport
  5954. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5955. * @param transform defines the transform (view x projection) matrix to use
  5956. * @returns the new Vector3
  5957. */
  5958. Vector3.UnprojectFromTransform = function (source, viewportWidth, viewportHeight, world, transform) {
  5959. var matrix = MathTmp.Matrix[0];
  5960. world.multiplyToRef(transform, matrix);
  5961. matrix.invert();
  5962. source.x = source.x / viewportWidth * 2 - 1;
  5963. source.y = -(source.y / viewportHeight * 2 - 1);
  5964. var vector = new Vector3();
  5965. Vector3.UnprojectFromInvertedMatrixToRef(source, matrix, vector);
  5966. return vector;
  5967. };
  5968. /**
  5969. * Unproject from screen space to object space
  5970. * @param source defines the screen space Vector3 to use
  5971. * @param viewportWidth defines the current width of the viewport
  5972. * @param viewportHeight defines the current height of the viewport
  5973. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5974. * @param view defines the view matrix to use
  5975. * @param projection defines the projection matrix to use
  5976. * @returns the new Vector3
  5977. */
  5978. Vector3.Unproject = function (source, viewportWidth, viewportHeight, world, view, projection) {
  5979. var result = Vector3.Zero();
  5980. Vector3.UnprojectToRef(source, viewportWidth, viewportHeight, world, view, projection, result);
  5981. return result;
  5982. };
  5983. /**
  5984. * Unproject from screen space to object space
  5985. * @param source defines the screen space Vector3 to use
  5986. * @param viewportWidth defines the current width of the viewport
  5987. * @param viewportHeight defines the current height of the viewport
  5988. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  5989. * @param view defines the view matrix to use
  5990. * @param projection defines the projection matrix to use
  5991. * @param result defines the Vector3 where to store the result
  5992. */
  5993. Vector3.UnprojectToRef = function (source, viewportWidth, viewportHeight, world, view, projection, result) {
  5994. Vector3.UnprojectFloatsToRef(source.x, source.y, source.z, viewportWidth, viewportHeight, world, view, projection, result);
  5995. };
  5996. /**
  5997. * Unproject from screen space to object space
  5998. * @param sourceX defines the screen space x coordinate to use
  5999. * @param sourceY defines the screen space y coordinate to use
  6000. * @param sourceZ defines the screen space z coordinate to use
  6001. * @param viewportWidth defines the current width of the viewport
  6002. * @param viewportHeight defines the current height of the viewport
  6003. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6004. * @param view defines the view matrix to use
  6005. * @param projection defines the projection matrix to use
  6006. * @param result defines the Vector3 where to store the result
  6007. */
  6008. Vector3.UnprojectFloatsToRef = function (sourceX, sourceY, sourceZ, viewportWidth, viewportHeight, world, view, projection, result) {
  6009. var matrix = MathTmp.Matrix[0];
  6010. world.multiplyToRef(view, matrix);
  6011. matrix.multiplyToRef(projection, matrix);
  6012. matrix.invert();
  6013. var screenSource = MathTmp.Vector3[0];
  6014. screenSource.x = sourceX / viewportWidth * 2 - 1;
  6015. screenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6016. screenSource.z = 2 * sourceZ - 1.0;
  6017. Vector3.UnprojectFromInvertedMatrixToRef(screenSource, matrix, result);
  6018. };
  6019. /**
  6020. * Unproject a ray from screen space to object space
  6021. * @param sourceX defines the screen space x coordinate to use
  6022. * @param sourceY defines the screen space y coordinate to use
  6023. * @param viewportWidth defines the current width of the viewport
  6024. * @param viewportHeight defines the current height of the viewport
  6025. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  6026. * @param view defines the view matrix to use
  6027. * @param projection defines the projection matrix to use
  6028. * @param ray defines the Ray where to store the result
  6029. */
  6030. Vector3.UnprojectRayToRef = function (sourceX, sourceY, viewportWidth, viewportHeight, world, view, projection, ray) {
  6031. var matrix = MathTmp.Matrix[0];
  6032. world.multiplyToRef(view, matrix);
  6033. matrix.multiplyToRef(projection, matrix);
  6034. matrix.invert();
  6035. var nearScreenSource = MathTmp.Vector3[0];
  6036. nearScreenSource.x = sourceX / viewportWidth * 2 - 1;
  6037. nearScreenSource.y = -(sourceY / viewportHeight * 2 - 1);
  6038. nearScreenSource.z = -1.0;
  6039. var farScreenSource = MathTmp.Vector3[1].copyFromFloats(nearScreenSource.x, nearScreenSource.y, 1.0);
  6040. var nearVec3 = MathTmp.Vector3[2];
  6041. var farVec3 = MathTmp.Vector3[3];
  6042. Vector3.UnprojectFromInvertedMatrixToRef(nearScreenSource, matrix, nearVec3);
  6043. Vector3.UnprojectFromInvertedMatrixToRef(farScreenSource, matrix, farVec3);
  6044. ray.origin.copyFrom(nearVec3);
  6045. farVec3.subtractToRef(nearVec3, ray.direction);
  6046. ray.direction.normalize();
  6047. };
  6048. /**
  6049. * Gets the minimal coordinate values between two Vector3
  6050. * @param left defines the first operand
  6051. * @param right defines the second operand
  6052. * @returns the new Vector3
  6053. */
  6054. Vector3.Minimize = function (left, right) {
  6055. var min = left.clone();
  6056. min.minimizeInPlace(right);
  6057. return min;
  6058. };
  6059. /**
  6060. * Gets the maximal coordinate values between two Vector3
  6061. * @param left defines the first operand
  6062. * @param right defines the second operand
  6063. * @returns the new Vector3
  6064. */
  6065. Vector3.Maximize = function (left, right) {
  6066. var max = left.clone();
  6067. max.maximizeInPlace(right);
  6068. return max;
  6069. };
  6070. /**
  6071. * Returns the distance between the vectors "value1" and "value2"
  6072. * @param value1 defines the first operand
  6073. * @param value2 defines the second operand
  6074. * @returns the distance
  6075. */
  6076. Vector3.Distance = function (value1, value2) {
  6077. return Math.sqrt(Vector3.DistanceSquared(value1, value2));
  6078. };
  6079. /**
  6080. * Returns the squared distance between the vectors "value1" and "value2"
  6081. * @param value1 defines the first operand
  6082. * @param value2 defines the second operand
  6083. * @returns the squared distance
  6084. */
  6085. Vector3.DistanceSquared = function (value1, value2) {
  6086. var x = value1.x - value2.x;
  6087. var y = value1.y - value2.y;
  6088. var z = value1.z - value2.z;
  6089. return (x * x) + (y * y) + (z * z);
  6090. };
  6091. /**
  6092. * Returns a new Vector3 located at the center between "value1" and "value2"
  6093. * @param value1 defines the first operand
  6094. * @param value2 defines the second operand
  6095. * @returns the new Vector3
  6096. */
  6097. Vector3.Center = function (value1, value2) {
  6098. var center = value1.add(value2);
  6099. center.scaleInPlace(0.5);
  6100. return center;
  6101. };
  6102. /**
  6103. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  6104. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  6105. * to something in order to rotate it from its local system to the given target system
  6106. * Note: axis1, axis2 and axis3 are normalized during this operation
  6107. * @param axis1 defines the first axis
  6108. * @param axis2 defines the second axis
  6109. * @param axis3 defines the third axis
  6110. * @returns a new Vector3
  6111. */
  6112. Vector3.RotationFromAxis = function (axis1, axis2, axis3) {
  6113. var rotation = Vector3.Zero();
  6114. Vector3.RotationFromAxisToRef(axis1, axis2, axis3, rotation);
  6115. return rotation;
  6116. };
  6117. /**
  6118. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  6119. * @param axis1 defines the first axis
  6120. * @param axis2 defines the second axis
  6121. * @param axis3 defines the third axis
  6122. * @param ref defines the Vector3 where to store the result
  6123. */
  6124. Vector3.RotationFromAxisToRef = function (axis1, axis2, axis3, ref) {
  6125. var quat = MathTmp.Quaternion[0];
  6126. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  6127. quat.toEulerAnglesToRef(ref);
  6128. };
  6129. Vector3._UpReadOnly = Vector3.Up();
  6130. return Vector3;
  6131. }());
  6132. BABYLON.Vector3 = Vector3;
  6133. /**
  6134. * Vector4 class created for EulerAngle class conversion to Quaternion
  6135. */
  6136. var Vector4 = /** @class */ (function () {
  6137. /**
  6138. * Creates a Vector4 object from the given floats.
  6139. * @param x x value of the vector
  6140. * @param y y value of the vector
  6141. * @param z z value of the vector
  6142. * @param w w value of the vector
  6143. */
  6144. function Vector4(
  6145. /** x value of the vector */
  6146. x,
  6147. /** y value of the vector */
  6148. y,
  6149. /** z value of the vector */
  6150. z,
  6151. /** w value of the vector */
  6152. w) {
  6153. this.x = x;
  6154. this.y = y;
  6155. this.z = z;
  6156. this.w = w;
  6157. }
  6158. /**
  6159. * Returns the string with the Vector4 coordinates.
  6160. * @returns a string containing all the vector values
  6161. */
  6162. Vector4.prototype.toString = function () {
  6163. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6164. };
  6165. /**
  6166. * Returns the string "Vector4".
  6167. * @returns "Vector4"
  6168. */
  6169. Vector4.prototype.getClassName = function () {
  6170. return "Vector4";
  6171. };
  6172. /**
  6173. * Returns the Vector4 hash code.
  6174. * @returns a unique hash code
  6175. */
  6176. Vector4.prototype.getHashCode = function () {
  6177. var hash = this.x || 0;
  6178. hash = (hash * 397) ^ (this.y || 0);
  6179. hash = (hash * 397) ^ (this.z || 0);
  6180. hash = (hash * 397) ^ (this.w || 0);
  6181. return hash;
  6182. };
  6183. // Operators
  6184. /**
  6185. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  6186. * @returns the resulting array
  6187. */
  6188. Vector4.prototype.asArray = function () {
  6189. var result = new Array();
  6190. this.toArray(result, 0);
  6191. return result;
  6192. };
  6193. /**
  6194. * Populates the given array from the given index with the Vector4 coordinates.
  6195. * @param array array to populate
  6196. * @param index index of the array to start at (default: 0)
  6197. * @returns the Vector4.
  6198. */
  6199. Vector4.prototype.toArray = function (array, index) {
  6200. if (index === undefined) {
  6201. index = 0;
  6202. }
  6203. array[index] = this.x;
  6204. array[index + 1] = this.y;
  6205. array[index + 2] = this.z;
  6206. array[index + 3] = this.w;
  6207. return this;
  6208. };
  6209. /**
  6210. * Adds the given vector to the current Vector4.
  6211. * @param otherVector the vector to add
  6212. * @returns the updated Vector4.
  6213. */
  6214. Vector4.prototype.addInPlace = function (otherVector) {
  6215. this.x += otherVector.x;
  6216. this.y += otherVector.y;
  6217. this.z += otherVector.z;
  6218. this.w += otherVector.w;
  6219. return this;
  6220. };
  6221. /**
  6222. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  6223. * @param otherVector the vector to add
  6224. * @returns the resulting vector
  6225. */
  6226. Vector4.prototype.add = function (otherVector) {
  6227. return new Vector4(this.x + otherVector.x, this.y + otherVector.y, this.z + otherVector.z, this.w + otherVector.w);
  6228. };
  6229. /**
  6230. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  6231. * @param otherVector the vector to add
  6232. * @param result the vector to store the result
  6233. * @returns the current Vector4.
  6234. */
  6235. Vector4.prototype.addToRef = function (otherVector, result) {
  6236. result.x = this.x + otherVector.x;
  6237. result.y = this.y + otherVector.y;
  6238. result.z = this.z + otherVector.z;
  6239. result.w = this.w + otherVector.w;
  6240. return this;
  6241. };
  6242. /**
  6243. * Subtract in place the given vector from the current Vector4.
  6244. * @param otherVector the vector to subtract
  6245. * @returns the updated Vector4.
  6246. */
  6247. Vector4.prototype.subtractInPlace = function (otherVector) {
  6248. this.x -= otherVector.x;
  6249. this.y -= otherVector.y;
  6250. this.z -= otherVector.z;
  6251. this.w -= otherVector.w;
  6252. return this;
  6253. };
  6254. /**
  6255. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  6256. * @param otherVector the vector to add
  6257. * @returns the new vector with the result
  6258. */
  6259. Vector4.prototype.subtract = function (otherVector) {
  6260. return new Vector4(this.x - otherVector.x, this.y - otherVector.y, this.z - otherVector.z, this.w - otherVector.w);
  6261. };
  6262. /**
  6263. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  6264. * @param otherVector the vector to subtract
  6265. * @param result the vector to store the result
  6266. * @returns the current Vector4.
  6267. */
  6268. Vector4.prototype.subtractToRef = function (otherVector, result) {
  6269. result.x = this.x - otherVector.x;
  6270. result.y = this.y - otherVector.y;
  6271. result.z = this.z - otherVector.z;
  6272. result.w = this.w - otherVector.w;
  6273. return this;
  6274. };
  6275. /**
  6276. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6277. */
  6278. /**
  6279. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6280. * @param x value to subtract
  6281. * @param y value to subtract
  6282. * @param z value to subtract
  6283. * @param w value to subtract
  6284. * @returns new vector containing the result
  6285. */
  6286. Vector4.prototype.subtractFromFloats = function (x, y, z, w) {
  6287. return new Vector4(this.x - x, this.y - y, this.z - z, this.w - w);
  6288. };
  6289. /**
  6290. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  6291. * @param x value to subtract
  6292. * @param y value to subtract
  6293. * @param z value to subtract
  6294. * @param w value to subtract
  6295. * @param result the vector to store the result in
  6296. * @returns the current Vector4.
  6297. */
  6298. Vector4.prototype.subtractFromFloatsToRef = function (x, y, z, w, result) {
  6299. result.x = this.x - x;
  6300. result.y = this.y - y;
  6301. result.z = this.z - z;
  6302. result.w = this.w - w;
  6303. return this;
  6304. };
  6305. /**
  6306. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  6307. * @returns a new vector with the negated values
  6308. */
  6309. Vector4.prototype.negate = function () {
  6310. return new Vector4(-this.x, -this.y, -this.z, -this.w);
  6311. };
  6312. /**
  6313. * Multiplies the current Vector4 coordinates by scale (float).
  6314. * @param scale the number to scale with
  6315. * @returns the updated Vector4.
  6316. */
  6317. Vector4.prototype.scaleInPlace = function (scale) {
  6318. this.x *= scale;
  6319. this.y *= scale;
  6320. this.z *= scale;
  6321. this.w *= scale;
  6322. return this;
  6323. };
  6324. /**
  6325. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  6326. * @param scale the number to scale with
  6327. * @returns a new vector with the result
  6328. */
  6329. Vector4.prototype.scale = function (scale) {
  6330. return new Vector4(this.x * scale, this.y * scale, this.z * scale, this.w * scale);
  6331. };
  6332. /**
  6333. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  6334. * @param scale the number to scale with
  6335. * @param result a vector to store the result in
  6336. * @returns the current Vector4.
  6337. */
  6338. Vector4.prototype.scaleToRef = function (scale, result) {
  6339. result.x = this.x * scale;
  6340. result.y = this.y * scale;
  6341. result.z = this.z * scale;
  6342. result.w = this.w * scale;
  6343. return this;
  6344. };
  6345. /**
  6346. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  6347. * @param scale defines the scale factor
  6348. * @param result defines the Vector4 object where to store the result
  6349. * @returns the unmodified current Vector4
  6350. */
  6351. Vector4.prototype.scaleAndAddToRef = function (scale, result) {
  6352. result.x += this.x * scale;
  6353. result.y += this.y * scale;
  6354. result.z += this.z * scale;
  6355. result.w += this.w * scale;
  6356. return this;
  6357. };
  6358. /**
  6359. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  6360. * @param otherVector the vector to compare against
  6361. * @returns true if they are equal
  6362. */
  6363. Vector4.prototype.equals = function (otherVector) {
  6364. return otherVector && this.x === otherVector.x && this.y === otherVector.y && this.z === otherVector.z && this.w === otherVector.w;
  6365. };
  6366. /**
  6367. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  6368. * @param otherVector vector to compare against
  6369. * @param epsilon (Default: very small number)
  6370. * @returns true if they are equal
  6371. */
  6372. Vector4.prototype.equalsWithEpsilon = function (otherVector, epsilon) {
  6373. if (epsilon === void 0) { epsilon = BABYLON.Epsilon; }
  6374. return otherVector
  6375. && BABYLON.Scalar.WithinEpsilon(this.x, otherVector.x, epsilon)
  6376. && BABYLON.Scalar.WithinEpsilon(this.y, otherVector.y, epsilon)
  6377. && BABYLON.Scalar.WithinEpsilon(this.z, otherVector.z, epsilon)
  6378. && BABYLON.Scalar.WithinEpsilon(this.w, otherVector.w, epsilon);
  6379. };
  6380. /**
  6381. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  6382. * @param x x value to compare against
  6383. * @param y y value to compare against
  6384. * @param z z value to compare against
  6385. * @param w w value to compare against
  6386. * @returns true if equal
  6387. */
  6388. Vector4.prototype.equalsToFloats = function (x, y, z, w) {
  6389. return this.x === x && this.y === y && this.z === z && this.w === w;
  6390. };
  6391. /**
  6392. * Multiplies in place the current Vector4 by the given one.
  6393. * @param otherVector vector to multiple with
  6394. * @returns the updated Vector4.
  6395. */
  6396. Vector4.prototype.multiplyInPlace = function (otherVector) {
  6397. this.x *= otherVector.x;
  6398. this.y *= otherVector.y;
  6399. this.z *= otherVector.z;
  6400. this.w *= otherVector.w;
  6401. return this;
  6402. };
  6403. /**
  6404. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  6405. * @param otherVector vector to multiple with
  6406. * @returns resulting new vector
  6407. */
  6408. Vector4.prototype.multiply = function (otherVector) {
  6409. return new Vector4(this.x * otherVector.x, this.y * otherVector.y, this.z * otherVector.z, this.w * otherVector.w);
  6410. };
  6411. /**
  6412. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  6413. * @param otherVector vector to multiple with
  6414. * @param result vector to store the result
  6415. * @returns the current Vector4.
  6416. */
  6417. Vector4.prototype.multiplyToRef = function (otherVector, result) {
  6418. result.x = this.x * otherVector.x;
  6419. result.y = this.y * otherVector.y;
  6420. result.z = this.z * otherVector.z;
  6421. result.w = this.w * otherVector.w;
  6422. return this;
  6423. };
  6424. /**
  6425. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  6426. * @param x x value multiply with
  6427. * @param y y value multiply with
  6428. * @param z z value multiply with
  6429. * @param w w value multiply with
  6430. * @returns resulting new vector
  6431. */
  6432. Vector4.prototype.multiplyByFloats = function (x, y, z, w) {
  6433. return new Vector4(this.x * x, this.y * y, this.z * z, this.w * w);
  6434. };
  6435. /**
  6436. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  6437. * @param otherVector vector to devide with
  6438. * @returns resulting new vector
  6439. */
  6440. Vector4.prototype.divide = function (otherVector) {
  6441. return new Vector4(this.x / otherVector.x, this.y / otherVector.y, this.z / otherVector.z, this.w / otherVector.w);
  6442. };
  6443. /**
  6444. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  6445. * @param otherVector vector to devide with
  6446. * @param result vector to store the result
  6447. * @returns the current Vector4.
  6448. */
  6449. Vector4.prototype.divideToRef = function (otherVector, result) {
  6450. result.x = this.x / otherVector.x;
  6451. result.y = this.y / otherVector.y;
  6452. result.z = this.z / otherVector.z;
  6453. result.w = this.w / otherVector.w;
  6454. return this;
  6455. };
  6456. /**
  6457. * Divides the current Vector3 coordinates by the given ones.
  6458. * @param otherVector vector to devide with
  6459. * @returns the updated Vector3.
  6460. */
  6461. Vector4.prototype.divideInPlace = function (otherVector) {
  6462. return this.divideToRef(otherVector, this);
  6463. };
  6464. /**
  6465. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  6466. * @param other defines the second operand
  6467. * @returns the current updated Vector4
  6468. */
  6469. Vector4.prototype.minimizeInPlace = function (other) {
  6470. if (other.x < this.x) {
  6471. this.x = other.x;
  6472. }
  6473. if (other.y < this.y) {
  6474. this.y = other.y;
  6475. }
  6476. if (other.z < this.z) {
  6477. this.z = other.z;
  6478. }
  6479. if (other.w < this.w) {
  6480. this.w = other.w;
  6481. }
  6482. return this;
  6483. };
  6484. /**
  6485. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  6486. * @param other defines the second operand
  6487. * @returns the current updated Vector4
  6488. */
  6489. Vector4.prototype.maximizeInPlace = function (other) {
  6490. if (other.x > this.x) {
  6491. this.x = other.x;
  6492. }
  6493. if (other.y > this.y) {
  6494. this.y = other.y;
  6495. }
  6496. if (other.z > this.z) {
  6497. this.z = other.z;
  6498. }
  6499. if (other.w > this.w) {
  6500. this.w = other.w;
  6501. }
  6502. return this;
  6503. };
  6504. /**
  6505. * Gets a new Vector4 from current Vector4 floored values
  6506. * @returns a new Vector4
  6507. */
  6508. Vector4.prototype.floor = function () {
  6509. return new Vector4(Math.floor(this.x), Math.floor(this.y), Math.floor(this.z), Math.floor(this.w));
  6510. };
  6511. /**
  6512. * Gets a new Vector4 from current Vector3 floored values
  6513. * @returns a new Vector4
  6514. */
  6515. Vector4.prototype.fract = function () {
  6516. 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));
  6517. };
  6518. // Properties
  6519. /**
  6520. * Returns the Vector4 length (float).
  6521. * @returns the length
  6522. */
  6523. Vector4.prototype.length = function () {
  6524. return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6525. };
  6526. /**
  6527. * Returns the Vector4 squared length (float).
  6528. * @returns the length squared
  6529. */
  6530. Vector4.prototype.lengthSquared = function () {
  6531. return (this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
  6532. };
  6533. // Methods
  6534. /**
  6535. * Normalizes in place the Vector4.
  6536. * @returns the updated Vector4.
  6537. */
  6538. Vector4.prototype.normalize = function () {
  6539. var len = this.length();
  6540. if (len === 0) {
  6541. return this;
  6542. }
  6543. return this.scaleInPlace(1.0 / len);
  6544. };
  6545. /**
  6546. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  6547. * @returns this converted to a new vector3
  6548. */
  6549. Vector4.prototype.toVector3 = function () {
  6550. return new Vector3(this.x, this.y, this.z);
  6551. };
  6552. /**
  6553. * Returns a new Vector4 copied from the current one.
  6554. * @returns the new cloned vector
  6555. */
  6556. Vector4.prototype.clone = function () {
  6557. return new Vector4(this.x, this.y, this.z, this.w);
  6558. };
  6559. /**
  6560. * Updates the current Vector4 with the given one coordinates.
  6561. * @param source the source vector to copy from
  6562. * @returns the updated Vector4.
  6563. */
  6564. Vector4.prototype.copyFrom = function (source) {
  6565. this.x = source.x;
  6566. this.y = source.y;
  6567. this.z = source.z;
  6568. this.w = source.w;
  6569. return this;
  6570. };
  6571. /**
  6572. * Updates the current Vector4 coordinates with the given floats.
  6573. * @param x float to copy from
  6574. * @param y float to copy from
  6575. * @param z float to copy from
  6576. * @param w float to copy from
  6577. * @returns the updated Vector4.
  6578. */
  6579. Vector4.prototype.copyFromFloats = function (x, y, z, w) {
  6580. this.x = x;
  6581. this.y = y;
  6582. this.z = z;
  6583. this.w = w;
  6584. return this;
  6585. };
  6586. /**
  6587. * Updates the current Vector4 coordinates with the given floats.
  6588. * @param x float to set from
  6589. * @param y float to set from
  6590. * @param z float to set from
  6591. * @param w float to set from
  6592. * @returns the updated Vector4.
  6593. */
  6594. Vector4.prototype.set = function (x, y, z, w) {
  6595. return this.copyFromFloats(x, y, z, w);
  6596. };
  6597. /**
  6598. * Copies the given float to the current Vector3 coordinates
  6599. * @param v defines the x, y, z and w coordinates of the operand
  6600. * @returns the current updated Vector3
  6601. */
  6602. Vector4.prototype.setAll = function (v) {
  6603. this.x = this.y = this.z = this.w = v;
  6604. return this;
  6605. };
  6606. // Statics
  6607. /**
  6608. * Returns a new Vector4 set from the starting index of the given array.
  6609. * @param array the array to pull values from
  6610. * @param offset the offset into the array to start at
  6611. * @returns the new vector
  6612. */
  6613. Vector4.FromArray = function (array, offset) {
  6614. if (!offset) {
  6615. offset = 0;
  6616. }
  6617. return new Vector4(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  6618. };
  6619. /**
  6620. * Updates the given vector "result" from the starting index of the given array.
  6621. * @param array the array to pull values from
  6622. * @param offset the offset into the array to start at
  6623. * @param result the vector to store the result in
  6624. */
  6625. Vector4.FromArrayToRef = function (array, offset, result) {
  6626. result.x = array[offset];
  6627. result.y = array[offset + 1];
  6628. result.z = array[offset + 2];
  6629. result.w = array[offset + 3];
  6630. };
  6631. /**
  6632. * Updates the given vector "result" from the starting index of the given Float32Array.
  6633. * @param array the array to pull values from
  6634. * @param offset the offset into the array to start at
  6635. * @param result the vector to store the result in
  6636. */
  6637. Vector4.FromFloatArrayToRef = function (array, offset, result) {
  6638. Vector4.FromArrayToRef(array, offset, result);
  6639. };
  6640. /**
  6641. * Updates the given vector "result" coordinates from the given floats.
  6642. * @param x float to set from
  6643. * @param y float to set from
  6644. * @param z float to set from
  6645. * @param w float to set from
  6646. * @param result the vector to the floats in
  6647. */
  6648. Vector4.FromFloatsToRef = function (x, y, z, w, result) {
  6649. result.x = x;
  6650. result.y = y;
  6651. result.z = z;
  6652. result.w = w;
  6653. };
  6654. /**
  6655. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  6656. * @returns the new vector
  6657. */
  6658. Vector4.Zero = function () {
  6659. return new Vector4(0.0, 0.0, 0.0, 0.0);
  6660. };
  6661. /**
  6662. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  6663. * @returns the new vector
  6664. */
  6665. Vector4.One = function () {
  6666. return new Vector4(1.0, 1.0, 1.0, 1.0);
  6667. };
  6668. /**
  6669. * Returns a new normalized Vector4 from the given one.
  6670. * @param vector the vector to normalize
  6671. * @returns the vector
  6672. */
  6673. Vector4.Normalize = function (vector) {
  6674. var result = Vector4.Zero();
  6675. Vector4.NormalizeToRef(vector, result);
  6676. return result;
  6677. };
  6678. /**
  6679. * Updates the given vector "result" from the normalization of the given one.
  6680. * @param vector the vector to normalize
  6681. * @param result the vector to store the result in
  6682. */
  6683. Vector4.NormalizeToRef = function (vector, result) {
  6684. result.copyFrom(vector);
  6685. result.normalize();
  6686. };
  6687. /**
  6688. * Returns a vector with the minimum values from the left and right vectors
  6689. * @param left left vector to minimize
  6690. * @param right right vector to minimize
  6691. * @returns a new vector with the minimum of the left and right vector values
  6692. */
  6693. Vector4.Minimize = function (left, right) {
  6694. var min = left.clone();
  6695. min.minimizeInPlace(right);
  6696. return min;
  6697. };
  6698. /**
  6699. * Returns a vector with the maximum values from the left and right vectors
  6700. * @param left left vector to maximize
  6701. * @param right right vector to maximize
  6702. * @returns a new vector with the maximum of the left and right vector values
  6703. */
  6704. Vector4.Maximize = function (left, right) {
  6705. var max = left.clone();
  6706. max.maximizeInPlace(right);
  6707. return max;
  6708. };
  6709. /**
  6710. * Returns the distance (float) between the vectors "value1" and "value2".
  6711. * @param value1 value to calulate the distance between
  6712. * @param value2 value to calulate the distance between
  6713. * @return the distance between the two vectors
  6714. */
  6715. Vector4.Distance = function (value1, value2) {
  6716. return Math.sqrt(Vector4.DistanceSquared(value1, value2));
  6717. };
  6718. /**
  6719. * Returns the squared distance (float) between the vectors "value1" and "value2".
  6720. * @param value1 value to calulate the distance between
  6721. * @param value2 value to calulate the distance between
  6722. * @return the distance between the two vectors squared
  6723. */
  6724. Vector4.DistanceSquared = function (value1, value2) {
  6725. var x = value1.x - value2.x;
  6726. var y = value1.y - value2.y;
  6727. var z = value1.z - value2.z;
  6728. var w = value1.w - value2.w;
  6729. return (x * x) + (y * y) + (z * z) + (w * w);
  6730. };
  6731. /**
  6732. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  6733. * @param value1 value to calulate the center between
  6734. * @param value2 value to calulate the center between
  6735. * @return the center between the two vectors
  6736. */
  6737. Vector4.Center = function (value1, value2) {
  6738. var center = value1.add(value2);
  6739. center.scaleInPlace(0.5);
  6740. return center;
  6741. };
  6742. /**
  6743. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  6744. * This methods computes transformed normalized direction vectors only.
  6745. * @param vector the vector to transform
  6746. * @param transformation the transformation matrix to apply
  6747. * @returns the new vector
  6748. */
  6749. Vector4.TransformNormal = function (vector, transformation) {
  6750. var result = Vector4.Zero();
  6751. Vector4.TransformNormalToRef(vector, transformation, result);
  6752. return result;
  6753. };
  6754. /**
  6755. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  6756. * This methods computes transformed normalized direction vectors only.
  6757. * @param vector the vector to transform
  6758. * @param transformation the transformation matrix to apply
  6759. * @param result the vector to store the result in
  6760. */
  6761. Vector4.TransformNormalToRef = function (vector, transformation, result) {
  6762. var m = transformation.m;
  6763. var x = (vector.x * m[0]) + (vector.y * m[4]) + (vector.z * m[8]);
  6764. var y = (vector.x * m[1]) + (vector.y * m[5]) + (vector.z * m[9]);
  6765. var z = (vector.x * m[2]) + (vector.y * m[6]) + (vector.z * m[10]);
  6766. result.x = x;
  6767. result.y = y;
  6768. result.z = z;
  6769. result.w = vector.w;
  6770. };
  6771. /**
  6772. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  6773. * This methods computes transformed normalized direction vectors only.
  6774. * @param x value to transform
  6775. * @param y value to transform
  6776. * @param z value to transform
  6777. * @param w value to transform
  6778. * @param transformation the transformation matrix to apply
  6779. * @param result the vector to store the results in
  6780. */
  6781. Vector4.TransformNormalFromFloatsToRef = function (x, y, z, w, transformation, result) {
  6782. var m = transformation.m;
  6783. result.x = (x * m[0]) + (y * m[4]) + (z * m[8]);
  6784. result.y = (x * m[1]) + (y * m[5]) + (z * m[9]);
  6785. result.z = (x * m[2]) + (y * m[6]) + (z * m[10]);
  6786. result.w = w;
  6787. };
  6788. /**
  6789. * Creates a new Vector4 from a Vector3
  6790. * @param source defines the source data
  6791. * @param w defines the 4th component (default is 0)
  6792. * @returns a new Vector4
  6793. */
  6794. Vector4.FromVector3 = function (source, w) {
  6795. if (w === void 0) { w = 0; }
  6796. return new Vector4(source.x, source.y, source.z, w);
  6797. };
  6798. return Vector4;
  6799. }());
  6800. BABYLON.Vector4 = Vector4;
  6801. /**
  6802. * Size containing widht and height
  6803. */
  6804. var Size = /** @class */ (function () {
  6805. /**
  6806. * Creates a Size object from the given width and height (floats).
  6807. * @param width width of the new size
  6808. * @param height height of the new size
  6809. */
  6810. function Size(width, height) {
  6811. this.width = width;
  6812. this.height = height;
  6813. }
  6814. /**
  6815. * Returns a string with the Size width and height
  6816. * @returns a string with the Size width and height
  6817. */
  6818. Size.prototype.toString = function () {
  6819. return "{W: " + this.width + ", H: " + this.height + "}";
  6820. };
  6821. /**
  6822. * "Size"
  6823. * @returns the string "Size"
  6824. */
  6825. Size.prototype.getClassName = function () {
  6826. return "Size";
  6827. };
  6828. /**
  6829. * Returns the Size hash code.
  6830. * @returns a hash code for a unique width and height
  6831. */
  6832. Size.prototype.getHashCode = function () {
  6833. var hash = this.width || 0;
  6834. hash = (hash * 397) ^ (this.height || 0);
  6835. return hash;
  6836. };
  6837. /**
  6838. * Updates the current size from the given one.
  6839. * @param src the given size
  6840. */
  6841. Size.prototype.copyFrom = function (src) {
  6842. this.width = src.width;
  6843. this.height = src.height;
  6844. };
  6845. /**
  6846. * Updates in place the current Size from the given floats.
  6847. * @param width width of the new size
  6848. * @param height height of the new size
  6849. * @returns the updated Size.
  6850. */
  6851. Size.prototype.copyFromFloats = function (width, height) {
  6852. this.width = width;
  6853. this.height = height;
  6854. return this;
  6855. };
  6856. /**
  6857. * Updates in place the current Size from the given floats.
  6858. * @param width width to set
  6859. * @param height height to set
  6860. * @returns the updated Size.
  6861. */
  6862. Size.prototype.set = function (width, height) {
  6863. return this.copyFromFloats(width, height);
  6864. };
  6865. /**
  6866. * Multiplies the width and height by numbers
  6867. * @param w factor to multiple the width by
  6868. * @param h factor to multiple the height by
  6869. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  6870. */
  6871. Size.prototype.multiplyByFloats = function (w, h) {
  6872. return new Size(this.width * w, this.height * h);
  6873. };
  6874. /**
  6875. * Clones the size
  6876. * @returns a new Size copied from the given one.
  6877. */
  6878. Size.prototype.clone = function () {
  6879. return new Size(this.width, this.height);
  6880. };
  6881. /**
  6882. * True if the current Size and the given one width and height are strictly equal.
  6883. * @param other the other size to compare against
  6884. * @returns True if the current Size and the given one width and height are strictly equal.
  6885. */
  6886. Size.prototype.equals = function (other) {
  6887. if (!other) {
  6888. return false;
  6889. }
  6890. return (this.width === other.width) && (this.height === other.height);
  6891. };
  6892. Object.defineProperty(Size.prototype, "surface", {
  6893. /**
  6894. * The surface of the Size : width * height (float).
  6895. */
  6896. get: function () {
  6897. return this.width * this.height;
  6898. },
  6899. enumerable: true,
  6900. configurable: true
  6901. });
  6902. /**
  6903. * Create a new size of zero
  6904. * @returns a new Size set to (0.0, 0.0)
  6905. */
  6906. Size.Zero = function () {
  6907. return new Size(0.0, 0.0);
  6908. };
  6909. /**
  6910. * Sums the width and height of two sizes
  6911. * @param otherSize size to add to this size
  6912. * @returns a new Size set as the addition result of the current Size and the given one.
  6913. */
  6914. Size.prototype.add = function (otherSize) {
  6915. var r = new Size(this.width + otherSize.width, this.height + otherSize.height);
  6916. return r;
  6917. };
  6918. /**
  6919. * Subtracts the width and height of two
  6920. * @param otherSize size to subtract to this size
  6921. * @returns a new Size set as the subtraction result of the given one from the current Size.
  6922. */
  6923. Size.prototype.subtract = function (otherSize) {
  6924. var r = new Size(this.width - otherSize.width, this.height - otherSize.height);
  6925. return r;
  6926. };
  6927. /**
  6928. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  6929. * @param start starting size to lerp between
  6930. * @param end end size to lerp between
  6931. * @param amount amount to lerp between the start and end values
  6932. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  6933. */
  6934. Size.Lerp = function (start, end, amount) {
  6935. var w = start.width + ((end.width - start.width) * amount);
  6936. var h = start.height + ((end.height - start.height) * amount);
  6937. return new Size(w, h);
  6938. };
  6939. return Size;
  6940. }());
  6941. BABYLON.Size = Size;
  6942. /**
  6943. * Class used to store quaternion data
  6944. * @see https://en.wikipedia.org/wiki/Quaternion
  6945. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  6946. */
  6947. var Quaternion = /** @class */ (function () {
  6948. /**
  6949. * Creates a new Quaternion from the given floats
  6950. * @param x defines the first component (0 by default)
  6951. * @param y defines the second component (0 by default)
  6952. * @param z defines the third component (0 by default)
  6953. * @param w defines the fourth component (1.0 by default)
  6954. */
  6955. function Quaternion(
  6956. /** defines the first component (0 by default) */
  6957. x,
  6958. /** defines the second component (0 by default) */
  6959. y,
  6960. /** defines the third component (0 by default) */
  6961. z,
  6962. /** defines the fourth component (1.0 by default) */
  6963. w) {
  6964. if (x === void 0) { x = 0.0; }
  6965. if (y === void 0) { y = 0.0; }
  6966. if (z === void 0) { z = 0.0; }
  6967. if (w === void 0) { w = 1.0; }
  6968. this.x = x;
  6969. this.y = y;
  6970. this.z = z;
  6971. this.w = w;
  6972. }
  6973. /**
  6974. * Gets a string representation for the current quaternion
  6975. * @returns a string with the Quaternion coordinates
  6976. */
  6977. Quaternion.prototype.toString = function () {
  6978. return "{X: " + this.x + " Y:" + this.y + " Z:" + this.z + " W:" + this.w + "}";
  6979. };
  6980. /**
  6981. * Gets the class name of the quaternion
  6982. * @returns the string "Quaternion"
  6983. */
  6984. Quaternion.prototype.getClassName = function () {
  6985. return "Quaternion";
  6986. };
  6987. /**
  6988. * Gets a hash code for this quaternion
  6989. * @returns the quaternion hash code
  6990. */
  6991. Quaternion.prototype.getHashCode = function () {
  6992. var hash = this.x || 0;
  6993. hash = (hash * 397) ^ (this.y || 0);
  6994. hash = (hash * 397) ^ (this.z || 0);
  6995. hash = (hash * 397) ^ (this.w || 0);
  6996. return hash;
  6997. };
  6998. /**
  6999. * Copy the quaternion to an array
  7000. * @returns a new array populated with 4 elements from the quaternion coordinates
  7001. */
  7002. Quaternion.prototype.asArray = function () {
  7003. return [this.x, this.y, this.z, this.w];
  7004. };
  7005. /**
  7006. * Check if two quaternions are equals
  7007. * @param otherQuaternion defines the second operand
  7008. * @return true if the current quaternion and the given one coordinates are strictly equals
  7009. */
  7010. Quaternion.prototype.equals = function (otherQuaternion) {
  7011. return otherQuaternion && this.x === otherQuaternion.x && this.y === otherQuaternion.y && this.z === otherQuaternion.z && this.w === otherQuaternion.w;
  7012. };
  7013. /**
  7014. * Clone the current quaternion
  7015. * @returns a new quaternion copied from the current one
  7016. */
  7017. Quaternion.prototype.clone = function () {
  7018. return new Quaternion(this.x, this.y, this.z, this.w);
  7019. };
  7020. /**
  7021. * Copy a quaternion to the current one
  7022. * @param other defines the other quaternion
  7023. * @returns the updated current quaternion
  7024. */
  7025. Quaternion.prototype.copyFrom = function (other) {
  7026. this.x = other.x;
  7027. this.y = other.y;
  7028. this.z = other.z;
  7029. this.w = other.w;
  7030. return this;
  7031. };
  7032. /**
  7033. * Updates the current quaternion with the given float coordinates
  7034. * @param x defines the x coordinate
  7035. * @param y defines the y coordinate
  7036. * @param z defines the z coordinate
  7037. * @param w defines the w coordinate
  7038. * @returns the updated current quaternion
  7039. */
  7040. Quaternion.prototype.copyFromFloats = function (x, y, z, w) {
  7041. this.x = x;
  7042. this.y = y;
  7043. this.z = z;
  7044. this.w = w;
  7045. return this;
  7046. };
  7047. /**
  7048. * Updates the current quaternion from the given float coordinates
  7049. * @param x defines the x coordinate
  7050. * @param y defines the y coordinate
  7051. * @param z defines the z coordinate
  7052. * @param w defines the w coordinate
  7053. * @returns the updated current quaternion
  7054. */
  7055. Quaternion.prototype.set = function (x, y, z, w) {
  7056. return this.copyFromFloats(x, y, z, w);
  7057. };
  7058. /**
  7059. * Adds two quaternions
  7060. * @param other defines the second operand
  7061. * @returns a new quaternion as the addition result of the given one and the current quaternion
  7062. */
  7063. Quaternion.prototype.add = function (other) {
  7064. return new Quaternion(this.x + other.x, this.y + other.y, this.z + other.z, this.w + other.w);
  7065. };
  7066. /**
  7067. * Add a quaternion to the current one
  7068. * @param other defines the quaternion to add
  7069. * @returns the current quaternion
  7070. */
  7071. Quaternion.prototype.addInPlace = function (other) {
  7072. this.x += other.x;
  7073. this.y += other.y;
  7074. this.z += other.z;
  7075. this.w += other.w;
  7076. return this;
  7077. };
  7078. /**
  7079. * Subtract two quaternions
  7080. * @param other defines the second operand
  7081. * @returns a new quaternion as the subtraction result of the given one from the current one
  7082. */
  7083. Quaternion.prototype.subtract = function (other) {
  7084. return new Quaternion(this.x - other.x, this.y - other.y, this.z - other.z, this.w - other.w);
  7085. };
  7086. /**
  7087. * Multiplies the current quaternion by a scale factor
  7088. * @param value defines the scale factor
  7089. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  7090. */
  7091. Quaternion.prototype.scale = function (value) {
  7092. return new Quaternion(this.x * value, this.y * value, this.z * value, this.w * value);
  7093. };
  7094. /**
  7095. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  7096. * @param scale defines the scale factor
  7097. * @param result defines the Quaternion object where to store the result
  7098. * @returns the unmodified current quaternion
  7099. */
  7100. Quaternion.prototype.scaleToRef = function (scale, result) {
  7101. result.x = this.x * scale;
  7102. result.y = this.y * scale;
  7103. result.z = this.z * scale;
  7104. result.w = this.w * scale;
  7105. return this;
  7106. };
  7107. /**
  7108. * Multiplies in place the current quaternion by a scale factor
  7109. * @param value defines the scale factor
  7110. * @returns the current modified quaternion
  7111. */
  7112. Quaternion.prototype.scaleInPlace = function (value) {
  7113. this.x *= value;
  7114. this.y *= value;
  7115. this.z *= value;
  7116. this.w *= value;
  7117. return this;
  7118. };
  7119. /**
  7120. * Scale the current quaternion values by a factor and add the result to a given quaternion
  7121. * @param scale defines the scale factor
  7122. * @param result defines the Quaternion object where to store the result
  7123. * @returns the unmodified current quaternion
  7124. */
  7125. Quaternion.prototype.scaleAndAddToRef = function (scale, result) {
  7126. result.x += this.x * scale;
  7127. result.y += this.y * scale;
  7128. result.z += this.z * scale;
  7129. result.w += this.w * scale;
  7130. return this;
  7131. };
  7132. /**
  7133. * Multiplies two quaternions
  7134. * @param q1 defines the second operand
  7135. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  7136. */
  7137. Quaternion.prototype.multiply = function (q1) {
  7138. var result = new Quaternion(0, 0, 0, 1.0);
  7139. this.multiplyToRef(q1, result);
  7140. return result;
  7141. };
  7142. /**
  7143. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  7144. * @param q1 defines the second operand
  7145. * @param result defines the target quaternion
  7146. * @returns the current quaternion
  7147. */
  7148. Quaternion.prototype.multiplyToRef = function (q1, result) {
  7149. var x = this.x * q1.w + this.y * q1.z - this.z * q1.y + this.w * q1.x;
  7150. var y = -this.x * q1.z + this.y * q1.w + this.z * q1.x + this.w * q1.y;
  7151. var z = this.x * q1.y - this.y * q1.x + this.z * q1.w + this.w * q1.z;
  7152. var w = -this.x * q1.x - this.y * q1.y - this.z * q1.z + this.w * q1.w;
  7153. result.copyFromFloats(x, y, z, w);
  7154. return this;
  7155. };
  7156. /**
  7157. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  7158. * @param q1 defines the second operand
  7159. * @returns the currentupdated quaternion
  7160. */
  7161. Quaternion.prototype.multiplyInPlace = function (q1) {
  7162. this.multiplyToRef(q1, this);
  7163. return this;
  7164. };
  7165. /**
  7166. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  7167. * @param ref defines the target quaternion
  7168. * @returns the current quaternion
  7169. */
  7170. Quaternion.prototype.conjugateToRef = function (ref) {
  7171. ref.copyFromFloats(-this.x, -this.y, -this.z, this.w);
  7172. return this;
  7173. };
  7174. /**
  7175. * Conjugates in place (1-q) the current quaternion
  7176. * @returns the current updated quaternion
  7177. */
  7178. Quaternion.prototype.conjugateInPlace = function () {
  7179. this.x *= -1;
  7180. this.y *= -1;
  7181. this.z *= -1;
  7182. return this;
  7183. };
  7184. /**
  7185. * Conjugates in place (1-q) the current quaternion
  7186. * @returns a new quaternion
  7187. */
  7188. Quaternion.prototype.conjugate = function () {
  7189. var result = new Quaternion(-this.x, -this.y, -this.z, this.w);
  7190. return result;
  7191. };
  7192. /**
  7193. * Gets length of current quaternion
  7194. * @returns the quaternion length (float)
  7195. */
  7196. Quaternion.prototype.length = function () {
  7197. return Math.sqrt((this.x * this.x) + (this.y * this.y) + (this.z * this.z) + (this.w * this.w));
  7198. };
  7199. /**
  7200. * Normalize in place the current quaternion
  7201. * @returns the current updated quaternion
  7202. */
  7203. Quaternion.prototype.normalize = function () {
  7204. var length = 1.0 / this.length();
  7205. this.x *= length;
  7206. this.y *= length;
  7207. this.z *= length;
  7208. this.w *= length;
  7209. return this;
  7210. };
  7211. /**
  7212. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  7213. * @param order is a reserved parameter and is ignore for now
  7214. * @returns a new Vector3 containing the Euler angles
  7215. */
  7216. Quaternion.prototype.toEulerAngles = function (order) {
  7217. if (order === void 0) { order = "YZX"; }
  7218. var result = Vector3.Zero();
  7219. this.toEulerAnglesToRef(result, order);
  7220. return result;
  7221. };
  7222. /**
  7223. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  7224. * @param result defines the vector which will be filled with the Euler angles
  7225. * @param order is a reserved parameter and is ignore for now
  7226. * @returns the current unchanged quaternion
  7227. */
  7228. Quaternion.prototype.toEulerAnglesToRef = function (result, order) {
  7229. if (order === void 0) { order = "YZX"; }
  7230. var qz = this.z;
  7231. var qx = this.x;
  7232. var qy = this.y;
  7233. var qw = this.w;
  7234. var sqw = qw * qw;
  7235. var sqz = qz * qz;
  7236. var sqx = qx * qx;
  7237. var sqy = qy * qy;
  7238. var zAxisY = qy * qz - qx * qw;
  7239. var limit = .4999999;
  7240. if (zAxisY < -limit) {
  7241. result.y = 2 * Math.atan2(qy, qw);
  7242. result.x = Math.PI / 2;
  7243. result.z = 0;
  7244. }
  7245. else if (zAxisY > limit) {
  7246. result.y = 2 * Math.atan2(qy, qw);
  7247. result.x = -Math.PI / 2;
  7248. result.z = 0;
  7249. }
  7250. else {
  7251. result.z = Math.atan2(2.0 * (qx * qy + qz * qw), (-sqz - sqx + sqy + sqw));
  7252. result.x = Math.asin(-2.0 * (qz * qy - qx * qw));
  7253. result.y = Math.atan2(2.0 * (qz * qx + qy * qw), (sqz - sqx - sqy + sqw));
  7254. }
  7255. return this;
  7256. };
  7257. /**
  7258. * Updates the given rotation matrix with the current quaternion values
  7259. * @param result defines the target matrix
  7260. * @returns the current unchanged quaternion
  7261. */
  7262. Quaternion.prototype.toRotationMatrix = function (result) {
  7263. Matrix.FromQuaternionToRef(this, result);
  7264. return this;
  7265. };
  7266. /**
  7267. * Updates the current quaternion from the given rotation matrix values
  7268. * @param matrix defines the source matrix
  7269. * @returns the current updated quaternion
  7270. */
  7271. Quaternion.prototype.fromRotationMatrix = function (matrix) {
  7272. Quaternion.FromRotationMatrixToRef(matrix, this);
  7273. return this;
  7274. };
  7275. // Statics
  7276. /**
  7277. * Creates a new quaternion from a rotation matrix
  7278. * @param matrix defines the source matrix
  7279. * @returns a new quaternion created from the given rotation matrix values
  7280. */
  7281. Quaternion.FromRotationMatrix = function (matrix) {
  7282. var result = new Quaternion();
  7283. Quaternion.FromRotationMatrixToRef(matrix, result);
  7284. return result;
  7285. };
  7286. /**
  7287. * Updates the given quaternion with the given rotation matrix values
  7288. * @param matrix defines the source matrix
  7289. * @param result defines the target quaternion
  7290. */
  7291. Quaternion.FromRotationMatrixToRef = function (matrix, result) {
  7292. var data = matrix.m;
  7293. var m11 = data[0], m12 = data[4], m13 = data[8];
  7294. var m21 = data[1], m22 = data[5], m23 = data[9];
  7295. var m31 = data[2], m32 = data[6], m33 = data[10];
  7296. var trace = m11 + m22 + m33;
  7297. var s;
  7298. if (trace > 0) {
  7299. s = 0.5 / Math.sqrt(trace + 1.0);
  7300. result.w = 0.25 / s;
  7301. result.x = (m32 - m23) * s;
  7302. result.y = (m13 - m31) * s;
  7303. result.z = (m21 - m12) * s;
  7304. }
  7305. else if (m11 > m22 && m11 > m33) {
  7306. s = 2.0 * Math.sqrt(1.0 + m11 - m22 - m33);
  7307. result.w = (m32 - m23) / s;
  7308. result.x = 0.25 * s;
  7309. result.y = (m12 + m21) / s;
  7310. result.z = (m13 + m31) / s;
  7311. }
  7312. else if (m22 > m33) {
  7313. s = 2.0 * Math.sqrt(1.0 + m22 - m11 - m33);
  7314. result.w = (m13 - m31) / s;
  7315. result.x = (m12 + m21) / s;
  7316. result.y = 0.25 * s;
  7317. result.z = (m23 + m32) / s;
  7318. }
  7319. else {
  7320. s = 2.0 * Math.sqrt(1.0 + m33 - m11 - m22);
  7321. result.w = (m21 - m12) / s;
  7322. result.x = (m13 + m31) / s;
  7323. result.y = (m23 + m32) / s;
  7324. result.z = 0.25 * s;
  7325. }
  7326. };
  7327. /**
  7328. * Returns the dot product (float) between the quaternions "left" and "right"
  7329. * @param left defines the left operand
  7330. * @param right defines the right operand
  7331. * @returns the dot product
  7332. */
  7333. Quaternion.Dot = function (left, right) {
  7334. return (left.x * right.x + left.y * right.y + left.z * right.z + left.w * right.w);
  7335. };
  7336. /**
  7337. * Checks if the two quaternions are close to each other
  7338. * @param quat0 defines the first quaternion to check
  7339. * @param quat1 defines the second quaternion to check
  7340. * @returns true if the two quaternions are close to each other
  7341. */
  7342. Quaternion.AreClose = function (quat0, quat1) {
  7343. var dot = Quaternion.Dot(quat0, quat1);
  7344. return dot >= 0;
  7345. };
  7346. /**
  7347. * Creates an empty quaternion
  7348. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  7349. */
  7350. Quaternion.Zero = function () {
  7351. return new Quaternion(0.0, 0.0, 0.0, 0.0);
  7352. };
  7353. /**
  7354. * Inverse a given quaternion
  7355. * @param q defines the source quaternion
  7356. * @returns a new quaternion as the inverted current quaternion
  7357. */
  7358. Quaternion.Inverse = function (q) {
  7359. return new Quaternion(-q.x, -q.y, -q.z, q.w);
  7360. };
  7361. /**
  7362. * Inverse a given quaternion
  7363. * @param q defines the source quaternion
  7364. * @param result the quaternion the result will be stored in
  7365. * @returns the result quaternion
  7366. */
  7367. Quaternion.InverseToRef = function (q, result) {
  7368. result.set(-q.x, -q.y, -q.z, q.w);
  7369. return result;
  7370. };
  7371. /**
  7372. * Creates an identity quaternion
  7373. * @returns the identity quaternion
  7374. */
  7375. Quaternion.Identity = function () {
  7376. return new Quaternion(0.0, 0.0, 0.0, 1.0);
  7377. };
  7378. /**
  7379. * Gets a boolean indicating if the given quaternion is identity
  7380. * @param quaternion defines the quaternion to check
  7381. * @returns true if the quaternion is identity
  7382. */
  7383. Quaternion.IsIdentity = function (quaternion) {
  7384. return quaternion && quaternion.x === 0 && quaternion.y === 0 && quaternion.z === 0 && quaternion.w === 1;
  7385. };
  7386. /**
  7387. * Creates a quaternion from a rotation around an axis
  7388. * @param axis defines the axis to use
  7389. * @param angle defines the angle to use
  7390. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  7391. */
  7392. Quaternion.RotationAxis = function (axis, angle) {
  7393. return Quaternion.RotationAxisToRef(axis, angle, new Quaternion());
  7394. };
  7395. /**
  7396. * Creates a rotation around an axis and stores it into the given quaternion
  7397. * @param axis defines the axis to use
  7398. * @param angle defines the angle to use
  7399. * @param result defines the target quaternion
  7400. * @returns the target quaternion
  7401. */
  7402. Quaternion.RotationAxisToRef = function (axis, angle, result) {
  7403. var sin = Math.sin(angle / 2);
  7404. axis.normalize();
  7405. result.w = Math.cos(angle / 2);
  7406. result.x = axis.x * sin;
  7407. result.y = axis.y * sin;
  7408. result.z = axis.z * sin;
  7409. return result;
  7410. };
  7411. /**
  7412. * Creates a new quaternion from data stored into an array
  7413. * @param array defines the data source
  7414. * @param offset defines the offset in the source array where the data starts
  7415. * @returns a new quaternion
  7416. */
  7417. Quaternion.FromArray = function (array, offset) {
  7418. if (!offset) {
  7419. offset = 0;
  7420. }
  7421. return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
  7422. };
  7423. /**
  7424. * Create a quaternion from Euler rotation angles
  7425. * @param x Pitch
  7426. * @param y Yaw
  7427. * @param z Roll
  7428. * @returns the new Quaternion
  7429. */
  7430. Quaternion.FromEulerAngles = function (x, y, z) {
  7431. var q = new Quaternion();
  7432. Quaternion.RotationYawPitchRollToRef(y, x, z, q);
  7433. return q;
  7434. };
  7435. /**
  7436. * Updates a quaternion from Euler rotation angles
  7437. * @param x Pitch
  7438. * @param y Yaw
  7439. * @param z Roll
  7440. * @param result the quaternion to store the result
  7441. * @returns the updated quaternion
  7442. */
  7443. Quaternion.FromEulerAnglesToRef = function (x, y, z, result) {
  7444. Quaternion.RotationYawPitchRollToRef(y, x, z, result);
  7445. return result;
  7446. };
  7447. /**
  7448. * Create a quaternion from Euler rotation vector
  7449. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7450. * @returns the new Quaternion
  7451. */
  7452. Quaternion.FromEulerVector = function (vec) {
  7453. var q = new Quaternion();
  7454. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, q);
  7455. return q;
  7456. };
  7457. /**
  7458. * Updates a quaternion from Euler rotation vector
  7459. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  7460. * @param result the quaternion to store the result
  7461. * @returns the updated quaternion
  7462. */
  7463. Quaternion.FromEulerVectorToRef = function (vec, result) {
  7464. Quaternion.RotationYawPitchRollToRef(vec.y, vec.x, vec.z, result);
  7465. return result;
  7466. };
  7467. /**
  7468. * Creates a new quaternion from the given Euler float angles (y, x, z)
  7469. * @param yaw defines the rotation around Y axis
  7470. * @param pitch defines the rotation around X axis
  7471. * @param roll defines the rotation around Z axis
  7472. * @returns the new quaternion
  7473. */
  7474. Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
  7475. var q = new Quaternion();
  7476. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
  7477. return q;
  7478. };
  7479. /**
  7480. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  7481. * @param yaw defines the rotation around Y axis
  7482. * @param pitch defines the rotation around X axis
  7483. * @param roll defines the rotation around Z axis
  7484. * @param result defines the target quaternion
  7485. */
  7486. Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  7487. // Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
  7488. var halfRoll = roll * 0.5;
  7489. var halfPitch = pitch * 0.5;
  7490. var halfYaw = yaw * 0.5;
  7491. var sinRoll = Math.sin(halfRoll);
  7492. var cosRoll = Math.cos(halfRoll);
  7493. var sinPitch = Math.sin(halfPitch);
  7494. var cosPitch = Math.cos(halfPitch);
  7495. var sinYaw = Math.sin(halfYaw);
  7496. var cosYaw = Math.cos(halfYaw);
  7497. result.x = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);
  7498. result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
  7499. result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
  7500. result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
  7501. };
  7502. /**
  7503. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  7504. * @param alpha defines the rotation around first axis
  7505. * @param beta defines the rotation around second axis
  7506. * @param gamma defines the rotation around third axis
  7507. * @returns the new quaternion
  7508. */
  7509. Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
  7510. var result = new Quaternion();
  7511. Quaternion.RotationAlphaBetaGammaToRef(alpha, beta, gamma, result);
  7512. return result;
  7513. };
  7514. /**
  7515. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  7516. * @param alpha defines the rotation around first axis
  7517. * @param beta defines the rotation around second axis
  7518. * @param gamma defines the rotation around third axis
  7519. * @param result defines the target quaternion
  7520. */
  7521. Quaternion.RotationAlphaBetaGammaToRef = function (alpha, beta, gamma, result) {
  7522. // Produces a quaternion from Euler angles in the z-x-z orientation
  7523. var halfGammaPlusAlpha = (gamma + alpha) * 0.5;
  7524. var halfGammaMinusAlpha = (gamma - alpha) * 0.5;
  7525. var halfBeta = beta * 0.5;
  7526. result.x = Math.cos(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7527. result.y = Math.sin(halfGammaMinusAlpha) * Math.sin(halfBeta);
  7528. result.z = Math.sin(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7529. result.w = Math.cos(halfGammaPlusAlpha) * Math.cos(halfBeta);
  7530. };
  7531. /**
  7532. * 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)
  7533. * @param axis1 defines the first axis
  7534. * @param axis2 defines the second axis
  7535. * @param axis3 defines the third axis
  7536. * @returns the new quaternion
  7537. */
  7538. Quaternion.RotationQuaternionFromAxis = function (axis1, axis2, axis3) {
  7539. var quat = new Quaternion(0.0, 0.0, 0.0, 0.0);
  7540. Quaternion.RotationQuaternionFromAxisToRef(axis1, axis2, axis3, quat);
  7541. return quat;
  7542. };
  7543. /**
  7544. * 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
  7545. * @param axis1 defines the first axis
  7546. * @param axis2 defines the second axis
  7547. * @param axis3 defines the third axis
  7548. * @param ref defines the target quaternion
  7549. */
  7550. Quaternion.RotationQuaternionFromAxisToRef = function (axis1, axis2, axis3, ref) {
  7551. var rotMat = MathTmp.Matrix[0];
  7552. Matrix.FromXYZAxesToRef(axis1.normalize(), axis2.normalize(), axis3.normalize(), rotMat);
  7553. Quaternion.FromRotationMatrixToRef(rotMat, ref);
  7554. };
  7555. /**
  7556. * Interpolates between two quaternions
  7557. * @param left defines first quaternion
  7558. * @param right defines second quaternion
  7559. * @param amount defines the gradient to use
  7560. * @returns the new interpolated quaternion
  7561. */
  7562. Quaternion.Slerp = function (left, right, amount) {
  7563. var result = Quaternion.Identity();
  7564. Quaternion.SlerpToRef(left, right, amount, result);
  7565. return result;
  7566. };
  7567. /**
  7568. * Interpolates between two quaternions and stores it into a target quaternion
  7569. * @param left defines first quaternion
  7570. * @param right defines second quaternion
  7571. * @param amount defines the gradient to use
  7572. * @param result defines the target quaternion
  7573. */
  7574. Quaternion.SlerpToRef = function (left, right, amount, result) {
  7575. var num2;
  7576. var num3;
  7577. var num4 = (((left.x * right.x) + (left.y * right.y)) + (left.z * right.z)) + (left.w * right.w);
  7578. var flag = false;
  7579. if (num4 < 0) {
  7580. flag = true;
  7581. num4 = -num4;
  7582. }
  7583. if (num4 > 0.999999) {
  7584. num3 = 1 - amount;
  7585. num2 = flag ? -amount : amount;
  7586. }
  7587. else {
  7588. var num5 = Math.acos(num4);
  7589. var num6 = (1.0 / Math.sin(num5));
  7590. num3 = (Math.sin((1.0 - amount) * num5)) * num6;
  7591. num2 = flag ? ((-Math.sin(amount * num5)) * num6) : ((Math.sin(amount * num5)) * num6);
  7592. }
  7593. result.x = (num3 * left.x) + (num2 * right.x);
  7594. result.y = (num3 * left.y) + (num2 * right.y);
  7595. result.z = (num3 * left.z) + (num2 * right.z);
  7596. result.w = (num3 * left.w) + (num2 * right.w);
  7597. };
  7598. /**
  7599. * Interpolate between two quaternions using Hermite interpolation
  7600. * @param value1 defines first quaternion
  7601. * @param tangent1 defines the incoming tangent
  7602. * @param value2 defines second quaternion
  7603. * @param tangent2 defines the outgoing tangent
  7604. * @param amount defines the target quaternion
  7605. * @returns the new interpolated quaternion
  7606. */
  7607. Quaternion.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  7608. var squared = amount * amount;
  7609. var cubed = amount * squared;
  7610. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  7611. var part2 = (-2.0 * cubed) + (3.0 * squared);
  7612. var part3 = (cubed - (2.0 * squared)) + amount;
  7613. var part4 = cubed - squared;
  7614. var x = (((value1.x * part1) + (value2.x * part2)) + (tangent1.x * part3)) + (tangent2.x * part4);
  7615. var y = (((value1.y * part1) + (value2.y * part2)) + (tangent1.y * part3)) + (tangent2.y * part4);
  7616. var z = (((value1.z * part1) + (value2.z * part2)) + (tangent1.z * part3)) + (tangent2.z * part4);
  7617. var w = (((value1.w * part1) + (value2.w * part2)) + (tangent1.w * part3)) + (tangent2.w * part4);
  7618. return new Quaternion(x, y, z, w);
  7619. };
  7620. return Quaternion;
  7621. }());
  7622. BABYLON.Quaternion = Quaternion;
  7623. /**
  7624. * Class used to store matrix data (4x4)
  7625. */
  7626. var Matrix = /** @class */ (function () {
  7627. /**
  7628. * Creates an empty matrix (filled with zeros)
  7629. */
  7630. function Matrix() {
  7631. this._isIdentity = false;
  7632. this._isIdentityDirty = true;
  7633. this._isIdentity3x2 = true;
  7634. this._isIdentity3x2Dirty = true;
  7635. this._m = new Float32Array(16);
  7636. this._updateIdentityStatus(false);
  7637. }
  7638. Object.defineProperty(Matrix.prototype, "m", {
  7639. /**
  7640. * Gets the internal data of the matrix
  7641. */
  7642. get: function () { return this._m; },
  7643. enumerable: true,
  7644. configurable: true
  7645. });
  7646. /** @hidden */
  7647. Matrix.prototype._markAsUpdated = function () {
  7648. this.updateFlag = Matrix._updateFlagSeed++;
  7649. this._isIdentity = false;
  7650. this._isIdentity3x2 = false;
  7651. this._isIdentityDirty = true;
  7652. this._isIdentity3x2Dirty = true;
  7653. };
  7654. /** @hidden */
  7655. Matrix.prototype._updateIdentityStatus = function (isIdentity, isIdentityDirty, isIdentity3x2, isIdentity3x2Dirty) {
  7656. if (isIdentityDirty === void 0) { isIdentityDirty = false; }
  7657. if (isIdentity3x2 === void 0) { isIdentity3x2 = false; }
  7658. if (isIdentity3x2Dirty === void 0) { isIdentity3x2Dirty = true; }
  7659. this.updateFlag = Matrix._updateFlagSeed++;
  7660. this._isIdentity = isIdentity;
  7661. this._isIdentity3x2 = isIdentity || isIdentity3x2;
  7662. this._isIdentityDirty = this._isIdentity ? false : isIdentityDirty;
  7663. this._isIdentity3x2Dirty = this._isIdentity3x2 ? false : isIdentity3x2Dirty;
  7664. };
  7665. // Properties
  7666. /**
  7667. * Check if the current matrix is identity
  7668. * @returns true is the matrix is the identity matrix
  7669. */
  7670. Matrix.prototype.isIdentity = function () {
  7671. if (this._isIdentityDirty) {
  7672. this._isIdentityDirty = false;
  7673. var m = this._m;
  7674. this._isIdentity = (m[0] === 1.0 && m[1] === 0.0 && m[2] === 0.0 && m[3] === 0.0 &&
  7675. m[4] === 0.0 && m[5] === 1.0 && m[6] === 0.0 && m[7] === 0.0 &&
  7676. m[8] === 0.0 && m[9] === 0.0 && m[10] === 1.0 && m[11] === 0.0 &&
  7677. m[12] === 0.0 && m[13] === 0.0 && m[14] === 0.0 && m[15] === 1.0);
  7678. }
  7679. return this._isIdentity;
  7680. };
  7681. /**
  7682. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  7683. * @returns true is the matrix is the identity matrix
  7684. */
  7685. Matrix.prototype.isIdentityAs3x2 = function () {
  7686. if (this._isIdentity3x2Dirty) {
  7687. this._isIdentity3x2Dirty = false;
  7688. if (this._m[0] !== 1.0 || this._m[5] !== 1.0 || this._m[15] !== 1.0) {
  7689. this._isIdentity3x2 = false;
  7690. }
  7691. else if (this._m[1] !== 0.0 || this._m[2] !== 0.0 || this._m[3] !== 0.0 ||
  7692. this._m[4] !== 0.0 || this._m[6] !== 0.0 || this._m[7] !== 0.0 ||
  7693. this._m[8] !== 0.0 || this._m[9] !== 0.0 || this._m[10] !== 0.0 || this._m[11] !== 0.0 ||
  7694. this._m[12] !== 0.0 || this._m[13] !== 0.0 || this._m[14] !== 0.0) {
  7695. this._isIdentity3x2 = false;
  7696. }
  7697. else {
  7698. this._isIdentity3x2 = true;
  7699. }
  7700. }
  7701. return this._isIdentity3x2;
  7702. };
  7703. /**
  7704. * Gets the determinant of the matrix
  7705. * @returns the matrix determinant
  7706. */
  7707. Matrix.prototype.determinant = function () {
  7708. if (this._isIdentity === true) {
  7709. return 1;
  7710. }
  7711. var m = this._m;
  7712. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7713. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7714. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7715. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7716. // https://en.wikipedia.org/wiki/Laplace_expansion
  7717. // to compute the deterrminant of a 4x4 Matrix we compute the cofactors of any row or column,
  7718. // then we multiply each Cofactor by its corresponding matrix value and sum them all to get the determinant
  7719. // Cofactor(i, j) = sign(i,j) * det(Minor(i, j))
  7720. // where
  7721. // - sign(i,j) = (i+j) % 2 === 0 ? 1 : -1
  7722. // - Minor(i, j) is the 3x3 matrix we get by removing row i and column j from current Matrix
  7723. //
  7724. // Here we do that for the 1st row.
  7725. var det_22_33 = m22 * m33 - m32 * m23;
  7726. var det_21_33 = m21 * m33 - m31 * m23;
  7727. var det_21_32 = m21 * m32 - m31 * m22;
  7728. var det_20_33 = m20 * m33 - m30 * m23;
  7729. var det_20_32 = m20 * m32 - m22 * m30;
  7730. var det_20_31 = m20 * m31 - m30 * m21;
  7731. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7732. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7733. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7734. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7735. return m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7736. };
  7737. // Methods
  7738. /**
  7739. * Returns the matrix as a Float32Array
  7740. * @returns the matrix underlying array
  7741. */
  7742. Matrix.prototype.toArray = function () {
  7743. return this._m;
  7744. };
  7745. /**
  7746. * Returns the matrix as a Float32Array
  7747. * @returns the matrix underlying array.
  7748. */
  7749. Matrix.prototype.asArray = function () {
  7750. return this._m;
  7751. };
  7752. /**
  7753. * Inverts the current matrix in place
  7754. * @returns the current inverted matrix
  7755. */
  7756. Matrix.prototype.invert = function () {
  7757. this.invertToRef(this);
  7758. return this;
  7759. };
  7760. /**
  7761. * Sets all the matrix elements to zero
  7762. * @returns the current matrix
  7763. */
  7764. Matrix.prototype.reset = function () {
  7765. Matrix.FromValuesToRef(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, this);
  7766. this._updateIdentityStatus(false);
  7767. return this;
  7768. };
  7769. /**
  7770. * Adds the current matrix with a second one
  7771. * @param other defines the matrix to add
  7772. * @returns a new matrix as the addition of the current matrix and the given one
  7773. */
  7774. Matrix.prototype.add = function (other) {
  7775. var result = new Matrix();
  7776. this.addToRef(other, result);
  7777. return result;
  7778. };
  7779. /**
  7780. * Sets the given matrix "result" to the addition of the current matrix and the given one
  7781. * @param other defines the matrix to add
  7782. * @param result defines the target matrix
  7783. * @returns the current matrix
  7784. */
  7785. Matrix.prototype.addToRef = function (other, result) {
  7786. var m = this._m;
  7787. var resultM = result._m;
  7788. var otherM = other.m;
  7789. for (var index = 0; index < 16; index++) {
  7790. resultM[index] = m[index] + otherM[index];
  7791. }
  7792. result._markAsUpdated();
  7793. return this;
  7794. };
  7795. /**
  7796. * Adds in place the given matrix to the current matrix
  7797. * @param other defines the second operand
  7798. * @returns the current updated matrix
  7799. */
  7800. Matrix.prototype.addToSelf = function (other) {
  7801. var m = this._m;
  7802. var otherM = other.m;
  7803. for (var index = 0; index < 16; index++) {
  7804. m[index] += otherM[index];
  7805. }
  7806. this._markAsUpdated();
  7807. return this;
  7808. };
  7809. /**
  7810. * Sets the given matrix to the current inverted Matrix
  7811. * @param other defines the target matrix
  7812. * @returns the unmodified current matrix
  7813. */
  7814. Matrix.prototype.invertToRef = function (other) {
  7815. if (this._isIdentity === true) {
  7816. Matrix.IdentityToRef(other);
  7817. return this;
  7818. }
  7819. // the inverse of a Matrix is the transpose of cofactor matrix divided by the determinant
  7820. var m = this._m;
  7821. var m00 = m[0], m01 = m[1], m02 = m[2], m03 = m[3];
  7822. var m10 = m[4], m11 = m[5], m12 = m[6], m13 = m[7];
  7823. var m20 = m[8], m21 = m[9], m22 = m[10], m23 = m[11];
  7824. var m30 = m[12], m31 = m[13], m32 = m[14], m33 = m[15];
  7825. var det_22_33 = m22 * m33 - m32 * m23;
  7826. var det_21_33 = m21 * m33 - m31 * m23;
  7827. var det_21_32 = m21 * m32 - m31 * m22;
  7828. var det_20_33 = m20 * m33 - m30 * m23;
  7829. var det_20_32 = m20 * m32 - m22 * m30;
  7830. var det_20_31 = m20 * m31 - m30 * m21;
  7831. var cofact_00 = +(m11 * det_22_33 - m12 * det_21_33 + m13 * det_21_32);
  7832. var cofact_01 = -(m10 * det_22_33 - m12 * det_20_33 + m13 * det_20_32);
  7833. var cofact_02 = +(m10 * det_21_33 - m11 * det_20_33 + m13 * det_20_31);
  7834. var cofact_03 = -(m10 * det_21_32 - m11 * det_20_32 + m12 * det_20_31);
  7835. var det = m00 * cofact_00 + m01 * cofact_01 + m02 * cofact_02 + m03 * cofact_03;
  7836. if (det === 0) {
  7837. // not invertible
  7838. other.copyFrom(this);
  7839. return this;
  7840. }
  7841. var detInv = 1 / det;
  7842. var det_12_33 = m12 * m33 - m32 * m13;
  7843. var det_11_33 = m11 * m33 - m31 * m13;
  7844. var det_11_32 = m11 * m32 - m31 * m12;
  7845. var det_10_33 = m10 * m33 - m30 * m13;
  7846. var det_10_32 = m10 * m32 - m30 * m12;
  7847. var det_10_31 = m10 * m31 - m30 * m11;
  7848. var det_12_23 = m12 * m23 - m22 * m13;
  7849. var det_11_23 = m11 * m23 - m21 * m13;
  7850. var det_11_22 = m11 * m22 - m21 * m12;
  7851. var det_10_23 = m10 * m23 - m20 * m13;
  7852. var det_10_22 = m10 * m22 - m20 * m12;
  7853. var det_10_21 = m10 * m21 - m20 * m11;
  7854. var cofact_10 = -(m01 * det_22_33 - m02 * det_21_33 + m03 * det_21_32);
  7855. var cofact_11 = +(m00 * det_22_33 - m02 * det_20_33 + m03 * det_20_32);
  7856. var cofact_12 = -(m00 * det_21_33 - m01 * det_20_33 + m03 * det_20_31);
  7857. var cofact_13 = +(m00 * det_21_32 - m01 * det_20_32 + m02 * det_20_31);
  7858. var cofact_20 = +(m01 * det_12_33 - m02 * det_11_33 + m03 * det_11_32);
  7859. var cofact_21 = -(m00 * det_12_33 - m02 * det_10_33 + m03 * det_10_32);
  7860. var cofact_22 = +(m00 * det_11_33 - m01 * det_10_33 + m03 * det_10_31);
  7861. var cofact_23 = -(m00 * det_11_32 - m01 * det_10_32 + m02 * det_10_31);
  7862. var cofact_30 = -(m01 * det_12_23 - m02 * det_11_23 + m03 * det_11_22);
  7863. var cofact_31 = +(m00 * det_12_23 - m02 * det_10_23 + m03 * det_10_22);
  7864. var cofact_32 = -(m00 * det_11_23 - m01 * det_10_23 + m03 * det_10_21);
  7865. var cofact_33 = +(m00 * det_11_22 - m01 * det_10_22 + m02 * det_10_21);
  7866. Matrix.FromValuesToRef(cofact_00 * detInv, cofact_10 * detInv, cofact_20 * detInv, cofact_30 * detInv, cofact_01 * detInv, cofact_11 * detInv, cofact_21 * detInv, cofact_31 * detInv, cofact_02 * detInv, cofact_12 * detInv, cofact_22 * detInv, cofact_32 * detInv, cofact_03 * detInv, cofact_13 * detInv, cofact_23 * detInv, cofact_33 * detInv, other);
  7867. return this;
  7868. };
  7869. /**
  7870. * add a value at the specified position in the current Matrix
  7871. * @param index the index of the value within the matrix. between 0 and 15.
  7872. * @param value the value to be added
  7873. * @returns the current updated matrix
  7874. */
  7875. Matrix.prototype.addAtIndex = function (index, value) {
  7876. this._m[index] += value;
  7877. this._markAsUpdated();
  7878. return this;
  7879. };
  7880. /**
  7881. * mutiply the specified position in the current Matrix by a value
  7882. * @param index the index of the value within the matrix. between 0 and 15.
  7883. * @param value the value to be added
  7884. * @returns the current updated matrix
  7885. */
  7886. Matrix.prototype.multiplyAtIndex = function (index, value) {
  7887. this._m[index] *= value;
  7888. this._markAsUpdated();
  7889. return this;
  7890. };
  7891. /**
  7892. * Inserts the translation vector (using 3 floats) in the current matrix
  7893. * @param x defines the 1st component of the translation
  7894. * @param y defines the 2nd component of the translation
  7895. * @param z defines the 3rd component of the translation
  7896. * @returns the current updated matrix
  7897. */
  7898. Matrix.prototype.setTranslationFromFloats = function (x, y, z) {
  7899. this._m[12] = x;
  7900. this._m[13] = y;
  7901. this._m[14] = z;
  7902. this._markAsUpdated();
  7903. return this;
  7904. };
  7905. /**
  7906. * Inserts the translation vector in the current matrix
  7907. * @param vector3 defines the translation to insert
  7908. * @returns the current updated matrix
  7909. */
  7910. Matrix.prototype.setTranslation = function (vector3) {
  7911. return this.setTranslationFromFloats(vector3.x, vector3.y, vector3.z);
  7912. };
  7913. /**
  7914. * Gets the translation value of the current matrix
  7915. * @returns a new Vector3 as the extracted translation from the matrix
  7916. */
  7917. Matrix.prototype.getTranslation = function () {
  7918. return new Vector3(this._m[12], this._m[13], this._m[14]);
  7919. };
  7920. /**
  7921. * Fill a Vector3 with the extracted translation from the matrix
  7922. * @param result defines the Vector3 where to store the translation
  7923. * @returns the current matrix
  7924. */
  7925. Matrix.prototype.getTranslationToRef = function (result) {
  7926. result.x = this._m[12];
  7927. result.y = this._m[13];
  7928. result.z = this._m[14];
  7929. return this;
  7930. };
  7931. /**
  7932. * Remove rotation and scaling part from the matrix
  7933. * @returns the updated matrix
  7934. */
  7935. Matrix.prototype.removeRotationAndScaling = function () {
  7936. var m = this.m;
  7937. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, m[12], m[13], m[14], m[15], this);
  7938. this._updateIdentityStatus(m[12] === 0 && m[13] === 0 && m[14] === 0 && m[15] === 1);
  7939. return this;
  7940. };
  7941. /**
  7942. * Multiply two matrices
  7943. * @param other defines the second operand
  7944. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  7945. */
  7946. Matrix.prototype.multiply = function (other) {
  7947. var result = new Matrix();
  7948. this.multiplyToRef(other, result);
  7949. return result;
  7950. };
  7951. /**
  7952. * Copy the current matrix from the given one
  7953. * @param other defines the source matrix
  7954. * @returns the current updated matrix
  7955. */
  7956. Matrix.prototype.copyFrom = function (other) {
  7957. other.copyToArray(this._m);
  7958. var o = other;
  7959. this._updateIdentityStatus(o._isIdentity, o._isIdentityDirty, o._isIdentity3x2, o._isIdentity3x2Dirty);
  7960. return this;
  7961. };
  7962. /**
  7963. * Populates the given array from the starting index with the current matrix values
  7964. * @param array defines the target array
  7965. * @param offset defines the offset in the target array where to start storing values
  7966. * @returns the current matrix
  7967. */
  7968. Matrix.prototype.copyToArray = function (array, offset) {
  7969. if (offset === void 0) { offset = 0; }
  7970. for (var index = 0; index < 16; index++) {
  7971. array[offset + index] = this._m[index];
  7972. }
  7973. return this;
  7974. };
  7975. /**
  7976. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  7977. * @param other defines the second operand
  7978. * @param result defines the matrix where to store the multiplication
  7979. * @returns the current matrix
  7980. */
  7981. Matrix.prototype.multiplyToRef = function (other, result) {
  7982. if (this._isIdentity) {
  7983. result.copyFrom(other);
  7984. return this;
  7985. }
  7986. if (other._isIdentity) {
  7987. result.copyFrom(this);
  7988. return this;
  7989. }
  7990. this.multiplyToArray(other, result._m, 0);
  7991. result._markAsUpdated();
  7992. return this;
  7993. };
  7994. /**
  7995. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  7996. * @param other defines the second operand
  7997. * @param result defines the array where to store the multiplication
  7998. * @param offset defines the offset in the target array where to start storing values
  7999. * @returns the current matrix
  8000. */
  8001. Matrix.prototype.multiplyToArray = function (other, result, offset) {
  8002. var m = this._m;
  8003. var otherM = other.m;
  8004. var tm0 = m[0], tm1 = m[1], tm2 = m[2], tm3 = m[3];
  8005. var tm4 = m[4], tm5 = m[5], tm6 = m[6], tm7 = m[7];
  8006. var tm8 = m[8], tm9 = m[9], tm10 = m[10], tm11 = m[11];
  8007. var tm12 = m[12], tm13 = m[13], tm14 = m[14], tm15 = m[15];
  8008. var om0 = otherM[0], om1 = otherM[1], om2 = otherM[2], om3 = otherM[3];
  8009. var om4 = otherM[4], om5 = otherM[5], om6 = otherM[6], om7 = otherM[7];
  8010. var om8 = otherM[8], om9 = otherM[9], om10 = otherM[10], om11 = otherM[11];
  8011. var om12 = otherM[12], om13 = otherM[13], om14 = otherM[14], om15 = otherM[15];
  8012. result[offset] = tm0 * om0 + tm1 * om4 + tm2 * om8 + tm3 * om12;
  8013. result[offset + 1] = tm0 * om1 + tm1 * om5 + tm2 * om9 + tm3 * om13;
  8014. result[offset + 2] = tm0 * om2 + tm1 * om6 + tm2 * om10 + tm3 * om14;
  8015. result[offset + 3] = tm0 * om3 + tm1 * om7 + tm2 * om11 + tm3 * om15;
  8016. result[offset + 4] = tm4 * om0 + tm5 * om4 + tm6 * om8 + tm7 * om12;
  8017. result[offset + 5] = tm4 * om1 + tm5 * om5 + tm6 * om9 + tm7 * om13;
  8018. result[offset + 6] = tm4 * om2 + tm5 * om6 + tm6 * om10 + tm7 * om14;
  8019. result[offset + 7] = tm4 * om3 + tm5 * om7 + tm6 * om11 + tm7 * om15;
  8020. result[offset + 8] = tm8 * om0 + tm9 * om4 + tm10 * om8 + tm11 * om12;
  8021. result[offset + 9] = tm8 * om1 + tm9 * om5 + tm10 * om9 + tm11 * om13;
  8022. result[offset + 10] = tm8 * om2 + tm9 * om6 + tm10 * om10 + tm11 * om14;
  8023. result[offset + 11] = tm8 * om3 + tm9 * om7 + tm10 * om11 + tm11 * om15;
  8024. result[offset + 12] = tm12 * om0 + tm13 * om4 + tm14 * om8 + tm15 * om12;
  8025. result[offset + 13] = tm12 * om1 + tm13 * om5 + tm14 * om9 + tm15 * om13;
  8026. result[offset + 14] = tm12 * om2 + tm13 * om6 + tm14 * om10 + tm15 * om14;
  8027. result[offset + 15] = tm12 * om3 + tm13 * om7 + tm14 * om11 + tm15 * om15;
  8028. return this;
  8029. };
  8030. /**
  8031. * Check equality between this matrix and a second one
  8032. * @param value defines the second matrix to compare
  8033. * @returns true is the current matrix and the given one values are strictly equal
  8034. */
  8035. Matrix.prototype.equals = function (value) {
  8036. var other = value;
  8037. if (!other) {
  8038. return false;
  8039. }
  8040. if (this._isIdentity || other._isIdentity) {
  8041. if (!this._isIdentityDirty && !other._isIdentityDirty) {
  8042. return this._isIdentity && other._isIdentity;
  8043. }
  8044. }
  8045. var m = this.m;
  8046. var om = other.m;
  8047. return (m[0] === om[0] && m[1] === om[1] && m[2] === om[2] && m[3] === om[3] &&
  8048. m[4] === om[4] && m[5] === om[5] && m[6] === om[6] && m[7] === om[7] &&
  8049. m[8] === om[8] && m[9] === om[9] && m[10] === om[10] && m[11] === om[11] &&
  8050. m[12] === om[12] && m[13] === om[13] && m[14] === om[14] && m[15] === om[15]);
  8051. };
  8052. /**
  8053. * Clone the current matrix
  8054. * @returns a new matrix from the current matrix
  8055. */
  8056. Matrix.prototype.clone = function () {
  8057. var matrix = new Matrix();
  8058. matrix.copyFrom(this);
  8059. return matrix;
  8060. };
  8061. /**
  8062. * Returns the name of the current matrix class
  8063. * @returns the string "Matrix"
  8064. */
  8065. Matrix.prototype.getClassName = function () {
  8066. return "Matrix";
  8067. };
  8068. /**
  8069. * Gets the hash code of the current matrix
  8070. * @returns the hash code
  8071. */
  8072. Matrix.prototype.getHashCode = function () {
  8073. var hash = this._m[0] || 0;
  8074. for (var i = 1; i < 16; i++) {
  8075. hash = (hash * 397) ^ (this._m[i] || 0);
  8076. }
  8077. return hash;
  8078. };
  8079. /**
  8080. * Decomposes the current Matrix into a translation, rotation and scaling components
  8081. * @param scale defines the scale vector3 given as a reference to update
  8082. * @param rotation defines the rotation quaternion given as a reference to update
  8083. * @param translation defines the translation vector3 given as a reference to update
  8084. * @returns true if operation was successful
  8085. */
  8086. Matrix.prototype.decompose = function (scale, rotation, translation) {
  8087. if (this._isIdentity) {
  8088. if (translation) {
  8089. translation.setAll(0);
  8090. }
  8091. if (scale) {
  8092. scale.setAll(1);
  8093. }
  8094. if (rotation) {
  8095. rotation.copyFromFloats(0, 0, 0, 1);
  8096. }
  8097. return true;
  8098. }
  8099. var m = this._m;
  8100. if (translation) {
  8101. translation.copyFromFloats(m[12], m[13], m[14]);
  8102. }
  8103. scale = scale || MathTmp.Vector3[0];
  8104. scale.x = Math.sqrt(m[0] * m[0] + m[1] * m[1] + m[2] * m[2]);
  8105. scale.y = Math.sqrt(m[4] * m[4] + m[5] * m[5] + m[6] * m[6]);
  8106. scale.z = Math.sqrt(m[8] * m[8] + m[9] * m[9] + m[10] * m[10]);
  8107. if (this.determinant() <= 0) {
  8108. scale.y *= -1;
  8109. }
  8110. if (scale.x === 0 || scale.y === 0 || scale.z === 0) {
  8111. if (rotation) {
  8112. rotation.copyFromFloats(0.0, 0.0, 0.0, 1.0);
  8113. }
  8114. return false;
  8115. }
  8116. if (rotation) {
  8117. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8118. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, MathTmp.Matrix[0]);
  8119. Quaternion.FromRotationMatrixToRef(MathTmp.Matrix[0], rotation);
  8120. }
  8121. return true;
  8122. };
  8123. /**
  8124. * Gets specific row of the matrix
  8125. * @param index defines the number of the row to get
  8126. * @returns the index-th row of the current matrix as a new Vector4
  8127. */
  8128. Matrix.prototype.getRow = function (index) {
  8129. if (index < 0 || index > 3) {
  8130. return null;
  8131. }
  8132. var i = index * 4;
  8133. return new Vector4(this._m[i + 0], this._m[i + 1], this._m[i + 2], this._m[i + 3]);
  8134. };
  8135. /**
  8136. * Sets the index-th row of the current matrix to the vector4 values
  8137. * @param index defines the number of the row to set
  8138. * @param row defines the target vector4
  8139. * @returns the updated current matrix
  8140. */
  8141. Matrix.prototype.setRow = function (index, row) {
  8142. return this.setRowFromFloats(index, row.x, row.y, row.z, row.w);
  8143. };
  8144. /**
  8145. * Compute the transpose of the matrix
  8146. * @returns the new transposed matrix
  8147. */
  8148. Matrix.prototype.transpose = function () {
  8149. return Matrix.Transpose(this);
  8150. };
  8151. /**
  8152. * Compute the transpose of the matrix and store it in a given matrix
  8153. * @param result defines the target matrix
  8154. * @returns the current matrix
  8155. */
  8156. Matrix.prototype.transposeToRef = function (result) {
  8157. Matrix.TransposeToRef(this, result);
  8158. return this;
  8159. };
  8160. /**
  8161. * Sets the index-th row of the current matrix with the given 4 x float values
  8162. * @param index defines the row index
  8163. * @param x defines the x component to set
  8164. * @param y defines the y component to set
  8165. * @param z defines the z component to set
  8166. * @param w defines the w component to set
  8167. * @returns the updated current matrix
  8168. */
  8169. Matrix.prototype.setRowFromFloats = function (index, x, y, z, w) {
  8170. if (index < 0 || index > 3) {
  8171. return this;
  8172. }
  8173. var i = index * 4;
  8174. this._m[i + 0] = x;
  8175. this._m[i + 1] = y;
  8176. this._m[i + 2] = z;
  8177. this._m[i + 3] = w;
  8178. this._markAsUpdated();
  8179. return this;
  8180. };
  8181. /**
  8182. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  8183. * @param scale defines the scale factor
  8184. * @returns a new matrix
  8185. */
  8186. Matrix.prototype.scale = function (scale) {
  8187. var result = new Matrix();
  8188. this.scaleToRef(scale, result);
  8189. return result;
  8190. };
  8191. /**
  8192. * Scale the current matrix values by a factor to a given result matrix
  8193. * @param scale defines the scale factor
  8194. * @param result defines the matrix to store the result
  8195. * @returns the current matrix
  8196. */
  8197. Matrix.prototype.scaleToRef = function (scale, result) {
  8198. for (var index = 0; index < 16; index++) {
  8199. result._m[index] = this._m[index] * scale;
  8200. }
  8201. result._markAsUpdated();
  8202. return this;
  8203. };
  8204. /**
  8205. * Scale the current matrix values by a factor and add the result to a given matrix
  8206. * @param scale defines the scale factor
  8207. * @param result defines the Matrix to store the result
  8208. * @returns the current matrix
  8209. */
  8210. Matrix.prototype.scaleAndAddToRef = function (scale, result) {
  8211. for (var index = 0; index < 16; index++) {
  8212. result._m[index] += this._m[index] * scale;
  8213. }
  8214. result._markAsUpdated();
  8215. return this;
  8216. };
  8217. /**
  8218. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  8219. * @param ref matrix to store the result
  8220. */
  8221. Matrix.prototype.toNormalMatrix = function (ref) {
  8222. var tmp = MathTmp.Matrix[0];
  8223. this.invertToRef(tmp);
  8224. tmp.transposeToRef(ref);
  8225. var m = ref._m;
  8226. Matrix.FromValuesToRef(m[0], m[1], m[2], 0.0, m[4], m[5], m[6], 0.0, m[8], m[9], m[10], 0.0, 0.0, 0.0, 0.0, 1.0, ref);
  8227. };
  8228. /**
  8229. * Gets only rotation part of the current matrix
  8230. * @returns a new matrix sets to the extracted rotation matrix from the current one
  8231. */
  8232. Matrix.prototype.getRotationMatrix = function () {
  8233. var result = new Matrix();
  8234. this.getRotationMatrixToRef(result);
  8235. return result;
  8236. };
  8237. /**
  8238. * Extracts the rotation matrix from the current one and sets it as the given "result"
  8239. * @param result defines the target matrix to store data to
  8240. * @returns the current matrix
  8241. */
  8242. Matrix.prototype.getRotationMatrixToRef = function (result) {
  8243. var scale = MathTmp.Vector3[0];
  8244. if (!this.decompose(scale)) {
  8245. Matrix.IdentityToRef(result);
  8246. return this;
  8247. }
  8248. var m = this._m;
  8249. var sx = 1 / scale.x, sy = 1 / scale.y, sz = 1 / scale.z;
  8250. Matrix.FromValuesToRef(m[0] * sx, m[1] * sx, m[2] * sx, 0.0, m[4] * sy, m[5] * sy, m[6] * sy, 0.0, m[8] * sz, m[9] * sz, m[10] * sz, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8251. return this;
  8252. };
  8253. /**
  8254. * Toggles model matrix from being right handed to left handed in place and vice versa
  8255. */
  8256. Matrix.prototype.toggleModelMatrixHandInPlace = function () {
  8257. var m = this._m;
  8258. m[2] *= -1;
  8259. m[6] *= -1;
  8260. m[8] *= -1;
  8261. m[9] *= -1;
  8262. m[14] *= -1;
  8263. this._markAsUpdated();
  8264. };
  8265. /**
  8266. * Toggles projection matrix from being right handed to left handed in place and vice versa
  8267. */
  8268. Matrix.prototype.toggleProjectionMatrixHandInPlace = function () {
  8269. var m = this._m;
  8270. m[8] *= -1;
  8271. m[9] *= -1;
  8272. m[10] *= -1;
  8273. m[11] *= -1;
  8274. this._markAsUpdated();
  8275. };
  8276. // Statics
  8277. /**
  8278. * Creates a matrix from an array
  8279. * @param array defines the source array
  8280. * @param offset defines an offset in the source array
  8281. * @returns a new Matrix set from the starting index of the given array
  8282. */
  8283. Matrix.FromArray = function (array, offset) {
  8284. if (offset === void 0) { offset = 0; }
  8285. var result = new Matrix();
  8286. Matrix.FromArrayToRef(array, offset, result);
  8287. return result;
  8288. };
  8289. /**
  8290. * Copy the content of an array into a given matrix
  8291. * @param array defines the source array
  8292. * @param offset defines an offset in the source array
  8293. * @param result defines the target matrix
  8294. */
  8295. Matrix.FromArrayToRef = function (array, offset, result) {
  8296. for (var index = 0; index < 16; index++) {
  8297. result._m[index] = array[index + offset];
  8298. }
  8299. result._markAsUpdated();
  8300. };
  8301. /**
  8302. * Stores an array into a matrix after having multiplied each component by a given factor
  8303. * @param array defines the source array
  8304. * @param offset defines the offset in the source array
  8305. * @param scale defines the scaling factor
  8306. * @param result defines the target matrix
  8307. */
  8308. Matrix.FromFloat32ArrayToRefScaled = function (array, offset, scale, result) {
  8309. for (var index = 0; index < 16; index++) {
  8310. result._m[index] = array[index + offset] * scale;
  8311. }
  8312. result._markAsUpdated();
  8313. };
  8314. Object.defineProperty(Matrix, "IdentityReadOnly", {
  8315. /**
  8316. * Gets an identity matrix that must not be updated
  8317. */
  8318. get: function () {
  8319. return Matrix._identityReadOnly;
  8320. },
  8321. enumerable: true,
  8322. configurable: true
  8323. });
  8324. /**
  8325. * Stores a list of values (16) inside a given matrix
  8326. * @param initialM11 defines 1st value of 1st row
  8327. * @param initialM12 defines 2nd value of 1st row
  8328. * @param initialM13 defines 3rd value of 1st row
  8329. * @param initialM14 defines 4th value of 1st row
  8330. * @param initialM21 defines 1st value of 2nd row
  8331. * @param initialM22 defines 2nd value of 2nd row
  8332. * @param initialM23 defines 3rd value of 2nd row
  8333. * @param initialM24 defines 4th value of 2nd row
  8334. * @param initialM31 defines 1st value of 3rd row
  8335. * @param initialM32 defines 2nd value of 3rd row
  8336. * @param initialM33 defines 3rd value of 3rd row
  8337. * @param initialM34 defines 4th value of 3rd row
  8338. * @param initialM41 defines 1st value of 4th row
  8339. * @param initialM42 defines 2nd value of 4th row
  8340. * @param initialM43 defines 3rd value of 4th row
  8341. * @param initialM44 defines 4th value of 4th row
  8342. * @param result defines the target matrix
  8343. */
  8344. Matrix.FromValuesToRef = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44, result) {
  8345. var m = result._m;
  8346. m[0] = initialM11;
  8347. m[1] = initialM12;
  8348. m[2] = initialM13;
  8349. m[3] = initialM14;
  8350. m[4] = initialM21;
  8351. m[5] = initialM22;
  8352. m[6] = initialM23;
  8353. m[7] = initialM24;
  8354. m[8] = initialM31;
  8355. m[9] = initialM32;
  8356. m[10] = initialM33;
  8357. m[11] = initialM34;
  8358. m[12] = initialM41;
  8359. m[13] = initialM42;
  8360. m[14] = initialM43;
  8361. m[15] = initialM44;
  8362. result._markAsUpdated();
  8363. };
  8364. /**
  8365. * Creates new matrix from a list of values (16)
  8366. * @param initialM11 defines 1st value of 1st row
  8367. * @param initialM12 defines 2nd value of 1st row
  8368. * @param initialM13 defines 3rd value of 1st row
  8369. * @param initialM14 defines 4th value of 1st row
  8370. * @param initialM21 defines 1st value of 2nd row
  8371. * @param initialM22 defines 2nd value of 2nd row
  8372. * @param initialM23 defines 3rd value of 2nd row
  8373. * @param initialM24 defines 4th value of 2nd row
  8374. * @param initialM31 defines 1st value of 3rd row
  8375. * @param initialM32 defines 2nd value of 3rd row
  8376. * @param initialM33 defines 3rd value of 3rd row
  8377. * @param initialM34 defines 4th value of 3rd row
  8378. * @param initialM41 defines 1st value of 4th row
  8379. * @param initialM42 defines 2nd value of 4th row
  8380. * @param initialM43 defines 3rd value of 4th row
  8381. * @param initialM44 defines 4th value of 4th row
  8382. * @returns the new matrix
  8383. */
  8384. Matrix.FromValues = function (initialM11, initialM12, initialM13, initialM14, initialM21, initialM22, initialM23, initialM24, initialM31, initialM32, initialM33, initialM34, initialM41, initialM42, initialM43, initialM44) {
  8385. var result = new Matrix();
  8386. var m = result._m;
  8387. m[0] = initialM11;
  8388. m[1] = initialM12;
  8389. m[2] = initialM13;
  8390. m[3] = initialM14;
  8391. m[4] = initialM21;
  8392. m[5] = initialM22;
  8393. m[6] = initialM23;
  8394. m[7] = initialM24;
  8395. m[8] = initialM31;
  8396. m[9] = initialM32;
  8397. m[10] = initialM33;
  8398. m[11] = initialM34;
  8399. m[12] = initialM41;
  8400. m[13] = initialM42;
  8401. m[14] = initialM43;
  8402. m[15] = initialM44;
  8403. result._markAsUpdated();
  8404. return result;
  8405. };
  8406. /**
  8407. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8408. * @param scale defines the scale vector3
  8409. * @param rotation defines the rotation quaternion
  8410. * @param translation defines the translation vector3
  8411. * @returns a new matrix
  8412. */
  8413. Matrix.Compose = function (scale, rotation, translation) {
  8414. var result = new Matrix();
  8415. Matrix.ComposeToRef(scale, rotation, translation, result);
  8416. return result;
  8417. };
  8418. /**
  8419. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  8420. * @param scale defines the scale vector3
  8421. * @param rotation defines the rotation quaternion
  8422. * @param translation defines the translation vector3
  8423. * @param result defines the target matrix
  8424. */
  8425. Matrix.ComposeToRef = function (scale, rotation, translation, result) {
  8426. Matrix.ScalingToRef(scale.x, scale.y, scale.z, MathTmp.Matrix[1]);
  8427. rotation.toRotationMatrix(MathTmp.Matrix[0]);
  8428. MathTmp.Matrix[1].multiplyToRef(MathTmp.Matrix[0], result);
  8429. result.setTranslation(translation);
  8430. };
  8431. /**
  8432. * Creates a new identity matrix
  8433. * @returns a new identity matrix
  8434. */
  8435. Matrix.Identity = function () {
  8436. 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);
  8437. identity._updateIdentityStatus(true);
  8438. return identity;
  8439. };
  8440. /**
  8441. * Creates a new identity matrix and stores the result in a given matrix
  8442. * @param result defines the target matrix
  8443. */
  8444. Matrix.IdentityToRef = function (result) {
  8445. 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);
  8446. result._updateIdentityStatus(true);
  8447. };
  8448. /**
  8449. * Creates a new zero matrix
  8450. * @returns a new zero matrix
  8451. */
  8452. Matrix.Zero = function () {
  8453. 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);
  8454. zero._updateIdentityStatus(false);
  8455. return zero;
  8456. };
  8457. /**
  8458. * Creates a new rotation matrix for "angle" radians around the X axis
  8459. * @param angle defines the angle (in radians) to use
  8460. * @return the new matrix
  8461. */
  8462. Matrix.RotationX = function (angle) {
  8463. var result = new Matrix();
  8464. Matrix.RotationXToRef(angle, result);
  8465. return result;
  8466. };
  8467. /**
  8468. * Creates a new matrix as the invert of a given matrix
  8469. * @param source defines the source matrix
  8470. * @returns the new matrix
  8471. */
  8472. Matrix.Invert = function (source) {
  8473. var result = new Matrix();
  8474. source.invertToRef(result);
  8475. return result;
  8476. };
  8477. /**
  8478. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  8479. * @param angle defines the angle (in radians) to use
  8480. * @param result defines the target matrix
  8481. */
  8482. Matrix.RotationXToRef = function (angle, result) {
  8483. var s = Math.sin(angle);
  8484. var c = Math.cos(angle);
  8485. Matrix.FromValuesToRef(1.0, 0.0, 0.0, 0.0, 0.0, c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8486. result._updateIdentityStatus(c === 1 && s === 0);
  8487. };
  8488. /**
  8489. * Creates a new rotation matrix for "angle" radians around the Y axis
  8490. * @param angle defines the angle (in radians) to use
  8491. * @return the new matrix
  8492. */
  8493. Matrix.RotationY = function (angle) {
  8494. var result = new Matrix();
  8495. Matrix.RotationYToRef(angle, result);
  8496. return result;
  8497. };
  8498. /**
  8499. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  8500. * @param angle defines the angle (in radians) to use
  8501. * @param result defines the target matrix
  8502. */
  8503. Matrix.RotationYToRef = function (angle, result) {
  8504. var s = Math.sin(angle);
  8505. var c = Math.cos(angle);
  8506. Matrix.FromValuesToRef(c, 0.0, -s, 0.0, 0.0, 1.0, 0.0, 0.0, s, 0.0, c, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8507. result._updateIdentityStatus(c === 1 && s === 0);
  8508. };
  8509. /**
  8510. * Creates a new rotation matrix for "angle" radians around the Z axis
  8511. * @param angle defines the angle (in radians) to use
  8512. * @return the new matrix
  8513. */
  8514. Matrix.RotationZ = function (angle) {
  8515. var result = new Matrix();
  8516. Matrix.RotationZToRef(angle, result);
  8517. return result;
  8518. };
  8519. /**
  8520. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  8521. * @param angle defines the angle (in radians) to use
  8522. * @param result defines the target matrix
  8523. */
  8524. Matrix.RotationZToRef = function (angle, result) {
  8525. var s = Math.sin(angle);
  8526. var c = Math.cos(angle);
  8527. Matrix.FromValuesToRef(c, s, 0.0, 0.0, -s, c, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8528. result._updateIdentityStatus(c === 1 && s === 0);
  8529. };
  8530. /**
  8531. * Creates a new rotation matrix for "angle" radians around the given axis
  8532. * @param axis defines the axis to use
  8533. * @param angle defines the angle (in radians) to use
  8534. * @return the new matrix
  8535. */
  8536. Matrix.RotationAxis = function (axis, angle) {
  8537. var result = new Matrix();
  8538. Matrix.RotationAxisToRef(axis, angle, result);
  8539. return result;
  8540. };
  8541. /**
  8542. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  8543. * @param axis defines the axis to use
  8544. * @param angle defines the angle (in radians) to use
  8545. * @param result defines the target matrix
  8546. */
  8547. Matrix.RotationAxisToRef = function (axis, angle, result) {
  8548. var s = Math.sin(-angle);
  8549. var c = Math.cos(-angle);
  8550. var c1 = 1 - c;
  8551. axis.normalize();
  8552. var m = result._m;
  8553. m[0] = (axis.x * axis.x) * c1 + c;
  8554. m[1] = (axis.x * axis.y) * c1 - (axis.z * s);
  8555. m[2] = (axis.x * axis.z) * c1 + (axis.y * s);
  8556. m[3] = 0.0;
  8557. m[4] = (axis.y * axis.x) * c1 + (axis.z * s);
  8558. m[5] = (axis.y * axis.y) * c1 + c;
  8559. m[6] = (axis.y * axis.z) * c1 - (axis.x * s);
  8560. m[7] = 0.0;
  8561. m[8] = (axis.z * axis.x) * c1 - (axis.y * s);
  8562. m[9] = (axis.z * axis.y) * c1 + (axis.x * s);
  8563. m[10] = (axis.z * axis.z) * c1 + c;
  8564. m[11] = 0.0;
  8565. m[12] = 0.0;
  8566. m[13] = 0.0;
  8567. m[14] = 0.0;
  8568. m[15] = 1.0;
  8569. result._markAsUpdated();
  8570. };
  8571. /**
  8572. * Creates a rotation matrix
  8573. * @param yaw defines the yaw angle in radians (Y axis)
  8574. * @param pitch defines the pitch angle in radians (X axis)
  8575. * @param roll defines the roll angle in radians (X axis)
  8576. * @returns the new rotation matrix
  8577. */
  8578. Matrix.RotationYawPitchRoll = function (yaw, pitch, roll) {
  8579. var result = new Matrix();
  8580. Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, result);
  8581. return result;
  8582. };
  8583. /**
  8584. * Creates a rotation matrix and stores it in a given matrix
  8585. * @param yaw defines the yaw angle in radians (Y axis)
  8586. * @param pitch defines the pitch angle in radians (X axis)
  8587. * @param roll defines the roll angle in radians (X axis)
  8588. * @param result defines the target matrix
  8589. */
  8590. Matrix.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
  8591. Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, MathTmp.Quaternion[0]);
  8592. MathTmp.Quaternion[0].toRotationMatrix(result);
  8593. };
  8594. /**
  8595. * Creates a scaling matrix
  8596. * @param x defines the scale factor on X axis
  8597. * @param y defines the scale factor on Y axis
  8598. * @param z defines the scale factor on Z axis
  8599. * @returns the new matrix
  8600. */
  8601. Matrix.Scaling = function (x, y, z) {
  8602. var result = new Matrix();
  8603. Matrix.ScalingToRef(x, y, z, result);
  8604. return result;
  8605. };
  8606. /**
  8607. * Creates a scaling matrix and stores it in a given matrix
  8608. * @param x defines the scale factor on X axis
  8609. * @param y defines the scale factor on Y axis
  8610. * @param z defines the scale factor on Z axis
  8611. * @param result defines the target matrix
  8612. */
  8613. Matrix.ScalingToRef = function (x, y, z, result) {
  8614. Matrix.FromValuesToRef(x, 0.0, 0.0, 0.0, 0.0, y, 0.0, 0.0, 0.0, 0.0, z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  8615. result._updateIdentityStatus(x === 1 && y === 1 && z === 1);
  8616. };
  8617. /**
  8618. * Creates a translation matrix
  8619. * @param x defines the translation on X axis
  8620. * @param y defines the translation on Y axis
  8621. * @param z defines the translationon Z axis
  8622. * @returns the new matrix
  8623. */
  8624. Matrix.Translation = function (x, y, z) {
  8625. var result = new Matrix();
  8626. Matrix.TranslationToRef(x, y, z, result);
  8627. return result;
  8628. };
  8629. /**
  8630. * Creates a translation matrix and stores it in a given matrix
  8631. * @param x defines the translation on X axis
  8632. * @param y defines the translation on Y axis
  8633. * @param z defines the translationon Z axis
  8634. * @param result defines the target matrix
  8635. */
  8636. Matrix.TranslationToRef = function (x, y, z, result) {
  8637. 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);
  8638. result._updateIdentityStatus(x === 0 && y === 0 && z === 0);
  8639. };
  8640. /**
  8641. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8642. * @param startValue defines the start value
  8643. * @param endValue defines the end value
  8644. * @param gradient defines the gradient factor
  8645. * @returns the new matrix
  8646. */
  8647. Matrix.Lerp = function (startValue, endValue, gradient) {
  8648. var result = new Matrix();
  8649. Matrix.LerpToRef(startValue, endValue, gradient, result);
  8650. return result;
  8651. };
  8652. /**
  8653. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  8654. * @param startValue defines the start value
  8655. * @param endValue defines the end value
  8656. * @param gradient defines the gradient factor
  8657. * @param result defines the Matrix object where to store data
  8658. */
  8659. Matrix.LerpToRef = function (startValue, endValue, gradient, result) {
  8660. var resultM = result._m;
  8661. var startM = startValue.m;
  8662. var endM = endValue.m;
  8663. for (var index = 0; index < 16; index++) {
  8664. resultM[index] = startM[index] * (1.0 - gradient) + endM[index] * gradient;
  8665. }
  8666. result._markAsUpdated();
  8667. };
  8668. /**
  8669. * Builds a new matrix whose values are computed by:
  8670. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8671. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8672. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8673. * @param startValue defines the first matrix
  8674. * @param endValue defines the second matrix
  8675. * @param gradient defines the gradient between the two matrices
  8676. * @returns the new matrix
  8677. */
  8678. Matrix.DecomposeLerp = function (startValue, endValue, gradient) {
  8679. var result = new Matrix();
  8680. Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  8681. return result;
  8682. };
  8683. /**
  8684. * Update a matrix to values which are computed by:
  8685. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  8686. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  8687. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  8688. * @param startValue defines the first matrix
  8689. * @param endValue defines the second matrix
  8690. * @param gradient defines the gradient between the two matrices
  8691. * @param result defines the target matrix
  8692. */
  8693. Matrix.DecomposeLerpToRef = function (startValue, endValue, gradient, result) {
  8694. var startScale = MathTmp.Vector3[0];
  8695. var startRotation = MathTmp.Quaternion[0];
  8696. var startTranslation = MathTmp.Vector3[1];
  8697. startValue.decompose(startScale, startRotation, startTranslation);
  8698. var endScale = MathTmp.Vector3[2];
  8699. var endRotation = MathTmp.Quaternion[1];
  8700. var endTranslation = MathTmp.Vector3[3];
  8701. endValue.decompose(endScale, endRotation, endTranslation);
  8702. var resultScale = MathTmp.Vector3[4];
  8703. Vector3.LerpToRef(startScale, endScale, gradient, resultScale);
  8704. var resultRotation = MathTmp.Quaternion[2];
  8705. Quaternion.SlerpToRef(startRotation, endRotation, gradient, resultRotation);
  8706. var resultTranslation = MathTmp.Vector3[5];
  8707. Vector3.LerpToRef(startTranslation, endTranslation, gradient, resultTranslation);
  8708. Matrix.ComposeToRef(resultScale, resultRotation, resultTranslation, result);
  8709. };
  8710. /**
  8711. * 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"
  8712. * This function works in left handed mode
  8713. * @param eye defines the final position of the entity
  8714. * @param target defines where the entity should look at
  8715. * @param up defines the up vector for the entity
  8716. * @returns the new matrix
  8717. */
  8718. Matrix.LookAtLH = function (eye, target, up) {
  8719. var result = new Matrix();
  8720. Matrix.LookAtLHToRef(eye, target, up, result);
  8721. return result;
  8722. };
  8723. /**
  8724. * 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".
  8725. * This function works in left handed mode
  8726. * @param eye defines the final position of the entity
  8727. * @param target defines where the entity should look at
  8728. * @param up defines the up vector for the entity
  8729. * @param result defines the target matrix
  8730. */
  8731. Matrix.LookAtLHToRef = function (eye, target, up, result) {
  8732. var xAxis = MathTmp.Vector3[0];
  8733. var yAxis = MathTmp.Vector3[1];
  8734. var zAxis = MathTmp.Vector3[2];
  8735. // Z axis
  8736. target.subtractToRef(eye, zAxis);
  8737. zAxis.normalize();
  8738. // X axis
  8739. Vector3.CrossToRef(up, zAxis, xAxis);
  8740. var xSquareLength = xAxis.lengthSquared();
  8741. if (xSquareLength === 0) {
  8742. xAxis.x = 1.0;
  8743. }
  8744. else {
  8745. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8746. }
  8747. // Y axis
  8748. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8749. yAxis.normalize();
  8750. // Eye angles
  8751. var ex = -Vector3.Dot(xAxis, eye);
  8752. var ey = -Vector3.Dot(yAxis, eye);
  8753. var ez = -Vector3.Dot(zAxis, eye);
  8754. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8755. };
  8756. /**
  8757. * 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"
  8758. * This function works in right handed mode
  8759. * @param eye defines the final position of the entity
  8760. * @param target defines where the entity should look at
  8761. * @param up defines the up vector for the entity
  8762. * @returns the new matrix
  8763. */
  8764. Matrix.LookAtRH = function (eye, target, up) {
  8765. var result = new Matrix();
  8766. Matrix.LookAtRHToRef(eye, target, up, result);
  8767. return result;
  8768. };
  8769. /**
  8770. * 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".
  8771. * This function works in right handed mode
  8772. * @param eye defines the final position of the entity
  8773. * @param target defines where the entity should look at
  8774. * @param up defines the up vector for the entity
  8775. * @param result defines the target matrix
  8776. */
  8777. Matrix.LookAtRHToRef = function (eye, target, up, result) {
  8778. var xAxis = MathTmp.Vector3[0];
  8779. var yAxis = MathTmp.Vector3[1];
  8780. var zAxis = MathTmp.Vector3[2];
  8781. // Z axis
  8782. eye.subtractToRef(target, zAxis);
  8783. zAxis.normalize();
  8784. // X axis
  8785. Vector3.CrossToRef(up, zAxis, xAxis);
  8786. var xSquareLength = xAxis.lengthSquared();
  8787. if (xSquareLength === 0) {
  8788. xAxis.x = 1.0;
  8789. }
  8790. else {
  8791. xAxis.normalizeFromLength(Math.sqrt(xSquareLength));
  8792. }
  8793. // Y axis
  8794. Vector3.CrossToRef(zAxis, xAxis, yAxis);
  8795. yAxis.normalize();
  8796. // Eye angles
  8797. var ex = -Vector3.Dot(xAxis, eye);
  8798. var ey = -Vector3.Dot(yAxis, eye);
  8799. var ez = -Vector3.Dot(zAxis, eye);
  8800. Matrix.FromValuesToRef(xAxis.x, yAxis.x, zAxis.x, 0.0, xAxis.y, yAxis.y, zAxis.y, 0.0, xAxis.z, yAxis.z, zAxis.z, 0.0, ex, ey, ez, 1.0, result);
  8801. };
  8802. /**
  8803. * Create a left-handed orthographic projection matrix
  8804. * @param width defines the viewport width
  8805. * @param height defines the viewport height
  8806. * @param znear defines the near clip plane
  8807. * @param zfar defines the far clip plane
  8808. * @returns a new matrix as a left-handed orthographic projection matrix
  8809. */
  8810. Matrix.OrthoLH = function (width, height, znear, zfar) {
  8811. var matrix = new Matrix();
  8812. Matrix.OrthoLHToRef(width, height, znear, zfar, matrix);
  8813. return matrix;
  8814. };
  8815. /**
  8816. * Store a left-handed orthographic projection to a given matrix
  8817. * @param width defines the viewport width
  8818. * @param height defines the viewport height
  8819. * @param znear defines the near clip plane
  8820. * @param zfar defines the far clip plane
  8821. * @param result defines the target matrix
  8822. */
  8823. Matrix.OrthoLHToRef = function (width, height, znear, zfar, result) {
  8824. var n = znear;
  8825. var f = zfar;
  8826. var a = 2.0 / width;
  8827. var b = 2.0 / height;
  8828. var c = 2.0 / (f - n);
  8829. var d = -(f + n) / (f - n);
  8830. 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);
  8831. result._updateIdentityStatus(a === 1 && b === 1 && c === 1 && d === 0);
  8832. };
  8833. /**
  8834. * Create a left-handed orthographic projection matrix
  8835. * @param left defines the viewport left coordinate
  8836. * @param right defines the viewport right coordinate
  8837. * @param bottom defines the viewport bottom coordinate
  8838. * @param top defines the viewport top coordinate
  8839. * @param znear defines the near clip plane
  8840. * @param zfar defines the far clip plane
  8841. * @returns a new matrix as a left-handed orthographic projection matrix
  8842. */
  8843. Matrix.OrthoOffCenterLH = function (left, right, bottom, top, znear, zfar) {
  8844. var matrix = new Matrix();
  8845. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, matrix);
  8846. return matrix;
  8847. };
  8848. /**
  8849. * Stores a left-handed orthographic projection into a given matrix
  8850. * @param left defines the viewport left coordinate
  8851. * @param right defines the viewport right coordinate
  8852. * @param bottom defines the viewport bottom coordinate
  8853. * @param top defines the viewport top coordinate
  8854. * @param znear defines the near clip plane
  8855. * @param zfar defines the far clip plane
  8856. * @param result defines the target matrix
  8857. */
  8858. Matrix.OrthoOffCenterLHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8859. var n = znear;
  8860. var f = zfar;
  8861. var a = 2.0 / (right - left);
  8862. var b = 2.0 / (top - bottom);
  8863. var c = 2.0 / (f - n);
  8864. var d = -(f + n) / (f - n);
  8865. var i0 = (left + right) / (left - right);
  8866. var i1 = (top + bottom) / (bottom - top);
  8867. 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);
  8868. result._markAsUpdated();
  8869. };
  8870. /**
  8871. * Creates a right-handed orthographic projection matrix
  8872. * @param left defines the viewport left coordinate
  8873. * @param right defines the viewport right coordinate
  8874. * @param bottom defines the viewport bottom coordinate
  8875. * @param top defines the viewport top coordinate
  8876. * @param znear defines the near clip plane
  8877. * @param zfar defines the far clip plane
  8878. * @returns a new matrix as a right-handed orthographic projection matrix
  8879. */
  8880. Matrix.OrthoOffCenterRH = function (left, right, bottom, top, znear, zfar) {
  8881. var matrix = new Matrix();
  8882. Matrix.OrthoOffCenterRHToRef(left, right, bottom, top, znear, zfar, matrix);
  8883. return matrix;
  8884. };
  8885. /**
  8886. * Stores a right-handed orthographic projection into a given matrix
  8887. * @param left defines the viewport left coordinate
  8888. * @param right defines the viewport right coordinate
  8889. * @param bottom defines the viewport bottom coordinate
  8890. * @param top defines the viewport top coordinate
  8891. * @param znear defines the near clip plane
  8892. * @param zfar defines the far clip plane
  8893. * @param result defines the target matrix
  8894. */
  8895. Matrix.OrthoOffCenterRHToRef = function (left, right, bottom, top, znear, zfar, result) {
  8896. Matrix.OrthoOffCenterLHToRef(left, right, bottom, top, znear, zfar, result);
  8897. result._m[10] *= -1; // No need to call _markAsUpdated as previous function already called it and let _isIdentityDirty to true
  8898. };
  8899. /**
  8900. * Creates a left-handed perspective projection matrix
  8901. * @param width defines the viewport width
  8902. * @param height defines the viewport height
  8903. * @param znear defines the near clip plane
  8904. * @param zfar defines the far clip plane
  8905. * @returns a new matrix as a left-handed perspective projection matrix
  8906. */
  8907. Matrix.PerspectiveLH = function (width, height, znear, zfar) {
  8908. var matrix = new Matrix();
  8909. var n = znear;
  8910. var f = zfar;
  8911. var a = 2.0 * n / width;
  8912. var b = 2.0 * n / height;
  8913. var c = (f + n) / (f - n);
  8914. var d = -2.0 * f * n / (f - n);
  8915. 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);
  8916. matrix._updateIdentityStatus(false);
  8917. return matrix;
  8918. };
  8919. /**
  8920. * Creates a left-handed perspective projection matrix
  8921. * @param fov defines the horizontal field of view
  8922. * @param aspect defines the aspect ratio
  8923. * @param znear defines the near clip plane
  8924. * @param zfar defines the far clip plane
  8925. * @returns a new matrix as a left-handed perspective projection matrix
  8926. */
  8927. Matrix.PerspectiveFovLH = function (fov, aspect, znear, zfar) {
  8928. var matrix = new Matrix();
  8929. Matrix.PerspectiveFovLHToRef(fov, aspect, znear, zfar, matrix);
  8930. return matrix;
  8931. };
  8932. /**
  8933. * Stores a left-handed perspective projection into a given matrix
  8934. * @param fov defines the horizontal field of view
  8935. * @param aspect defines the aspect ratio
  8936. * @param znear defines the near clip plane
  8937. * @param zfar defines the far clip plane
  8938. * @param result defines the target matrix
  8939. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8940. */
  8941. Matrix.PerspectiveFovLHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8942. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8943. var n = znear;
  8944. var f = zfar;
  8945. var t = 1.0 / (Math.tan(fov * 0.5));
  8946. var a = isVerticalFovFixed ? (t / aspect) : t;
  8947. var b = isVerticalFovFixed ? t : (t * aspect);
  8948. var c = (f + n) / (f - n);
  8949. var d = -2.0 * f * n / (f - n);
  8950. 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);
  8951. result._updateIdentityStatus(false);
  8952. };
  8953. /**
  8954. * Creates a right-handed perspective projection matrix
  8955. * @param fov defines the horizontal field of view
  8956. * @param aspect defines the aspect ratio
  8957. * @param znear defines the near clip plane
  8958. * @param zfar defines the far clip plane
  8959. * @returns a new matrix as a right-handed perspective projection matrix
  8960. */
  8961. Matrix.PerspectiveFovRH = function (fov, aspect, znear, zfar) {
  8962. var matrix = new Matrix();
  8963. Matrix.PerspectiveFovRHToRef(fov, aspect, znear, zfar, matrix);
  8964. return matrix;
  8965. };
  8966. /**
  8967. * Stores a right-handed perspective projection into a given matrix
  8968. * @param fov defines the horizontal field of view
  8969. * @param aspect defines the aspect ratio
  8970. * @param znear defines the near clip plane
  8971. * @param zfar defines the far clip plane
  8972. * @param result defines the target matrix
  8973. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  8974. */
  8975. Matrix.PerspectiveFovRHToRef = function (fov, aspect, znear, zfar, result, isVerticalFovFixed) {
  8976. //alternatively this could be expressed as:
  8977. // m = PerspectiveFovLHToRef
  8978. // m[10] *= -1.0;
  8979. // m[11] *= -1.0;
  8980. if (isVerticalFovFixed === void 0) { isVerticalFovFixed = true; }
  8981. var n = znear;
  8982. var f = zfar;
  8983. var t = 1.0 / (Math.tan(fov * 0.5));
  8984. var a = isVerticalFovFixed ? (t / aspect) : t;
  8985. var b = isVerticalFovFixed ? t : (t * aspect);
  8986. var c = -(f + n) / (f - n);
  8987. var d = -2 * f * n / (f - n);
  8988. 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);
  8989. result._updateIdentityStatus(false);
  8990. };
  8991. /**
  8992. * Stores a perspective projection for WebVR info a given matrix
  8993. * @param fov defines the field of view
  8994. * @param znear defines the near clip plane
  8995. * @param zfar defines the far clip plane
  8996. * @param result defines the target matrix
  8997. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  8998. */
  8999. Matrix.PerspectiveFovWebVRToRef = function (fov, znear, zfar, result, rightHanded) {
  9000. if (rightHanded === void 0) { rightHanded = false; }
  9001. var rightHandedFactor = rightHanded ? -1 : 1;
  9002. var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);
  9003. var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);
  9004. var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);
  9005. var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);
  9006. var xScale = 2.0 / (leftTan + rightTan);
  9007. var yScale = 2.0 / (upTan + downTan);
  9008. var m = result._m;
  9009. m[0] = xScale;
  9010. m[1] = m[2] = m[3] = m[4] = 0.0;
  9011. m[5] = yScale;
  9012. m[6] = m[7] = 0.0;
  9013. m[8] = ((leftTan - rightTan) * xScale * 0.5);
  9014. m[9] = -((upTan - downTan) * yScale * 0.5);
  9015. m[10] = -zfar / (znear - zfar);
  9016. m[11] = 1.0 * rightHandedFactor;
  9017. m[12] = m[13] = m[15] = 0.0;
  9018. m[14] = -(2.0 * zfar * znear) / (zfar - znear);
  9019. result._markAsUpdated();
  9020. };
  9021. /**
  9022. * Computes a complete transformation matrix
  9023. * @param viewport defines the viewport to use
  9024. * @param world defines the world matrix
  9025. * @param view defines the view matrix
  9026. * @param projection defines the projection matrix
  9027. * @param zmin defines the near clip plane
  9028. * @param zmax defines the far clip plane
  9029. * @returns the transformation matrix
  9030. */
  9031. Matrix.GetFinalMatrix = function (viewport, world, view, projection, zmin, zmax) {
  9032. var cw = viewport.width;
  9033. var ch = viewport.height;
  9034. var cx = viewport.x;
  9035. var cy = viewport.y;
  9036. var viewportMatrix = Matrix.FromValues(cw / 2.0, 0.0, 0.0, 0.0, 0.0, -ch / 2.0, 0.0, 0.0, 0.0, 0.0, zmax - zmin, 0.0, cx + cw / 2.0, ch / 2.0 + cy, zmin, 1.0);
  9037. var matrix = MathTmp.Matrix[0];
  9038. world.multiplyToRef(view, matrix);
  9039. matrix.multiplyToRef(projection, matrix);
  9040. return matrix.multiply(viewportMatrix);
  9041. };
  9042. /**
  9043. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  9044. * @param matrix defines the matrix to use
  9045. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  9046. */
  9047. Matrix.GetAsMatrix2x2 = function (matrix) {
  9048. var m = matrix.m;
  9049. return new Float32Array([m[0], m[1], m[4], m[5]]);
  9050. };
  9051. /**
  9052. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  9053. * @param matrix defines the matrix to use
  9054. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  9055. */
  9056. Matrix.GetAsMatrix3x3 = function (matrix) {
  9057. var m = matrix.m;
  9058. return new Float32Array([
  9059. m[0], m[1], m[2],
  9060. m[4], m[5], m[6],
  9061. m[8], m[9], m[10]
  9062. ]);
  9063. };
  9064. /**
  9065. * Compute the transpose of a given matrix
  9066. * @param matrix defines the matrix to transpose
  9067. * @returns the new matrix
  9068. */
  9069. Matrix.Transpose = function (matrix) {
  9070. var result = new Matrix();
  9071. Matrix.TransposeToRef(matrix, result);
  9072. return result;
  9073. };
  9074. /**
  9075. * Compute the transpose of a matrix and store it in a target matrix
  9076. * @param matrix defines the matrix to transpose
  9077. * @param result defines the target matrix
  9078. */
  9079. Matrix.TransposeToRef = function (matrix, result) {
  9080. var rm = result._m;
  9081. var mm = matrix.m;
  9082. rm[0] = mm[0];
  9083. rm[1] = mm[4];
  9084. rm[2] = mm[8];
  9085. rm[3] = mm[12];
  9086. rm[4] = mm[1];
  9087. rm[5] = mm[5];
  9088. rm[6] = mm[9];
  9089. rm[7] = mm[13];
  9090. rm[8] = mm[2];
  9091. rm[9] = mm[6];
  9092. rm[10] = mm[10];
  9093. rm[11] = mm[14];
  9094. rm[12] = mm[3];
  9095. rm[13] = mm[7];
  9096. rm[14] = mm[11];
  9097. rm[15] = mm[15];
  9098. // identity-ness does not change when transposing
  9099. result._updateIdentityStatus(matrix._isIdentity, matrix._isIdentityDirty);
  9100. };
  9101. /**
  9102. * Computes a reflection matrix from a plane
  9103. * @param plane defines the reflection plane
  9104. * @returns a new matrix
  9105. */
  9106. Matrix.Reflection = function (plane) {
  9107. var matrix = new Matrix();
  9108. Matrix.ReflectionToRef(plane, matrix);
  9109. return matrix;
  9110. };
  9111. /**
  9112. * Computes a reflection matrix from a plane
  9113. * @param plane defines the reflection plane
  9114. * @param result defines the target matrix
  9115. */
  9116. Matrix.ReflectionToRef = function (plane, result) {
  9117. plane.normalize();
  9118. var x = plane.normal.x;
  9119. var y = plane.normal.y;
  9120. var z = plane.normal.z;
  9121. var temp = -2 * x;
  9122. var temp2 = -2 * y;
  9123. var temp3 = -2 * z;
  9124. Matrix.FromValuesToRef(temp * x + 1, temp2 * x, temp3 * x, 0.0, temp * y, temp2 * y + 1, temp3 * y, 0.0, temp * z, temp2 * z, temp3 * z + 1, 0.0, temp * plane.d, temp2 * plane.d, temp3 * plane.d, 1.0, result);
  9125. };
  9126. /**
  9127. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  9128. * @param xaxis defines the value of the 1st axis
  9129. * @param yaxis defines the value of the 2nd axis
  9130. * @param zaxis defines the value of the 3rd axis
  9131. * @param result defines the target matrix
  9132. */
  9133. Matrix.FromXYZAxesToRef = function (xaxis, yaxis, zaxis, result) {
  9134. Matrix.FromValuesToRef(xaxis.x, xaxis.y, xaxis.z, 0.0, yaxis.x, yaxis.y, yaxis.z, 0.0, zaxis.x, zaxis.y, zaxis.z, 0.0, 0.0, 0.0, 0.0, 1.0, result);
  9135. };
  9136. /**
  9137. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  9138. * @param quat defines the quaternion to use
  9139. * @param result defines the target matrix
  9140. */
  9141. Matrix.FromQuaternionToRef = function (quat, result) {
  9142. var xx = quat.x * quat.x;
  9143. var yy = quat.y * quat.y;
  9144. var zz = quat.z * quat.z;
  9145. var xy = quat.x * quat.y;
  9146. var zw = quat.z * quat.w;
  9147. var zx = quat.z * quat.x;
  9148. var yw = quat.y * quat.w;
  9149. var yz = quat.y * quat.z;
  9150. var xw = quat.x * quat.w;
  9151. result._m[0] = 1.0 - (2.0 * (yy + zz));
  9152. result._m[1] = 2.0 * (xy + zw);
  9153. result._m[2] = 2.0 * (zx - yw);
  9154. result._m[3] = 0.0;
  9155. result._m[4] = 2.0 * (xy - zw);
  9156. result._m[5] = 1.0 - (2.0 * (zz + xx));
  9157. result._m[6] = 2.0 * (yz + xw);
  9158. result._m[7] = 0.0;
  9159. result._m[8] = 2.0 * (zx + yw);
  9160. result._m[9] = 2.0 * (yz - xw);
  9161. result._m[10] = 1.0 - (2.0 * (yy + xx));
  9162. result._m[11] = 0.0;
  9163. result._m[12] = 0.0;
  9164. result._m[13] = 0.0;
  9165. result._m[14] = 0.0;
  9166. result._m[15] = 1.0;
  9167. result._markAsUpdated();
  9168. };
  9169. Matrix._updateFlagSeed = 0;
  9170. Matrix._identityReadOnly = Matrix.Identity();
  9171. return Matrix;
  9172. }());
  9173. BABYLON.Matrix = Matrix;
  9174. /**
  9175. * Represens a plane by the equation ax + by + cz + d = 0
  9176. */
  9177. var Plane = /** @class */ (function () {
  9178. /**
  9179. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  9180. * @param a a component of the plane
  9181. * @param b b component of the plane
  9182. * @param c c component of the plane
  9183. * @param d d component of the plane
  9184. */
  9185. function Plane(a, b, c, d) {
  9186. this.normal = new Vector3(a, b, c);
  9187. this.d = d;
  9188. }
  9189. /**
  9190. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  9191. */
  9192. Plane.prototype.asArray = function () {
  9193. return [this.normal.x, this.normal.y, this.normal.z, this.d];
  9194. };
  9195. // Methods
  9196. /**
  9197. * @returns a new plane copied from the current Plane.
  9198. */
  9199. Plane.prototype.clone = function () {
  9200. return new Plane(this.normal.x, this.normal.y, this.normal.z, this.d);
  9201. };
  9202. /**
  9203. * @returns the string "Plane".
  9204. */
  9205. Plane.prototype.getClassName = function () {
  9206. return "Plane";
  9207. };
  9208. /**
  9209. * @returns the Plane hash code.
  9210. */
  9211. Plane.prototype.getHashCode = function () {
  9212. var hash = this.normal.getHashCode();
  9213. hash = (hash * 397) ^ (this.d || 0);
  9214. return hash;
  9215. };
  9216. /**
  9217. * Normalize the current Plane in place.
  9218. * @returns the updated Plane.
  9219. */
  9220. Plane.prototype.normalize = function () {
  9221. var norm = (Math.sqrt((this.normal.x * this.normal.x) + (this.normal.y * this.normal.y) + (this.normal.z * this.normal.z)));
  9222. var magnitude = 0.0;
  9223. if (norm !== 0) {
  9224. magnitude = 1.0 / norm;
  9225. }
  9226. this.normal.x *= magnitude;
  9227. this.normal.y *= magnitude;
  9228. this.normal.z *= magnitude;
  9229. this.d *= magnitude;
  9230. return this;
  9231. };
  9232. /**
  9233. * Applies a transformation the plane and returns the result
  9234. * @param transformation the transformation matrix to be applied to the plane
  9235. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  9236. */
  9237. Plane.prototype.transform = function (transformation) {
  9238. var transposedMatrix = MathTmp.Matrix[0];
  9239. Matrix.TransposeToRef(transformation, transposedMatrix);
  9240. var m = transposedMatrix.m;
  9241. var x = this.normal.x;
  9242. var y = this.normal.y;
  9243. var z = this.normal.z;
  9244. var d = this.d;
  9245. var normalX = x * m[0] + y * m[1] + z * m[2] + d * m[3];
  9246. var normalY = x * m[4] + y * m[5] + z * m[6] + d * m[7];
  9247. var normalZ = x * m[8] + y * m[9] + z * m[10] + d * m[11];
  9248. var finalD = x * m[12] + y * m[13] + z * m[14] + d * m[15];
  9249. return new Plane(normalX, normalY, normalZ, finalD);
  9250. };
  9251. /**
  9252. * Calcualtte the dot product between the point and the plane normal
  9253. * @param point point to calculate the dot product with
  9254. * @returns the dot product (float) of the point coordinates and the plane normal.
  9255. */
  9256. Plane.prototype.dotCoordinate = function (point) {
  9257. return ((((this.normal.x * point.x) + (this.normal.y * point.y)) + (this.normal.z * point.z)) + this.d);
  9258. };
  9259. /**
  9260. * Updates the current Plane from the plane defined by the three given points.
  9261. * @param point1 one of the points used to contruct the plane
  9262. * @param point2 one of the points used to contruct the plane
  9263. * @param point3 one of the points used to contruct the plane
  9264. * @returns the updated Plane.
  9265. */
  9266. Plane.prototype.copyFromPoints = function (point1, point2, point3) {
  9267. var x1 = point2.x - point1.x;
  9268. var y1 = point2.y - point1.y;
  9269. var z1 = point2.z - point1.z;
  9270. var x2 = point3.x - point1.x;
  9271. var y2 = point3.y - point1.y;
  9272. var z2 = point3.z - point1.z;
  9273. var yz = (y1 * z2) - (z1 * y2);
  9274. var xz = (z1 * x2) - (x1 * z2);
  9275. var xy = (x1 * y2) - (y1 * x2);
  9276. var pyth = (Math.sqrt((yz * yz) + (xz * xz) + (xy * xy)));
  9277. var invPyth;
  9278. if (pyth !== 0) {
  9279. invPyth = 1.0 / pyth;
  9280. }
  9281. else {
  9282. invPyth = 0.0;
  9283. }
  9284. this.normal.x = yz * invPyth;
  9285. this.normal.y = xz * invPyth;
  9286. this.normal.z = xy * invPyth;
  9287. this.d = -((this.normal.x * point1.x) + (this.normal.y * point1.y) + (this.normal.z * point1.z));
  9288. return this;
  9289. };
  9290. /**
  9291. * Checks if the plane is facing a given direction
  9292. * @param direction the direction to check if the plane is facing
  9293. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  9294. * @returns True is the vector "direction" is the same side than the plane normal.
  9295. */
  9296. Plane.prototype.isFrontFacingTo = function (direction, epsilon) {
  9297. var dot = Vector3.Dot(this.normal, direction);
  9298. return (dot <= epsilon);
  9299. };
  9300. /**
  9301. * Calculates the distance to a point
  9302. * @param point point to calculate distance to
  9303. * @returns the signed distance (float) from the given point to the Plane.
  9304. */
  9305. Plane.prototype.signedDistanceTo = function (point) {
  9306. return Vector3.Dot(point, this.normal) + this.d;
  9307. };
  9308. // Statics
  9309. /**
  9310. * Creates a plane from an array
  9311. * @param array the array to create a plane from
  9312. * @returns a new Plane from the given array.
  9313. */
  9314. Plane.FromArray = function (array) {
  9315. return new Plane(array[0], array[1], array[2], array[3]);
  9316. };
  9317. /**
  9318. * Creates a plane from three points
  9319. * @param point1 point used to create the plane
  9320. * @param point2 point used to create the plane
  9321. * @param point3 point used to create the plane
  9322. * @returns a new Plane defined by the three given points.
  9323. */
  9324. Plane.FromPoints = function (point1, point2, point3) {
  9325. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9326. result.copyFromPoints(point1, point2, point3);
  9327. return result;
  9328. };
  9329. /**
  9330. * Creates a plane from an origin point and a normal
  9331. * @param origin origin of the plane to be constructed
  9332. * @param normal normal of the plane to be constructed
  9333. * @returns a new Plane the normal vector to this plane at the given origin point.
  9334. * Note : the vector "normal" is updated because normalized.
  9335. */
  9336. Plane.FromPositionAndNormal = function (origin, normal) {
  9337. var result = new Plane(0.0, 0.0, 0.0, 0.0);
  9338. normal.normalize();
  9339. result.normal = normal;
  9340. result.d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9341. return result;
  9342. };
  9343. /**
  9344. * Calculates the distance from a plane and a point
  9345. * @param origin origin of the plane to be constructed
  9346. * @param normal normal of the plane to be constructed
  9347. * @param point point to calculate distance to
  9348. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  9349. */
  9350. Plane.SignedDistanceToPlaneFromPositionAndNormal = function (origin, normal, point) {
  9351. var d = -(normal.x * origin.x + normal.y * origin.y + normal.z * origin.z);
  9352. return Vector3.Dot(point, normal) + d;
  9353. };
  9354. return Plane;
  9355. }());
  9356. BABYLON.Plane = Plane;
  9357. /**
  9358. * Class used to represent a viewport on screen
  9359. */
  9360. var Viewport = /** @class */ (function () {
  9361. /**
  9362. * Creates a Viewport object located at (x, y) and sized (width, height)
  9363. * @param x defines viewport left coordinate
  9364. * @param y defines viewport top coordinate
  9365. * @param width defines the viewport width
  9366. * @param height defines the viewport height
  9367. */
  9368. function Viewport(
  9369. /** viewport left coordinate */
  9370. x,
  9371. /** viewport top coordinate */
  9372. y,
  9373. /**viewport width */
  9374. width,
  9375. /** viewport height */
  9376. height) {
  9377. this.x = x;
  9378. this.y = y;
  9379. this.width = width;
  9380. this.height = height;
  9381. }
  9382. /**
  9383. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  9384. * @param renderWidthOrEngine defines either an engine or the rendering width
  9385. * @param renderHeight defines the rendering height
  9386. * @returns a new Viewport
  9387. */
  9388. Viewport.prototype.toGlobal = function (renderWidthOrEngine, renderHeight) {
  9389. if (renderWidthOrEngine.getRenderWidth) {
  9390. var engine = renderWidthOrEngine;
  9391. return this.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  9392. }
  9393. var renderWidth = renderWidthOrEngine;
  9394. return new Viewport(this.x * renderWidth, this.y * renderHeight, this.width * renderWidth, this.height * renderHeight);
  9395. };
  9396. /**
  9397. * Returns a new Viewport copied from the current one
  9398. * @returns a new Viewport
  9399. */
  9400. Viewport.prototype.clone = function () {
  9401. return new Viewport(this.x, this.y, this.width, this.height);
  9402. };
  9403. return Viewport;
  9404. }());
  9405. BABYLON.Viewport = Viewport;
  9406. /**
  9407. * Reprasents a camera frustum
  9408. */
  9409. var Frustum = /** @class */ (function () {
  9410. function Frustum() {
  9411. }
  9412. /**
  9413. * Gets the planes representing the frustum
  9414. * @param transform matrix to be applied to the returned planes
  9415. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  9416. */
  9417. Frustum.GetPlanes = function (transform) {
  9418. var frustumPlanes = [];
  9419. for (var index = 0; index < 6; index++) {
  9420. frustumPlanes.push(new Plane(0.0, 0.0, 0.0, 0.0));
  9421. }
  9422. Frustum.GetPlanesToRef(transform, frustumPlanes);
  9423. return frustumPlanes;
  9424. };
  9425. /**
  9426. * Gets the near frustum plane transformed by the transform matrix
  9427. * @param transform transformation matrix to be applied to the resulting frustum plane
  9428. * @param frustumPlane the resuling frustum plane
  9429. */
  9430. Frustum.GetNearPlaneToRef = function (transform, frustumPlane) {
  9431. var m = transform.m;
  9432. frustumPlane.normal.x = m[3] + m[2];
  9433. frustumPlane.normal.y = m[7] + m[6];
  9434. frustumPlane.normal.z = m[11] + m[10];
  9435. frustumPlane.d = m[15] + m[14];
  9436. frustumPlane.normalize();
  9437. };
  9438. /**
  9439. * Gets the far frustum plane transformed by the transform matrix
  9440. * @param transform transformation matrix to be applied to the resulting frustum plane
  9441. * @param frustumPlane the resuling frustum plane
  9442. */
  9443. Frustum.GetFarPlaneToRef = function (transform, frustumPlane) {
  9444. var m = transform.m;
  9445. frustumPlane.normal.x = m[3] - m[2];
  9446. frustumPlane.normal.y = m[7] - m[6];
  9447. frustumPlane.normal.z = m[11] - m[10];
  9448. frustumPlane.d = m[15] - m[14];
  9449. frustumPlane.normalize();
  9450. };
  9451. /**
  9452. * Gets the left frustum plane transformed by the transform matrix
  9453. * @param transform transformation matrix to be applied to the resulting frustum plane
  9454. * @param frustumPlane the resuling frustum plane
  9455. */
  9456. Frustum.GetLeftPlaneToRef = function (transform, frustumPlane) {
  9457. var m = transform.m;
  9458. frustumPlane.normal.x = m[3] + m[0];
  9459. frustumPlane.normal.y = m[7] + m[4];
  9460. frustumPlane.normal.z = m[11] + m[8];
  9461. frustumPlane.d = m[15] + m[12];
  9462. frustumPlane.normalize();
  9463. };
  9464. /**
  9465. * Gets the right frustum plane transformed by the transform matrix
  9466. * @param transform transformation matrix to be applied to the resulting frustum plane
  9467. * @param frustumPlane the resuling frustum plane
  9468. */
  9469. Frustum.GetRightPlaneToRef = function (transform, frustumPlane) {
  9470. var m = transform.m;
  9471. frustumPlane.normal.x = m[3] - m[0];
  9472. frustumPlane.normal.y = m[7] - m[4];
  9473. frustumPlane.normal.z = m[11] - m[8];
  9474. frustumPlane.d = m[15] - m[12];
  9475. frustumPlane.normalize();
  9476. };
  9477. /**
  9478. * Gets the top frustum plane transformed by the transform matrix
  9479. * @param transform transformation matrix to be applied to the resulting frustum plane
  9480. * @param frustumPlane the resuling frustum plane
  9481. */
  9482. Frustum.GetTopPlaneToRef = function (transform, frustumPlane) {
  9483. var m = transform.m;
  9484. frustumPlane.normal.x = m[3] - m[1];
  9485. frustumPlane.normal.y = m[7] - m[5];
  9486. frustumPlane.normal.z = m[11] - m[9];
  9487. frustumPlane.d = m[15] - m[13];
  9488. frustumPlane.normalize();
  9489. };
  9490. /**
  9491. * Gets the bottom frustum plane transformed by the transform matrix
  9492. * @param transform transformation matrix to be applied to the resulting frustum plane
  9493. * @param frustumPlane the resuling frustum plane
  9494. */
  9495. Frustum.GetBottomPlaneToRef = function (transform, frustumPlane) {
  9496. var m = transform.m;
  9497. frustumPlane.normal.x = m[3] + m[1];
  9498. frustumPlane.normal.y = m[7] + m[5];
  9499. frustumPlane.normal.z = m[11] + m[9];
  9500. frustumPlane.d = m[15] + m[13];
  9501. frustumPlane.normalize();
  9502. };
  9503. /**
  9504. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  9505. * @param transform transformation matrix to be applied to the resulting frustum planes
  9506. * @param frustumPlanes the resuling frustum planes
  9507. */
  9508. Frustum.GetPlanesToRef = function (transform, frustumPlanes) {
  9509. // Near
  9510. Frustum.GetNearPlaneToRef(transform, frustumPlanes[0]);
  9511. // Far
  9512. Frustum.GetFarPlaneToRef(transform, frustumPlanes[1]);
  9513. // Left
  9514. Frustum.GetLeftPlaneToRef(transform, frustumPlanes[2]);
  9515. // Right
  9516. Frustum.GetRightPlaneToRef(transform, frustumPlanes[3]);
  9517. // Top
  9518. Frustum.GetTopPlaneToRef(transform, frustumPlanes[4]);
  9519. // Bottom
  9520. Frustum.GetBottomPlaneToRef(transform, frustumPlanes[5]);
  9521. };
  9522. return Frustum;
  9523. }());
  9524. BABYLON.Frustum = Frustum;
  9525. /** Defines supported spaces */
  9526. var Space;
  9527. (function (Space) {
  9528. /** Local (object) space */
  9529. Space[Space["LOCAL"] = 0] = "LOCAL";
  9530. /** World space */
  9531. Space[Space["WORLD"] = 1] = "WORLD";
  9532. /** Bone space */
  9533. Space[Space["BONE"] = 2] = "BONE";
  9534. })(Space = BABYLON.Space || (BABYLON.Space = {}));
  9535. /** Defines the 3 main axes */
  9536. var Axis = /** @class */ (function () {
  9537. function Axis() {
  9538. }
  9539. /** X axis */
  9540. Axis.X = new Vector3(1.0, 0.0, 0.0);
  9541. /** Y axis */
  9542. Axis.Y = new Vector3(0.0, 1.0, 0.0);
  9543. /** Z axis */
  9544. Axis.Z = new Vector3(0.0, 0.0, 1.0);
  9545. return Axis;
  9546. }());
  9547. BABYLON.Axis = Axis;
  9548. /** Class used to represent a Bezier curve */
  9549. var BezierCurve = /** @class */ (function () {
  9550. function BezierCurve() {
  9551. }
  9552. /**
  9553. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  9554. * @param t defines the time
  9555. * @param x1 defines the left coordinate on X axis
  9556. * @param y1 defines the left coordinate on Y axis
  9557. * @param x2 defines the right coordinate on X axis
  9558. * @param y2 defines the right coordinate on Y axis
  9559. * @returns the interpolated value
  9560. */
  9561. BezierCurve.Interpolate = function (t, x1, y1, x2, y2) {
  9562. // Extract X (which is equal to time here)
  9563. var f0 = 1 - 3 * x2 + 3 * x1;
  9564. var f1 = 3 * x2 - 6 * x1;
  9565. var f2 = 3 * x1;
  9566. var refinedT = t;
  9567. for (var i = 0; i < 5; i++) {
  9568. var refinedT2 = refinedT * refinedT;
  9569. var refinedT3 = refinedT2 * refinedT;
  9570. var x = f0 * refinedT3 + f1 * refinedT2 + f2 * refinedT;
  9571. var slope = 1.0 / (3.0 * f0 * refinedT2 + 2.0 * f1 * refinedT + f2);
  9572. refinedT -= (x - t) * slope;
  9573. refinedT = Math.min(1, Math.max(0, refinedT));
  9574. }
  9575. // Resolve cubic bezier for the given x
  9576. return 3 * Math.pow(1 - refinedT, 2) * refinedT * y1 +
  9577. 3 * (1 - refinedT) * Math.pow(refinedT, 2) * y2 +
  9578. Math.pow(refinedT, 3);
  9579. };
  9580. return BezierCurve;
  9581. }());
  9582. BABYLON.BezierCurve = BezierCurve;
  9583. /**
  9584. * Defines potential orientation for back face culling
  9585. */
  9586. var Orientation;
  9587. (function (Orientation) {
  9588. /**
  9589. * Clockwise
  9590. */
  9591. Orientation[Orientation["CW"] = 0] = "CW";
  9592. /** Counter clockwise */
  9593. Orientation[Orientation["CCW"] = 1] = "CCW";
  9594. })(Orientation = BABYLON.Orientation || (BABYLON.Orientation = {}));
  9595. /**
  9596. * Defines angle representation
  9597. */
  9598. var Angle = /** @class */ (function () {
  9599. /**
  9600. * Creates an Angle object of "radians" radians (float).
  9601. */
  9602. function Angle(radians) {
  9603. this._radians = radians;
  9604. if (this._radians < 0.0) {
  9605. this._radians += (2.0 * Math.PI);
  9606. }
  9607. }
  9608. /**
  9609. * Get value in degrees
  9610. * @returns the Angle value in degrees (float)
  9611. */
  9612. Angle.prototype.degrees = function () {
  9613. return this._radians * 180.0 / Math.PI;
  9614. };
  9615. /**
  9616. * Get value in radians
  9617. * @returns the Angle value in radians (float)
  9618. */
  9619. Angle.prototype.radians = function () {
  9620. return this._radians;
  9621. };
  9622. /**
  9623. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  9624. * @param a defines first vector
  9625. * @param b defines second vector
  9626. * @returns a new Angle
  9627. */
  9628. Angle.BetweenTwoPoints = function (a, b) {
  9629. var delta = b.subtract(a);
  9630. var theta = Math.atan2(delta.y, delta.x);
  9631. return new Angle(theta);
  9632. };
  9633. /**
  9634. * Gets a new Angle object from the given float in radians
  9635. * @param radians defines the angle value in radians
  9636. * @returns a new Angle
  9637. */
  9638. Angle.FromRadians = function (radians) {
  9639. return new Angle(radians);
  9640. };
  9641. /**
  9642. * Gets a new Angle object from the given float in degrees
  9643. * @param degrees defines the angle value in degrees
  9644. * @returns a new Angle
  9645. */
  9646. Angle.FromDegrees = function (degrees) {
  9647. return new Angle(degrees * Math.PI / 180.0);
  9648. };
  9649. return Angle;
  9650. }());
  9651. BABYLON.Angle = Angle;
  9652. /**
  9653. * This represents an arc in a 2d space.
  9654. */
  9655. var Arc2 = /** @class */ (function () {
  9656. /**
  9657. * Creates an Arc object from the three given points : start, middle and end.
  9658. * @param startPoint Defines the start point of the arc
  9659. * @param midPoint Defines the midlle point of the arc
  9660. * @param endPoint Defines the end point of the arc
  9661. */
  9662. function Arc2(
  9663. /** Defines the start point of the arc */
  9664. startPoint,
  9665. /** Defines the mid point of the arc */
  9666. midPoint,
  9667. /** Defines the end point of the arc */
  9668. endPoint) {
  9669. this.startPoint = startPoint;
  9670. this.midPoint = midPoint;
  9671. this.endPoint = endPoint;
  9672. var temp = Math.pow(midPoint.x, 2) + Math.pow(midPoint.y, 2);
  9673. var startToMid = (Math.pow(startPoint.x, 2) + Math.pow(startPoint.y, 2) - temp) / 2.;
  9674. var midToEnd = (temp - Math.pow(endPoint.x, 2) - Math.pow(endPoint.y, 2)) / 2.;
  9675. var det = (startPoint.x - midPoint.x) * (midPoint.y - endPoint.y) - (midPoint.x - endPoint.x) * (startPoint.y - midPoint.y);
  9676. 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);
  9677. this.radius = this.centerPoint.subtract(this.startPoint).length();
  9678. this.startAngle = Angle.BetweenTwoPoints(this.centerPoint, this.startPoint);
  9679. var a1 = this.startAngle.degrees();
  9680. var a2 = Angle.BetweenTwoPoints(this.centerPoint, this.midPoint).degrees();
  9681. var a3 = Angle.BetweenTwoPoints(this.centerPoint, this.endPoint).degrees();
  9682. // angles correction
  9683. if (a2 - a1 > +180.0) {
  9684. a2 -= 360.0;
  9685. }
  9686. if (a2 - a1 < -180.0) {
  9687. a2 += 360.0;
  9688. }
  9689. if (a3 - a2 > +180.0) {
  9690. a3 -= 360.0;
  9691. }
  9692. if (a3 - a2 < -180.0) {
  9693. a3 += 360.0;
  9694. }
  9695. this.orientation = (a2 - a1) < 0 ? Orientation.CW : Orientation.CCW;
  9696. this.angle = Angle.FromDegrees(this.orientation === Orientation.CW ? a1 - a3 : a3 - a1);
  9697. }
  9698. return Arc2;
  9699. }());
  9700. BABYLON.Arc2 = Arc2;
  9701. /**
  9702. * Represents a 2D path made up of multiple 2D points
  9703. */
  9704. var Path2 = /** @class */ (function () {
  9705. /**
  9706. * Creates a Path2 object from the starting 2D coordinates x and y.
  9707. * @param x the starting points x value
  9708. * @param y the starting points y value
  9709. */
  9710. function Path2(x, y) {
  9711. this._points = new Array();
  9712. this._length = 0.0;
  9713. /**
  9714. * If the path start and end point are the same
  9715. */
  9716. this.closed = false;
  9717. this._points.push(new Vector2(x, y));
  9718. }
  9719. /**
  9720. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  9721. * @param x the added points x value
  9722. * @param y the added points y value
  9723. * @returns the updated Path2.
  9724. */
  9725. Path2.prototype.addLineTo = function (x, y) {
  9726. if (this.closed) {
  9727. return this;
  9728. }
  9729. var newPoint = new Vector2(x, y);
  9730. var previousPoint = this._points[this._points.length - 1];
  9731. this._points.push(newPoint);
  9732. this._length += newPoint.subtract(previousPoint).length();
  9733. return this;
  9734. };
  9735. /**
  9736. * 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.
  9737. * @param midX middle point x value
  9738. * @param midY middle point y value
  9739. * @param endX end point x value
  9740. * @param endY end point y value
  9741. * @param numberOfSegments (default: 36)
  9742. * @returns the updated Path2.
  9743. */
  9744. Path2.prototype.addArcTo = function (midX, midY, endX, endY, numberOfSegments) {
  9745. if (numberOfSegments === void 0) { numberOfSegments = 36; }
  9746. if (this.closed) {
  9747. return this;
  9748. }
  9749. var startPoint = this._points[this._points.length - 1];
  9750. var midPoint = new Vector2(midX, midY);
  9751. var endPoint = new Vector2(endX, endY);
  9752. var arc = new Arc2(startPoint, midPoint, endPoint);
  9753. var increment = arc.angle.radians() / numberOfSegments;
  9754. if (arc.orientation === Orientation.CW) {
  9755. increment *= -1;
  9756. }
  9757. var currentAngle = arc.startAngle.radians() + increment;
  9758. for (var i = 0; i < numberOfSegments; i++) {
  9759. var x = Math.cos(currentAngle) * arc.radius + arc.centerPoint.x;
  9760. var y = Math.sin(currentAngle) * arc.radius + arc.centerPoint.y;
  9761. this.addLineTo(x, y);
  9762. currentAngle += increment;
  9763. }
  9764. return this;
  9765. };
  9766. /**
  9767. * Closes the Path2.
  9768. * @returns the Path2.
  9769. */
  9770. Path2.prototype.close = function () {
  9771. this.closed = true;
  9772. return this;
  9773. };
  9774. /**
  9775. * Gets the sum of the distance between each sequential point in the path
  9776. * @returns the Path2 total length (float).
  9777. */
  9778. Path2.prototype.length = function () {
  9779. var result = this._length;
  9780. if (!this.closed) {
  9781. var lastPoint = this._points[this._points.length - 1];
  9782. var firstPoint = this._points[0];
  9783. result += (firstPoint.subtract(lastPoint).length());
  9784. }
  9785. return result;
  9786. };
  9787. /**
  9788. * Gets the points which construct the path
  9789. * @returns the Path2 internal array of points.
  9790. */
  9791. Path2.prototype.getPoints = function () {
  9792. return this._points;
  9793. };
  9794. /**
  9795. * Retreives the point at the distance aways from the starting point
  9796. * @param normalizedLengthPosition the length along the path to retreive the point from
  9797. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  9798. */
  9799. Path2.prototype.getPointAtLengthPosition = function (normalizedLengthPosition) {
  9800. if (normalizedLengthPosition < 0 || normalizedLengthPosition > 1) {
  9801. return Vector2.Zero();
  9802. }
  9803. var lengthPosition = normalizedLengthPosition * this.length();
  9804. var previousOffset = 0;
  9805. for (var i = 0; i < this._points.length; i++) {
  9806. var j = (i + 1) % this._points.length;
  9807. var a = this._points[i];
  9808. var b = this._points[j];
  9809. var bToA = b.subtract(a);
  9810. var nextOffset = (bToA.length() + previousOffset);
  9811. if (lengthPosition >= previousOffset && lengthPosition <= nextOffset) {
  9812. var dir = bToA.normalize();
  9813. var localOffset = lengthPosition - previousOffset;
  9814. return new Vector2(a.x + (dir.x * localOffset), a.y + (dir.y * localOffset));
  9815. }
  9816. previousOffset = nextOffset;
  9817. }
  9818. return Vector2.Zero();
  9819. };
  9820. /**
  9821. * Creates a new path starting from an x and y position
  9822. * @param x starting x value
  9823. * @param y starting y value
  9824. * @returns a new Path2 starting at the coordinates (x, y).
  9825. */
  9826. Path2.StartingAt = function (x, y) {
  9827. return new Path2(x, y);
  9828. };
  9829. return Path2;
  9830. }());
  9831. BABYLON.Path2 = Path2;
  9832. /**
  9833. * Represents a 3D path made up of multiple 3D points
  9834. */
  9835. var Path3D = /** @class */ (function () {
  9836. /**
  9837. * new Path3D(path, normal, raw)
  9838. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  9839. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  9840. * @param path an array of Vector3, the curve axis of the Path3D
  9841. * @param normal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  9842. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  9843. */
  9844. function Path3D(
  9845. /**
  9846. * an array of Vector3, the curve axis of the Path3D
  9847. */
  9848. path, firstNormal, raw) {
  9849. if (firstNormal === void 0) { firstNormal = null; }
  9850. this.path = path;
  9851. this._curve = new Array();
  9852. this._distances = new Array();
  9853. this._tangents = new Array();
  9854. this._normals = new Array();
  9855. this._binormals = new Array();
  9856. for (var p = 0; p < path.length; p++) {
  9857. this._curve[p] = path[p].clone(); // hard copy
  9858. }
  9859. this._raw = raw || false;
  9860. this._compute(firstNormal);
  9861. }
  9862. /**
  9863. * Returns the Path3D array of successive Vector3 designing its curve.
  9864. * @returns the Path3D array of successive Vector3 designing its curve.
  9865. */
  9866. Path3D.prototype.getCurve = function () {
  9867. return this._curve;
  9868. };
  9869. /**
  9870. * Returns an array populated with tangent vectors on each Path3D curve point.
  9871. * @returns an array populated with tangent vectors on each Path3D curve point.
  9872. */
  9873. Path3D.prototype.getTangents = function () {
  9874. return this._tangents;
  9875. };
  9876. /**
  9877. * Returns an array populated with normal vectors on each Path3D curve point.
  9878. * @returns an array populated with normal vectors on each Path3D curve point.
  9879. */
  9880. Path3D.prototype.getNormals = function () {
  9881. return this._normals;
  9882. };
  9883. /**
  9884. * Returns an array populated with binormal vectors on each Path3D curve point.
  9885. * @returns an array populated with binormal vectors on each Path3D curve point.
  9886. */
  9887. Path3D.prototype.getBinormals = function () {
  9888. return this._binormals;
  9889. };
  9890. /**
  9891. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  9892. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  9893. */
  9894. Path3D.prototype.getDistances = function () {
  9895. return this._distances;
  9896. };
  9897. /**
  9898. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  9899. * @param path path which all values are copied into the curves points
  9900. * @param firstNormal which should be projected onto the curve
  9901. * @returns the same object updated.
  9902. */
  9903. Path3D.prototype.update = function (path, firstNormal) {
  9904. if (firstNormal === void 0) { firstNormal = null; }
  9905. for (var p = 0; p < path.length; p++) {
  9906. this._curve[p].x = path[p].x;
  9907. this._curve[p].y = path[p].y;
  9908. this._curve[p].z = path[p].z;
  9909. }
  9910. this._compute(firstNormal);
  9911. return this;
  9912. };
  9913. // private function compute() : computes tangents, normals and binormals
  9914. Path3D.prototype._compute = function (firstNormal) {
  9915. var l = this._curve.length;
  9916. // first and last tangents
  9917. this._tangents[0] = this._getFirstNonNullVector(0);
  9918. if (!this._raw) {
  9919. this._tangents[0].normalize();
  9920. }
  9921. this._tangents[l - 1] = this._curve[l - 1].subtract(this._curve[l - 2]);
  9922. if (!this._raw) {
  9923. this._tangents[l - 1].normalize();
  9924. }
  9925. // normals and binormals at first point : arbitrary vector with _normalVector()
  9926. var tg0 = this._tangents[0];
  9927. var pp0 = this._normalVector(this._curve[0], tg0, firstNormal);
  9928. this._normals[0] = pp0;
  9929. if (!this._raw) {
  9930. this._normals[0].normalize();
  9931. }
  9932. this._binormals[0] = Vector3.Cross(tg0, this._normals[0]);
  9933. if (!this._raw) {
  9934. this._binormals[0].normalize();
  9935. }
  9936. this._distances[0] = 0.0;
  9937. // normals and binormals : next points
  9938. var prev; // previous vector (segment)
  9939. var cur; // current vector (segment)
  9940. var curTang; // current tangent
  9941. // previous normal
  9942. var prevBinor; // previous binormal
  9943. for (var i = 1; i < l; i++) {
  9944. // tangents
  9945. prev = this._getLastNonNullVector(i);
  9946. if (i < l - 1) {
  9947. cur = this._getFirstNonNullVector(i);
  9948. this._tangents[i] = prev.add(cur);
  9949. this._tangents[i].normalize();
  9950. }
  9951. this._distances[i] = this._distances[i - 1] + prev.length();
  9952. // normals and binormals
  9953. // http://www.cs.cmu.edu/afs/andrew/scs/cs/15-462/web/old/asst2camera.html
  9954. curTang = this._tangents[i];
  9955. prevBinor = this._binormals[i - 1];
  9956. this._normals[i] = Vector3.Cross(prevBinor, curTang);
  9957. if (!this._raw) {
  9958. this._normals[i].normalize();
  9959. }
  9960. this._binormals[i] = Vector3.Cross(curTang, this._normals[i]);
  9961. if (!this._raw) {
  9962. this._binormals[i].normalize();
  9963. }
  9964. }
  9965. };
  9966. // private function getFirstNonNullVector(index)
  9967. // returns the first non null vector from index : curve[index + N].subtract(curve[index])
  9968. Path3D.prototype._getFirstNonNullVector = function (index) {
  9969. var i = 1;
  9970. var nNVector = this._curve[index + i].subtract(this._curve[index]);
  9971. while (nNVector.length() === 0 && index + i + 1 < this._curve.length) {
  9972. i++;
  9973. nNVector = this._curve[index + i].subtract(this._curve[index]);
  9974. }
  9975. return nNVector;
  9976. };
  9977. // private function getLastNonNullVector(index)
  9978. // returns the last non null vector from index : curve[index].subtract(curve[index - N])
  9979. Path3D.prototype._getLastNonNullVector = function (index) {
  9980. var i = 1;
  9981. var nLVector = this._curve[index].subtract(this._curve[index - i]);
  9982. while (nLVector.length() === 0 && index > i + 1) {
  9983. i++;
  9984. nLVector = this._curve[index].subtract(this._curve[index - i]);
  9985. }
  9986. return nLVector;
  9987. };
  9988. // private function normalVector(v0, vt, va) :
  9989. // returns an arbitrary point in the plane defined by the point v0 and the vector vt orthogonal to this plane
  9990. // if va is passed, it returns the va projection on the plane orthogonal to vt at the point v0
  9991. Path3D.prototype._normalVector = function (v0, vt, va) {
  9992. var normal0;
  9993. var tgl = vt.length();
  9994. if (tgl === 0.0) {
  9995. tgl = 1.0;
  9996. }
  9997. if (va === undefined || va === null) {
  9998. var point;
  9999. if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.y) / tgl, 1.0, BABYLON.Epsilon)) { // search for a point in the plane
  10000. point = new Vector3(0.0, -1.0, 0.0);
  10001. }
  10002. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.x) / tgl, 1.0, BABYLON.Epsilon)) {
  10003. point = new Vector3(1.0, 0.0, 0.0);
  10004. }
  10005. else if (!BABYLON.Scalar.WithinEpsilon(Math.abs(vt.z) / tgl, 1.0, BABYLON.Epsilon)) {
  10006. point = new Vector3(0.0, 0.0, 1.0);
  10007. }
  10008. else {
  10009. point = Vector3.Zero();
  10010. }
  10011. normal0 = Vector3.Cross(vt, point);
  10012. }
  10013. else {
  10014. normal0 = Vector3.Cross(vt, va);
  10015. Vector3.CrossToRef(normal0, vt, normal0);
  10016. }
  10017. normal0.normalize();
  10018. return normal0;
  10019. };
  10020. return Path3D;
  10021. }());
  10022. BABYLON.Path3D = Path3D;
  10023. /**
  10024. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10025. * A Curve3 is designed from a series of successive Vector3.
  10026. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  10027. */
  10028. var Curve3 = /** @class */ (function () {
  10029. /**
  10030. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  10031. * A Curve3 is designed from a series of successive Vector3.
  10032. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  10033. * @param points points which make up the curve
  10034. */
  10035. function Curve3(points) {
  10036. this._length = 0.0;
  10037. this._points = points;
  10038. this._length = this._computeLength(points);
  10039. }
  10040. /**
  10041. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  10042. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  10043. * @param v1 (Vector3) the control point
  10044. * @param v2 (Vector3) the end point of the Quadratic Bezier
  10045. * @param nbPoints (integer) the wanted number of points in the curve
  10046. * @returns the created Curve3
  10047. */
  10048. Curve3.CreateQuadraticBezier = function (v0, v1, v2, nbPoints) {
  10049. nbPoints = nbPoints > 2 ? nbPoints : 3;
  10050. var bez = new Array();
  10051. var equation = function (t, val0, val1, val2) {
  10052. var res = (1.0 - t) * (1.0 - t) * val0 + 2.0 * t * (1.0 - t) * val1 + t * t * val2;
  10053. return res;
  10054. };
  10055. for (var i = 0; i <= nbPoints; i++) {
  10056. 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)));
  10057. }
  10058. return new Curve3(bez);
  10059. };
  10060. /**
  10061. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  10062. * @param v0 (Vector3) the origin point of the Cubic Bezier
  10063. * @param v1 (Vector3) the first control point
  10064. * @param v2 (Vector3) the second control point
  10065. * @param v3 (Vector3) the end point of the Cubic Bezier
  10066. * @param nbPoints (integer) the wanted number of points in the curve
  10067. * @returns the created Curve3
  10068. */
  10069. Curve3.CreateCubicBezier = function (v0, v1, v2, v3, nbPoints) {
  10070. nbPoints = nbPoints > 3 ? nbPoints : 4;
  10071. var bez = new Array();
  10072. var equation = function (t, val0, val1, val2, val3) {
  10073. 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;
  10074. return res;
  10075. };
  10076. for (var i = 0; i <= nbPoints; i++) {
  10077. 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)));
  10078. }
  10079. return new Curve3(bez);
  10080. };
  10081. /**
  10082. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  10083. * @param p1 (Vector3) the origin point of the Hermite Spline
  10084. * @param t1 (Vector3) the tangent vector at the origin point
  10085. * @param p2 (Vector3) the end point of the Hermite Spline
  10086. * @param t2 (Vector3) the tangent vector at the end point
  10087. * @param nbPoints (integer) the wanted number of points in the curve
  10088. * @returns the created Curve3
  10089. */
  10090. Curve3.CreateHermiteSpline = function (p1, t1, p2, t2, nbPoints) {
  10091. var hermite = new Array();
  10092. var step = 1.0 / nbPoints;
  10093. for (var i = 0; i <= nbPoints; i++) {
  10094. hermite.push(Vector3.Hermite(p1, t1, p2, t2, i * step));
  10095. }
  10096. return new Curve3(hermite);
  10097. };
  10098. /**
  10099. * Returns a Curve3 object along a CatmullRom Spline curve :
  10100. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  10101. * @param nbPoints (integer) the wanted number of points between each curve control points
  10102. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  10103. * @returns the created Curve3
  10104. */
  10105. Curve3.CreateCatmullRomSpline = function (points, nbPoints, closed) {
  10106. var catmullRom = new Array();
  10107. var step = 1.0 / nbPoints;
  10108. var amount = 0.0;
  10109. if (closed) {
  10110. var pointsCount = points.length;
  10111. for (var i = 0; i < pointsCount; i++) {
  10112. amount = 0;
  10113. for (var c = 0; c < nbPoints; c++) {
  10114. catmullRom.push(Vector3.CatmullRom(points[i % pointsCount], points[(i + 1) % pointsCount], points[(i + 2) % pointsCount], points[(i + 3) % pointsCount], amount));
  10115. amount += step;
  10116. }
  10117. }
  10118. catmullRom.push(catmullRom[0]);
  10119. }
  10120. else {
  10121. var totalPoints = new Array();
  10122. totalPoints.push(points[0].clone());
  10123. Array.prototype.push.apply(totalPoints, points);
  10124. totalPoints.push(points[points.length - 1].clone());
  10125. for (var i = 0; i < totalPoints.length - 3; i++) {
  10126. amount = 0;
  10127. for (var c = 0; c < nbPoints; c++) {
  10128. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10129. amount += step;
  10130. }
  10131. }
  10132. i--;
  10133. catmullRom.push(Vector3.CatmullRom(totalPoints[i], totalPoints[i + 1], totalPoints[i + 2], totalPoints[i + 3], amount));
  10134. }
  10135. return new Curve3(catmullRom);
  10136. };
  10137. /**
  10138. * @returns the Curve3 stored array of successive Vector3
  10139. */
  10140. Curve3.prototype.getPoints = function () {
  10141. return this._points;
  10142. };
  10143. /**
  10144. * @returns the computed length (float) of the curve.
  10145. */
  10146. Curve3.prototype.length = function () {
  10147. return this._length;
  10148. };
  10149. /**
  10150. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  10151. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  10152. * curveA and curveB keep unchanged.
  10153. * @param curve the curve to continue from this curve
  10154. * @returns the newly constructed curve
  10155. */
  10156. Curve3.prototype.continue = function (curve) {
  10157. var lastPoint = this._points[this._points.length - 1];
  10158. var continuedPoints = this._points.slice();
  10159. var curvePoints = curve.getPoints();
  10160. for (var i = 1; i < curvePoints.length; i++) {
  10161. continuedPoints.push(curvePoints[i].subtract(curvePoints[0]).add(lastPoint));
  10162. }
  10163. var continuedCurve = new Curve3(continuedPoints);
  10164. return continuedCurve;
  10165. };
  10166. Curve3.prototype._computeLength = function (path) {
  10167. var l = 0;
  10168. for (var i = 1; i < path.length; i++) {
  10169. l += (path[i].subtract(path[i - 1])).length();
  10170. }
  10171. return l;
  10172. };
  10173. return Curve3;
  10174. }());
  10175. BABYLON.Curve3 = Curve3;
  10176. // Vertex formats
  10177. /**
  10178. * Contains position and normal vectors for a vertex
  10179. */
  10180. var PositionNormalVertex = /** @class */ (function () {
  10181. /**
  10182. * Creates a PositionNormalVertex
  10183. * @param position the position of the vertex (defaut: 0,0,0)
  10184. * @param normal the normal of the vertex (defaut: 0,1,0)
  10185. */
  10186. function PositionNormalVertex(
  10187. /** the position of the vertex (defaut: 0,0,0) */
  10188. position,
  10189. /** the normal of the vertex (defaut: 0,1,0) */
  10190. normal) {
  10191. if (position === void 0) { position = Vector3.Zero(); }
  10192. if (normal === void 0) { normal = Vector3.Up(); }
  10193. this.position = position;
  10194. this.normal = normal;
  10195. }
  10196. /**
  10197. * Clones the PositionNormalVertex
  10198. * @returns the cloned PositionNormalVertex
  10199. */
  10200. PositionNormalVertex.prototype.clone = function () {
  10201. return new PositionNormalVertex(this.position.clone(), this.normal.clone());
  10202. };
  10203. return PositionNormalVertex;
  10204. }());
  10205. BABYLON.PositionNormalVertex = PositionNormalVertex;
  10206. /**
  10207. * Contains position, normal and uv vectors for a vertex
  10208. */
  10209. var PositionNormalTextureVertex = /** @class */ (function () {
  10210. /**
  10211. * Creates a PositionNormalTextureVertex
  10212. * @param position the position of the vertex (defaut: 0,0,0)
  10213. * @param normal the normal of the vertex (defaut: 0,1,0)
  10214. * @param uv the uv of the vertex (default: 0,0)
  10215. */
  10216. function PositionNormalTextureVertex(
  10217. /** the position of the vertex (defaut: 0,0,0) */
  10218. position,
  10219. /** the normal of the vertex (defaut: 0,1,0) */
  10220. normal,
  10221. /** the uv of the vertex (default: 0,0) */
  10222. uv) {
  10223. if (position === void 0) { position = Vector3.Zero(); }
  10224. if (normal === void 0) { normal = Vector3.Up(); }
  10225. if (uv === void 0) { uv = Vector2.Zero(); }
  10226. this.position = position;
  10227. this.normal = normal;
  10228. this.uv = uv;
  10229. }
  10230. /**
  10231. * Clones the PositionNormalTextureVertex
  10232. * @returns the cloned PositionNormalTextureVertex
  10233. */
  10234. PositionNormalTextureVertex.prototype.clone = function () {
  10235. return new PositionNormalTextureVertex(this.position.clone(), this.normal.clone(), this.uv.clone());
  10236. };
  10237. return PositionNormalTextureVertex;
  10238. }());
  10239. BABYLON.PositionNormalTextureVertex = PositionNormalTextureVertex;
  10240. // Temporary pre-allocated objects for engine internal use
  10241. // usage in any internal function :
  10242. // var tmp = Tmp.Vector3[0]; <= gets access to the first pre-created Vector3
  10243. // There's a Tmp array per object type : int, float, Vector2, Vector3, Vector4, Quaternion, Matrix
  10244. /**
  10245. * @hidden
  10246. */
  10247. var Tmp = /** @class */ (function () {
  10248. function Tmp() {
  10249. }
  10250. Tmp.Color3 = BABYLON.Tools.BuildArray(3, Color3.Black);
  10251. Tmp.Color4 = BABYLON.Tools.BuildArray(3, function () { return new Color4(0, 0, 0, 0); });
  10252. Tmp.Vector2 = BABYLON.Tools.BuildArray(3, Vector2.Zero); // 3 temp Vector2 at once should be enough
  10253. Tmp.Vector3 = BABYLON.Tools.BuildArray(13, Vector3.Zero); // 13 temp Vector3 at once should be enough
  10254. Tmp.Vector4 = BABYLON.Tools.BuildArray(3, Vector4.Zero); // 3 temp Vector4 at once should be enough
  10255. Tmp.Quaternion = BABYLON.Tools.BuildArray(2, Quaternion.Zero); // 2 temp Quaternion at once should be enough
  10256. Tmp.Matrix = BABYLON.Tools.BuildArray(8, Matrix.Identity); // 8 temp Matrices at once should be enough
  10257. return Tmp;
  10258. }());
  10259. BABYLON.Tmp = Tmp;
  10260. /**
  10261. * @hidden
  10262. * Same as Tmp but not exported to keep it only for math functions to avoid conflicts
  10263. */
  10264. var MathTmp = /** @class */ (function () {
  10265. function MathTmp() {
  10266. }
  10267. MathTmp.Vector3 = BABYLON.Tools.BuildArray(6, Vector3.Zero);
  10268. MathTmp.Matrix = BABYLON.Tools.BuildArray(2, Matrix.Identity);
  10269. MathTmp.Quaternion = BABYLON.Tools.BuildArray(3, Quaternion.Zero);
  10270. return MathTmp;
  10271. }());
  10272. })(BABYLON || (BABYLON = {}));
  10273. //# sourceMappingURL=babylon.math.js.map
  10274. var BABYLON;
  10275. (function (BABYLON) {
  10276. /**
  10277. * Scalar computation library
  10278. */
  10279. var Scalar = /** @class */ (function () {
  10280. function Scalar() {
  10281. }
  10282. /**
  10283. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10284. * @param a number
  10285. * @param b number
  10286. * @param epsilon (default = 1.401298E-45)
  10287. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  10288. */
  10289. Scalar.WithinEpsilon = function (a, b, epsilon) {
  10290. if (epsilon === void 0) { epsilon = 1.401298E-45; }
  10291. var num = a - b;
  10292. return -epsilon <= num && num <= epsilon;
  10293. };
  10294. /**
  10295. * Returns a string : the upper case translation of the number i to hexadecimal.
  10296. * @param i number
  10297. * @returns the upper case translation of the number i to hexadecimal.
  10298. */
  10299. Scalar.ToHex = function (i) {
  10300. var str = i.toString(16);
  10301. if (i <= 15) {
  10302. return ("0" + str).toUpperCase();
  10303. }
  10304. return str.toUpperCase();
  10305. };
  10306. /**
  10307. * Returns -1 if value is negative and +1 is value is positive.
  10308. * @param value the value
  10309. * @returns the value itself if it's equal to zero.
  10310. */
  10311. Scalar.Sign = function (value) {
  10312. value = +value; // convert to a number
  10313. if (value === 0 || isNaN(value)) {
  10314. return value;
  10315. }
  10316. return value > 0 ? 1 : -1;
  10317. };
  10318. /**
  10319. * Returns the value itself if it's between min and max.
  10320. * Returns min if the value is lower than min.
  10321. * Returns max if the value is greater than max.
  10322. * @param value the value to clmap
  10323. * @param min the min value to clamp to (default: 0)
  10324. * @param max the max value to clamp to (default: 1)
  10325. * @returns the clamped value
  10326. */
  10327. Scalar.Clamp = function (value, min, max) {
  10328. if (min === void 0) { min = 0; }
  10329. if (max === void 0) { max = 1; }
  10330. return Math.min(max, Math.max(min, value));
  10331. };
  10332. /**
  10333. * the log2 of value.
  10334. * @param value the value to compute log2 of
  10335. * @returns the log2 of value.
  10336. */
  10337. Scalar.Log2 = function (value) {
  10338. return Math.log(value) * Math.LOG2E;
  10339. };
  10340. /**
  10341. * Loops the value, so that it is never larger than length and never smaller than 0.
  10342. *
  10343. * This is similar to the modulo operator but it works with floating point numbers.
  10344. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  10345. * With t = 5 and length = 2.5, the result would be 0.0.
  10346. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  10347. * @param value the value
  10348. * @param length the length
  10349. * @returns the looped value
  10350. */
  10351. Scalar.Repeat = function (value, length) {
  10352. return value - Math.floor(value / length) * length;
  10353. };
  10354. /**
  10355. * Normalize the value between 0.0 and 1.0 using min and max values
  10356. * @param value value to normalize
  10357. * @param min max to normalize between
  10358. * @param max min to normalize between
  10359. * @returns the normalized value
  10360. */
  10361. Scalar.Normalize = function (value, min, max) {
  10362. return (value - min) / (max - min);
  10363. };
  10364. /**
  10365. * Denormalize the value from 0.0 and 1.0 using min and max values
  10366. * @param normalized value to denormalize
  10367. * @param min max to denormalize between
  10368. * @param max min to denormalize between
  10369. * @returns the denormalized value
  10370. */
  10371. Scalar.Denormalize = function (normalized, min, max) {
  10372. return (normalized * (max - min) + min);
  10373. };
  10374. /**
  10375. * Calculates the shortest difference between two given angles given in degrees.
  10376. * @param current current angle in degrees
  10377. * @param target target angle in degrees
  10378. * @returns the delta
  10379. */
  10380. Scalar.DeltaAngle = function (current, target) {
  10381. var num = Scalar.Repeat(target - current, 360.0);
  10382. if (num > 180.0) {
  10383. num -= 360.0;
  10384. }
  10385. return num;
  10386. };
  10387. /**
  10388. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  10389. * @param tx value
  10390. * @param length length
  10391. * @returns The returned value will move back and forth between 0 and length
  10392. */
  10393. Scalar.PingPong = function (tx, length) {
  10394. var t = Scalar.Repeat(tx, length * 2.0);
  10395. return length - Math.abs(t - length);
  10396. };
  10397. /**
  10398. * Interpolates between min and max with smoothing at the limits.
  10399. *
  10400. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  10401. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  10402. * @param from from
  10403. * @param to to
  10404. * @param tx value
  10405. * @returns the smooth stepped value
  10406. */
  10407. Scalar.SmoothStep = function (from, to, tx) {
  10408. var t = Scalar.Clamp(tx);
  10409. t = -2.0 * t * t * t + 3.0 * t * t;
  10410. return to * t + from * (1.0 - t);
  10411. };
  10412. /**
  10413. * Moves a value current towards target.
  10414. *
  10415. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  10416. * Negative values of maxDelta pushes the value away from target.
  10417. * @param current current value
  10418. * @param target target value
  10419. * @param maxDelta max distance to move
  10420. * @returns resulting value
  10421. */
  10422. Scalar.MoveTowards = function (current, target, maxDelta) {
  10423. var result = 0;
  10424. if (Math.abs(target - current) <= maxDelta) {
  10425. result = target;
  10426. }
  10427. else {
  10428. result = current + Scalar.Sign(target - current) * maxDelta;
  10429. }
  10430. return result;
  10431. };
  10432. /**
  10433. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10434. *
  10435. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  10436. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  10437. * @param current current value
  10438. * @param target target value
  10439. * @param maxDelta max distance to move
  10440. * @returns resulting angle
  10441. */
  10442. Scalar.MoveTowardsAngle = function (current, target, maxDelta) {
  10443. var num = Scalar.DeltaAngle(current, target);
  10444. var result = 0;
  10445. if (-maxDelta < num && num < maxDelta) {
  10446. result = target;
  10447. }
  10448. else {
  10449. target = current + num;
  10450. result = Scalar.MoveTowards(current, target, maxDelta);
  10451. }
  10452. return result;
  10453. };
  10454. /**
  10455. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  10456. * @param start start value
  10457. * @param end target value
  10458. * @param amount amount to lerp between
  10459. * @returns the lerped value
  10460. */
  10461. Scalar.Lerp = function (start, end, amount) {
  10462. return start + ((end - start) * amount);
  10463. };
  10464. /**
  10465. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  10466. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  10467. * @param start start value
  10468. * @param end target value
  10469. * @param amount amount to lerp between
  10470. * @returns the lerped value
  10471. */
  10472. Scalar.LerpAngle = function (start, end, amount) {
  10473. var num = Scalar.Repeat(end - start, 360.0);
  10474. if (num > 180.0) {
  10475. num -= 360.0;
  10476. }
  10477. return start + num * Scalar.Clamp(amount);
  10478. };
  10479. /**
  10480. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  10481. * @param a start value
  10482. * @param b target value
  10483. * @param value value between a and b
  10484. * @returns the inverseLerp value
  10485. */
  10486. Scalar.InverseLerp = function (a, b, value) {
  10487. var result = 0;
  10488. if (a != b) {
  10489. result = Scalar.Clamp((value - a) / (b - a));
  10490. }
  10491. else {
  10492. result = 0.0;
  10493. }
  10494. return result;
  10495. };
  10496. /**
  10497. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  10498. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  10499. * @param value1 spline value
  10500. * @param tangent1 spline value
  10501. * @param value2 spline value
  10502. * @param tangent2 spline value
  10503. * @param amount input value
  10504. * @returns hermite result
  10505. */
  10506. Scalar.Hermite = function (value1, tangent1, value2, tangent2, amount) {
  10507. var squared = amount * amount;
  10508. var cubed = amount * squared;
  10509. var part1 = ((2.0 * cubed) - (3.0 * squared)) + 1.0;
  10510. var part2 = (-2.0 * cubed) + (3.0 * squared);
  10511. var part3 = (cubed - (2.0 * squared)) + amount;
  10512. var part4 = cubed - squared;
  10513. return (((value1 * part1) + (value2 * part2)) + (tangent1 * part3)) + (tangent2 * part4);
  10514. };
  10515. /**
  10516. * Returns a random float number between and min and max values
  10517. * @param min min value of random
  10518. * @param max max value of random
  10519. * @returns random value
  10520. */
  10521. Scalar.RandomRange = function (min, max) {
  10522. if (min === max) {
  10523. return min;
  10524. }
  10525. return ((Math.random() * (max - min)) + min);
  10526. };
  10527. /**
  10528. * This function returns percentage of a number in a given range.
  10529. *
  10530. * RangeToPercent(40,20,60) will return 0.5 (50%)
  10531. * RangeToPercent(34,0,100) will return 0.34 (34%)
  10532. * @param number to convert to percentage
  10533. * @param min min range
  10534. * @param max max range
  10535. * @returns the percentage
  10536. */
  10537. Scalar.RangeToPercent = function (number, min, max) {
  10538. return ((number - min) / (max - min));
  10539. };
  10540. /**
  10541. * This function returns number that corresponds to the percentage in a given range.
  10542. *
  10543. * PercentToRange(0.34,0,100) will return 34.
  10544. * @param percent to convert to number
  10545. * @param min min range
  10546. * @param max max range
  10547. * @returns the number
  10548. */
  10549. Scalar.PercentToRange = function (percent, min, max) {
  10550. return ((max - min) * percent + min);
  10551. };
  10552. /**
  10553. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  10554. * @param angle The angle to normalize in radian.
  10555. * @return The converted angle.
  10556. */
  10557. Scalar.NormalizeRadians = function (angle) {
  10558. // More precise but slower version kept for reference.
  10559. // angle = angle % Tools.TwoPi;
  10560. // angle = (angle + Tools.TwoPi) % Tools.TwoPi;
  10561. //if (angle > Math.PI) {
  10562. // angle -= Tools.TwoPi;
  10563. //}
  10564. angle -= (Scalar.TwoPi * Math.floor((angle + Math.PI) / Scalar.TwoPi));
  10565. return angle;
  10566. };
  10567. /**
  10568. * Two pi constants convenient for computation.
  10569. */
  10570. Scalar.TwoPi = Math.PI * 2;
  10571. return Scalar;
  10572. }());
  10573. BABYLON.Scalar = Scalar;
  10574. })(BABYLON || (BABYLON = {}));
  10575. //# sourceMappingURL=babylon.math.scalar.js.map
  10576. //# sourceMappingURL=babylon.mixins.js.map
  10577. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  10578. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  10579. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  10580. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  10581. //# sourceMappingURL=babylon.webgl2.js.map
  10582. var BABYLON;
  10583. (function (BABYLON) {
  10584. var __decoratorInitialStore = {};
  10585. var __mergedStore = {};
  10586. var _copySource = function (creationFunction, source, instanciate) {
  10587. var destination = creationFunction();
  10588. // Tags
  10589. if (BABYLON.Tags) {
  10590. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10591. }
  10592. var classStore = getMergedStore(destination);
  10593. // Properties
  10594. for (var property in classStore) {
  10595. var propertyDescriptor = classStore[property];
  10596. var sourceProperty = source[property];
  10597. var propertyType = propertyDescriptor.type;
  10598. if (sourceProperty !== undefined && sourceProperty !== null) {
  10599. switch (propertyType) {
  10600. case 0: // Value
  10601. case 6: // Mesh reference
  10602. case 11: // Camera reference
  10603. destination[property] = sourceProperty;
  10604. break;
  10605. case 1: // Texture
  10606. destination[property] = (instanciate || sourceProperty.isRenderTarget) ? sourceProperty : sourceProperty.clone();
  10607. break;
  10608. case 2: // Color3
  10609. case 3: // FresnelParameters
  10610. case 4: // Vector2
  10611. case 5: // Vector3
  10612. case 7: // Color Curves
  10613. case 10: // Quaternion
  10614. destination[property] = instanciate ? sourceProperty : sourceProperty.clone();
  10615. break;
  10616. }
  10617. }
  10618. }
  10619. return destination;
  10620. };
  10621. function getDirectStore(target) {
  10622. var classKey = target.getClassName();
  10623. if (!__decoratorInitialStore[classKey]) {
  10624. __decoratorInitialStore[classKey] = {};
  10625. }
  10626. return __decoratorInitialStore[classKey];
  10627. }
  10628. /**
  10629. * Return the list of properties flagged as serializable
  10630. * @param target: host object
  10631. */
  10632. function getMergedStore(target) {
  10633. var classKey = target.getClassName();
  10634. if (__mergedStore[classKey]) {
  10635. return __mergedStore[classKey];
  10636. }
  10637. __mergedStore[classKey] = {};
  10638. var store = __mergedStore[classKey];
  10639. var currentTarget = target;
  10640. var currentKey = classKey;
  10641. while (currentKey) {
  10642. var initialStore = __decoratorInitialStore[currentKey];
  10643. for (var property in initialStore) {
  10644. store[property] = initialStore[property];
  10645. }
  10646. var parent_1 = void 0;
  10647. var done = false;
  10648. do {
  10649. parent_1 = Object.getPrototypeOf(currentTarget);
  10650. if (!parent_1.getClassName) {
  10651. done = true;
  10652. break;
  10653. }
  10654. if (parent_1.getClassName() !== currentKey) {
  10655. break;
  10656. }
  10657. currentTarget = parent_1;
  10658. } while (parent_1);
  10659. if (done) {
  10660. break;
  10661. }
  10662. currentKey = parent_1.getClassName();
  10663. currentTarget = parent_1;
  10664. }
  10665. return store;
  10666. }
  10667. function generateSerializableMember(type, sourceName) {
  10668. return function (target, propertyKey) {
  10669. var classStore = getDirectStore(target);
  10670. if (!classStore[propertyKey]) {
  10671. classStore[propertyKey] = { type: type, sourceName: sourceName };
  10672. }
  10673. };
  10674. }
  10675. function generateExpandMember(setCallback, targetKey) {
  10676. if (targetKey === void 0) { targetKey = null; }
  10677. return function (target, propertyKey) {
  10678. var key = targetKey || ("_" + propertyKey);
  10679. Object.defineProperty(target, propertyKey, {
  10680. get: function () {
  10681. return this[key];
  10682. },
  10683. set: function (value) {
  10684. if (this[key] === value) {
  10685. return;
  10686. }
  10687. this[key] = value;
  10688. target[setCallback].apply(this);
  10689. },
  10690. enumerable: true,
  10691. configurable: true
  10692. });
  10693. };
  10694. }
  10695. function expandToProperty(callback, targetKey) {
  10696. if (targetKey === void 0) { targetKey = null; }
  10697. return generateExpandMember(callback, targetKey);
  10698. }
  10699. BABYLON.expandToProperty = expandToProperty;
  10700. function serialize(sourceName) {
  10701. return generateSerializableMember(0, sourceName); // value member
  10702. }
  10703. BABYLON.serialize = serialize;
  10704. function serializeAsTexture(sourceName) {
  10705. return generateSerializableMember(1, sourceName); // texture member
  10706. }
  10707. BABYLON.serializeAsTexture = serializeAsTexture;
  10708. function serializeAsColor3(sourceName) {
  10709. return generateSerializableMember(2, sourceName); // color3 member
  10710. }
  10711. BABYLON.serializeAsColor3 = serializeAsColor3;
  10712. function serializeAsFresnelParameters(sourceName) {
  10713. return generateSerializableMember(3, sourceName); // fresnel parameters member
  10714. }
  10715. BABYLON.serializeAsFresnelParameters = serializeAsFresnelParameters;
  10716. function serializeAsVector2(sourceName) {
  10717. return generateSerializableMember(4, sourceName); // vector2 member
  10718. }
  10719. BABYLON.serializeAsVector2 = serializeAsVector2;
  10720. function serializeAsVector3(sourceName) {
  10721. return generateSerializableMember(5, sourceName); // vector3 member
  10722. }
  10723. BABYLON.serializeAsVector3 = serializeAsVector3;
  10724. function serializeAsMeshReference(sourceName) {
  10725. return generateSerializableMember(6, sourceName); // mesh reference member
  10726. }
  10727. BABYLON.serializeAsMeshReference = serializeAsMeshReference;
  10728. function serializeAsColorCurves(sourceName) {
  10729. return generateSerializableMember(7, sourceName); // color curves
  10730. }
  10731. BABYLON.serializeAsColorCurves = serializeAsColorCurves;
  10732. function serializeAsColor4(sourceName) {
  10733. return generateSerializableMember(8, sourceName); // color 4
  10734. }
  10735. BABYLON.serializeAsColor4 = serializeAsColor4;
  10736. function serializeAsImageProcessingConfiguration(sourceName) {
  10737. return generateSerializableMember(9, sourceName); // image processing
  10738. }
  10739. BABYLON.serializeAsImageProcessingConfiguration = serializeAsImageProcessingConfiguration;
  10740. function serializeAsQuaternion(sourceName) {
  10741. return generateSerializableMember(10, sourceName); // quaternion member
  10742. }
  10743. BABYLON.serializeAsQuaternion = serializeAsQuaternion;
  10744. /**
  10745. * Decorator used to define property that can be serialized as reference to a camera
  10746. * @param sourceName defines the name of the property to decorate
  10747. */
  10748. function serializeAsCameraReference(sourceName) {
  10749. return generateSerializableMember(11, sourceName); // camera reference member
  10750. }
  10751. BABYLON.serializeAsCameraReference = serializeAsCameraReference;
  10752. /**
  10753. * Class used to help serialization objects
  10754. */
  10755. var SerializationHelper = /** @class */ (function () {
  10756. function SerializationHelper() {
  10757. }
  10758. /**
  10759. * Static function used to serialized a specific entity
  10760. * @param entity defines the entity to serialize
  10761. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  10762. * @returns a JSON compatible object representing the serialization of the entity
  10763. */
  10764. SerializationHelper.Serialize = function (entity, serializationObject) {
  10765. if (!serializationObject) {
  10766. serializationObject = {};
  10767. }
  10768. // Tags
  10769. if (BABYLON.Tags) {
  10770. serializationObject.tags = BABYLON.Tags.GetTags(entity);
  10771. }
  10772. var serializedProperties = getMergedStore(entity);
  10773. // Properties
  10774. for (var property in serializedProperties) {
  10775. var propertyDescriptor = serializedProperties[property];
  10776. var targetPropertyName = propertyDescriptor.sourceName || property;
  10777. var propertyType = propertyDescriptor.type;
  10778. var sourceProperty = entity[property];
  10779. if (sourceProperty !== undefined && sourceProperty !== null) {
  10780. switch (propertyType) {
  10781. case 0: // Value
  10782. serializationObject[targetPropertyName] = sourceProperty;
  10783. break;
  10784. case 1: // Texture
  10785. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10786. break;
  10787. case 2: // Color3
  10788. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10789. break;
  10790. case 3: // FresnelParameters
  10791. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10792. break;
  10793. case 4: // Vector2
  10794. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10795. break;
  10796. case 5: // Vector3
  10797. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10798. break;
  10799. case 6: // Mesh reference
  10800. serializationObject[targetPropertyName] = sourceProperty.id;
  10801. break;
  10802. case 7: // Color Curves
  10803. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10804. break;
  10805. case 8: // Color 4
  10806. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10807. break;
  10808. case 9: // Image Processing
  10809. serializationObject[targetPropertyName] = sourceProperty.serialize();
  10810. break;
  10811. case 10: // Quaternion
  10812. serializationObject[targetPropertyName] = sourceProperty.asArray();
  10813. break;
  10814. case 11: // Camera reference
  10815. serializationObject[targetPropertyName] = sourceProperty.id;
  10816. break;
  10817. }
  10818. }
  10819. }
  10820. return serializationObject;
  10821. };
  10822. /**
  10823. * Creates a new entity from a serialization data object
  10824. * @param creationFunction defines a function used to instanciated the new entity
  10825. * @param source defines the source serialization data
  10826. * @param scene defines the hosting scene
  10827. * @param rootUrl defines the root url for resources
  10828. * @returns a new entity
  10829. */
  10830. SerializationHelper.Parse = function (creationFunction, source, scene, rootUrl) {
  10831. if (rootUrl === void 0) { rootUrl = null; }
  10832. var destination = creationFunction();
  10833. if (!rootUrl) {
  10834. rootUrl = "";
  10835. }
  10836. // Tags
  10837. if (BABYLON.Tags) {
  10838. BABYLON.Tags.AddTagsTo(destination, source.tags);
  10839. }
  10840. var classStore = getMergedStore(destination);
  10841. // Properties
  10842. for (var property in classStore) {
  10843. var propertyDescriptor = classStore[property];
  10844. var sourceProperty = source[propertyDescriptor.sourceName || property];
  10845. var propertyType = propertyDescriptor.type;
  10846. if (sourceProperty !== undefined && sourceProperty !== null) {
  10847. var dest = destination;
  10848. switch (propertyType) {
  10849. case 0: // Value
  10850. dest[property] = sourceProperty;
  10851. break;
  10852. case 1: // Texture
  10853. if (scene) {
  10854. dest[property] = BABYLON.Texture.Parse(sourceProperty, scene, rootUrl);
  10855. }
  10856. break;
  10857. case 2: // Color3
  10858. dest[property] = BABYLON.Color3.FromArray(sourceProperty);
  10859. break;
  10860. case 3: // FresnelParameters
  10861. dest[property] = BABYLON.FresnelParameters.Parse(sourceProperty);
  10862. break;
  10863. case 4: // Vector2
  10864. dest[property] = BABYLON.Vector2.FromArray(sourceProperty);
  10865. break;
  10866. case 5: // Vector3
  10867. dest[property] = BABYLON.Vector3.FromArray(sourceProperty);
  10868. break;
  10869. case 6: // Mesh reference
  10870. if (scene) {
  10871. dest[property] = scene.getLastMeshByID(sourceProperty);
  10872. }
  10873. break;
  10874. case 7: // Color Curves
  10875. dest[property] = BABYLON.ColorCurves.Parse(sourceProperty);
  10876. break;
  10877. case 8: // Color 4
  10878. dest[property] = BABYLON.Color4.FromArray(sourceProperty);
  10879. break;
  10880. case 9: // Image Processing
  10881. dest[property] = BABYLON.ImageProcessingConfiguration.Parse(sourceProperty);
  10882. break;
  10883. case 10: // Quaternion
  10884. dest[property] = BABYLON.Quaternion.FromArray(sourceProperty);
  10885. break;
  10886. case 11: // Camera reference
  10887. if (scene) {
  10888. dest[property] = scene.getCameraByID(sourceProperty);
  10889. }
  10890. break;
  10891. }
  10892. }
  10893. }
  10894. return destination;
  10895. };
  10896. /**
  10897. * Clones an object
  10898. * @param creationFunction defines the function used to instanciate the new object
  10899. * @param source defines the source object
  10900. * @returns the cloned object
  10901. */
  10902. SerializationHelper.Clone = function (creationFunction, source) {
  10903. return _copySource(creationFunction, source, false);
  10904. };
  10905. /**
  10906. * Instanciates a new object based on a source one (some data will be shared between both object)
  10907. * @param creationFunction defines the function used to instanciate the new object
  10908. * @param source defines the source object
  10909. * @returns the new object
  10910. */
  10911. SerializationHelper.Instanciate = function (creationFunction, source) {
  10912. return _copySource(creationFunction, source, true);
  10913. };
  10914. return SerializationHelper;
  10915. }());
  10916. BABYLON.SerializationHelper = SerializationHelper;
  10917. })(BABYLON || (BABYLON = {}));
  10918. //# sourceMappingURL=babylon.decorators.js.map
  10919. var BABYLON;
  10920. (function (BABYLON) {
  10921. /**
  10922. * Wrapper class for promise with external resolve and reject.
  10923. */
  10924. var Deferred = /** @class */ (function () {
  10925. /**
  10926. * Constructor for this deferred object.
  10927. */
  10928. function Deferred() {
  10929. var _this = this;
  10930. this.promise = new Promise(function (resolve, reject) {
  10931. _this._resolve = resolve;
  10932. _this._reject = reject;
  10933. });
  10934. }
  10935. Object.defineProperty(Deferred.prototype, "resolve", {
  10936. /**
  10937. * The resolve method of the promise associated with this deferred object.
  10938. */
  10939. get: function () {
  10940. return this._resolve;
  10941. },
  10942. enumerable: true,
  10943. configurable: true
  10944. });
  10945. Object.defineProperty(Deferred.prototype, "reject", {
  10946. /**
  10947. * The reject method of the promise associated with this deferred object.
  10948. */
  10949. get: function () {
  10950. return this._reject;
  10951. },
  10952. enumerable: true,
  10953. configurable: true
  10954. });
  10955. return Deferred;
  10956. }());
  10957. BABYLON.Deferred = Deferred;
  10958. })(BABYLON || (BABYLON = {}));
  10959. //# sourceMappingURL=babylon.deferred.js.map
  10960. var BABYLON;
  10961. (function (BABYLON) {
  10962. /**
  10963. * A class serves as a medium between the observable and its observers
  10964. */
  10965. var EventState = /** @class */ (function () {
  10966. /**
  10967. * Create a new EventState
  10968. * @param mask defines the mask associated with this state
  10969. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10970. * @param target defines the original target of the state
  10971. * @param currentTarget defines the current target of the state
  10972. */
  10973. function EventState(mask, skipNextObservers, target, currentTarget) {
  10974. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10975. this.initalize(mask, skipNextObservers, target, currentTarget);
  10976. }
  10977. /**
  10978. * Initialize the current event state
  10979. * @param mask defines the mask associated with this state
  10980. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  10981. * @param target defines the original target of the state
  10982. * @param currentTarget defines the current target of the state
  10983. * @returns the current event state
  10984. */
  10985. EventState.prototype.initalize = function (mask, skipNextObservers, target, currentTarget) {
  10986. if (skipNextObservers === void 0) { skipNextObservers = false; }
  10987. this.mask = mask;
  10988. this.skipNextObservers = skipNextObservers;
  10989. this.target = target;
  10990. this.currentTarget = currentTarget;
  10991. return this;
  10992. };
  10993. return EventState;
  10994. }());
  10995. BABYLON.EventState = EventState;
  10996. /**
  10997. * Represent an Observer registered to a given Observable object.
  10998. */
  10999. var Observer = /** @class */ (function () {
  11000. /**
  11001. * Creates a new observer
  11002. * @param callback defines the callback to call when the observer is notified
  11003. * @param mask defines the mask of the observer (used to filter notifications)
  11004. * @param scope defines the current scope used to restore the JS context
  11005. */
  11006. function Observer(
  11007. /**
  11008. * Defines the callback to call when the observer is notified
  11009. */
  11010. callback,
  11011. /**
  11012. * Defines the mask of the observer (used to filter notifications)
  11013. */
  11014. mask,
  11015. /**
  11016. * Defines the current scope used to restore the JS context
  11017. */
  11018. scope) {
  11019. if (scope === void 0) { scope = null; }
  11020. this.callback = callback;
  11021. this.mask = mask;
  11022. this.scope = scope;
  11023. /** @hidden */
  11024. this._willBeUnregistered = false;
  11025. /**
  11026. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  11027. */
  11028. this.unregisterOnNextCall = false;
  11029. }
  11030. return Observer;
  11031. }());
  11032. BABYLON.Observer = Observer;
  11033. /**
  11034. * Represent a list of observers registered to multiple Observables object.
  11035. */
  11036. var MultiObserver = /** @class */ (function () {
  11037. function MultiObserver() {
  11038. }
  11039. /**
  11040. * Release associated resources
  11041. */
  11042. MultiObserver.prototype.dispose = function () {
  11043. if (this._observers && this._observables) {
  11044. for (var index = 0; index < this._observers.length; index++) {
  11045. this._observables[index].remove(this._observers[index]);
  11046. }
  11047. }
  11048. this._observers = null;
  11049. this._observables = null;
  11050. };
  11051. /**
  11052. * Raise a callback when one of the observable will notify
  11053. * @param observables defines a list of observables to watch
  11054. * @param callback defines the callback to call on notification
  11055. * @param mask defines the mask used to filter notifications
  11056. * @param scope defines the current scope used to restore the JS context
  11057. * @returns the new MultiObserver
  11058. */
  11059. MultiObserver.Watch = function (observables, callback, mask, scope) {
  11060. if (mask === void 0) { mask = -1; }
  11061. if (scope === void 0) { scope = null; }
  11062. var result = new MultiObserver();
  11063. result._observers = new Array();
  11064. result._observables = observables;
  11065. for (var _i = 0, observables_1 = observables; _i < observables_1.length; _i++) {
  11066. var observable = observables_1[_i];
  11067. var observer = observable.add(callback, mask, false, scope);
  11068. if (observer) {
  11069. result._observers.push(observer);
  11070. }
  11071. }
  11072. return result;
  11073. };
  11074. return MultiObserver;
  11075. }());
  11076. BABYLON.MultiObserver = MultiObserver;
  11077. /**
  11078. * The Observable class is a simple implementation of the Observable pattern.
  11079. *
  11080. * 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.
  11081. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  11082. * 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).
  11083. * 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.
  11084. */
  11085. var Observable = /** @class */ (function () {
  11086. /**
  11087. * Creates a new observable
  11088. * @param onObserverAdded defines a callback to call when a new observer is added
  11089. */
  11090. function Observable(onObserverAdded) {
  11091. this._observers = new Array();
  11092. this._eventState = new EventState(0);
  11093. if (onObserverAdded) {
  11094. this._onObserverAdded = onObserverAdded;
  11095. }
  11096. }
  11097. /**
  11098. * Create a new Observer with the specified callback
  11099. * @param callback the callback that will be executed for that Observer
  11100. * @param mask the mask used to filter observers
  11101. * @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.
  11102. * @param scope optional scope for the callback to be called from
  11103. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  11104. * @returns the new observer created for the callback
  11105. */
  11106. Observable.prototype.add = function (callback, mask, insertFirst, scope, unregisterOnFirstCall) {
  11107. if (mask === void 0) { mask = -1; }
  11108. if (insertFirst === void 0) { insertFirst = false; }
  11109. if (scope === void 0) { scope = null; }
  11110. if (unregisterOnFirstCall === void 0) { unregisterOnFirstCall = false; }
  11111. if (!callback) {
  11112. return null;
  11113. }
  11114. var observer = new Observer(callback, mask, scope);
  11115. observer.unregisterOnNextCall = unregisterOnFirstCall;
  11116. if (insertFirst) {
  11117. this._observers.unshift(observer);
  11118. }
  11119. else {
  11120. this._observers.push(observer);
  11121. }
  11122. if (this._onObserverAdded) {
  11123. this._onObserverAdded(observer);
  11124. }
  11125. return observer;
  11126. };
  11127. /**
  11128. * Create a new Observer with the specified callback and unregisters after the next notification
  11129. * @param callback the callback that will be executed for that Observer
  11130. * @returns the new observer created for the callback
  11131. */
  11132. Observable.prototype.addOnce = function (callback) {
  11133. return this.add(callback, undefined, undefined, undefined, true);
  11134. };
  11135. /**
  11136. * Remove an Observer from the Observable object
  11137. * @param observer the instance of the Observer to remove
  11138. * @returns false if it doesn't belong to this Observable
  11139. */
  11140. Observable.prototype.remove = function (observer) {
  11141. if (!observer) {
  11142. return false;
  11143. }
  11144. var index = this._observers.indexOf(observer);
  11145. if (index !== -1) {
  11146. this._deferUnregister(observer);
  11147. return true;
  11148. }
  11149. return false;
  11150. };
  11151. /**
  11152. * Remove a callback from the Observable object
  11153. * @param callback the callback to remove
  11154. * @param scope optional scope. If used only the callbacks with this scope will be removed
  11155. * @returns false if it doesn't belong to this Observable
  11156. */
  11157. Observable.prototype.removeCallback = function (callback, scope) {
  11158. for (var index = 0; index < this._observers.length; index++) {
  11159. if (this._observers[index].callback === callback && (!scope || scope === this._observers[index].scope)) {
  11160. this._deferUnregister(this._observers[index]);
  11161. return true;
  11162. }
  11163. }
  11164. return false;
  11165. };
  11166. Observable.prototype._deferUnregister = function (observer) {
  11167. var _this = this;
  11168. observer.unregisterOnNextCall = false;
  11169. observer._willBeUnregistered = true;
  11170. BABYLON.Tools.SetImmediate(function () {
  11171. _this._remove(observer);
  11172. });
  11173. };
  11174. // This should only be called when not iterating over _observers to avoid callback skipping.
  11175. // Removes an observer from the _observer Array.
  11176. Observable.prototype._remove = function (observer) {
  11177. if (!observer) {
  11178. return false;
  11179. }
  11180. var index = this._observers.indexOf(observer);
  11181. if (index !== -1) {
  11182. this._observers.splice(index, 1);
  11183. return true;
  11184. }
  11185. return false;
  11186. };
  11187. /**
  11188. * Notify all Observers by calling their respective callback with the given data
  11189. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  11190. * @param eventData defines the data to send to all observers
  11191. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  11192. * @param target defines the original target of the state
  11193. * @param currentTarget defines the current target of the state
  11194. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  11195. */
  11196. Observable.prototype.notifyObservers = function (eventData, mask, target, currentTarget) {
  11197. if (mask === void 0) { mask = -1; }
  11198. if (!this._observers.length) {
  11199. return true;
  11200. }
  11201. var state = this._eventState;
  11202. state.mask = mask;
  11203. state.target = target;
  11204. state.currentTarget = currentTarget;
  11205. state.skipNextObservers = false;
  11206. state.lastReturnValue = eventData;
  11207. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11208. var obs = _a[_i];
  11209. if (obs._willBeUnregistered) {
  11210. continue;
  11211. }
  11212. if (obs.mask & mask) {
  11213. if (obs.scope) {
  11214. state.lastReturnValue = obs.callback.apply(obs.scope, [eventData, state]);
  11215. }
  11216. else {
  11217. state.lastReturnValue = obs.callback(eventData, state);
  11218. }
  11219. if (obs.unregisterOnNextCall) {
  11220. this._deferUnregister(obs);
  11221. }
  11222. }
  11223. if (state.skipNextObservers) {
  11224. return false;
  11225. }
  11226. }
  11227. return true;
  11228. };
  11229. /**
  11230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  11231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  11232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  11233. * and it is crucial that all callbacks will be executed.
  11234. * The order of the callbacks is kept, callbacks are not executed parallel.
  11235. *
  11236. * @param eventData The data to be sent to each callback
  11237. * @param mask is used to filter observers defaults to -1
  11238. * @param target defines the callback target (see EventState)
  11239. * @param currentTarget defines he current object in the bubbling phase
  11240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  11241. */
  11242. Observable.prototype.notifyObserversWithPromise = function (eventData, mask, target, currentTarget) {
  11243. var _this = this;
  11244. if (mask === void 0) { mask = -1; }
  11245. // create an empty promise
  11246. var p = Promise.resolve(eventData);
  11247. // no observers? return this promise.
  11248. if (!this._observers.length) {
  11249. return p;
  11250. }
  11251. var state = this._eventState;
  11252. state.mask = mask;
  11253. state.target = target;
  11254. state.currentTarget = currentTarget;
  11255. state.skipNextObservers = false;
  11256. // execute one callback after another (not using Promise.all, the order is important)
  11257. this._observers.forEach(function (obs) {
  11258. if (state.skipNextObservers) {
  11259. return;
  11260. }
  11261. if (obs._willBeUnregistered) {
  11262. return;
  11263. }
  11264. if (obs.mask & mask) {
  11265. if (obs.scope) {
  11266. p = p.then(function (lastReturnedValue) {
  11267. state.lastReturnValue = lastReturnedValue;
  11268. return obs.callback.apply(obs.scope, [eventData, state]);
  11269. });
  11270. }
  11271. else {
  11272. p = p.then(function (lastReturnedValue) {
  11273. state.lastReturnValue = lastReturnedValue;
  11274. return obs.callback(eventData, state);
  11275. });
  11276. }
  11277. if (obs.unregisterOnNextCall) {
  11278. _this._deferUnregister(obs);
  11279. }
  11280. }
  11281. });
  11282. // return the eventData
  11283. return p.then(function () { return eventData; });
  11284. };
  11285. /**
  11286. * Notify a specific observer
  11287. * @param observer defines the observer to notify
  11288. * @param eventData defines the data to be sent to each callback
  11289. * @param mask is used to filter observers defaults to -1
  11290. */
  11291. Observable.prototype.notifyObserver = function (observer, eventData, mask) {
  11292. if (mask === void 0) { mask = -1; }
  11293. var state = this._eventState;
  11294. state.mask = mask;
  11295. state.skipNextObservers = false;
  11296. observer.callback(eventData, state);
  11297. };
  11298. /**
  11299. * Gets a boolean indicating if the observable has at least one observer
  11300. * @returns true is the Observable has at least one Observer registered
  11301. */
  11302. Observable.prototype.hasObservers = function () {
  11303. return this._observers.length > 0;
  11304. };
  11305. /**
  11306. * Clear the list of observers
  11307. */
  11308. Observable.prototype.clear = function () {
  11309. this._observers = new Array();
  11310. this._onObserverAdded = null;
  11311. };
  11312. /**
  11313. * Clone the current observable
  11314. * @returns a new observable
  11315. */
  11316. Observable.prototype.clone = function () {
  11317. var result = new Observable();
  11318. result._observers = this._observers.slice(0);
  11319. return result;
  11320. };
  11321. /**
  11322. * Does this observable handles observer registered with a given mask
  11323. * @param mask defines the mask to be tested
  11324. * @return whether or not one observer registered with the given mask is handeled
  11325. **/
  11326. Observable.prototype.hasSpecificMask = function (mask) {
  11327. if (mask === void 0) { mask = -1; }
  11328. for (var _i = 0, _a = this._observers; _i < _a.length; _i++) {
  11329. var obs = _a[_i];
  11330. if (obs.mask & mask || obs.mask === mask) {
  11331. return true;
  11332. }
  11333. }
  11334. return false;
  11335. };
  11336. return Observable;
  11337. }());
  11338. BABYLON.Observable = Observable;
  11339. })(BABYLON || (BABYLON = {}));
  11340. //# sourceMappingURL=babylon.observable.js.map
  11341. var BABYLON;
  11342. (function (BABYLON) {
  11343. /**
  11344. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11345. */
  11346. var SmartArray = /** @class */ (function () {
  11347. /**
  11348. * Instantiates a Smart Array.
  11349. * @param capacity defines the default capacity of the array.
  11350. */
  11351. function SmartArray(capacity) {
  11352. /**
  11353. * The active length of the array.
  11354. */
  11355. this.length = 0;
  11356. this.data = new Array(capacity);
  11357. this._id = SmartArray._GlobalId++;
  11358. }
  11359. /**
  11360. * Pushes a value at the end of the active data.
  11361. * @param value defines the object to push in the array.
  11362. */
  11363. SmartArray.prototype.push = function (value) {
  11364. this.data[this.length++] = value;
  11365. if (this.length > this.data.length) {
  11366. this.data.length *= 2;
  11367. }
  11368. };
  11369. /**
  11370. * Iterates over the active data and apply the lambda to them.
  11371. * @param func defines the action to apply on each value.
  11372. */
  11373. SmartArray.prototype.forEach = function (func) {
  11374. for (var index = 0; index < this.length; index++) {
  11375. func(this.data[index]);
  11376. }
  11377. };
  11378. /**
  11379. * Sorts the full sets of data.
  11380. * @param compareFn defines the comparison function to apply.
  11381. */
  11382. SmartArray.prototype.sort = function (compareFn) {
  11383. this.data.sort(compareFn);
  11384. };
  11385. /**
  11386. * Resets the active data to an empty array.
  11387. */
  11388. SmartArray.prototype.reset = function () {
  11389. this.length = 0;
  11390. };
  11391. /**
  11392. * Releases all the data from the array as well as the array.
  11393. */
  11394. SmartArray.prototype.dispose = function () {
  11395. this.reset();
  11396. if (this.data) {
  11397. this.data.length = 0;
  11398. this.data = [];
  11399. }
  11400. };
  11401. /**
  11402. * Concats the active data with a given array.
  11403. * @param array defines the data to concatenate with.
  11404. */
  11405. SmartArray.prototype.concat = function (array) {
  11406. if (array.length === 0) {
  11407. return;
  11408. }
  11409. if (this.length + array.length > this.data.length) {
  11410. this.data.length = (this.length + array.length) * 2;
  11411. }
  11412. for (var index = 0; index < array.length; index++) {
  11413. this.data[this.length++] = (array.data || array)[index];
  11414. }
  11415. };
  11416. /**
  11417. * Returns the position of a value in the active data.
  11418. * @param value defines the value to find the index for
  11419. * @returns the index if found in the active data otherwise -1
  11420. */
  11421. SmartArray.prototype.indexOf = function (value) {
  11422. var position = this.data.indexOf(value);
  11423. if (position >= this.length) {
  11424. return -1;
  11425. }
  11426. return position;
  11427. };
  11428. /**
  11429. * Returns whether an element is part of the active data.
  11430. * @param value defines the value to look for
  11431. * @returns true if found in the active data otherwise false
  11432. */
  11433. SmartArray.prototype.contains = function (value) {
  11434. return this.indexOf(value) !== -1;
  11435. };
  11436. // Statics
  11437. SmartArray._GlobalId = 0;
  11438. return SmartArray;
  11439. }());
  11440. BABYLON.SmartArray = SmartArray;
  11441. /**
  11442. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  11443. * The data in this array can only be present once
  11444. */
  11445. var SmartArrayNoDuplicate = /** @class */ (function (_super) {
  11446. __extends(SmartArrayNoDuplicate, _super);
  11447. function SmartArrayNoDuplicate() {
  11448. var _this = _super !== null && _super.apply(this, arguments) || this;
  11449. _this._duplicateId = 0;
  11450. return _this;
  11451. }
  11452. /**
  11453. * Pushes a value at the end of the active data.
  11454. * THIS DOES NOT PREVENT DUPPLICATE DATA
  11455. * @param value defines the object to push in the array.
  11456. */
  11457. SmartArrayNoDuplicate.prototype.push = function (value) {
  11458. _super.prototype.push.call(this, value);
  11459. if (!value.__smartArrayFlags) {
  11460. value.__smartArrayFlags = {};
  11461. }
  11462. value.__smartArrayFlags[this._id] = this._duplicateId;
  11463. };
  11464. /**
  11465. * Pushes a value at the end of the active data.
  11466. * If the data is already present, it won t be added again
  11467. * @param value defines the object to push in the array.
  11468. * @returns true if added false if it was already present
  11469. */
  11470. SmartArrayNoDuplicate.prototype.pushNoDuplicate = function (value) {
  11471. if (value.__smartArrayFlags && value.__smartArrayFlags[this._id] === this._duplicateId) {
  11472. return false;
  11473. }
  11474. this.push(value);
  11475. return true;
  11476. };
  11477. /**
  11478. * Resets the active data to an empty array.
  11479. */
  11480. SmartArrayNoDuplicate.prototype.reset = function () {
  11481. _super.prototype.reset.call(this);
  11482. this._duplicateId++;
  11483. };
  11484. /**
  11485. * Concats the active data with a given array.
  11486. * This ensures no dupplicate will be present in the result.
  11487. * @param array defines the data to concatenate with.
  11488. */
  11489. SmartArrayNoDuplicate.prototype.concatWithNoDuplicate = function (array) {
  11490. if (array.length === 0) {
  11491. return;
  11492. }
  11493. if (this.length + array.length > this.data.length) {
  11494. this.data.length = (this.length + array.length) * 2;
  11495. }
  11496. for (var index = 0; index < array.length; index++) {
  11497. var item = (array.data || array)[index];
  11498. this.pushNoDuplicate(item);
  11499. }
  11500. };
  11501. return SmartArrayNoDuplicate;
  11502. }(SmartArray));
  11503. BABYLON.SmartArrayNoDuplicate = SmartArrayNoDuplicate;
  11504. })(BABYLON || (BABYLON = {}));
  11505. //# sourceMappingURL=babylon.smartArray.js.map
  11506. var BABYLON;
  11507. (function (BABYLON) {
  11508. var PromiseStates;
  11509. (function (PromiseStates) {
  11510. PromiseStates[PromiseStates["Pending"] = 0] = "Pending";
  11511. PromiseStates[PromiseStates["Fulfilled"] = 1] = "Fulfilled";
  11512. PromiseStates[PromiseStates["Rejected"] = 2] = "Rejected";
  11513. })(PromiseStates || (PromiseStates = {}));
  11514. var FulFillmentAgregator = /** @class */ (function () {
  11515. function FulFillmentAgregator() {
  11516. this.count = 0;
  11517. this.target = 0;
  11518. this.results = [];
  11519. }
  11520. return FulFillmentAgregator;
  11521. }());
  11522. var InternalPromise = /** @class */ (function () {
  11523. function InternalPromise(resolver) {
  11524. var _this = this;
  11525. this._state = PromiseStates.Pending;
  11526. this._children = new Array();
  11527. this._rejectWasConsumed = false;
  11528. if (!resolver) {
  11529. return;
  11530. }
  11531. try {
  11532. resolver(function (value) {
  11533. _this._resolve(value);
  11534. }, function (reason) {
  11535. _this._reject(reason);
  11536. });
  11537. }
  11538. catch (e) {
  11539. this._reject(e);
  11540. }
  11541. }
  11542. Object.defineProperty(InternalPromise.prototype, "_result", {
  11543. get: function () {
  11544. return this._resultValue;
  11545. },
  11546. set: function (value) {
  11547. this._resultValue = value;
  11548. if (this._parent && this._parent._result === undefined) {
  11549. this._parent._result = value;
  11550. }
  11551. },
  11552. enumerable: true,
  11553. configurable: true
  11554. });
  11555. InternalPromise.prototype.catch = function (onRejected) {
  11556. return this.then(undefined, onRejected);
  11557. };
  11558. InternalPromise.prototype.then = function (onFulfilled, onRejected) {
  11559. var _this = this;
  11560. var newPromise = new InternalPromise();
  11561. newPromise._onFulfilled = onFulfilled;
  11562. newPromise._onRejected = onRejected;
  11563. // Composition
  11564. this._children.push(newPromise);
  11565. newPromise._parent = this;
  11566. if (this._state !== PromiseStates.Pending) {
  11567. BABYLON.Tools.SetImmediate(function () {
  11568. if (_this._state === PromiseStates.Fulfilled || _this._rejectWasConsumed) {
  11569. var returnedValue = newPromise._resolve(_this._result);
  11570. if (returnedValue !== undefined && returnedValue !== null) {
  11571. if (returnedValue._state !== undefined) {
  11572. var returnedPromise = returnedValue;
  11573. newPromise._children.push(returnedPromise);
  11574. returnedPromise._parent = newPromise;
  11575. newPromise = returnedPromise;
  11576. }
  11577. else {
  11578. newPromise._result = returnedValue;
  11579. }
  11580. }
  11581. }
  11582. else {
  11583. newPromise._reject(_this._reason);
  11584. }
  11585. });
  11586. }
  11587. return newPromise;
  11588. };
  11589. InternalPromise.prototype._moveChildren = function (children) {
  11590. var _this = this;
  11591. var _a;
  11592. (_a = this._children).push.apply(_a, children.splice(0, children.length));
  11593. this._children.forEach(function (child) {
  11594. child._parent = _this;
  11595. });
  11596. if (this._state === PromiseStates.Fulfilled) {
  11597. for (var _i = 0, _b = this._children; _i < _b.length; _i++) {
  11598. var child = _b[_i];
  11599. child._resolve(this._result);
  11600. }
  11601. }
  11602. else if (this._state === PromiseStates.Rejected) {
  11603. for (var _c = 0, _d = this._children; _c < _d.length; _c++) {
  11604. var child = _d[_c];
  11605. child._reject(this._reason);
  11606. }
  11607. }
  11608. };
  11609. InternalPromise.prototype._resolve = function (value) {
  11610. try {
  11611. this._state = PromiseStates.Fulfilled;
  11612. var returnedValue = null;
  11613. if (this._onFulfilled) {
  11614. returnedValue = this._onFulfilled(value);
  11615. }
  11616. if (returnedValue !== undefined && returnedValue !== null) {
  11617. if (returnedValue._state !== undefined) {
  11618. // Transmit children
  11619. var returnedPromise = returnedValue;
  11620. returnedPromise._parent = this;
  11621. returnedPromise._moveChildren(this._children);
  11622. value = returnedPromise._result;
  11623. }
  11624. else {
  11625. value = returnedValue;
  11626. }
  11627. }
  11628. this._result = value;
  11629. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11630. var child = _a[_i];
  11631. child._resolve(value);
  11632. }
  11633. this._children.length = 0;
  11634. delete this._onFulfilled;
  11635. delete this._onRejected;
  11636. }
  11637. catch (e) {
  11638. this._reject(e, true);
  11639. }
  11640. };
  11641. InternalPromise.prototype._reject = function (reason, onLocalThrow) {
  11642. if (onLocalThrow === void 0) { onLocalThrow = false; }
  11643. this._state = PromiseStates.Rejected;
  11644. this._reason = reason;
  11645. if (this._onRejected && !onLocalThrow) {
  11646. try {
  11647. this._onRejected(reason);
  11648. this._rejectWasConsumed = true;
  11649. }
  11650. catch (e) {
  11651. reason = e;
  11652. }
  11653. }
  11654. for (var _i = 0, _a = this._children; _i < _a.length; _i++) {
  11655. var child = _a[_i];
  11656. if (this._rejectWasConsumed) {
  11657. child._resolve(null);
  11658. }
  11659. else {
  11660. child._reject(reason);
  11661. }
  11662. }
  11663. this._children.length = 0;
  11664. delete this._onFulfilled;
  11665. delete this._onRejected;
  11666. };
  11667. InternalPromise.resolve = function (value) {
  11668. var newPromise = new InternalPromise();
  11669. newPromise._resolve(value);
  11670. return newPromise;
  11671. };
  11672. InternalPromise._RegisterForFulfillment = function (promise, agregator, index) {
  11673. promise.then(function (value) {
  11674. agregator.results[index] = value;
  11675. agregator.count++;
  11676. if (agregator.count === agregator.target) {
  11677. agregator.rootPromise._resolve(agregator.results);
  11678. }
  11679. return null;
  11680. }, function (reason) {
  11681. if (agregator.rootPromise._state !== PromiseStates.Rejected) {
  11682. agregator.rootPromise._reject(reason);
  11683. }
  11684. });
  11685. };
  11686. InternalPromise.all = function (promises) {
  11687. var newPromise = new InternalPromise();
  11688. var agregator = new FulFillmentAgregator();
  11689. agregator.target = promises.length;
  11690. agregator.rootPromise = newPromise;
  11691. if (promises.length) {
  11692. for (var index = 0; index < promises.length; index++) {
  11693. InternalPromise._RegisterForFulfillment(promises[index], agregator, index);
  11694. }
  11695. }
  11696. else {
  11697. newPromise._resolve([]);
  11698. }
  11699. return newPromise;
  11700. };
  11701. InternalPromise.race = function (promises) {
  11702. var newPromise = new InternalPromise();
  11703. if (promises.length) {
  11704. for (var _i = 0, promises_1 = promises; _i < promises_1.length; _i++) {
  11705. var promise = promises_1[_i];
  11706. promise.then(function (value) {
  11707. if (newPromise) {
  11708. newPromise._resolve(value);
  11709. newPromise = null;
  11710. }
  11711. return null;
  11712. }, function (reason) {
  11713. if (newPromise) {
  11714. newPromise._reject(reason);
  11715. newPromise = null;
  11716. }
  11717. });
  11718. }
  11719. }
  11720. return newPromise;
  11721. };
  11722. return InternalPromise;
  11723. }());
  11724. /**
  11725. * Helper class that provides a small promise polyfill
  11726. */
  11727. var PromisePolyfill = /** @class */ (function () {
  11728. function PromisePolyfill() {
  11729. }
  11730. /**
  11731. * Static function used to check if the polyfill is required
  11732. * If this is the case then the function will inject the polyfill to window.Promise
  11733. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  11734. */
  11735. PromisePolyfill.Apply = function (force) {
  11736. if (force === void 0) { force = false; }
  11737. if (force || typeof Promise === 'undefined') {
  11738. var root = window;
  11739. root.Promise = InternalPromise;
  11740. }
  11741. };
  11742. return PromisePolyfill;
  11743. }());
  11744. BABYLON.PromisePolyfill = PromisePolyfill;
  11745. })(BABYLON || (BABYLON = {}));
  11746. //# sourceMappingURL=babylon.promise.js.map
  11747. /// <reference path="../../../dist/preview release/babylon.d.ts" />
  11748. var BABYLON;
  11749. (function (BABYLON) {
  11750. /**
  11751. * Helper class to push actions to a pool of workers.
  11752. */
  11753. var WorkerPool = /** @class */ (function () {
  11754. /**
  11755. * Constructor
  11756. * @param workers Array of workers to use for actions
  11757. */
  11758. function WorkerPool(workers) {
  11759. this._pendingActions = new Array();
  11760. this._workerInfos = workers.map(function (worker) { return ({
  11761. worker: worker,
  11762. active: false
  11763. }); });
  11764. }
  11765. /**
  11766. * Terminates all workers and clears any pending actions.
  11767. */
  11768. WorkerPool.prototype.dispose = function () {
  11769. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11770. var workerInfo = _a[_i];
  11771. workerInfo.worker.terminate();
  11772. }
  11773. delete this._workerInfos;
  11774. delete this._pendingActions;
  11775. };
  11776. /**
  11777. * Pushes an action to the worker pool. If all the workers are active, the action will be
  11778. * pended until a worker has completed its action.
  11779. * @param action The action to perform. Call onComplete when the action is complete.
  11780. */
  11781. WorkerPool.prototype.push = function (action) {
  11782. for (var _i = 0, _a = this._workerInfos; _i < _a.length; _i++) {
  11783. var workerInfo = _a[_i];
  11784. if (!workerInfo.active) {
  11785. this._execute(workerInfo, action);
  11786. return;
  11787. }
  11788. }
  11789. this._pendingActions.push(action);
  11790. };
  11791. WorkerPool.prototype._execute = function (workerInfo, action) {
  11792. var _this = this;
  11793. workerInfo.active = true;
  11794. action(workerInfo.worker, function () {
  11795. workerInfo.active = false;
  11796. var nextAction = _this._pendingActions.shift();
  11797. if (nextAction) {
  11798. _this._execute(workerInfo, nextAction);
  11799. }
  11800. });
  11801. };
  11802. return WorkerPool;
  11803. }());
  11804. BABYLON.WorkerPool = WorkerPool;
  11805. })(BABYLON || (BABYLON = {}));
  11806. //# sourceMappingURL=babylon.workerPool.js.map
  11807. var BABYLON;
  11808. (function (BABYLON) {
  11809. /**
  11810. * @hidden
  11811. **/
  11812. var _AlphaState = /** @class */ (function () {
  11813. /**
  11814. * Initializes the state.
  11815. */
  11816. function _AlphaState() {
  11817. this._isAlphaBlendDirty = false;
  11818. this._isBlendFunctionParametersDirty = false;
  11819. this._isBlendEquationParametersDirty = false;
  11820. this._isBlendConstantsDirty = false;
  11821. this._alphaBlend = false;
  11822. this._blendFunctionParameters = new Array(4);
  11823. this._blendEquationParameters = new Array(2);
  11824. this._blendConstants = new Array(4);
  11825. this.reset();
  11826. }
  11827. Object.defineProperty(_AlphaState.prototype, "isDirty", {
  11828. get: function () {
  11829. return this._isAlphaBlendDirty || this._isBlendFunctionParametersDirty;
  11830. },
  11831. enumerable: true,
  11832. configurable: true
  11833. });
  11834. Object.defineProperty(_AlphaState.prototype, "alphaBlend", {
  11835. get: function () {
  11836. return this._alphaBlend;
  11837. },
  11838. set: function (value) {
  11839. if (this._alphaBlend === value) {
  11840. return;
  11841. }
  11842. this._alphaBlend = value;
  11843. this._isAlphaBlendDirty = true;
  11844. },
  11845. enumerable: true,
  11846. configurable: true
  11847. });
  11848. _AlphaState.prototype.setAlphaBlendConstants = function (r, g, b, a) {
  11849. if (this._blendConstants[0] === r &&
  11850. this._blendConstants[1] === g &&
  11851. this._blendConstants[2] === b &&
  11852. this._blendConstants[3] === a) {
  11853. return;
  11854. }
  11855. this._blendConstants[0] = r;
  11856. this._blendConstants[1] = g;
  11857. this._blendConstants[2] = b;
  11858. this._blendConstants[3] = a;
  11859. this._isBlendConstantsDirty = true;
  11860. };
  11861. _AlphaState.prototype.setAlphaBlendFunctionParameters = function (value0, value1, value2, value3) {
  11862. if (this._blendFunctionParameters[0] === value0 &&
  11863. this._blendFunctionParameters[1] === value1 &&
  11864. this._blendFunctionParameters[2] === value2 &&
  11865. this._blendFunctionParameters[3] === value3) {
  11866. return;
  11867. }
  11868. this._blendFunctionParameters[0] = value0;
  11869. this._blendFunctionParameters[1] = value1;
  11870. this._blendFunctionParameters[2] = value2;
  11871. this._blendFunctionParameters[3] = value3;
  11872. this._isBlendFunctionParametersDirty = true;
  11873. };
  11874. _AlphaState.prototype.setAlphaEquationParameters = function (rgb, alpha) {
  11875. if (this._blendEquationParameters[0] === rgb &&
  11876. this._blendEquationParameters[1] === alpha) {
  11877. return;
  11878. }
  11879. this._blendEquationParameters[0] = rgb;
  11880. this._blendEquationParameters[1] = alpha;
  11881. this._isBlendEquationParametersDirty = true;
  11882. };
  11883. _AlphaState.prototype.reset = function () {
  11884. this._alphaBlend = false;
  11885. this._blendFunctionParameters[0] = null;
  11886. this._blendFunctionParameters[1] = null;
  11887. this._blendFunctionParameters[2] = null;
  11888. this._blendFunctionParameters[3] = null;
  11889. this._blendEquationParameters[0] = null;
  11890. this._blendEquationParameters[1] = null;
  11891. this._blendConstants[0] = null;
  11892. this._blendConstants[1] = null;
  11893. this._blendConstants[2] = null;
  11894. this._blendConstants[3] = null;
  11895. this._isAlphaBlendDirty = true;
  11896. this._isBlendFunctionParametersDirty = false;
  11897. this._isBlendEquationParametersDirty = false;
  11898. this._isBlendConstantsDirty = false;
  11899. };
  11900. _AlphaState.prototype.apply = function (gl) {
  11901. if (!this.isDirty) {
  11902. return;
  11903. }
  11904. // Alpha blend
  11905. if (this._isAlphaBlendDirty) {
  11906. if (this._alphaBlend) {
  11907. gl.enable(gl.BLEND);
  11908. }
  11909. else {
  11910. gl.disable(gl.BLEND);
  11911. }
  11912. this._isAlphaBlendDirty = false;
  11913. }
  11914. // Alpha function
  11915. if (this._isBlendFunctionParametersDirty) {
  11916. gl.blendFuncSeparate(this._blendFunctionParameters[0], this._blendFunctionParameters[1], this._blendFunctionParameters[2], this._blendFunctionParameters[3]);
  11917. this._isBlendFunctionParametersDirty = false;
  11918. }
  11919. // Alpha equation
  11920. if (this._isBlendEquationParametersDirty) {
  11921. gl.blendEquationSeparate(this._blendEquationParameters[0], this._blendEquationParameters[1]);
  11922. this._isBlendEquationParametersDirty = false;
  11923. }
  11924. // Constants
  11925. if (this._isBlendConstantsDirty) {
  11926. gl.blendColor(this._blendConstants[0], this._blendConstants[1], this._blendConstants[2], this._blendConstants[3]);
  11927. this._isBlendConstantsDirty = false;
  11928. }
  11929. };
  11930. return _AlphaState;
  11931. }());
  11932. BABYLON._AlphaState = _AlphaState;
  11933. })(BABYLON || (BABYLON = {}));
  11934. //# sourceMappingURL=babylon.alphaCullingState.js.map
  11935. var BABYLON;
  11936. (function (BABYLON) {
  11937. /**
  11938. * @hidden
  11939. **/
  11940. var _DepthCullingState = /** @class */ (function () {
  11941. /**
  11942. * Initializes the state.
  11943. */
  11944. function _DepthCullingState() {
  11945. this._isDepthTestDirty = false;
  11946. this._isDepthMaskDirty = false;
  11947. this._isDepthFuncDirty = false;
  11948. this._isCullFaceDirty = false;
  11949. this._isCullDirty = false;
  11950. this._isZOffsetDirty = false;
  11951. this._isFrontFaceDirty = false;
  11952. this.reset();
  11953. }
  11954. Object.defineProperty(_DepthCullingState.prototype, "isDirty", {
  11955. get: function () {
  11956. return this._isDepthFuncDirty || this._isDepthTestDirty || this._isDepthMaskDirty || this._isCullFaceDirty || this._isCullDirty || this._isZOffsetDirty || this._isFrontFaceDirty;
  11957. },
  11958. enumerable: true,
  11959. configurable: true
  11960. });
  11961. Object.defineProperty(_DepthCullingState.prototype, "zOffset", {
  11962. get: function () {
  11963. return this._zOffset;
  11964. },
  11965. set: function (value) {
  11966. if (this._zOffset === value) {
  11967. return;
  11968. }
  11969. this._zOffset = value;
  11970. this._isZOffsetDirty = true;
  11971. },
  11972. enumerable: true,
  11973. configurable: true
  11974. });
  11975. Object.defineProperty(_DepthCullingState.prototype, "cullFace", {
  11976. get: function () {
  11977. return this._cullFace;
  11978. },
  11979. set: function (value) {
  11980. if (this._cullFace === value) {
  11981. return;
  11982. }
  11983. this._cullFace = value;
  11984. this._isCullFaceDirty = true;
  11985. },
  11986. enumerable: true,
  11987. configurable: true
  11988. });
  11989. Object.defineProperty(_DepthCullingState.prototype, "cull", {
  11990. get: function () {
  11991. return this._cull;
  11992. },
  11993. set: function (value) {
  11994. if (this._cull === value) {
  11995. return;
  11996. }
  11997. this._cull = value;
  11998. this._isCullDirty = true;
  11999. },
  12000. enumerable: true,
  12001. configurable: true
  12002. });
  12003. Object.defineProperty(_DepthCullingState.prototype, "depthFunc", {
  12004. get: function () {
  12005. return this._depthFunc;
  12006. },
  12007. set: function (value) {
  12008. if (this._depthFunc === value) {
  12009. return;
  12010. }
  12011. this._depthFunc = value;
  12012. this._isDepthFuncDirty = true;
  12013. },
  12014. enumerable: true,
  12015. configurable: true
  12016. });
  12017. Object.defineProperty(_DepthCullingState.prototype, "depthMask", {
  12018. get: function () {
  12019. return this._depthMask;
  12020. },
  12021. set: function (value) {
  12022. if (this._depthMask === value) {
  12023. return;
  12024. }
  12025. this._depthMask = value;
  12026. this._isDepthMaskDirty = true;
  12027. },
  12028. enumerable: true,
  12029. configurable: true
  12030. });
  12031. Object.defineProperty(_DepthCullingState.prototype, "depthTest", {
  12032. get: function () {
  12033. return this._depthTest;
  12034. },
  12035. set: function (value) {
  12036. if (this._depthTest === value) {
  12037. return;
  12038. }
  12039. this._depthTest = value;
  12040. this._isDepthTestDirty = true;
  12041. },
  12042. enumerable: true,
  12043. configurable: true
  12044. });
  12045. Object.defineProperty(_DepthCullingState.prototype, "frontFace", {
  12046. get: function () {
  12047. return this._frontFace;
  12048. },
  12049. set: function (value) {
  12050. if (this._frontFace === value) {
  12051. return;
  12052. }
  12053. this._frontFace = value;
  12054. this._isFrontFaceDirty = true;
  12055. },
  12056. enumerable: true,
  12057. configurable: true
  12058. });
  12059. _DepthCullingState.prototype.reset = function () {
  12060. this._depthMask = true;
  12061. this._depthTest = true;
  12062. this._depthFunc = null;
  12063. this._cullFace = null;
  12064. this._cull = null;
  12065. this._zOffset = 0;
  12066. this._frontFace = null;
  12067. this._isDepthTestDirty = true;
  12068. this._isDepthMaskDirty = true;
  12069. this._isDepthFuncDirty = false;
  12070. this._isCullFaceDirty = false;
  12071. this._isCullDirty = false;
  12072. this._isZOffsetDirty = false;
  12073. this._isFrontFaceDirty = false;
  12074. };
  12075. _DepthCullingState.prototype.apply = function (gl) {
  12076. if (!this.isDirty) {
  12077. return;
  12078. }
  12079. // Cull
  12080. if (this._isCullDirty) {
  12081. if (this.cull) {
  12082. gl.enable(gl.CULL_FACE);
  12083. }
  12084. else {
  12085. gl.disable(gl.CULL_FACE);
  12086. }
  12087. this._isCullDirty = false;
  12088. }
  12089. // Cull face
  12090. if (this._isCullFaceDirty) {
  12091. gl.cullFace(this.cullFace);
  12092. this._isCullFaceDirty = false;
  12093. }
  12094. // Depth mask
  12095. if (this._isDepthMaskDirty) {
  12096. gl.depthMask(this.depthMask);
  12097. this._isDepthMaskDirty = false;
  12098. }
  12099. // Depth test
  12100. if (this._isDepthTestDirty) {
  12101. if (this.depthTest) {
  12102. gl.enable(gl.DEPTH_TEST);
  12103. }
  12104. else {
  12105. gl.disable(gl.DEPTH_TEST);
  12106. }
  12107. this._isDepthTestDirty = false;
  12108. }
  12109. // Depth func
  12110. if (this._isDepthFuncDirty) {
  12111. gl.depthFunc(this.depthFunc);
  12112. this._isDepthFuncDirty = false;
  12113. }
  12114. // zOffset
  12115. if (this._isZOffsetDirty) {
  12116. if (this.zOffset) {
  12117. gl.enable(gl.POLYGON_OFFSET_FILL);
  12118. gl.polygonOffset(this.zOffset, 0);
  12119. }
  12120. else {
  12121. gl.disable(gl.POLYGON_OFFSET_FILL);
  12122. }
  12123. this._isZOffsetDirty = false;
  12124. }
  12125. // Front face
  12126. if (this._isFrontFaceDirty) {
  12127. gl.frontFace(this.frontFace);
  12128. this._isFrontFaceDirty = false;
  12129. }
  12130. };
  12131. return _DepthCullingState;
  12132. }());
  12133. BABYLON._DepthCullingState = _DepthCullingState;
  12134. })(BABYLON || (BABYLON = {}));
  12135. //# sourceMappingURL=babylon.depthCullingState.js.map
  12136. var BABYLON;
  12137. (function (BABYLON) {
  12138. /**
  12139. * @hidden
  12140. **/
  12141. var _StencilState = /** @class */ (function () {
  12142. function _StencilState() {
  12143. this._isStencilTestDirty = false;
  12144. this._isStencilMaskDirty = false;
  12145. this._isStencilFuncDirty = false;
  12146. this._isStencilOpDirty = false;
  12147. this.reset();
  12148. }
  12149. Object.defineProperty(_StencilState.prototype, "isDirty", {
  12150. get: function () {
  12151. return this._isStencilTestDirty || this._isStencilMaskDirty || this._isStencilFuncDirty || this._isStencilOpDirty;
  12152. },
  12153. enumerable: true,
  12154. configurable: true
  12155. });
  12156. Object.defineProperty(_StencilState.prototype, "stencilFunc", {
  12157. get: function () {
  12158. return this._stencilFunc;
  12159. },
  12160. set: function (value) {
  12161. if (this._stencilFunc === value) {
  12162. return;
  12163. }
  12164. this._stencilFunc = value;
  12165. this._isStencilFuncDirty = true;
  12166. },
  12167. enumerable: true,
  12168. configurable: true
  12169. });
  12170. Object.defineProperty(_StencilState.prototype, "stencilFuncRef", {
  12171. get: function () {
  12172. return this._stencilFuncRef;
  12173. },
  12174. set: function (value) {
  12175. if (this._stencilFuncRef === value) {
  12176. return;
  12177. }
  12178. this._stencilFuncRef = value;
  12179. this._isStencilFuncDirty = true;
  12180. },
  12181. enumerable: true,
  12182. configurable: true
  12183. });
  12184. Object.defineProperty(_StencilState.prototype, "stencilFuncMask", {
  12185. get: function () {
  12186. return this._stencilFuncMask;
  12187. },
  12188. set: function (value) {
  12189. if (this._stencilFuncMask === value) {
  12190. return;
  12191. }
  12192. this._stencilFuncMask = value;
  12193. this._isStencilFuncDirty = true;
  12194. },
  12195. enumerable: true,
  12196. configurable: true
  12197. });
  12198. Object.defineProperty(_StencilState.prototype, "stencilOpStencilFail", {
  12199. get: function () {
  12200. return this._stencilOpStencilFail;
  12201. },
  12202. set: function (value) {
  12203. if (this._stencilOpStencilFail === value) {
  12204. return;
  12205. }
  12206. this._stencilOpStencilFail = value;
  12207. this._isStencilOpDirty = true;
  12208. },
  12209. enumerable: true,
  12210. configurable: true
  12211. });
  12212. Object.defineProperty(_StencilState.prototype, "stencilOpDepthFail", {
  12213. get: function () {
  12214. return this._stencilOpDepthFail;
  12215. },
  12216. set: function (value) {
  12217. if (this._stencilOpDepthFail === value) {
  12218. return;
  12219. }
  12220. this._stencilOpDepthFail = value;
  12221. this._isStencilOpDirty = true;
  12222. },
  12223. enumerable: true,
  12224. configurable: true
  12225. });
  12226. Object.defineProperty(_StencilState.prototype, "stencilOpStencilDepthPass", {
  12227. get: function () {
  12228. return this._stencilOpStencilDepthPass;
  12229. },
  12230. set: function (value) {
  12231. if (this._stencilOpStencilDepthPass === value) {
  12232. return;
  12233. }
  12234. this._stencilOpStencilDepthPass = value;
  12235. this._isStencilOpDirty = true;
  12236. },
  12237. enumerable: true,
  12238. configurable: true
  12239. });
  12240. Object.defineProperty(_StencilState.prototype, "stencilMask", {
  12241. get: function () {
  12242. return this._stencilMask;
  12243. },
  12244. set: function (value) {
  12245. if (this._stencilMask === value) {
  12246. return;
  12247. }
  12248. this._stencilMask = value;
  12249. this._isStencilMaskDirty = true;
  12250. },
  12251. enumerable: true,
  12252. configurable: true
  12253. });
  12254. Object.defineProperty(_StencilState.prototype, "stencilTest", {
  12255. get: function () {
  12256. return this._stencilTest;
  12257. },
  12258. set: function (value) {
  12259. if (this._stencilTest === value) {
  12260. return;
  12261. }
  12262. this._stencilTest = value;
  12263. this._isStencilTestDirty = true;
  12264. },
  12265. enumerable: true,
  12266. configurable: true
  12267. });
  12268. _StencilState.prototype.reset = function () {
  12269. this._stencilTest = false;
  12270. this._stencilMask = 0xFF;
  12271. this._stencilFunc = BABYLON.Engine.ALWAYS;
  12272. this._stencilFuncRef = 1;
  12273. this._stencilFuncMask = 0xFF;
  12274. this._stencilOpStencilFail = BABYLON.Engine.KEEP;
  12275. this._stencilOpDepthFail = BABYLON.Engine.KEEP;
  12276. this._stencilOpStencilDepthPass = BABYLON.Engine.REPLACE;
  12277. this._isStencilTestDirty = true;
  12278. this._isStencilMaskDirty = true;
  12279. this._isStencilFuncDirty = true;
  12280. this._isStencilOpDirty = true;
  12281. };
  12282. _StencilState.prototype.apply = function (gl) {
  12283. if (!this.isDirty) {
  12284. return;
  12285. }
  12286. // Stencil test
  12287. if (this._isStencilTestDirty) {
  12288. if (this.stencilTest) {
  12289. gl.enable(gl.STENCIL_TEST);
  12290. }
  12291. else {
  12292. gl.disable(gl.STENCIL_TEST);
  12293. }
  12294. this._isStencilTestDirty = false;
  12295. }
  12296. // Stencil mask
  12297. if (this._isStencilMaskDirty) {
  12298. gl.stencilMask(this.stencilMask);
  12299. this._isStencilMaskDirty = false;
  12300. }
  12301. // Stencil func
  12302. if (this._isStencilFuncDirty) {
  12303. gl.stencilFunc(this.stencilFunc, this.stencilFuncRef, this.stencilFuncMask);
  12304. this._isStencilFuncDirty = false;
  12305. }
  12306. // Stencil op
  12307. if (this._isStencilOpDirty) {
  12308. gl.stencilOp(this.stencilOpStencilFail, this.stencilOpDepthFail, this.stencilOpStencilDepthPass);
  12309. this._isStencilOpDirty = false;
  12310. }
  12311. };
  12312. return _StencilState;
  12313. }());
  12314. BABYLON._StencilState = _StencilState;
  12315. })(BABYLON || (BABYLON = {}));
  12316. //# sourceMappingURL=babylon.stencilState.js.map
  12317. var __assign = (this && this.__assign) || function () {
  12318. __assign = Object.assign || function(t) {
  12319. for (var s, i = 1, n = arguments.length; i < n; i++) {
  12320. s = arguments[i];
  12321. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  12322. t[p] = s[p];
  12323. }
  12324. return t;
  12325. };
  12326. return __assign.apply(this, arguments);
  12327. };
  12328. var BABYLON;
  12329. (function (BABYLON) {
  12330. /**
  12331. * Keeps track of all the buffer info used in engine.
  12332. */
  12333. var BufferPointer = /** @class */ (function () {
  12334. function BufferPointer() {
  12335. }
  12336. return BufferPointer;
  12337. }());
  12338. /**
  12339. * Interface for attribute information associated with buffer instanciation
  12340. */
  12341. var InstancingAttributeInfo = /** @class */ (function () {
  12342. function InstancingAttributeInfo() {
  12343. }
  12344. return InstancingAttributeInfo;
  12345. }());
  12346. BABYLON.InstancingAttributeInfo = InstancingAttributeInfo;
  12347. /**
  12348. * Define options used to create a render target texture
  12349. */
  12350. var RenderTargetCreationOptions = /** @class */ (function () {
  12351. function RenderTargetCreationOptions() {
  12352. }
  12353. return RenderTargetCreationOptions;
  12354. }());
  12355. BABYLON.RenderTargetCreationOptions = RenderTargetCreationOptions;
  12356. /**
  12357. * Define options used to create a depth texture
  12358. */
  12359. var DepthTextureCreationOptions = /** @class */ (function () {
  12360. function DepthTextureCreationOptions() {
  12361. }
  12362. return DepthTextureCreationOptions;
  12363. }());
  12364. BABYLON.DepthTextureCreationOptions = DepthTextureCreationOptions;
  12365. /**
  12366. * Class used to describe the capabilities of the engine relatively to the current browser
  12367. */
  12368. var EngineCapabilities = /** @class */ (function () {
  12369. function EngineCapabilities() {
  12370. }
  12371. return EngineCapabilities;
  12372. }());
  12373. BABYLON.EngineCapabilities = EngineCapabilities;
  12374. /**
  12375. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  12376. */
  12377. var Engine = /** @class */ (function () {
  12378. /**
  12379. * Creates a new engine
  12380. * @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
  12381. * @param antialias defines enable antialiasing (default: false)
  12382. * @param options defines further options to be sent to the getContext() function
  12383. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  12384. */
  12385. function Engine(canvasOrContext, antialias, options, adaptToDeviceRatio) {
  12386. if (adaptToDeviceRatio === void 0) { adaptToDeviceRatio = false; }
  12387. var _this = this;
  12388. // Public members
  12389. /**
  12390. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  12391. */
  12392. this.forcePOTTextures = false;
  12393. /**
  12394. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  12395. */
  12396. this.isFullscreen = false;
  12397. /**
  12398. * Gets a boolean indicating if the pointer is currently locked
  12399. */
  12400. this.isPointerLock = false;
  12401. /**
  12402. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  12403. */
  12404. this.cullBackFaces = true;
  12405. /**
  12406. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  12407. */
  12408. this.renderEvenInBackground = true;
  12409. /**
  12410. * Gets or sets a boolean indicating that cache can be kept between frames
  12411. */
  12412. this.preventCacheWipeBetweenFrames = false;
  12413. /**
  12414. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  12415. **/
  12416. this.enableOfflineSupport = false;
  12417. /**
  12418. * 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)
  12419. **/
  12420. this.disableManifestCheck = false;
  12421. /**
  12422. * Gets the list of created scenes
  12423. */
  12424. this.scenes = new Array();
  12425. /**
  12426. * Event raised when a new scene is created
  12427. */
  12428. this.onNewSceneAddedObservable = new BABYLON.Observable();
  12429. /**
  12430. * Gets the list of created postprocesses
  12431. */
  12432. this.postProcesses = new Array();
  12433. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  12434. this.validateShaderPrograms = false;
  12435. // Observables
  12436. /**
  12437. * Observable event triggered each time the rendering canvas is resized
  12438. */
  12439. this.onResizeObservable = new BABYLON.Observable();
  12440. /**
  12441. * Observable event triggered each time the canvas loses focus
  12442. */
  12443. this.onCanvasBlurObservable = new BABYLON.Observable();
  12444. /**
  12445. * Observable event triggered each time the canvas gains focus
  12446. */
  12447. this.onCanvasFocusObservable = new BABYLON.Observable();
  12448. /**
  12449. * Observable event triggered each time the canvas receives pointerout event
  12450. */
  12451. this.onCanvasPointerOutObservable = new BABYLON.Observable();
  12452. /**
  12453. * Observable event triggered before each texture is initialized
  12454. */
  12455. this.onBeforeTextureInitObservable = new BABYLON.Observable();
  12456. //WebVR
  12457. this._vrDisplay = undefined;
  12458. this._vrSupported = false;
  12459. this._vrExclusivePointerMode = false;
  12460. // Uniform buffers list
  12461. /**
  12462. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  12463. */
  12464. this.disableUniformBuffers = false;
  12465. /** @hidden */
  12466. this._uniformBuffers = new Array();
  12467. // Observables
  12468. /**
  12469. * Observable raised when the engine begins a new frame
  12470. */
  12471. this.onBeginFrameObservable = new BABYLON.Observable();
  12472. /**
  12473. * If set, will be used to request the next animation frame for the render loop
  12474. */
  12475. this.customAnimationFrameRequester = null;
  12476. /**
  12477. * Observable raised when the engine ends the current frame
  12478. */
  12479. this.onEndFrameObservable = new BABYLON.Observable();
  12480. /**
  12481. * Observable raised when the engine is about to compile a shader
  12482. */
  12483. this.onBeforeShaderCompilationObservable = new BABYLON.Observable();
  12484. /**
  12485. * Observable raised when the engine has jsut compiled a shader
  12486. */
  12487. this.onAfterShaderCompilationObservable = new BABYLON.Observable();
  12488. this._windowIsBackground = false;
  12489. this._webGLVersion = 1.0;
  12490. /** @hidden */
  12491. this._badOS = false;
  12492. /** @hidden */
  12493. this._badDesktopOS = false;
  12494. /**
  12495. * Gets or sets a value indicating if we want to disable texture binding optimization.
  12496. * This could be required on some buggy drivers which wants to have textures bound in a progressive order.
  12497. * By default Babylon.js will try to let textures bound where they are and only update the samplers to point where the texture is
  12498. */
  12499. this.disableTextureBindingOptimization = false;
  12500. /**
  12501. * Observable signaled when VR display mode changes
  12502. */
  12503. this.onVRDisplayChangedObservable = new BABYLON.Observable();
  12504. /**
  12505. * Observable signaled when VR request present is complete
  12506. */
  12507. this.onVRRequestPresentComplete = new BABYLON.Observable();
  12508. /**
  12509. * Observable signaled when VR request present starts
  12510. */
  12511. this.onVRRequestPresentStart = new BABYLON.Observable();
  12512. this._colorWrite = true;
  12513. /** @hidden */
  12514. this._drawCalls = new BABYLON.PerfCounter();
  12515. /** @hidden */
  12516. this._textureCollisions = new BABYLON.PerfCounter();
  12517. this._renderingQueueLaunched = false;
  12518. this._activeRenderLoops = new Array();
  12519. // Deterministic lockstepMaxSteps
  12520. this._deterministicLockstep = false;
  12521. this._lockstepMaxSteps = 4;
  12522. // Lost context
  12523. /**
  12524. * Observable signaled when a context lost event is raised
  12525. */
  12526. this.onContextLostObservable = new BABYLON.Observable();
  12527. /**
  12528. * Observable signaled when a context restored event is raised
  12529. */
  12530. this.onContextRestoredObservable = new BABYLON.Observable();
  12531. this._contextWasLost = false;
  12532. this._doNotHandleContextLost = false;
  12533. // FPS
  12534. this._performanceMonitor = new BABYLON.PerformanceMonitor();
  12535. this._fps = 60;
  12536. this._deltaTime = 0;
  12537. /**
  12538. * Turn this value on if you want to pause FPS computation when in background
  12539. */
  12540. this.disablePerformanceMonitorInBackground = false;
  12541. // States
  12542. /** @hidden */
  12543. this._depthCullingState = new BABYLON._DepthCullingState();
  12544. /** @hidden */
  12545. this._stencilState = new BABYLON._StencilState();
  12546. /** @hidden */
  12547. this._alphaState = new BABYLON._AlphaState();
  12548. /** @hidden */
  12549. this._alphaMode = Engine.ALPHA_DISABLE;
  12550. // Cache
  12551. this._internalTexturesCache = new Array();
  12552. /** @hidden */
  12553. this._activeChannel = 0;
  12554. this._currentTextureChannel = -1;
  12555. /** @hidden */
  12556. this._boundTexturesCache = {};
  12557. this._compiledEffects = {};
  12558. this._vertexAttribArraysEnabled = [];
  12559. this._uintIndicesCurrentlySet = false;
  12560. this._currentBoundBuffer = new Array();
  12561. /** @hidden */
  12562. this._currentFramebuffer = null;
  12563. this._currentBufferPointers = new Array();
  12564. this._currentInstanceLocations = new Array();
  12565. this._currentInstanceBuffers = new Array();
  12566. this._firstBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12567. this._lastBoundInternalTextureTracker = new BABYLON.DummyInternalTextureTracker();
  12568. this._vaoRecordInProgress = false;
  12569. this._mustWipeVertexAttributes = false;
  12570. this._nextFreeTextureSlots = new Array();
  12571. this._maxSimultaneousTextures = 0;
  12572. this._activeRequests = new Array();
  12573. // Hardware supported Compressed Textures
  12574. this._texturesSupported = new Array();
  12575. /**
  12576. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  12577. */
  12578. this.premultipliedAlpha = true;
  12579. this._viewportCached = new BABYLON.Vector4(0, 0, 0, 0);
  12580. this._onVRFullScreenTriggered = function () {
  12581. if (_this._vrDisplay && _this._vrDisplay.isPresenting) {
  12582. //get the old size before we change
  12583. _this._oldSize = new BABYLON.Size(_this.getRenderWidth(), _this.getRenderHeight());
  12584. _this._oldHardwareScaleFactor = _this.getHardwareScalingLevel();
  12585. //get the width and height, change the render size
  12586. var leftEye = _this._vrDisplay.getEyeParameters('left');
  12587. _this.setHardwareScalingLevel(1);
  12588. _this.setSize(leftEye.renderWidth * 2, leftEye.renderHeight);
  12589. }
  12590. else {
  12591. _this.setHardwareScalingLevel(_this._oldHardwareScaleFactor);
  12592. _this.setSize(_this._oldSize.width, _this._oldSize.height);
  12593. }
  12594. };
  12595. this._unpackFlipYCached = null;
  12596. /**
  12597. * In case you are sharing the context with other applications, it might
  12598. * be interested to not cache the unpack flip y state to ensure a consistent
  12599. * value would be set.
  12600. */
  12601. this.enableUnpackFlipYCached = true;
  12602. this._boundUniforms = {};
  12603. // Register promises
  12604. BABYLON.PromisePolyfill.Apply();
  12605. var canvas = null;
  12606. Engine.Instances.push(this);
  12607. if (!canvasOrContext) {
  12608. return;
  12609. }
  12610. options = options || {};
  12611. if (canvasOrContext.getContext) {
  12612. canvas = canvasOrContext;
  12613. this._renderingCanvas = canvas;
  12614. if (antialias != null) {
  12615. options.antialias = antialias;
  12616. }
  12617. if (options.deterministicLockstep === undefined) {
  12618. options.deterministicLockstep = false;
  12619. }
  12620. if (options.lockstepMaxSteps === undefined) {
  12621. options.lockstepMaxSteps = 4;
  12622. }
  12623. if (options.preserveDrawingBuffer === undefined) {
  12624. options.preserveDrawingBuffer = false;
  12625. }
  12626. if (options.audioEngine === undefined) {
  12627. options.audioEngine = true;
  12628. }
  12629. if (options.stencil === undefined) {
  12630. options.stencil = true;
  12631. }
  12632. if (options.premultipliedAlpha === false) {
  12633. this.premultipliedAlpha = false;
  12634. }
  12635. this._deterministicLockstep = options.deterministicLockstep;
  12636. this._lockstepMaxSteps = options.lockstepMaxSteps;
  12637. this._doNotHandleContextLost = options.doNotHandleContextLost ? true : false;
  12638. // Exceptions
  12639. if (navigator && navigator.userAgent) {
  12640. var ua = navigator.userAgent;
  12641. for (var _i = 0, _a = Engine.ExceptionList; _i < _a.length; _i++) {
  12642. var exception = _a[_i];
  12643. var key = exception.key;
  12644. var targets = exception.targets;
  12645. if (ua.indexOf(key) > -1) {
  12646. if (exception.capture && exception.captureConstraint) {
  12647. var capture = exception.capture;
  12648. var constraint = exception.captureConstraint;
  12649. var regex = new RegExp(capture);
  12650. var matches = regex.exec(ua);
  12651. if (matches && matches.length > 0) {
  12652. var capturedValue = parseInt(matches[matches.length - 1]);
  12653. if (capturedValue >= constraint) {
  12654. continue;
  12655. }
  12656. }
  12657. }
  12658. for (var _b = 0, targets_1 = targets; _b < targets_1.length; _b++) {
  12659. var target = targets_1[_b];
  12660. switch (target) {
  12661. case "uniformBuffer":
  12662. this.disableUniformBuffers = true;
  12663. break;
  12664. case "textureBindingOptimization":
  12665. this.disableTextureBindingOptimization = true;
  12666. break;
  12667. }
  12668. }
  12669. }
  12670. }
  12671. }
  12672. // GL
  12673. if (!options.disableWebGL2Support) {
  12674. try {
  12675. this._gl = (canvas.getContext("webgl2", options) || canvas.getContext("experimental-webgl2", options));
  12676. if (this._gl) {
  12677. this._webGLVersion = 2.0;
  12678. // Prevent weird browsers to lie :-)
  12679. if (!this._gl.deleteQuery) {
  12680. this._webGLVersion = 1.0;
  12681. }
  12682. }
  12683. }
  12684. catch (e) {
  12685. // Do nothing
  12686. }
  12687. }
  12688. if (!this._gl) {
  12689. if (!canvas) {
  12690. throw new Error("The provided canvas is null or undefined.");
  12691. }
  12692. try {
  12693. this._gl = (canvas.getContext("webgl", options) || canvas.getContext("experimental-webgl", options));
  12694. }
  12695. catch (e) {
  12696. throw new Error("WebGL not supported");
  12697. }
  12698. }
  12699. if (!this._gl) {
  12700. throw new Error("WebGL not supported");
  12701. }
  12702. this._onCanvasFocus = function () {
  12703. _this.onCanvasFocusObservable.notifyObservers(_this);
  12704. };
  12705. this._onCanvasBlur = function () {
  12706. _this.onCanvasBlurObservable.notifyObservers(_this);
  12707. };
  12708. canvas.addEventListener("focus", this._onCanvasFocus);
  12709. canvas.addEventListener("blur", this._onCanvasBlur);
  12710. this._onBlur = function () {
  12711. if (_this.disablePerformanceMonitorInBackground) {
  12712. _this._performanceMonitor.disable();
  12713. }
  12714. _this._windowIsBackground = true;
  12715. };
  12716. this._onFocus = function () {
  12717. if (_this.disablePerformanceMonitorInBackground) {
  12718. _this._performanceMonitor.enable();
  12719. }
  12720. _this._windowIsBackground = false;
  12721. };
  12722. this._onCanvasPointerOut = function (ev) {
  12723. _this.onCanvasPointerOutObservable.notifyObservers(ev);
  12724. };
  12725. if (BABYLON.Tools.IsWindowObjectExist()) {
  12726. window.addEventListener("blur", this._onBlur);
  12727. window.addEventListener("focus", this._onFocus);
  12728. }
  12729. canvas.addEventListener("pointerout", this._onCanvasPointerOut);
  12730. // Context lost
  12731. if (!this._doNotHandleContextLost) {
  12732. this._onContextLost = function (evt) {
  12733. evt.preventDefault();
  12734. _this._contextWasLost = true;
  12735. BABYLON.Tools.Warn("WebGL context lost.");
  12736. _this.onContextLostObservable.notifyObservers(_this);
  12737. };
  12738. this._onContextRestored = function (evt) {
  12739. // Adding a timeout to avoid race condition at browser level
  12740. setTimeout(function () {
  12741. // Rebuild gl context
  12742. _this._initGLContext();
  12743. // Rebuild effects
  12744. _this._rebuildEffects();
  12745. // Rebuild textures
  12746. _this._rebuildInternalTextures();
  12747. // Rebuild buffers
  12748. _this._rebuildBuffers();
  12749. // Cache
  12750. _this.wipeCaches(true);
  12751. BABYLON.Tools.Warn("WebGL context successfully restored.");
  12752. _this.onContextRestoredObservable.notifyObservers(_this);
  12753. _this._contextWasLost = false;
  12754. }, 0);
  12755. };
  12756. canvas.addEventListener("webglcontextlost", this._onContextLost, false);
  12757. canvas.addEventListener("webglcontextrestored", this._onContextRestored, false);
  12758. }
  12759. }
  12760. else {
  12761. this._gl = canvasOrContext;
  12762. this._renderingCanvas = this._gl.canvas;
  12763. if (this._gl.renderbufferStorageMultisample) {
  12764. this._webGLVersion = 2.0;
  12765. }
  12766. var attributes = this._gl.getContextAttributes();
  12767. if (attributes) {
  12768. options.stencil = attributes.stencil;
  12769. }
  12770. }
  12771. // Viewport
  12772. var devicePixelRatio = BABYLON.Tools.IsWindowObjectExist() ? (window.devicePixelRatio || 1.0) : 1.0;
  12773. var limitDeviceRatio = options.limitDeviceRatio || devicePixelRatio;
  12774. this._hardwareScalingLevel = adaptToDeviceRatio ? 1.0 / Math.min(limitDeviceRatio, devicePixelRatio) : 1.0;
  12775. this.resize();
  12776. this._isStencilEnable = options.stencil ? true : false;
  12777. this._initGLContext();
  12778. if (canvas) {
  12779. // Fullscreen
  12780. this._onFullscreenChange = function () {
  12781. if (document.fullscreen !== undefined) {
  12782. _this.isFullscreen = document.fullscreen;
  12783. }
  12784. else if (document.mozFullScreen !== undefined) {
  12785. _this.isFullscreen = document.mozFullScreen;
  12786. }
  12787. else if (document.webkitIsFullScreen !== undefined) {
  12788. _this.isFullscreen = document.webkitIsFullScreen;
  12789. }
  12790. else if (document.msIsFullScreen !== undefined) {
  12791. _this.isFullscreen = document.msIsFullScreen;
  12792. }
  12793. // Pointer lock
  12794. if (_this.isFullscreen && _this._pointerLockRequested && canvas) {
  12795. canvas.requestPointerLock = canvas.requestPointerLock ||
  12796. canvas.msRequestPointerLock ||
  12797. canvas.mozRequestPointerLock ||
  12798. canvas.webkitRequestPointerLock;
  12799. if (canvas.requestPointerLock) {
  12800. canvas.requestPointerLock();
  12801. }
  12802. }
  12803. };
  12804. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  12805. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  12806. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  12807. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  12808. // Pointer lock
  12809. this._onPointerLockChange = function () {
  12810. _this.isPointerLock = (document.mozPointerLockElement === canvas ||
  12811. document.webkitPointerLockElement === canvas ||
  12812. document.msPointerLockElement === canvas ||
  12813. document.pointerLockElement === canvas);
  12814. };
  12815. document.addEventListener("pointerlockchange", this._onPointerLockChange, false);
  12816. document.addEventListener("mspointerlockchange", this._onPointerLockChange, false);
  12817. document.addEventListener("mozpointerlockchange", this._onPointerLockChange, false);
  12818. document.addEventListener("webkitpointerlockchange", this._onPointerLockChange, false);
  12819. this._onVRDisplayPointerRestricted = function () {
  12820. if (canvas) {
  12821. canvas.requestPointerLock();
  12822. }
  12823. };
  12824. this._onVRDisplayPointerUnrestricted = function () {
  12825. document.exitPointerLock();
  12826. };
  12827. if (BABYLON.Tools.IsWindowObjectExist()) {
  12828. window.addEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted, false);
  12829. window.addEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted, false);
  12830. }
  12831. }
  12832. // Create Audio Engine if needed.
  12833. if (!Engine.audioEngine && options.audioEngine && Engine.AudioEngineFactory) {
  12834. Engine.audioEngine = Engine.AudioEngineFactory(this.getRenderingCanvas());
  12835. }
  12836. // Prepare buffer pointers
  12837. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  12838. this._currentBufferPointers[i] = new BufferPointer();
  12839. }
  12840. this._linkTrackers(this._firstBoundInternalTextureTracker, this._lastBoundInternalTextureTracker);
  12841. // Load WebVR Devices
  12842. if (options.autoEnableWebVR) {
  12843. this.initWebVR();
  12844. }
  12845. // Detect if we are running on a faulty buggy OS.
  12846. this._badOS = /iPad/i.test(navigator.userAgent) || /iPhone/i.test(navigator.userAgent);
  12847. // Detect if we are running on a faulty buggy desktop OS.
  12848. this._badDesktopOS = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
  12849. console.log("Babylon.js v" + Engine.Version + " - " + this.description);
  12850. this.enableOfflineSupport = Engine.OfflineProviderFactory !== undefined;
  12851. }
  12852. Object.defineProperty(Engine, "LastCreatedEngine", {
  12853. /**
  12854. * Gets the latest created engine
  12855. */
  12856. get: function () {
  12857. if (Engine.Instances.length === 0) {
  12858. return null;
  12859. }
  12860. return Engine.Instances[Engine.Instances.length - 1];
  12861. },
  12862. enumerable: true,
  12863. configurable: true
  12864. });
  12865. Object.defineProperty(Engine, "LastCreatedScene", {
  12866. /**
  12867. * Gets the latest created scene
  12868. */
  12869. get: function () {
  12870. var lastCreatedEngine = Engine.LastCreatedEngine;
  12871. if (!lastCreatedEngine) {
  12872. return null;
  12873. }
  12874. if (lastCreatedEngine.scenes.length === 0) {
  12875. return null;
  12876. }
  12877. return lastCreatedEngine.scenes[lastCreatedEngine.scenes.length - 1];
  12878. },
  12879. enumerable: true,
  12880. configurable: true
  12881. });
  12882. /**
  12883. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  12884. * @param flag defines which part of the materials must be marked as dirty
  12885. * @param predicate defines a predicate used to filter which materials should be affected
  12886. */
  12887. Engine.MarkAllMaterialsAsDirty = function (flag, predicate) {
  12888. for (var engineIndex = 0; engineIndex < Engine.Instances.length; engineIndex++) {
  12889. var engine = Engine.Instances[engineIndex];
  12890. for (var sceneIndex = 0; sceneIndex < engine.scenes.length; sceneIndex++) {
  12891. engine.scenes[sceneIndex].markAllMaterialsAsDirty(flag, predicate);
  12892. }
  12893. }
  12894. };
  12895. Object.defineProperty(Engine, "Version", {
  12896. /**
  12897. * Returns the current version of the framework
  12898. */
  12899. get: function () {
  12900. return "4.0.0-alpha.10";
  12901. },
  12902. enumerable: true,
  12903. configurable: true
  12904. });
  12905. Object.defineProperty(Engine.prototype, "description", {
  12906. /**
  12907. * Returns a string describing the current engine
  12908. */
  12909. get: function () {
  12910. var description = "WebGL" + this.webGLVersion;
  12911. if (this._caps.parallelShaderCompile) {
  12912. description += " - Parallel shader compilation";
  12913. }
  12914. return description;
  12915. },
  12916. enumerable: true,
  12917. configurable: true
  12918. });
  12919. Object.defineProperty(Engine.prototype, "isInVRExclusivePointerMode", {
  12920. /**
  12921. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  12922. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  12923. */
  12924. get: function () {
  12925. return this._vrExclusivePointerMode;
  12926. },
  12927. enumerable: true,
  12928. configurable: true
  12929. });
  12930. Object.defineProperty(Engine.prototype, "supportsUniformBuffers", {
  12931. /**
  12932. * Gets a boolean indicating that the engine supports uniform buffers
  12933. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  12934. */
  12935. get: function () {
  12936. return this.webGLVersion > 1 && !this.disableUniformBuffers;
  12937. },
  12938. enumerable: true,
  12939. configurable: true
  12940. });
  12941. Object.defineProperty(Engine.prototype, "needPOTTextures", {
  12942. /**
  12943. * Gets a boolean indicating that only power of 2 textures are supported
  12944. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  12945. */
  12946. get: function () {
  12947. return this._webGLVersion < 2 || this.forcePOTTextures;
  12948. },
  12949. enumerable: true,
  12950. configurable: true
  12951. });
  12952. Object.defineProperty(Engine.prototype, "doNotHandleContextLost", {
  12953. /**
  12954. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  12955. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  12956. */
  12957. get: function () {
  12958. return this._doNotHandleContextLost;
  12959. },
  12960. set: function (value) {
  12961. this._doNotHandleContextLost = value;
  12962. },
  12963. enumerable: true,
  12964. configurable: true
  12965. });
  12966. Object.defineProperty(Engine.prototype, "performanceMonitor", {
  12967. /**
  12968. * Gets the performance monitor attached to this engine
  12969. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  12970. */
  12971. get: function () {
  12972. return this._performanceMonitor;
  12973. },
  12974. enumerable: true,
  12975. configurable: true
  12976. });
  12977. Object.defineProperty(Engine.prototype, "texturesSupported", {
  12978. /**
  12979. * Gets the list of texture formats supported
  12980. */
  12981. get: function () {
  12982. return this._texturesSupported;
  12983. },
  12984. enumerable: true,
  12985. configurable: true
  12986. });
  12987. Object.defineProperty(Engine.prototype, "textureFormatInUse", {
  12988. /**
  12989. * Gets the list of texture formats in use
  12990. */
  12991. get: function () {
  12992. return this._textureFormatInUse;
  12993. },
  12994. enumerable: true,
  12995. configurable: true
  12996. });
  12997. Object.defineProperty(Engine.prototype, "currentViewport", {
  12998. /**
  12999. * Gets the current viewport
  13000. */
  13001. get: function () {
  13002. return this._cachedViewport;
  13003. },
  13004. enumerable: true,
  13005. configurable: true
  13006. });
  13007. Object.defineProperty(Engine.prototype, "emptyTexture", {
  13008. /**
  13009. * Gets the default empty texture
  13010. */
  13011. get: function () {
  13012. if (!this._emptyTexture) {
  13013. this._emptyTexture = this.createRawTexture(new Uint8Array(4), 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13014. }
  13015. return this._emptyTexture;
  13016. },
  13017. enumerable: true,
  13018. configurable: true
  13019. });
  13020. Object.defineProperty(Engine.prototype, "emptyTexture3D", {
  13021. /**
  13022. * Gets the default empty 3D texture
  13023. */
  13024. get: function () {
  13025. if (!this._emptyTexture3D) {
  13026. this._emptyTexture3D = this.createRawTexture3D(new Uint8Array(4), 1, 1, 1, Engine.TEXTUREFORMAT_RGBA, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13027. }
  13028. return this._emptyTexture3D;
  13029. },
  13030. enumerable: true,
  13031. configurable: true
  13032. });
  13033. Object.defineProperty(Engine.prototype, "emptyCubeTexture", {
  13034. /**
  13035. * Gets the default empty cube texture
  13036. */
  13037. get: function () {
  13038. if (!this._emptyCubeTexture) {
  13039. var faceData = new Uint8Array(4);
  13040. var cubeData = [faceData, faceData, faceData, faceData, faceData, faceData];
  13041. this._emptyCubeTexture = this.createRawCubeTexture(cubeData, 1, Engine.TEXTUREFORMAT_RGBA, Engine.TEXTURETYPE_UNSIGNED_INT, false, false, Engine.TEXTURE_NEAREST_SAMPLINGMODE);
  13042. }
  13043. return this._emptyCubeTexture;
  13044. },
  13045. enumerable: true,
  13046. configurable: true
  13047. });
  13048. Engine.prototype._rebuildInternalTextures = function () {
  13049. var currentState = this._internalTexturesCache.slice(); // Do a copy because the rebuild will add proxies
  13050. for (var _i = 0, currentState_1 = currentState; _i < currentState_1.length; _i++) {
  13051. var internalTexture = currentState_1[_i];
  13052. internalTexture._rebuild();
  13053. }
  13054. };
  13055. Engine.prototype._rebuildEffects = function () {
  13056. for (var key in this._compiledEffects) {
  13057. var effect = this._compiledEffects[key];
  13058. effect._prepareEffect();
  13059. }
  13060. BABYLON.Effect.ResetCache();
  13061. };
  13062. /**
  13063. * Gets a boolean indicating if all created effects are ready
  13064. * @returns true if all effects are ready
  13065. */
  13066. Engine.prototype.areAllEffectsReady = function () {
  13067. for (var key in this._compiledEffects) {
  13068. var effect = this._compiledEffects[key];
  13069. if (!effect.isReady()) {
  13070. return false;
  13071. }
  13072. }
  13073. return true;
  13074. };
  13075. Engine.prototype._rebuildBuffers = function () {
  13076. // Index / Vertex
  13077. for (var _i = 0, _a = this.scenes; _i < _a.length; _i++) {
  13078. var scene = _a[_i];
  13079. scene.resetCachedMaterial();
  13080. scene._rebuildGeometries();
  13081. scene._rebuildTextures();
  13082. }
  13083. // Uniforms
  13084. for (var _b = 0, _c = this._uniformBuffers; _b < _c.length; _b++) {
  13085. var uniformBuffer = _c[_b];
  13086. uniformBuffer._rebuild();
  13087. }
  13088. };
  13089. Engine.prototype._initGLContext = function () {
  13090. // Caps
  13091. this._caps = new EngineCapabilities();
  13092. this._caps.maxTexturesImageUnits = this._gl.getParameter(this._gl.MAX_TEXTURE_IMAGE_UNITS);
  13093. this._caps.maxCombinedTexturesImageUnits = this._gl.getParameter(this._gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
  13094. this._caps.maxVertexTextureImageUnits = this._gl.getParameter(this._gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
  13095. this._caps.maxTextureSize = this._gl.getParameter(this._gl.MAX_TEXTURE_SIZE);
  13096. this._caps.maxCubemapTextureSize = this._gl.getParameter(this._gl.MAX_CUBE_MAP_TEXTURE_SIZE);
  13097. this._caps.maxRenderTextureSize = this._gl.getParameter(this._gl.MAX_RENDERBUFFER_SIZE);
  13098. this._caps.maxVertexAttribs = this._gl.getParameter(this._gl.MAX_VERTEX_ATTRIBS);
  13099. this._caps.maxVaryingVectors = this._gl.getParameter(this._gl.MAX_VARYING_VECTORS);
  13100. this._caps.maxFragmentUniformVectors = this._gl.getParameter(this._gl.MAX_FRAGMENT_UNIFORM_VECTORS);
  13101. this._caps.maxVertexUniformVectors = this._gl.getParameter(this._gl.MAX_VERTEX_UNIFORM_VECTORS);
  13102. // Infos
  13103. this._glVersion = this._gl.getParameter(this._gl.VERSION);
  13104. var rendererInfo = this._gl.getExtension("WEBGL_debug_renderer_info");
  13105. if (rendererInfo != null) {
  13106. this._glRenderer = this._gl.getParameter(rendererInfo.UNMASKED_RENDERER_WEBGL);
  13107. this._glVendor = this._gl.getParameter(rendererInfo.UNMASKED_VENDOR_WEBGL);
  13108. }
  13109. if (!this._glVendor) {
  13110. this._glVendor = "Unknown vendor";
  13111. }
  13112. if (!this._glRenderer) {
  13113. this._glRenderer = "Unknown renderer";
  13114. }
  13115. // Constants
  13116. this._gl.HALF_FLOAT_OES = 0x8D61; // Half floating-point type (16-bit).
  13117. if (this._gl.RGBA16F !== 0x881A) {
  13118. this._gl.RGBA16F = 0x881A; // RGBA 16-bit floating-point color-renderable internal sized format.
  13119. }
  13120. if (this._gl.RGBA32F !== 0x8814) {
  13121. this._gl.RGBA32F = 0x8814; // RGBA 32-bit floating-point color-renderable internal sized format.
  13122. }
  13123. if (this._gl.DEPTH24_STENCIL8 !== 35056) {
  13124. this._gl.DEPTH24_STENCIL8 = 35056;
  13125. }
  13126. // Extensions
  13127. this._caps.standardDerivatives = this._webGLVersion > 1 || (this._gl.getExtension('OES_standard_derivatives') !== null);
  13128. this._caps.astc = this._gl.getExtension('WEBGL_compressed_texture_astc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_astc');
  13129. this._caps.s3tc = this._gl.getExtension('WEBGL_compressed_texture_s3tc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_s3tc');
  13130. this._caps.pvrtc = this._gl.getExtension('WEBGL_compressed_texture_pvrtc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_pvrtc');
  13131. this._caps.etc1 = this._gl.getExtension('WEBGL_compressed_texture_etc1') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc1');
  13132. this._caps.etc2 = this._gl.getExtension('WEBGL_compressed_texture_etc') || this._gl.getExtension('WEBKIT_WEBGL_compressed_texture_etc') ||
  13133. this._gl.getExtension('WEBGL_compressed_texture_es3_0'); // also a requirement of OpenGL ES 3
  13134. 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');
  13135. this._caps.maxAnisotropy = this._caps.textureAnisotropicFilterExtension ? this._gl.getParameter(this._caps.textureAnisotropicFilterExtension.MAX_TEXTURE_MAX_ANISOTROPY_EXT) : 0;
  13136. this._caps.uintIndices = this._webGLVersion > 1 || this._gl.getExtension('OES_element_index_uint') !== null;
  13137. this._caps.fragmentDepthSupported = this._webGLVersion > 1 || this._gl.getExtension('EXT_frag_depth') !== null;
  13138. this._caps.highPrecisionShaderSupported = false;
  13139. this._caps.timerQuery = this._gl.getExtension('EXT_disjoint_timer_query_webgl2') || this._gl.getExtension("EXT_disjoint_timer_query");
  13140. if (this._caps.timerQuery) {
  13141. if (this._webGLVersion === 1) {
  13142. this._gl.getQuery = this._caps.timerQuery.getQueryEXT.bind(this._caps.timerQuery);
  13143. }
  13144. this._caps.canUseTimestampForTimerQuery = this._gl.getQuery(this._caps.timerQuery.TIMESTAMP_EXT, this._caps.timerQuery.QUERY_COUNTER_BITS_EXT) > 0;
  13145. }
  13146. // Checks if some of the format renders first to allow the use of webgl inspector.
  13147. this._caps.colorBufferFloat = this._webGLVersion > 1 && this._gl.getExtension('EXT_color_buffer_float');
  13148. this._caps.textureFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_float')) ? true : false;
  13149. this._caps.textureFloatLinearFiltering = this._caps.textureFloat && this._gl.getExtension('OES_texture_float_linear') ? true : false;
  13150. this._caps.textureFloatRender = this._caps.textureFloat && this._canRenderToFloatFramebuffer() ? true : false;
  13151. this._caps.textureHalfFloat = (this._webGLVersion > 1 || this._gl.getExtension('OES_texture_half_float')) ? true : false;
  13152. this._caps.textureHalfFloatLinearFiltering = (this._webGLVersion > 1 || (this._caps.textureHalfFloat && this._gl.getExtension('OES_texture_half_float_linear'))) ? true : false;
  13153. if (this._webGLVersion > 1) {
  13154. this._gl.HALF_FLOAT_OES = 0x140B;
  13155. }
  13156. this._caps.textureHalfFloatRender = this._caps.textureHalfFloat && this._canRenderToHalfFloatFramebuffer();
  13157. this._caps.textureLOD = (this._webGLVersion > 1 || this._gl.getExtension('EXT_shader_texture_lod')) ? true : false;
  13158. // Draw buffers
  13159. if (this._webGLVersion > 1) {
  13160. this._caps.drawBuffersExtension = true;
  13161. }
  13162. else {
  13163. var drawBuffersExtension = this._gl.getExtension('WEBGL_draw_buffers');
  13164. if (drawBuffersExtension !== null) {
  13165. this._caps.drawBuffersExtension = true;
  13166. this._gl.drawBuffers = drawBuffersExtension.drawBuffersWEBGL.bind(drawBuffersExtension);
  13167. this._gl.DRAW_FRAMEBUFFER = this._gl.FRAMEBUFFER;
  13168. for (var i = 0; i < 16; i++) {
  13169. this._gl["COLOR_ATTACHMENT" + i + "_WEBGL"] = drawBuffersExtension["COLOR_ATTACHMENT" + i + "_WEBGL"];
  13170. }
  13171. }
  13172. else {
  13173. this._caps.drawBuffersExtension = false;
  13174. }
  13175. }
  13176. // Shader compiler threads
  13177. this._caps.parallelShaderCompile = this._gl.getExtension('KHR_parallel_shader_compile');
  13178. if (this._caps.parallelShaderCompile) {
  13179. var threads = this._gl.getParameter(this._caps.parallelShaderCompile.MAX_SHADER_COMPILER_THREADS_KHR);
  13180. this._caps.parallelShaderCompile.maxShaderCompilerThreadsKHR(threads);
  13181. }
  13182. // Depth Texture
  13183. if (this._webGLVersion > 1) {
  13184. this._caps.depthTextureExtension = true;
  13185. }
  13186. else {
  13187. var depthTextureExtension = this._gl.getExtension('WEBGL_depth_texture');
  13188. if (depthTextureExtension != null) {
  13189. this._caps.depthTextureExtension = true;
  13190. this._gl.UNSIGNED_INT_24_8 = depthTextureExtension.UNSIGNED_INT_24_8_WEBGL;
  13191. }
  13192. }
  13193. // Vertex array object
  13194. if (this._webGLVersion > 1) {
  13195. this._caps.vertexArrayObject = true;
  13196. }
  13197. else {
  13198. var vertexArrayObjectExtension = this._gl.getExtension('OES_vertex_array_object');
  13199. if (vertexArrayObjectExtension != null) {
  13200. this._caps.vertexArrayObject = true;
  13201. this._gl.createVertexArray = vertexArrayObjectExtension.createVertexArrayOES.bind(vertexArrayObjectExtension);
  13202. this._gl.bindVertexArray = vertexArrayObjectExtension.bindVertexArrayOES.bind(vertexArrayObjectExtension);
  13203. this._gl.deleteVertexArray = vertexArrayObjectExtension.deleteVertexArrayOES.bind(vertexArrayObjectExtension);
  13204. }
  13205. else {
  13206. this._caps.vertexArrayObject = false;
  13207. }
  13208. }
  13209. // Instances count
  13210. if (this._webGLVersion > 1) {
  13211. this._caps.instancedArrays = true;
  13212. }
  13213. else {
  13214. var instanceExtension = this._gl.getExtension('ANGLE_instanced_arrays');
  13215. if (instanceExtension != null) {
  13216. this._caps.instancedArrays = true;
  13217. this._gl.drawArraysInstanced = instanceExtension.drawArraysInstancedANGLE.bind(instanceExtension);
  13218. this._gl.drawElementsInstanced = instanceExtension.drawElementsInstancedANGLE.bind(instanceExtension);
  13219. this._gl.vertexAttribDivisor = instanceExtension.vertexAttribDivisorANGLE.bind(instanceExtension);
  13220. }
  13221. else {
  13222. this._caps.instancedArrays = false;
  13223. }
  13224. }
  13225. // Intelligently add supported compressed formats in order to check for.
  13226. // Check for ASTC support first as it is most powerful and to be very cross platform.
  13227. // Next PVRTC & DXT, which are probably superior to ETC1/2.
  13228. // Likely no hardware which supports both PVR & DXT, so order matters little.
  13229. // ETC2 is newer and handles ETC1 (no alpha capability), so check for first.
  13230. if (this._caps.astc) {
  13231. this.texturesSupported.push('-astc.ktx');
  13232. }
  13233. if (this._caps.s3tc) {
  13234. this.texturesSupported.push('-dxt.ktx');
  13235. }
  13236. if (this._caps.pvrtc) {
  13237. this.texturesSupported.push('-pvrtc.ktx');
  13238. }
  13239. if (this._caps.etc2) {
  13240. this.texturesSupported.push('-etc2.ktx');
  13241. }
  13242. if (this._caps.etc1) {
  13243. this.texturesSupported.push('-etc1.ktx');
  13244. }
  13245. if (this._gl.getShaderPrecisionFormat) {
  13246. var vertex_highp = this._gl.getShaderPrecisionFormat(this._gl.VERTEX_SHADER, this._gl.HIGH_FLOAT);
  13247. var fragment_highp = this._gl.getShaderPrecisionFormat(this._gl.FRAGMENT_SHADER, this._gl.HIGH_FLOAT);
  13248. if (vertex_highp && fragment_highp) {
  13249. this._caps.highPrecisionShaderSupported = vertex_highp.precision !== 0 && fragment_highp.precision !== 0;
  13250. }
  13251. }
  13252. // Depth buffer
  13253. this.setDepthBuffer(true);
  13254. this.setDepthFunctionToLessOrEqual();
  13255. this.setDepthWrite(true);
  13256. // Texture maps
  13257. this._maxSimultaneousTextures = this._caps.maxCombinedTexturesImageUnits;
  13258. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13259. this._nextFreeTextureSlots.push(slot);
  13260. }
  13261. };
  13262. Object.defineProperty(Engine.prototype, "webGLVersion", {
  13263. /**
  13264. * Gets version of the current webGL context
  13265. */
  13266. get: function () {
  13267. return this._webGLVersion;
  13268. },
  13269. enumerable: true,
  13270. configurable: true
  13271. });
  13272. Object.defineProperty(Engine.prototype, "isStencilEnable", {
  13273. /**
  13274. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  13275. */
  13276. get: function () {
  13277. return this._isStencilEnable;
  13278. },
  13279. enumerable: true,
  13280. configurable: true
  13281. });
  13282. Engine.prototype._prepareWorkingCanvas = function () {
  13283. if (this._workingCanvas) {
  13284. return;
  13285. }
  13286. this._workingCanvas = document.createElement("canvas");
  13287. var context = this._workingCanvas.getContext("2d");
  13288. if (context) {
  13289. this._workingContext = context;
  13290. }
  13291. };
  13292. /**
  13293. * Reset the texture cache to empty state
  13294. */
  13295. Engine.prototype.resetTextureCache = function () {
  13296. for (var key in this._boundTexturesCache) {
  13297. if (!this._boundTexturesCache.hasOwnProperty(key)) {
  13298. continue;
  13299. }
  13300. var boundTexture = this._boundTexturesCache[key];
  13301. if (boundTexture) {
  13302. this._removeDesignatedSlot(boundTexture);
  13303. }
  13304. this._boundTexturesCache[key] = null;
  13305. }
  13306. if (!this.disableTextureBindingOptimization) {
  13307. this._nextFreeTextureSlots = [];
  13308. for (var slot = 0; slot < this._maxSimultaneousTextures; slot++) {
  13309. this._nextFreeTextureSlots.push(slot);
  13310. }
  13311. }
  13312. this._currentTextureChannel = -1;
  13313. };
  13314. /**
  13315. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  13316. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13317. * @returns true if engine is in deterministic lock step mode
  13318. */
  13319. Engine.prototype.isDeterministicLockStep = function () {
  13320. return this._deterministicLockstep;
  13321. };
  13322. /**
  13323. * Gets the max steps when engine is running in deterministic lock step
  13324. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  13325. * @returns the max steps
  13326. */
  13327. Engine.prototype.getLockstepMaxSteps = function () {
  13328. return this._lockstepMaxSteps;
  13329. };
  13330. /**
  13331. * Gets an object containing information about the current webGL context
  13332. * @returns an object containing the vender, the renderer and the version of the current webGL context
  13333. */
  13334. Engine.prototype.getGlInfo = function () {
  13335. return {
  13336. vendor: this._glVendor,
  13337. renderer: this._glRenderer,
  13338. version: this._glVersion
  13339. };
  13340. };
  13341. /**
  13342. * Gets current aspect ratio
  13343. * @param camera defines the camera to use to get the aspect ratio
  13344. * @param useScreen defines if screen size must be used (or the current render target if any)
  13345. * @returns a number defining the aspect ratio
  13346. */
  13347. Engine.prototype.getAspectRatio = function (camera, useScreen) {
  13348. if (useScreen === void 0) { useScreen = false; }
  13349. var viewport = camera.viewport;
  13350. return (this.getRenderWidth(useScreen) * viewport.width) / (this.getRenderHeight(useScreen) * viewport.height);
  13351. };
  13352. /**
  13353. * Gets current screen aspect ratio
  13354. * @returns a number defining the aspect ratio
  13355. */
  13356. Engine.prototype.getScreenAspectRatio = function () {
  13357. return (this.getRenderWidth(true)) / (this.getRenderHeight(true));
  13358. };
  13359. /**
  13360. * Gets the current render width
  13361. * @param useScreen defines if screen size must be used (or the current render target if any)
  13362. * @returns a number defining the current render width
  13363. */
  13364. Engine.prototype.getRenderWidth = function (useScreen) {
  13365. if (useScreen === void 0) { useScreen = false; }
  13366. if (!useScreen && this._currentRenderTarget) {
  13367. return this._currentRenderTarget.width;
  13368. }
  13369. return this._gl.drawingBufferWidth;
  13370. };
  13371. /**
  13372. * Gets the current render height
  13373. * @param useScreen defines if screen size must be used (or the current render target if any)
  13374. * @returns a number defining the current render height
  13375. */
  13376. Engine.prototype.getRenderHeight = function (useScreen) {
  13377. if (useScreen === void 0) { useScreen = false; }
  13378. if (!useScreen && this._currentRenderTarget) {
  13379. return this._currentRenderTarget.height;
  13380. }
  13381. return this._gl.drawingBufferHeight;
  13382. };
  13383. /**
  13384. * Gets the HTML canvas attached with the current webGL context
  13385. * @returns a HTML canvas
  13386. */
  13387. Engine.prototype.getRenderingCanvas = function () {
  13388. return this._renderingCanvas;
  13389. };
  13390. /**
  13391. * Gets the client rect of the HTML canvas attached with the current webGL context
  13392. * @returns a client rectanglee
  13393. */
  13394. Engine.prototype.getRenderingCanvasClientRect = function () {
  13395. if (!this._renderingCanvas) {
  13396. return null;
  13397. }
  13398. return this._renderingCanvas.getBoundingClientRect();
  13399. };
  13400. /**
  13401. * Defines the hardware scaling level.
  13402. * By default the hardware scaling level is computed from the window device ratio.
  13403. * 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.
  13404. * @param level defines the level to use
  13405. */
  13406. Engine.prototype.setHardwareScalingLevel = function (level) {
  13407. this._hardwareScalingLevel = level;
  13408. this.resize();
  13409. };
  13410. /**
  13411. * Gets the current hardware scaling level.
  13412. * By default the hardware scaling level is computed from the window device ratio.
  13413. * 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.
  13414. * @returns a number indicating the current hardware scaling level
  13415. */
  13416. Engine.prototype.getHardwareScalingLevel = function () {
  13417. return this._hardwareScalingLevel;
  13418. };
  13419. /**
  13420. * Gets the list of loaded textures
  13421. * @returns an array containing all loaded textures
  13422. */
  13423. Engine.prototype.getLoadedTexturesCache = function () {
  13424. return this._internalTexturesCache;
  13425. };
  13426. /**
  13427. * Gets the object containing all engine capabilities
  13428. * @returns the EngineCapabilities object
  13429. */
  13430. Engine.prototype.getCaps = function () {
  13431. return this._caps;
  13432. };
  13433. /**
  13434. * Gets the current depth function
  13435. * @returns a number defining the depth function
  13436. */
  13437. Engine.prototype.getDepthFunction = function () {
  13438. return this._depthCullingState.depthFunc;
  13439. };
  13440. /**
  13441. * Sets the current depth function
  13442. * @param depthFunc defines the function to use
  13443. */
  13444. Engine.prototype.setDepthFunction = function (depthFunc) {
  13445. this._depthCullingState.depthFunc = depthFunc;
  13446. };
  13447. /**
  13448. * Sets the current depth function to GREATER
  13449. */
  13450. Engine.prototype.setDepthFunctionToGreater = function () {
  13451. this._depthCullingState.depthFunc = this._gl.GREATER;
  13452. };
  13453. /**
  13454. * Sets the current depth function to GEQUAL
  13455. */
  13456. Engine.prototype.setDepthFunctionToGreaterOrEqual = function () {
  13457. this._depthCullingState.depthFunc = this._gl.GEQUAL;
  13458. };
  13459. /**
  13460. * Sets the current depth function to LESS
  13461. */
  13462. Engine.prototype.setDepthFunctionToLess = function () {
  13463. this._depthCullingState.depthFunc = this._gl.LESS;
  13464. };
  13465. /**
  13466. * Sets the current depth function to LEQUAL
  13467. */
  13468. Engine.prototype.setDepthFunctionToLessOrEqual = function () {
  13469. this._depthCullingState.depthFunc = this._gl.LEQUAL;
  13470. };
  13471. /**
  13472. * Gets a boolean indicating if stencil buffer is enabled
  13473. * @returns the current stencil buffer state
  13474. */
  13475. Engine.prototype.getStencilBuffer = function () {
  13476. return this._stencilState.stencilTest;
  13477. };
  13478. /**
  13479. * Enable or disable the stencil buffer
  13480. * @param enable defines if the stencil buffer must be enabled or disabled
  13481. */
  13482. Engine.prototype.setStencilBuffer = function (enable) {
  13483. this._stencilState.stencilTest = enable;
  13484. };
  13485. /**
  13486. * Gets the current stencil mask
  13487. * @returns a number defining the new stencil mask to use
  13488. */
  13489. Engine.prototype.getStencilMask = function () {
  13490. return this._stencilState.stencilMask;
  13491. };
  13492. /**
  13493. * Sets the current stencil mask
  13494. * @param mask defines the new stencil mask to use
  13495. */
  13496. Engine.prototype.setStencilMask = function (mask) {
  13497. this._stencilState.stencilMask = mask;
  13498. };
  13499. /**
  13500. * Gets the current stencil function
  13501. * @returns a number defining the stencil function to use
  13502. */
  13503. Engine.prototype.getStencilFunction = function () {
  13504. return this._stencilState.stencilFunc;
  13505. };
  13506. /**
  13507. * Gets the current stencil reference value
  13508. * @returns a number defining the stencil reference value to use
  13509. */
  13510. Engine.prototype.getStencilFunctionReference = function () {
  13511. return this._stencilState.stencilFuncRef;
  13512. };
  13513. /**
  13514. * Gets the current stencil mask
  13515. * @returns a number defining the stencil mask to use
  13516. */
  13517. Engine.prototype.getStencilFunctionMask = function () {
  13518. return this._stencilState.stencilFuncMask;
  13519. };
  13520. /**
  13521. * Sets the current stencil function
  13522. * @param stencilFunc defines the new stencil function to use
  13523. */
  13524. Engine.prototype.setStencilFunction = function (stencilFunc) {
  13525. this._stencilState.stencilFunc = stencilFunc;
  13526. };
  13527. /**
  13528. * Sets the current stencil reference
  13529. * @param reference defines the new stencil reference to use
  13530. */
  13531. Engine.prototype.setStencilFunctionReference = function (reference) {
  13532. this._stencilState.stencilFuncRef = reference;
  13533. };
  13534. /**
  13535. * Sets the current stencil mask
  13536. * @param mask defines the new stencil mask to use
  13537. */
  13538. Engine.prototype.setStencilFunctionMask = function (mask) {
  13539. this._stencilState.stencilFuncMask = mask;
  13540. };
  13541. /**
  13542. * Gets the current stencil operation when stencil fails
  13543. * @returns a number defining stencil operation to use when stencil fails
  13544. */
  13545. Engine.prototype.getStencilOperationFail = function () {
  13546. return this._stencilState.stencilOpStencilFail;
  13547. };
  13548. /**
  13549. * Gets the current stencil operation when depth fails
  13550. * @returns a number defining stencil operation to use when depth fails
  13551. */
  13552. Engine.prototype.getStencilOperationDepthFail = function () {
  13553. return this._stencilState.stencilOpDepthFail;
  13554. };
  13555. /**
  13556. * Gets the current stencil operation when stencil passes
  13557. * @returns a number defining stencil operation to use when stencil passes
  13558. */
  13559. Engine.prototype.getStencilOperationPass = function () {
  13560. return this._stencilState.stencilOpStencilDepthPass;
  13561. };
  13562. /**
  13563. * Sets the stencil operation to use when stencil fails
  13564. * @param operation defines the stencil operation to use when stencil fails
  13565. */
  13566. Engine.prototype.setStencilOperationFail = function (operation) {
  13567. this._stencilState.stencilOpStencilFail = operation;
  13568. };
  13569. /**
  13570. * Sets the stencil operation to use when depth fails
  13571. * @param operation defines the stencil operation to use when depth fails
  13572. */
  13573. Engine.prototype.setStencilOperationDepthFail = function (operation) {
  13574. this._stencilState.stencilOpDepthFail = operation;
  13575. };
  13576. /**
  13577. * Sets the stencil operation to use when stencil passes
  13578. * @param operation defines the stencil operation to use when stencil passes
  13579. */
  13580. Engine.prototype.setStencilOperationPass = function (operation) {
  13581. this._stencilState.stencilOpStencilDepthPass = operation;
  13582. };
  13583. /**
  13584. * Sets a boolean indicating if the dithering state is enabled or disabled
  13585. * @param value defines the dithering state
  13586. */
  13587. Engine.prototype.setDitheringState = function (value) {
  13588. if (value) {
  13589. this._gl.enable(this._gl.DITHER);
  13590. }
  13591. else {
  13592. this._gl.disable(this._gl.DITHER);
  13593. }
  13594. };
  13595. /**
  13596. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  13597. * @param value defines the rasterizer state
  13598. */
  13599. Engine.prototype.setRasterizerState = function (value) {
  13600. if (value) {
  13601. this._gl.disable(this._gl.RASTERIZER_DISCARD);
  13602. }
  13603. else {
  13604. this._gl.enable(this._gl.RASTERIZER_DISCARD);
  13605. }
  13606. };
  13607. /**
  13608. * stop executing a render loop function and remove it from the execution array
  13609. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  13610. */
  13611. Engine.prototype.stopRenderLoop = function (renderFunction) {
  13612. if (!renderFunction) {
  13613. this._activeRenderLoops = [];
  13614. return;
  13615. }
  13616. var index = this._activeRenderLoops.indexOf(renderFunction);
  13617. if (index >= 0) {
  13618. this._activeRenderLoops.splice(index, 1);
  13619. }
  13620. };
  13621. /** @hidden */
  13622. Engine.prototype._renderLoop = function () {
  13623. if (!this._contextWasLost) {
  13624. var shouldRender = true;
  13625. if (!this.renderEvenInBackground && this._windowIsBackground) {
  13626. shouldRender = false;
  13627. }
  13628. if (shouldRender) {
  13629. // Start new frame
  13630. this.beginFrame();
  13631. for (var index = 0; index < this._activeRenderLoops.length; index++) {
  13632. var renderFunction = this._activeRenderLoops[index];
  13633. renderFunction();
  13634. }
  13635. // Present
  13636. this.endFrame();
  13637. }
  13638. }
  13639. if (this._activeRenderLoops.length > 0) {
  13640. // Register new frame
  13641. if (this.customAnimationFrameRequester) {
  13642. this.customAnimationFrameRequester.requestID = BABYLON.Tools.QueueNewFrame(this.customAnimationFrameRequester.renderFunction || this._bindedRenderFunction, this.customAnimationFrameRequester);
  13643. this._frameHandler = this.customAnimationFrameRequester.requestID;
  13644. }
  13645. else if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13646. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction, this._vrDisplay);
  13647. }
  13648. else {
  13649. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13650. }
  13651. }
  13652. else {
  13653. this._renderingQueueLaunched = false;
  13654. }
  13655. };
  13656. /**
  13657. * Register and execute a render loop. The engine can have more than one render function
  13658. * @param renderFunction defines the function to continuously execute
  13659. */
  13660. Engine.prototype.runRenderLoop = function (renderFunction) {
  13661. if (this._activeRenderLoops.indexOf(renderFunction) !== -1) {
  13662. return;
  13663. }
  13664. this._activeRenderLoops.push(renderFunction);
  13665. if (!this._renderingQueueLaunched) {
  13666. this._renderingQueueLaunched = true;
  13667. this._bindedRenderFunction = this._renderLoop.bind(this);
  13668. this._frameHandler = BABYLON.Tools.QueueNewFrame(this._bindedRenderFunction);
  13669. }
  13670. };
  13671. /**
  13672. * Toggle full screen mode
  13673. * @param requestPointerLock defines if a pointer lock should be requested from the user
  13674. */
  13675. Engine.prototype.switchFullscreen = function (requestPointerLock) {
  13676. if (this.isFullscreen) {
  13677. BABYLON.Tools.ExitFullscreen();
  13678. }
  13679. else {
  13680. this._pointerLockRequested = requestPointerLock;
  13681. if (this._renderingCanvas) {
  13682. BABYLON.Tools.RequestFullscreen(this._renderingCanvas);
  13683. }
  13684. }
  13685. };
  13686. /**
  13687. * Clear the current render buffer or the current render target (if any is set up)
  13688. * @param color defines the color to use
  13689. * @param backBuffer defines if the back buffer must be cleared
  13690. * @param depth defines if the depth buffer must be cleared
  13691. * @param stencil defines if the stencil buffer must be cleared
  13692. */
  13693. Engine.prototype.clear = function (color, backBuffer, depth, stencil) {
  13694. if (stencil === void 0) { stencil = false; }
  13695. this.applyStates();
  13696. var mode = 0;
  13697. if (backBuffer && color) {
  13698. this._gl.clearColor(color.r, color.g, color.b, color.a !== undefined ? color.a : 1.0);
  13699. mode |= this._gl.COLOR_BUFFER_BIT;
  13700. }
  13701. if (depth) {
  13702. this._gl.clearDepth(1.0);
  13703. mode |= this._gl.DEPTH_BUFFER_BIT;
  13704. }
  13705. if (stencil) {
  13706. this._gl.clearStencil(0);
  13707. mode |= this._gl.STENCIL_BUFFER_BIT;
  13708. }
  13709. this._gl.clear(mode);
  13710. };
  13711. /**
  13712. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  13713. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13714. * @param y defines the y-coordinate of the corner of the clear rectangle
  13715. * @param width defines the width of the clear rectangle
  13716. * @param height defines the height of the clear rectangle
  13717. * @param clearColor defines the clear color
  13718. */
  13719. Engine.prototype.scissorClear = function (x, y, width, height, clearColor) {
  13720. this.enableScissor(x, y, width, height);
  13721. this.clear(clearColor, true, true, true);
  13722. this.disableScissor();
  13723. };
  13724. /**
  13725. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  13726. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  13727. * @param y defines the y-coordinate of the corner of the clear rectangle
  13728. * @param width defines the width of the clear rectangle
  13729. * @param height defines the height of the clear rectangle
  13730. */
  13731. Engine.prototype.enableScissor = function (x, y, width, height) {
  13732. var gl = this._gl;
  13733. // Change state
  13734. gl.enable(gl.SCISSOR_TEST);
  13735. gl.scissor(x, y, width, height);
  13736. };
  13737. /**
  13738. * Disable previously set scissor test rectangle
  13739. */
  13740. Engine.prototype.disableScissor = function () {
  13741. var gl = this._gl;
  13742. gl.disable(gl.SCISSOR_TEST);
  13743. };
  13744. /** @hidden */
  13745. Engine.prototype._viewport = function (x, y, width, height) {
  13746. if (x !== this._viewportCached.x ||
  13747. y !== this._viewportCached.y ||
  13748. width !== this._viewportCached.z ||
  13749. height !== this._viewportCached.w) {
  13750. this._viewportCached.x = x;
  13751. this._viewportCached.y = y;
  13752. this._viewportCached.z = width;
  13753. this._viewportCached.w = height;
  13754. this._gl.viewport(x, y, width, height);
  13755. }
  13756. };
  13757. /**
  13758. * Set the WebGL's viewport
  13759. * @param viewport defines the viewport element to be used
  13760. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  13761. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  13762. */
  13763. Engine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  13764. var width = requiredWidth || this.getRenderWidth();
  13765. var height = requiredHeight || this.getRenderHeight();
  13766. var x = viewport.x || 0;
  13767. var y = viewport.y || 0;
  13768. this._cachedViewport = viewport;
  13769. this._viewport(x * width, y * height, width * viewport.width, height * viewport.height);
  13770. };
  13771. /**
  13772. * Directly set the WebGL Viewport
  13773. * @param x defines the x coordinate of the viewport (in screen space)
  13774. * @param y defines the y coordinate of the viewport (in screen space)
  13775. * @param width defines the width of the viewport (in screen space)
  13776. * @param height defines the height of the viewport (in screen space)
  13777. * @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
  13778. */
  13779. Engine.prototype.setDirectViewport = function (x, y, width, height) {
  13780. var currentViewport = this._cachedViewport;
  13781. this._cachedViewport = null;
  13782. this._viewport(x, y, width, height);
  13783. return currentViewport;
  13784. };
  13785. /**
  13786. * Begin a new frame
  13787. */
  13788. Engine.prototype.beginFrame = function () {
  13789. this.onBeginFrameObservable.notifyObservers(this);
  13790. this._measureFps();
  13791. };
  13792. /**
  13793. * Enf the current frame
  13794. */
  13795. Engine.prototype.endFrame = function () {
  13796. // Force a flush in case we are using a bad OS.
  13797. if (this._badOS) {
  13798. this.flushFramebuffer();
  13799. }
  13800. // Submit frame to the vr device, if enabled
  13801. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13802. // TODO: We should only submit the frame if we read frameData successfully.
  13803. this._vrDisplay.submitFrame();
  13804. }
  13805. this.onEndFrameObservable.notifyObservers(this);
  13806. };
  13807. /**
  13808. * Resize the view according to the canvas' size
  13809. */
  13810. Engine.prototype.resize = function () {
  13811. // We're not resizing the size of the canvas while in VR mode & presenting
  13812. if (!(this._vrDisplay && this._vrDisplay.isPresenting)) {
  13813. var width = this._renderingCanvas ? this._renderingCanvas.clientWidth : window.innerWidth;
  13814. var height = this._renderingCanvas ? this._renderingCanvas.clientHeight : window.innerHeight;
  13815. this.setSize(width / this._hardwareScalingLevel, height / this._hardwareScalingLevel);
  13816. }
  13817. };
  13818. /**
  13819. * Force a specific size of the canvas
  13820. * @param width defines the new canvas' width
  13821. * @param height defines the new canvas' height
  13822. */
  13823. Engine.prototype.setSize = function (width, height) {
  13824. if (!this._renderingCanvas) {
  13825. return;
  13826. }
  13827. if (this._renderingCanvas.width === width && this._renderingCanvas.height === height) {
  13828. return;
  13829. }
  13830. this._renderingCanvas.width = width;
  13831. this._renderingCanvas.height = height;
  13832. for (var index = 0; index < this.scenes.length; index++) {
  13833. var scene = this.scenes[index];
  13834. for (var camIndex = 0; camIndex < scene.cameras.length; camIndex++) {
  13835. var cam = scene.cameras[camIndex];
  13836. cam._currentRenderId = 0;
  13837. }
  13838. }
  13839. if (this.onResizeObservable.hasObservers) {
  13840. this.onResizeObservable.notifyObservers(this);
  13841. }
  13842. };
  13843. // WebVR functions
  13844. /**
  13845. * Gets a boolean indicating if a webVR device was detected
  13846. * @returns true if a webVR device was detected
  13847. */
  13848. Engine.prototype.isVRDevicePresent = function () {
  13849. return !!this._vrDisplay;
  13850. };
  13851. /**
  13852. * Gets the current webVR device
  13853. * @returns the current webVR device (or null)
  13854. */
  13855. Engine.prototype.getVRDevice = function () {
  13856. return this._vrDisplay;
  13857. };
  13858. /**
  13859. * Initializes a webVR display and starts listening to display change events
  13860. * The onVRDisplayChangedObservable will be notified upon these changes
  13861. * @returns The onVRDisplayChangedObservable
  13862. */
  13863. Engine.prototype.initWebVR = function () {
  13864. this.initWebVRAsync();
  13865. return this.onVRDisplayChangedObservable;
  13866. };
  13867. /**
  13868. * Initializes a webVR display and starts listening to display change events
  13869. * The onVRDisplayChangedObservable will be notified upon these changes
  13870. * @returns A promise containing a VRDisplay and if vr is supported
  13871. */
  13872. Engine.prototype.initWebVRAsync = function () {
  13873. var _this = this;
  13874. var notifyObservers = function () {
  13875. var eventArgs = {
  13876. vrDisplay: _this._vrDisplay,
  13877. vrSupported: _this._vrSupported
  13878. };
  13879. _this.onVRDisplayChangedObservable.notifyObservers(eventArgs);
  13880. _this._webVRInitPromise = new Promise(function (res) { res(eventArgs); });
  13881. };
  13882. if (!this._onVrDisplayConnect) {
  13883. this._onVrDisplayConnect = function (event) {
  13884. _this._vrDisplay = event.display;
  13885. notifyObservers();
  13886. };
  13887. this._onVrDisplayDisconnect = function () {
  13888. _this._vrDisplay.cancelAnimationFrame(_this._frameHandler);
  13889. _this._vrDisplay = undefined;
  13890. _this._frameHandler = BABYLON.Tools.QueueNewFrame(_this._bindedRenderFunction);
  13891. notifyObservers();
  13892. };
  13893. this._onVrDisplayPresentChange = function () {
  13894. _this._vrExclusivePointerMode = _this._vrDisplay && _this._vrDisplay.isPresenting;
  13895. };
  13896. window.addEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  13897. window.addEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  13898. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  13899. }
  13900. this._webVRInitPromise = this._webVRInitPromise || this._getVRDisplaysAsync();
  13901. this._webVRInitPromise.then(notifyObservers);
  13902. return this._webVRInitPromise;
  13903. };
  13904. /**
  13905. * Call this function to switch to webVR mode
  13906. * Will do nothing if webVR is not supported or if there is no webVR device
  13907. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13908. */
  13909. Engine.prototype.enableVR = function () {
  13910. var _this = this;
  13911. if (this._vrDisplay && !this._vrDisplay.isPresenting) {
  13912. var onResolved = function () {
  13913. _this.onVRRequestPresentComplete.notifyObservers(true);
  13914. _this._onVRFullScreenTriggered();
  13915. };
  13916. var onRejected = function () {
  13917. _this.onVRRequestPresentComplete.notifyObservers(false);
  13918. };
  13919. this.onVRRequestPresentStart.notifyObservers(this);
  13920. this._vrDisplay.requestPresent([{ source: this.getRenderingCanvas() }]).then(onResolved).catch(onRejected);
  13921. }
  13922. };
  13923. /**
  13924. * Call this function to leave webVR mode
  13925. * Will do nothing if webVR is not supported or if there is no webVR device
  13926. * @see http://doc.babylonjs.com/how_to/webvr_camera
  13927. */
  13928. Engine.prototype.disableVR = function () {
  13929. if (this._vrDisplay && this._vrDisplay.isPresenting) {
  13930. this._vrDisplay.exitPresent().then(this._onVRFullScreenTriggered).catch(this._onVRFullScreenTriggered);
  13931. }
  13932. };
  13933. Engine.prototype._getVRDisplaysAsync = function () {
  13934. var _this = this;
  13935. return new Promise(function (res, rej) {
  13936. if (navigator.getVRDisplays) {
  13937. navigator.getVRDisplays().then(function (devices) {
  13938. _this._vrSupported = true;
  13939. // note that devices may actually be an empty array. This is fine;
  13940. // we expect this._vrDisplay to be undefined in this case.
  13941. _this._vrDisplay = devices[0];
  13942. res({
  13943. vrDisplay: _this._vrDisplay,
  13944. vrSupported: _this._vrSupported
  13945. });
  13946. });
  13947. }
  13948. else {
  13949. _this._vrDisplay = undefined;
  13950. _this._vrSupported = false;
  13951. res({
  13952. vrDisplay: _this._vrDisplay,
  13953. vrSupported: _this._vrSupported
  13954. });
  13955. }
  13956. });
  13957. };
  13958. /**
  13959. * Binds the frame buffer to the specified texture.
  13960. * @param texture The texture to render to or null for the default canvas
  13961. * @param faceIndex The face of the texture to render to in case of cube texture
  13962. * @param requiredWidth The width of the target to render to
  13963. * @param requiredHeight The height of the target to render to
  13964. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  13965. * @param depthStencilTexture The depth stencil texture to use to render
  13966. * @param lodLevel defines le lod level to bind to the frame buffer
  13967. */
  13968. Engine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport, depthStencilTexture, lodLevel) {
  13969. if (lodLevel === void 0) { lodLevel = 0; }
  13970. if (this._currentRenderTarget) {
  13971. this.unBindFramebuffer(this._currentRenderTarget);
  13972. }
  13973. this._currentRenderTarget = texture;
  13974. this.bindUnboundFramebuffer(texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer);
  13975. var gl = this._gl;
  13976. if (texture.isCube) {
  13977. if (faceIndex === undefined) {
  13978. faceIndex = 0;
  13979. }
  13980. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, lodLevel);
  13981. if (depthStencilTexture) {
  13982. if (depthStencilTexture._generateStencilBuffer) {
  13983. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13984. }
  13985. else {
  13986. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, depthStencilTexture._webGLTexture, lodLevel);
  13987. }
  13988. }
  13989. }
  13990. if (this._cachedViewport && !forceFullscreenViewport) {
  13991. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  13992. }
  13993. else {
  13994. if (!requiredWidth) {
  13995. requiredWidth = texture.width;
  13996. if (lodLevel) {
  13997. requiredWidth = requiredWidth / Math.pow(2, lodLevel);
  13998. }
  13999. }
  14000. if (!requiredHeight) {
  14001. requiredHeight = texture.height;
  14002. if (lodLevel) {
  14003. requiredHeight = requiredHeight / Math.pow(2, lodLevel);
  14004. }
  14005. }
  14006. this._viewport(0, 0, requiredWidth, requiredHeight);
  14007. }
  14008. this.wipeCaches();
  14009. };
  14010. Engine.prototype.bindUnboundFramebuffer = function (framebuffer) {
  14011. if (this._currentFramebuffer !== framebuffer) {
  14012. this._gl.bindFramebuffer(this._gl.FRAMEBUFFER, framebuffer);
  14013. this._currentFramebuffer = framebuffer;
  14014. }
  14015. };
  14016. /**
  14017. * Unbind the current render target texture from the webGL context
  14018. * @param texture defines the render target texture to unbind
  14019. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14020. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14021. */
  14022. Engine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  14023. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14024. this._currentRenderTarget = null;
  14025. // If MSAA, we need to bitblt back to main texture
  14026. var gl = this._gl;
  14027. if (texture._MSAAFramebuffer) {
  14028. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, texture._MSAAFramebuffer);
  14029. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texture._framebuffer);
  14030. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14031. }
  14032. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14033. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  14034. gl.generateMipmap(gl.TEXTURE_2D);
  14035. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14036. }
  14037. if (onBeforeUnbind) {
  14038. if (texture._MSAAFramebuffer) {
  14039. // Bind the correct framebuffer
  14040. this.bindUnboundFramebuffer(texture._framebuffer);
  14041. }
  14042. onBeforeUnbind();
  14043. }
  14044. this.bindUnboundFramebuffer(null);
  14045. };
  14046. /**
  14047. * Unbind a list of render target textures from the webGL context
  14048. * This is used only when drawBuffer extension or webGL2 are active
  14049. * @param textures defines the render target textures to unbind
  14050. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  14051. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  14052. */
  14053. Engine.prototype.unBindMultiColorAttachmentFramebuffer = function (textures, disableGenerateMipMaps, onBeforeUnbind) {
  14054. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  14055. this._currentRenderTarget = null;
  14056. // If MSAA, we need to bitblt back to main texture
  14057. var gl = this._gl;
  14058. if (textures[0]._MSAAFramebuffer) {
  14059. gl.bindFramebuffer(gl.READ_FRAMEBUFFER, textures[0]._MSAAFramebuffer);
  14060. gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, textures[0]._framebuffer);
  14061. var attachments = textures[0]._attachments;
  14062. if (!attachments) {
  14063. attachments = new Array(textures.length);
  14064. textures[0]._attachments = attachments;
  14065. }
  14066. for (var i = 0; i < textures.length; i++) {
  14067. var texture = textures[i];
  14068. for (var j = 0; j < attachments.length; j++) {
  14069. attachments[j] = gl.NONE;
  14070. }
  14071. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14072. gl.readBuffer(attachments[i]);
  14073. gl.drawBuffers(attachments);
  14074. gl.blitFramebuffer(0, 0, texture.width, texture.height, 0, 0, texture.width, texture.height, gl.COLOR_BUFFER_BIT, gl.NEAREST);
  14075. }
  14076. for (var i = 0; i < attachments.length; i++) {
  14077. attachments[i] = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  14078. }
  14079. gl.drawBuffers(attachments);
  14080. }
  14081. for (var i = 0; i < textures.length; i++) {
  14082. var texture = textures[i];
  14083. if (texture.generateMipMaps && !disableGenerateMipMaps && !texture.isCube) {
  14084. this._bindTextureDirectly(gl.TEXTURE_2D, texture);
  14085. gl.generateMipmap(gl.TEXTURE_2D);
  14086. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  14087. }
  14088. }
  14089. if (onBeforeUnbind) {
  14090. if (textures[0]._MSAAFramebuffer) {
  14091. // Bind the correct framebuffer
  14092. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  14093. }
  14094. onBeforeUnbind();
  14095. }
  14096. this.bindUnboundFramebuffer(null);
  14097. };
  14098. /**
  14099. * Force the mipmap generation for the given render target texture
  14100. * @param texture defines the render target texture to use
  14101. */
  14102. Engine.prototype.generateMipMapsForCubemap = function (texture) {
  14103. if (texture.generateMipMaps) {
  14104. var gl = this._gl;
  14105. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  14106. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  14107. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  14108. }
  14109. };
  14110. /**
  14111. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  14112. */
  14113. Engine.prototype.flushFramebuffer = function () {
  14114. this._gl.flush();
  14115. };
  14116. /**
  14117. * Unbind the current render target and bind the default framebuffer
  14118. */
  14119. Engine.prototype.restoreDefaultFramebuffer = function () {
  14120. if (this._currentRenderTarget) {
  14121. this.unBindFramebuffer(this._currentRenderTarget);
  14122. }
  14123. else {
  14124. this.bindUnboundFramebuffer(null);
  14125. }
  14126. if (this._cachedViewport) {
  14127. this.setViewport(this._cachedViewport);
  14128. }
  14129. this.wipeCaches();
  14130. };
  14131. // UBOs
  14132. /**
  14133. * Create an uniform buffer
  14134. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14135. * @param elements defines the content of the uniform buffer
  14136. * @returns the webGL uniform buffer
  14137. */
  14138. Engine.prototype.createUniformBuffer = function (elements) {
  14139. var ubo = this._gl.createBuffer();
  14140. if (!ubo) {
  14141. throw new Error("Unable to create uniform buffer");
  14142. }
  14143. this.bindUniformBuffer(ubo);
  14144. if (elements instanceof Float32Array) {
  14145. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.STATIC_DRAW);
  14146. }
  14147. else {
  14148. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.STATIC_DRAW);
  14149. }
  14150. this.bindUniformBuffer(null);
  14151. ubo.references = 1;
  14152. return ubo;
  14153. };
  14154. /**
  14155. * Create a dynamic uniform buffer
  14156. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14157. * @param elements defines the content of the uniform buffer
  14158. * @returns the webGL uniform buffer
  14159. */
  14160. Engine.prototype.createDynamicUniformBuffer = function (elements) {
  14161. var ubo = this._gl.createBuffer();
  14162. if (!ubo) {
  14163. throw new Error("Unable to create dynamic uniform buffer");
  14164. }
  14165. this.bindUniformBuffer(ubo);
  14166. if (elements instanceof Float32Array) {
  14167. this._gl.bufferData(this._gl.UNIFORM_BUFFER, elements, this._gl.DYNAMIC_DRAW);
  14168. }
  14169. else {
  14170. this._gl.bufferData(this._gl.UNIFORM_BUFFER, new Float32Array(elements), this._gl.DYNAMIC_DRAW);
  14171. }
  14172. this.bindUniformBuffer(null);
  14173. ubo.references = 1;
  14174. return ubo;
  14175. };
  14176. /**
  14177. * Update an existing uniform buffer
  14178. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  14179. * @param uniformBuffer defines the target uniform buffer
  14180. * @param elements defines the content to update
  14181. * @param offset defines the offset in the uniform buffer where update should start
  14182. * @param count defines the size of the data to update
  14183. */
  14184. Engine.prototype.updateUniformBuffer = function (uniformBuffer, elements, offset, count) {
  14185. this.bindUniformBuffer(uniformBuffer);
  14186. if (offset === undefined) {
  14187. offset = 0;
  14188. }
  14189. if (count === undefined) {
  14190. if (elements instanceof Float32Array) {
  14191. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, elements);
  14192. }
  14193. else {
  14194. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, offset, new Float32Array(elements));
  14195. }
  14196. }
  14197. else {
  14198. if (elements instanceof Float32Array) {
  14199. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, elements.subarray(offset, offset + count));
  14200. }
  14201. else {
  14202. this._gl.bufferSubData(this._gl.UNIFORM_BUFFER, 0, new Float32Array(elements).subarray(offset, offset + count));
  14203. }
  14204. }
  14205. this.bindUniformBuffer(null);
  14206. };
  14207. // VBOs
  14208. Engine.prototype._resetVertexBufferBinding = function () {
  14209. this.bindArrayBuffer(null);
  14210. this._cachedVertexBuffers = null;
  14211. };
  14212. /**
  14213. * Creates a vertex buffer
  14214. * @param data the data for the vertex buffer
  14215. * @returns the new WebGL static buffer
  14216. */
  14217. Engine.prototype.createVertexBuffer = function (data) {
  14218. var vbo = this._gl.createBuffer();
  14219. if (!vbo) {
  14220. throw new Error("Unable to create vertex buffer");
  14221. }
  14222. this.bindArrayBuffer(vbo);
  14223. if (data instanceof Array) {
  14224. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.STATIC_DRAW);
  14225. }
  14226. else {
  14227. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.STATIC_DRAW);
  14228. }
  14229. this._resetVertexBufferBinding();
  14230. vbo.references = 1;
  14231. return vbo;
  14232. };
  14233. /**
  14234. * Creates a dynamic vertex buffer
  14235. * @param data the data for the dynamic vertex buffer
  14236. * @returns the new WebGL dynamic buffer
  14237. */
  14238. Engine.prototype.createDynamicVertexBuffer = function (data) {
  14239. var vbo = this._gl.createBuffer();
  14240. if (!vbo) {
  14241. throw new Error("Unable to create dynamic vertex buffer");
  14242. }
  14243. this.bindArrayBuffer(vbo);
  14244. if (data instanceof Array) {
  14245. this._gl.bufferData(this._gl.ARRAY_BUFFER, new Float32Array(data), this._gl.DYNAMIC_DRAW);
  14246. }
  14247. else {
  14248. this._gl.bufferData(this._gl.ARRAY_BUFFER, data, this._gl.DYNAMIC_DRAW);
  14249. }
  14250. this._resetVertexBufferBinding();
  14251. vbo.references = 1;
  14252. return vbo;
  14253. };
  14254. /**
  14255. * Update a dynamic index buffer
  14256. * @param indexBuffer defines the target index buffer
  14257. * @param indices defines the data to update
  14258. * @param offset defines the offset in the target index buffer where update should start
  14259. */
  14260. Engine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  14261. if (offset === void 0) { offset = 0; }
  14262. // Force cache update
  14263. this._currentBoundBuffer[this._gl.ELEMENT_ARRAY_BUFFER] = null;
  14264. this.bindIndexBuffer(indexBuffer);
  14265. var arrayBuffer;
  14266. if (indices instanceof Uint16Array || indices instanceof Uint32Array) {
  14267. arrayBuffer = indices;
  14268. }
  14269. else {
  14270. arrayBuffer = indexBuffer.is32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14271. }
  14272. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, this._gl.DYNAMIC_DRAW);
  14273. this._resetIndexBufferBinding();
  14274. };
  14275. /**
  14276. * Updates a dynamic vertex buffer.
  14277. * @param vertexBuffer the vertex buffer to update
  14278. * @param data the data used to update the vertex buffer
  14279. * @param byteOffset the byte offset of the data
  14280. * @param byteLength the byte length of the data
  14281. */
  14282. Engine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, data, byteOffset, byteLength) {
  14283. this.bindArrayBuffer(vertexBuffer);
  14284. if (byteOffset === undefined) {
  14285. byteOffset = 0;
  14286. }
  14287. if (byteLength === undefined) {
  14288. if (data instanceof Array) {
  14289. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, new Float32Array(data));
  14290. }
  14291. else {
  14292. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, byteOffset, data);
  14293. }
  14294. }
  14295. else {
  14296. if (data instanceof Array) {
  14297. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, new Float32Array(data).subarray(byteOffset, byteOffset + byteLength));
  14298. }
  14299. else {
  14300. if (data instanceof ArrayBuffer) {
  14301. data = new Uint8Array(data, byteOffset, byteLength);
  14302. }
  14303. else {
  14304. data = new Uint8Array(data.buffer, data.byteOffset + byteOffset, byteLength);
  14305. }
  14306. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14307. }
  14308. }
  14309. this._resetVertexBufferBinding();
  14310. };
  14311. Engine.prototype._resetIndexBufferBinding = function () {
  14312. this.bindIndexBuffer(null);
  14313. this._cachedIndexBuffer = null;
  14314. };
  14315. /**
  14316. * Creates a new index buffer
  14317. * @param indices defines the content of the index buffer
  14318. * @param updatable defines if the index buffer must be updatable
  14319. * @returns a new webGL buffer
  14320. */
  14321. Engine.prototype.createIndexBuffer = function (indices, updatable) {
  14322. var vbo = this._gl.createBuffer();
  14323. if (!vbo) {
  14324. throw new Error("Unable to create index buffer");
  14325. }
  14326. this.bindIndexBuffer(vbo);
  14327. // Check for 32 bits indices
  14328. var arrayBuffer;
  14329. var need32Bits = false;
  14330. if (indices instanceof Uint16Array) {
  14331. arrayBuffer = indices;
  14332. }
  14333. else {
  14334. //check 32 bit support
  14335. if (this._caps.uintIndices) {
  14336. if (indices instanceof Uint32Array) {
  14337. arrayBuffer = indices;
  14338. need32Bits = true;
  14339. }
  14340. else {
  14341. //number[] or Int32Array, check if 32 bit is necessary
  14342. for (var index = 0; index < indices.length; index++) {
  14343. if (indices[index] > 65535) {
  14344. need32Bits = true;
  14345. break;
  14346. }
  14347. }
  14348. arrayBuffer = need32Bits ? new Uint32Array(indices) : new Uint16Array(indices);
  14349. }
  14350. }
  14351. else {
  14352. //no 32 bit support, force conversion to 16 bit (values greater 16 bit are lost)
  14353. arrayBuffer = new Uint16Array(indices);
  14354. }
  14355. }
  14356. this._gl.bufferData(this._gl.ELEMENT_ARRAY_BUFFER, arrayBuffer, updatable ? this._gl.DYNAMIC_DRAW : this._gl.STATIC_DRAW);
  14357. this._resetIndexBufferBinding();
  14358. vbo.references = 1;
  14359. vbo.is32Bits = need32Bits;
  14360. return vbo;
  14361. };
  14362. /**
  14363. * Bind a webGL buffer to the webGL context
  14364. * @param buffer defines the buffer to bind
  14365. */
  14366. Engine.prototype.bindArrayBuffer = function (buffer) {
  14367. if (!this._vaoRecordInProgress) {
  14368. this._unbindVertexArrayObject();
  14369. }
  14370. this.bindBuffer(buffer, this._gl.ARRAY_BUFFER);
  14371. };
  14372. /**
  14373. * Bind an uniform buffer to the current webGL context
  14374. * @param buffer defines the buffer to bind
  14375. */
  14376. Engine.prototype.bindUniformBuffer = function (buffer) {
  14377. this._gl.bindBuffer(this._gl.UNIFORM_BUFFER, buffer);
  14378. };
  14379. /**
  14380. * Bind a buffer to the current webGL context at a given location
  14381. * @param buffer defines the buffer to bind
  14382. * @param location defines the index where to bind the buffer
  14383. */
  14384. Engine.prototype.bindUniformBufferBase = function (buffer, location) {
  14385. this._gl.bindBufferBase(this._gl.UNIFORM_BUFFER, location, buffer);
  14386. };
  14387. /**
  14388. * Bind a specific block at a given index in a specific shader program
  14389. * @param shaderProgram defines the shader program
  14390. * @param blockName defines the block name
  14391. * @param index defines the index where to bind the block
  14392. */
  14393. Engine.prototype.bindUniformBlock = function (shaderProgram, blockName, index) {
  14394. var uniformLocation = this._gl.getUniformBlockIndex(shaderProgram, blockName);
  14395. this._gl.uniformBlockBinding(shaderProgram, uniformLocation, index);
  14396. };
  14397. Engine.prototype.bindIndexBuffer = function (buffer) {
  14398. if (!this._vaoRecordInProgress) {
  14399. this._unbindVertexArrayObject();
  14400. }
  14401. this.bindBuffer(buffer, this._gl.ELEMENT_ARRAY_BUFFER);
  14402. };
  14403. Engine.prototype.bindBuffer = function (buffer, target) {
  14404. if (this._vaoRecordInProgress || this._currentBoundBuffer[target] !== buffer) {
  14405. this._gl.bindBuffer(target, buffer);
  14406. this._currentBoundBuffer[target] = buffer;
  14407. }
  14408. };
  14409. /**
  14410. * update the bound buffer with the given data
  14411. * @param data defines the data to update
  14412. */
  14413. Engine.prototype.updateArrayBuffer = function (data) {
  14414. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14415. };
  14416. Engine.prototype._vertexAttribPointer = function (buffer, indx, size, type, normalized, stride, offset) {
  14417. var pointer = this._currentBufferPointers[indx];
  14418. var changed = false;
  14419. if (!pointer.active) {
  14420. changed = true;
  14421. pointer.active = true;
  14422. pointer.index = indx;
  14423. pointer.size = size;
  14424. pointer.type = type;
  14425. pointer.normalized = normalized;
  14426. pointer.stride = stride;
  14427. pointer.offset = offset;
  14428. pointer.buffer = buffer;
  14429. }
  14430. else {
  14431. if (pointer.buffer !== buffer) {
  14432. pointer.buffer = buffer;
  14433. changed = true;
  14434. }
  14435. if (pointer.size !== size) {
  14436. pointer.size = size;
  14437. changed = true;
  14438. }
  14439. if (pointer.type !== type) {
  14440. pointer.type = type;
  14441. changed = true;
  14442. }
  14443. if (pointer.normalized !== normalized) {
  14444. pointer.normalized = normalized;
  14445. changed = true;
  14446. }
  14447. if (pointer.stride !== stride) {
  14448. pointer.stride = stride;
  14449. changed = true;
  14450. }
  14451. if (pointer.offset !== offset) {
  14452. pointer.offset = offset;
  14453. changed = true;
  14454. }
  14455. }
  14456. if (changed || this._vaoRecordInProgress) {
  14457. this.bindArrayBuffer(buffer);
  14458. this._gl.vertexAttribPointer(indx, size, type, normalized, stride, offset);
  14459. }
  14460. };
  14461. Engine.prototype._bindIndexBufferWithCache = function (indexBuffer) {
  14462. if (indexBuffer == null) {
  14463. return;
  14464. }
  14465. if (this._cachedIndexBuffer !== indexBuffer) {
  14466. this._cachedIndexBuffer = indexBuffer;
  14467. this.bindIndexBuffer(indexBuffer);
  14468. this._uintIndicesCurrentlySet = indexBuffer.is32Bits;
  14469. }
  14470. };
  14471. Engine.prototype._bindVertexBuffersAttributes = function (vertexBuffers, effect) {
  14472. var attributes = effect.getAttributesNames();
  14473. if (!this._vaoRecordInProgress) {
  14474. this._unbindVertexArrayObject();
  14475. }
  14476. this.unbindAllAttributes();
  14477. for (var index = 0; index < attributes.length; index++) {
  14478. var order = effect.getAttributeLocation(index);
  14479. if (order >= 0) {
  14480. var vertexBuffer = vertexBuffers[attributes[index]];
  14481. if (!vertexBuffer) {
  14482. continue;
  14483. }
  14484. this._gl.enableVertexAttribArray(order);
  14485. if (!this._vaoRecordInProgress) {
  14486. this._vertexAttribArraysEnabled[order] = true;
  14487. }
  14488. var buffer = vertexBuffer.getBuffer();
  14489. if (buffer) {
  14490. this._vertexAttribPointer(buffer, order, vertexBuffer.getSize(), vertexBuffer.type, vertexBuffer.normalized, vertexBuffer.byteStride, vertexBuffer.byteOffset);
  14491. if (vertexBuffer.getIsInstanced()) {
  14492. this._gl.vertexAttribDivisor(order, vertexBuffer.getInstanceDivisor());
  14493. if (!this._vaoRecordInProgress) {
  14494. this._currentInstanceLocations.push(order);
  14495. this._currentInstanceBuffers.push(buffer);
  14496. }
  14497. }
  14498. }
  14499. }
  14500. }
  14501. };
  14502. /**
  14503. * Records a vertex array object
  14504. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14505. * @param vertexBuffers defines the list of vertex buffers to store
  14506. * @param indexBuffer defines the index buffer to store
  14507. * @param effect defines the effect to store
  14508. * @returns the new vertex array object
  14509. */
  14510. Engine.prototype.recordVertexArrayObject = function (vertexBuffers, indexBuffer, effect) {
  14511. var vao = this._gl.createVertexArray();
  14512. this._vaoRecordInProgress = true;
  14513. this._gl.bindVertexArray(vao);
  14514. this._mustWipeVertexAttributes = true;
  14515. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14516. this.bindIndexBuffer(indexBuffer);
  14517. this._vaoRecordInProgress = false;
  14518. this._gl.bindVertexArray(null);
  14519. return vao;
  14520. };
  14521. /**
  14522. * Bind a specific vertex array object
  14523. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  14524. * @param vertexArrayObject defines the vertex array object to bind
  14525. * @param indexBuffer defines the index buffer to bind
  14526. */
  14527. Engine.prototype.bindVertexArrayObject = function (vertexArrayObject, indexBuffer) {
  14528. if (this._cachedVertexArrayObject !== vertexArrayObject) {
  14529. this._cachedVertexArrayObject = vertexArrayObject;
  14530. this._gl.bindVertexArray(vertexArrayObject);
  14531. this._cachedVertexBuffers = null;
  14532. this._cachedIndexBuffer = null;
  14533. this._uintIndicesCurrentlySet = indexBuffer != null && indexBuffer.is32Bits;
  14534. this._mustWipeVertexAttributes = true;
  14535. }
  14536. };
  14537. /**
  14538. * Bind webGl buffers directly to the webGL context
  14539. * @param vertexBuffer defines the vertex buffer to bind
  14540. * @param indexBuffer defines the index buffer to bind
  14541. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  14542. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  14543. * @param effect defines the effect associated with the vertex buffer
  14544. */
  14545. Engine.prototype.bindBuffersDirectly = function (vertexBuffer, indexBuffer, vertexDeclaration, vertexStrideSize, effect) {
  14546. if (this._cachedVertexBuffers !== vertexBuffer || this._cachedEffectForVertexBuffers !== effect) {
  14547. this._cachedVertexBuffers = vertexBuffer;
  14548. this._cachedEffectForVertexBuffers = effect;
  14549. var attributesCount = effect.getAttributesCount();
  14550. this._unbindVertexArrayObject();
  14551. this.unbindAllAttributes();
  14552. var offset = 0;
  14553. for (var index = 0; index < attributesCount; index++) {
  14554. if (index < vertexDeclaration.length) {
  14555. var order = effect.getAttributeLocation(index);
  14556. if (order >= 0) {
  14557. this._gl.enableVertexAttribArray(order);
  14558. this._vertexAttribArraysEnabled[order] = true;
  14559. this._vertexAttribPointer(vertexBuffer, order, vertexDeclaration[index], this._gl.FLOAT, false, vertexStrideSize, offset);
  14560. }
  14561. offset += vertexDeclaration[index] * 4;
  14562. }
  14563. }
  14564. }
  14565. this._bindIndexBufferWithCache(indexBuffer);
  14566. };
  14567. Engine.prototype._unbindVertexArrayObject = function () {
  14568. if (!this._cachedVertexArrayObject) {
  14569. return;
  14570. }
  14571. this._cachedVertexArrayObject = null;
  14572. this._gl.bindVertexArray(null);
  14573. };
  14574. /**
  14575. * Bind a list of vertex buffers to the webGL context
  14576. * @param vertexBuffers defines the list of vertex buffers to bind
  14577. * @param indexBuffer defines the index buffer to bind
  14578. * @param effect defines the effect associated with the vertex buffers
  14579. */
  14580. Engine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  14581. if (this._cachedVertexBuffers !== vertexBuffers || this._cachedEffectForVertexBuffers !== effect) {
  14582. this._cachedVertexBuffers = vertexBuffers;
  14583. this._cachedEffectForVertexBuffers = effect;
  14584. this._bindVertexBuffersAttributes(vertexBuffers, effect);
  14585. }
  14586. this._bindIndexBufferWithCache(indexBuffer);
  14587. };
  14588. /**
  14589. * Unbind all instance attributes
  14590. */
  14591. Engine.prototype.unbindInstanceAttributes = function () {
  14592. var boundBuffer;
  14593. for (var i = 0, ul = this._currentInstanceLocations.length; i < ul; i++) {
  14594. var instancesBuffer = this._currentInstanceBuffers[i];
  14595. if (boundBuffer != instancesBuffer && instancesBuffer.references) {
  14596. boundBuffer = instancesBuffer;
  14597. this.bindArrayBuffer(instancesBuffer);
  14598. }
  14599. var offsetLocation = this._currentInstanceLocations[i];
  14600. this._gl.vertexAttribDivisor(offsetLocation, 0);
  14601. }
  14602. this._currentInstanceBuffers.length = 0;
  14603. this._currentInstanceLocations.length = 0;
  14604. };
  14605. /**
  14606. * Release and free the memory of a vertex array object
  14607. * @param vao defines the vertex array object to delete
  14608. */
  14609. Engine.prototype.releaseVertexArrayObject = function (vao) {
  14610. this._gl.deleteVertexArray(vao);
  14611. };
  14612. /** @hidden */
  14613. Engine.prototype._releaseBuffer = function (buffer) {
  14614. buffer.references--;
  14615. if (buffer.references === 0) {
  14616. this._gl.deleteBuffer(buffer);
  14617. return true;
  14618. }
  14619. return false;
  14620. };
  14621. /**
  14622. * Creates a webGL buffer to use with instanciation
  14623. * @param capacity defines the size of the buffer
  14624. * @returns the webGL buffer
  14625. */
  14626. Engine.prototype.createInstancesBuffer = function (capacity) {
  14627. var buffer = this._gl.createBuffer();
  14628. if (!buffer) {
  14629. throw new Error("Unable to create instance buffer");
  14630. }
  14631. buffer.capacity = capacity;
  14632. this.bindArrayBuffer(buffer);
  14633. this._gl.bufferData(this._gl.ARRAY_BUFFER, capacity, this._gl.DYNAMIC_DRAW);
  14634. return buffer;
  14635. };
  14636. /**
  14637. * Delete a webGL buffer used with instanciation
  14638. * @param buffer defines the webGL buffer to delete
  14639. */
  14640. Engine.prototype.deleteInstancesBuffer = function (buffer) {
  14641. this._gl.deleteBuffer(buffer);
  14642. };
  14643. /**
  14644. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  14645. * @param instancesBuffer defines the webGL buffer to update and bind
  14646. * @param data defines the data to store in the buffer
  14647. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  14648. */
  14649. Engine.prototype.updateAndBindInstancesBuffer = function (instancesBuffer, data, offsetLocations) {
  14650. this.bindArrayBuffer(instancesBuffer);
  14651. if (data) {
  14652. this._gl.bufferSubData(this._gl.ARRAY_BUFFER, 0, data);
  14653. }
  14654. if (offsetLocations[0].index !== undefined) {
  14655. var stride = 0;
  14656. for (var i = 0; i < offsetLocations.length; i++) {
  14657. var ai = offsetLocations[i];
  14658. stride += ai.attributeSize * 4;
  14659. }
  14660. for (var i = 0; i < offsetLocations.length; i++) {
  14661. var ai = offsetLocations[i];
  14662. if (!this._vertexAttribArraysEnabled[ai.index]) {
  14663. this._gl.enableVertexAttribArray(ai.index);
  14664. this._vertexAttribArraysEnabled[ai.index] = true;
  14665. }
  14666. this._vertexAttribPointer(instancesBuffer, ai.index, ai.attributeSize, ai.attribyteType || this._gl.FLOAT, ai.normalized || false, stride, ai.offset);
  14667. this._gl.vertexAttribDivisor(ai.index, 1);
  14668. this._currentInstanceLocations.push(ai.index);
  14669. this._currentInstanceBuffers.push(instancesBuffer);
  14670. }
  14671. }
  14672. else {
  14673. for (var index = 0; index < 4; index++) {
  14674. var offsetLocation = offsetLocations[index];
  14675. if (!this._vertexAttribArraysEnabled[offsetLocation]) {
  14676. this._gl.enableVertexAttribArray(offsetLocation);
  14677. this._vertexAttribArraysEnabled[offsetLocation] = true;
  14678. }
  14679. this._vertexAttribPointer(instancesBuffer, offsetLocation, 4, this._gl.FLOAT, false, 64, index * 16);
  14680. this._gl.vertexAttribDivisor(offsetLocation, 1);
  14681. this._currentInstanceLocations.push(offsetLocation);
  14682. this._currentInstanceBuffers.push(instancesBuffer);
  14683. }
  14684. }
  14685. };
  14686. /**
  14687. * Apply all cached states (depth, culling, stencil and alpha)
  14688. */
  14689. Engine.prototype.applyStates = function () {
  14690. this._depthCullingState.apply(this._gl);
  14691. this._stencilState.apply(this._gl);
  14692. this._alphaState.apply(this._gl);
  14693. };
  14694. /**
  14695. * Send a draw order
  14696. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14697. * @param indexStart defines the starting index
  14698. * @param indexCount defines the number of index to draw
  14699. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14700. */
  14701. Engine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  14702. this.drawElementsType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, indexStart, indexCount, instancesCount);
  14703. };
  14704. /**
  14705. * Draw a list of points
  14706. * @param verticesStart defines the index of first vertex to draw
  14707. * @param verticesCount defines the count of vertices to draw
  14708. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14709. */
  14710. Engine.prototype.drawPointClouds = function (verticesStart, verticesCount, instancesCount) {
  14711. this.drawArraysType(BABYLON.Material.PointFillMode, verticesStart, verticesCount, instancesCount);
  14712. };
  14713. /**
  14714. * Draw a list of unindexed primitives
  14715. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  14716. * @param verticesStart defines the index of first vertex to draw
  14717. * @param verticesCount defines the count of vertices to draw
  14718. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14719. */
  14720. Engine.prototype.drawUnIndexed = function (useTriangles, verticesStart, verticesCount, instancesCount) {
  14721. this.drawArraysType(useTriangles ? BABYLON.Material.TriangleFillMode : BABYLON.Material.WireFrameFillMode, verticesStart, verticesCount, instancesCount);
  14722. };
  14723. /**
  14724. * Draw a list of indexed primitives
  14725. * @param fillMode defines the primitive to use
  14726. * @param indexStart defines the starting index
  14727. * @param indexCount defines the number of index to draw
  14728. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14729. */
  14730. Engine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  14731. // Apply states
  14732. this.applyStates();
  14733. this._drawCalls.addCount(1, false);
  14734. // Render
  14735. var drawMode = this._drawMode(fillMode);
  14736. var indexFormat = this._uintIndicesCurrentlySet ? this._gl.UNSIGNED_INT : this._gl.UNSIGNED_SHORT;
  14737. var mult = this._uintIndicesCurrentlySet ? 4 : 2;
  14738. if (instancesCount) {
  14739. this._gl.drawElementsInstanced(drawMode, indexCount, indexFormat, indexStart * mult, instancesCount);
  14740. }
  14741. else {
  14742. this._gl.drawElements(drawMode, indexCount, indexFormat, indexStart * mult);
  14743. }
  14744. };
  14745. /**
  14746. * Draw a list of unindexed primitives
  14747. * @param fillMode defines the primitive to use
  14748. * @param verticesStart defines the index of first vertex to draw
  14749. * @param verticesCount defines the count of vertices to draw
  14750. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  14751. */
  14752. Engine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  14753. // Apply states
  14754. this.applyStates();
  14755. this._drawCalls.addCount(1, false);
  14756. var drawMode = this._drawMode(fillMode);
  14757. if (instancesCount) {
  14758. this._gl.drawArraysInstanced(drawMode, verticesStart, verticesCount, instancesCount);
  14759. }
  14760. else {
  14761. this._gl.drawArrays(drawMode, verticesStart, verticesCount);
  14762. }
  14763. };
  14764. Engine.prototype._drawMode = function (fillMode) {
  14765. switch (fillMode) {
  14766. // Triangle views
  14767. case BABYLON.Material.TriangleFillMode:
  14768. return this._gl.TRIANGLES;
  14769. case BABYLON.Material.PointFillMode:
  14770. return this._gl.POINTS;
  14771. case BABYLON.Material.WireFrameFillMode:
  14772. return this._gl.LINES;
  14773. // Draw modes
  14774. case BABYLON.Material.PointListDrawMode:
  14775. return this._gl.POINTS;
  14776. case BABYLON.Material.LineListDrawMode:
  14777. return this._gl.LINES;
  14778. case BABYLON.Material.LineLoopDrawMode:
  14779. return this._gl.LINE_LOOP;
  14780. case BABYLON.Material.LineStripDrawMode:
  14781. return this._gl.LINE_STRIP;
  14782. case BABYLON.Material.TriangleStripDrawMode:
  14783. return this._gl.TRIANGLE_STRIP;
  14784. case BABYLON.Material.TriangleFanDrawMode:
  14785. return this._gl.TRIANGLE_FAN;
  14786. default:
  14787. return this._gl.TRIANGLES;
  14788. }
  14789. };
  14790. // Shaders
  14791. /** @hidden */
  14792. Engine.prototype._releaseEffect = function (effect) {
  14793. if (this._compiledEffects[effect._key]) {
  14794. delete this._compiledEffects[effect._key];
  14795. this._deleteProgram(effect.getProgram());
  14796. }
  14797. };
  14798. /** @hidden */
  14799. Engine.prototype._deleteProgram = function (program) {
  14800. if (program) {
  14801. program.__SPECTOR_rebuildProgram = null;
  14802. if (program.transformFeedback) {
  14803. this.deleteTransformFeedback(program.transformFeedback);
  14804. program.transformFeedback = null;
  14805. }
  14806. this._gl.deleteProgram(program);
  14807. }
  14808. };
  14809. /**
  14810. * Create a new effect (used to store vertex/fragment shaders)
  14811. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  14812. * @param attributesNamesOrOptions defines either a list of attribute names or an EffectCreationOptions object
  14813. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  14814. * @param samplers defines an array of string used to represent textures
  14815. * @param defines defines the string containing the defines to use to compile the shaders
  14816. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  14817. * @param onCompiled defines a function to call when the effect creation is successful
  14818. * @param onError defines a function to call when the effect creation has failed
  14819. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  14820. * @returns the new Effect
  14821. */
  14822. Engine.prototype.createEffect = function (baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, defines, fallbacks, onCompiled, onError, indexParameters) {
  14823. var vertex = baseName.vertexElement || baseName.vertex || baseName;
  14824. var fragment = baseName.fragmentElement || baseName.fragment || baseName;
  14825. var name = vertex + "+" + fragment + "@" + (defines ? defines : attributesNamesOrOptions.defines);
  14826. if (this._compiledEffects[name]) {
  14827. var compiledEffect = this._compiledEffects[name];
  14828. if (onCompiled && compiledEffect.isReady()) {
  14829. onCompiled(compiledEffect);
  14830. }
  14831. return compiledEffect;
  14832. }
  14833. var effect = new BABYLON.Effect(baseName, attributesNamesOrOptions, uniformsNamesOrEngine, samplers, this, defines, fallbacks, onCompiled, onError, indexParameters);
  14834. effect._key = name;
  14835. this._compiledEffects[name] = effect;
  14836. return effect;
  14837. };
  14838. Engine.prototype._compileShader = function (source, type, defines, shaderVersion) {
  14839. return this._compileRawShader(shaderVersion + (defines ? defines + "\n" : "") + source, type);
  14840. };
  14841. Engine.prototype._compileRawShader = function (source, type) {
  14842. var gl = this._gl;
  14843. var shader = gl.createShader(type === "vertex" ? gl.VERTEX_SHADER : gl.FRAGMENT_SHADER);
  14844. if (!shader) {
  14845. throw new Error("Something went wrong while compile the shader.");
  14846. }
  14847. gl.shaderSource(shader, source);
  14848. gl.compileShader(shader);
  14849. if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
  14850. var log = gl.getShaderInfoLog(shader);
  14851. if (log) {
  14852. throw new Error(log);
  14853. }
  14854. }
  14855. return shader;
  14856. };
  14857. /**
  14858. * Directly creates a webGL program
  14859. * @param vertexCode defines the vertex shader code to use
  14860. * @param fragmentCode defines the fragment shader code to use
  14861. * @param context defines the webGL context to use (if not set, the current one will be used)
  14862. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14863. * @returns the new webGL program
  14864. */
  14865. Engine.prototype.createRawShaderProgram = function (vertexCode, fragmentCode, context, transformFeedbackVaryings) {
  14866. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14867. context = context || this._gl;
  14868. var vertexShader = this._compileRawShader(vertexCode, "vertex");
  14869. var fragmentShader = this._compileRawShader(fragmentCode, "fragment");
  14870. return this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14871. };
  14872. /**
  14873. * Creates a webGL program
  14874. * @param vertexCode defines the vertex shader code to use
  14875. * @param fragmentCode defines the fragment shader code to use
  14876. * @param defines defines the string containing the defines to use to compile the shaders
  14877. * @param context defines the webGL context to use (if not set, the current one will be used)
  14878. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  14879. * @returns the new webGL program
  14880. */
  14881. Engine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context, transformFeedbackVaryings) {
  14882. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14883. context = context || this._gl;
  14884. this.onBeforeShaderCompilationObservable.notifyObservers(this);
  14885. var shaderVersion = (this._webGLVersion > 1) ? "#version 300 es\n#define WEBGL2 \n" : "";
  14886. var vertexShader = this._compileShader(vertexCode, "vertex", defines, shaderVersion);
  14887. var fragmentShader = this._compileShader(fragmentCode, "fragment", defines, shaderVersion);
  14888. var program = this._createShaderProgram(vertexShader, fragmentShader, context, transformFeedbackVaryings);
  14889. this.onAfterShaderCompilationObservable.notifyObservers(this);
  14890. return program;
  14891. };
  14892. Engine.prototype._createShaderProgram = function (vertexShader, fragmentShader, context, transformFeedbackVaryings) {
  14893. if (transformFeedbackVaryings === void 0) { transformFeedbackVaryings = null; }
  14894. var shaderProgram = context.createProgram();
  14895. if (!shaderProgram) {
  14896. throw new Error("Unable to create program");
  14897. }
  14898. context.attachShader(shaderProgram, vertexShader);
  14899. context.attachShader(shaderProgram, fragmentShader);
  14900. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14901. var transformFeedback = this.createTransformFeedback();
  14902. this.bindTransformFeedback(transformFeedback);
  14903. this.setTranformFeedbackVaryings(shaderProgram, transformFeedbackVaryings);
  14904. shaderProgram.transformFeedback = transformFeedback;
  14905. }
  14906. context.linkProgram(shaderProgram);
  14907. if (this.webGLVersion > 1 && transformFeedbackVaryings) {
  14908. this.bindTransformFeedback(null);
  14909. }
  14910. shaderProgram.context = context;
  14911. shaderProgram.vertexShader = vertexShader;
  14912. shaderProgram.fragmentShader = fragmentShader;
  14913. if (!this._caps.parallelShaderCompile) {
  14914. this._finalizeProgram(shaderProgram);
  14915. }
  14916. else {
  14917. shaderProgram.isParallelCompiled = true;
  14918. }
  14919. return shaderProgram;
  14920. };
  14921. Engine.prototype._finalizeProgram = function (shaderProgram) {
  14922. var context = shaderProgram.context;
  14923. var vertexShader = shaderProgram.vertexShader;
  14924. var fragmentShader = shaderProgram.fragmentShader;
  14925. var linked = context.getProgramParameter(shaderProgram, context.LINK_STATUS);
  14926. if (!linked) {
  14927. var error = context.getProgramInfoLog(shaderProgram);
  14928. if (error) {
  14929. throw new Error(error);
  14930. }
  14931. }
  14932. if (this.validateShaderPrograms) {
  14933. context.validateProgram(shaderProgram);
  14934. var validated = context.getProgramParameter(shaderProgram, context.VALIDATE_STATUS);
  14935. if (!validated) {
  14936. var error = context.getProgramInfoLog(shaderProgram);
  14937. if (error) {
  14938. throw new Error(error);
  14939. }
  14940. }
  14941. }
  14942. context.deleteShader(vertexShader);
  14943. context.deleteShader(fragmentShader);
  14944. shaderProgram.context = undefined;
  14945. shaderProgram.vertexShader = undefined;
  14946. shaderProgram.fragmentShader = undefined;
  14947. if (shaderProgram.onCompiled) {
  14948. shaderProgram.onCompiled();
  14949. shaderProgram.onCompiled = undefined;
  14950. }
  14951. };
  14952. /** @hidden */
  14953. Engine.prototype._isProgramCompiled = function (shaderProgram) {
  14954. if (!shaderProgram.isParallelCompiled) {
  14955. return true;
  14956. }
  14957. if (this._gl.getProgramParameter(shaderProgram, this._caps.parallelShaderCompile.COMPLETION_STATUS_KHR)) {
  14958. this._finalizeProgram(shaderProgram);
  14959. return true;
  14960. }
  14961. return false;
  14962. };
  14963. /** @hidden */
  14964. Engine.prototype._executeWhenProgramIsCompiled = function (shaderProgram, action) {
  14965. if (!shaderProgram.isParallelCompiled) {
  14966. action();
  14967. return;
  14968. }
  14969. shaderProgram.onCompiled = action;
  14970. };
  14971. /**
  14972. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  14973. * @param shaderProgram defines the webGL program to use
  14974. * @param uniformsNames defines the list of uniform names
  14975. * @returns an array of webGL uniform locations
  14976. */
  14977. Engine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  14978. var results = new Array();
  14979. for (var index = 0; index < uniformsNames.length; index++) {
  14980. results.push(this._gl.getUniformLocation(shaderProgram, uniformsNames[index]));
  14981. }
  14982. return results;
  14983. };
  14984. /**
  14985. * Gets the lsit of active attributes for a given webGL program
  14986. * @param shaderProgram defines the webGL program to use
  14987. * @param attributesNames defines the list of attribute names to get
  14988. * @returns an array of indices indicating the offset of each attribute
  14989. */
  14990. Engine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  14991. var results = [];
  14992. for (var index = 0; index < attributesNames.length; index++) {
  14993. try {
  14994. results.push(this._gl.getAttribLocation(shaderProgram, attributesNames[index]));
  14995. }
  14996. catch (e) {
  14997. results.push(-1);
  14998. }
  14999. }
  15000. return results;
  15001. };
  15002. /**
  15003. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  15004. * @param effect defines the effect to activate
  15005. */
  15006. Engine.prototype.enableEffect = function (effect) {
  15007. if (!effect || effect === this._currentEffect) {
  15008. return;
  15009. }
  15010. // Use program
  15011. this.bindSamplers(effect);
  15012. this._currentEffect = effect;
  15013. if (effect.onBind) {
  15014. effect.onBind(effect);
  15015. }
  15016. if (effect._onBindObservable) {
  15017. effect._onBindObservable.notifyObservers(effect);
  15018. }
  15019. };
  15020. /**
  15021. * Set the value of an uniform to an array of int32
  15022. * @param uniform defines the webGL uniform location where to store the value
  15023. * @param array defines the array of int32 to store
  15024. */
  15025. Engine.prototype.setIntArray = function (uniform, array) {
  15026. if (!uniform) {
  15027. return;
  15028. }
  15029. this._gl.uniform1iv(uniform, array);
  15030. };
  15031. /**
  15032. * Set the value of an uniform to an array of int32 (stored as vec2)
  15033. * @param uniform defines the webGL uniform location where to store the value
  15034. * @param array defines the array of int32 to store
  15035. */
  15036. Engine.prototype.setIntArray2 = function (uniform, array) {
  15037. if (!uniform || array.length % 2 !== 0) {
  15038. return;
  15039. }
  15040. this._gl.uniform2iv(uniform, array);
  15041. };
  15042. /**
  15043. * Set the value of an uniform to an array of int32 (stored as vec3)
  15044. * @param uniform defines the webGL uniform location where to store the value
  15045. * @param array defines the array of int32 to store
  15046. */
  15047. Engine.prototype.setIntArray3 = function (uniform, array) {
  15048. if (!uniform || array.length % 3 !== 0) {
  15049. return;
  15050. }
  15051. this._gl.uniform3iv(uniform, array);
  15052. };
  15053. /**
  15054. * Set the value of an uniform to an array of int32 (stored as vec4)
  15055. * @param uniform defines the webGL uniform location where to store the value
  15056. * @param array defines the array of int32 to store
  15057. */
  15058. Engine.prototype.setIntArray4 = function (uniform, array) {
  15059. if (!uniform || array.length % 4 !== 0) {
  15060. return;
  15061. }
  15062. this._gl.uniform4iv(uniform, array);
  15063. };
  15064. /**
  15065. * Set the value of an uniform to an array of float32
  15066. * @param uniform defines the webGL uniform location where to store the value
  15067. * @param array defines the array of float32 to store
  15068. */
  15069. Engine.prototype.setFloatArray = function (uniform, array) {
  15070. if (!uniform) {
  15071. return;
  15072. }
  15073. this._gl.uniform1fv(uniform, array);
  15074. };
  15075. /**
  15076. * Set the value of an uniform to an array of float32 (stored as vec2)
  15077. * @param uniform defines the webGL uniform location where to store the value
  15078. * @param array defines the array of float32 to store
  15079. */
  15080. Engine.prototype.setFloatArray2 = function (uniform, array) {
  15081. if (!uniform || array.length % 2 !== 0) {
  15082. return;
  15083. }
  15084. this._gl.uniform2fv(uniform, array);
  15085. };
  15086. /**
  15087. * Set the value of an uniform to an array of float32 (stored as vec3)
  15088. * @param uniform defines the webGL uniform location where to store the value
  15089. * @param array defines the array of float32 to store
  15090. */
  15091. Engine.prototype.setFloatArray3 = function (uniform, array) {
  15092. if (!uniform || array.length % 3 !== 0) {
  15093. return;
  15094. }
  15095. this._gl.uniform3fv(uniform, array);
  15096. };
  15097. /**
  15098. * Set the value of an uniform to an array of float32 (stored as vec4)
  15099. * @param uniform defines the webGL uniform location where to store the value
  15100. * @param array defines the array of float32 to store
  15101. */
  15102. Engine.prototype.setFloatArray4 = function (uniform, array) {
  15103. if (!uniform || array.length % 4 !== 0) {
  15104. return;
  15105. }
  15106. this._gl.uniform4fv(uniform, array);
  15107. };
  15108. /**
  15109. * Set the value of an uniform to an array of number
  15110. * @param uniform defines the webGL uniform location where to store the value
  15111. * @param array defines the array of number to store
  15112. */
  15113. Engine.prototype.setArray = function (uniform, array) {
  15114. if (!uniform) {
  15115. return;
  15116. }
  15117. this._gl.uniform1fv(uniform, array);
  15118. };
  15119. /**
  15120. * Set the value of an uniform to an array of number (stored as vec2)
  15121. * @param uniform defines the webGL uniform location where to store the value
  15122. * @param array defines the array of number to store
  15123. */
  15124. Engine.prototype.setArray2 = function (uniform, array) {
  15125. if (!uniform || array.length % 2 !== 0) {
  15126. return;
  15127. }
  15128. this._gl.uniform2fv(uniform, array);
  15129. };
  15130. /**
  15131. * Set the value of an uniform to an array of number (stored as vec3)
  15132. * @param uniform defines the webGL uniform location where to store the value
  15133. * @param array defines the array of number to store
  15134. */
  15135. Engine.prototype.setArray3 = function (uniform, array) {
  15136. if (!uniform || array.length % 3 !== 0) {
  15137. return;
  15138. }
  15139. this._gl.uniform3fv(uniform, array);
  15140. };
  15141. /**
  15142. * Set the value of an uniform to an array of number (stored as vec4)
  15143. * @param uniform defines the webGL uniform location where to store the value
  15144. * @param array defines the array of number to store
  15145. */
  15146. Engine.prototype.setArray4 = function (uniform, array) {
  15147. if (!uniform || array.length % 4 !== 0) {
  15148. return;
  15149. }
  15150. this._gl.uniform4fv(uniform, array);
  15151. };
  15152. /**
  15153. * Set the value of an uniform to an array of float32 (stored as matrices)
  15154. * @param uniform defines the webGL uniform location where to store the value
  15155. * @param matrices defines the array of float32 to store
  15156. */
  15157. Engine.prototype.setMatrices = function (uniform, matrices) {
  15158. if (!uniform) {
  15159. return;
  15160. }
  15161. this._gl.uniformMatrix4fv(uniform, false, matrices);
  15162. };
  15163. /**
  15164. * Set the value of an uniform to a matrix
  15165. * @param uniform defines the webGL uniform location where to store the value
  15166. * @param matrix defines the matrix to store
  15167. */
  15168. Engine.prototype.setMatrix = function (uniform, matrix) {
  15169. if (!uniform) {
  15170. return;
  15171. }
  15172. this._gl.uniformMatrix4fv(uniform, false, matrix.toArray());
  15173. };
  15174. /**
  15175. * Set the value of an uniform to a matrix (3x3)
  15176. * @param uniform defines the webGL uniform location where to store the value
  15177. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  15178. */
  15179. Engine.prototype.setMatrix3x3 = function (uniform, matrix) {
  15180. if (!uniform) {
  15181. return;
  15182. }
  15183. this._gl.uniformMatrix3fv(uniform, false, matrix);
  15184. };
  15185. /**
  15186. * Set the value of an uniform to a matrix (2x2)
  15187. * @param uniform defines the webGL uniform location where to store the value
  15188. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  15189. */
  15190. Engine.prototype.setMatrix2x2 = function (uniform, matrix) {
  15191. if (!uniform) {
  15192. return;
  15193. }
  15194. this._gl.uniformMatrix2fv(uniform, false, matrix);
  15195. };
  15196. /**
  15197. * Set the value of an uniform to a number (int)
  15198. * @param uniform defines the webGL uniform location where to store the value
  15199. * @param value defines the int number to store
  15200. */
  15201. Engine.prototype.setInt = function (uniform, value) {
  15202. if (!uniform) {
  15203. return;
  15204. }
  15205. this._gl.uniform1i(uniform, value);
  15206. };
  15207. /**
  15208. * Set the value of an uniform to a number (float)
  15209. * @param uniform defines the webGL uniform location where to store the value
  15210. * @param value defines the float number to store
  15211. */
  15212. Engine.prototype.setFloat = function (uniform, value) {
  15213. if (!uniform) {
  15214. return;
  15215. }
  15216. this._gl.uniform1f(uniform, value);
  15217. };
  15218. /**
  15219. * Set the value of an uniform to a vec2
  15220. * @param uniform defines the webGL uniform location where to store the value
  15221. * @param x defines the 1st component of the value
  15222. * @param y defines the 2nd component of the value
  15223. */
  15224. Engine.prototype.setFloat2 = function (uniform, x, y) {
  15225. if (!uniform) {
  15226. return;
  15227. }
  15228. this._gl.uniform2f(uniform, x, y);
  15229. };
  15230. /**
  15231. * Set the value of an uniform to a vec3
  15232. * @param uniform defines the webGL uniform location where to store the value
  15233. * @param x defines the 1st component of the value
  15234. * @param y defines the 2nd component of the value
  15235. * @param z defines the 3rd component of the value
  15236. */
  15237. Engine.prototype.setFloat3 = function (uniform, x, y, z) {
  15238. if (!uniform) {
  15239. return;
  15240. }
  15241. this._gl.uniform3f(uniform, x, y, z);
  15242. };
  15243. /**
  15244. * Set the value of an uniform to a boolean
  15245. * @param uniform defines the webGL uniform location where to store the value
  15246. * @param bool defines the boolean to store
  15247. */
  15248. Engine.prototype.setBool = function (uniform, bool) {
  15249. if (!uniform) {
  15250. return;
  15251. }
  15252. this._gl.uniform1i(uniform, bool);
  15253. };
  15254. /**
  15255. * Set the value of an uniform to a vec4
  15256. * @param uniform defines the webGL uniform location where to store the value
  15257. * @param x defines the 1st component of the value
  15258. * @param y defines the 2nd component of the value
  15259. * @param z defines the 3rd component of the value
  15260. * @param w defines the 4th component of the value
  15261. */
  15262. Engine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  15263. if (!uniform) {
  15264. return;
  15265. }
  15266. this._gl.uniform4f(uniform, x, y, z, w);
  15267. };
  15268. /**
  15269. * Set the value of an uniform to a Color3
  15270. * @param uniform defines the webGL uniform location where to store the value
  15271. * @param color3 defines the color to store
  15272. */
  15273. Engine.prototype.setColor3 = function (uniform, color3) {
  15274. if (!uniform) {
  15275. return;
  15276. }
  15277. this._gl.uniform3f(uniform, color3.r, color3.g, color3.b);
  15278. };
  15279. /**
  15280. * Set the value of an uniform to a Color3 and an alpha value
  15281. * @param uniform defines the webGL uniform location where to store the value
  15282. * @param color3 defines the color to store
  15283. * @param alpha defines the alpha component to store
  15284. */
  15285. Engine.prototype.setColor4 = function (uniform, color3, alpha) {
  15286. if (!uniform) {
  15287. return;
  15288. }
  15289. this._gl.uniform4f(uniform, color3.r, color3.g, color3.b, alpha);
  15290. };
  15291. /**
  15292. * Sets a Color4 on a uniform variable
  15293. * @param uniform defines the uniform location
  15294. * @param color4 defines the value to be set
  15295. */
  15296. Engine.prototype.setDirectColor4 = function (uniform, color4) {
  15297. if (!uniform) {
  15298. return;
  15299. }
  15300. this._gl.uniform4f(uniform, color4.r, color4.g, color4.b, color4.a);
  15301. };
  15302. // States
  15303. /**
  15304. * Set various states to the webGL context
  15305. * @param culling defines backface culling state
  15306. * @param zOffset defines the value to apply to zOffset (0 by default)
  15307. * @param force defines if states must be applied even if cache is up to date
  15308. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  15309. */
  15310. Engine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  15311. if (zOffset === void 0) { zOffset = 0; }
  15312. if (reverseSide === void 0) { reverseSide = false; }
  15313. // Culling
  15314. if (this._depthCullingState.cull !== culling || force) {
  15315. this._depthCullingState.cull = culling;
  15316. }
  15317. // Cull face
  15318. var cullFace = this.cullBackFaces ? this._gl.BACK : this._gl.FRONT;
  15319. if (this._depthCullingState.cullFace !== cullFace || force) {
  15320. this._depthCullingState.cullFace = cullFace;
  15321. }
  15322. // Z offset
  15323. this.setZOffset(zOffset);
  15324. // Front face
  15325. var frontFace = reverseSide ? this._gl.CW : this._gl.CCW;
  15326. if (this._depthCullingState.frontFace !== frontFace || force) {
  15327. this._depthCullingState.frontFace = frontFace;
  15328. }
  15329. };
  15330. /**
  15331. * Set the z offset to apply to current rendering
  15332. * @param value defines the offset to apply
  15333. */
  15334. Engine.prototype.setZOffset = function (value) {
  15335. this._depthCullingState.zOffset = value;
  15336. };
  15337. /**
  15338. * Gets the current value of the zOffset
  15339. * @returns the current zOffset state
  15340. */
  15341. Engine.prototype.getZOffset = function () {
  15342. return this._depthCullingState.zOffset;
  15343. };
  15344. /**
  15345. * Enable or disable depth buffering
  15346. * @param enable defines the state to set
  15347. */
  15348. Engine.prototype.setDepthBuffer = function (enable) {
  15349. this._depthCullingState.depthTest = enable;
  15350. };
  15351. /**
  15352. * Gets a boolean indicating if depth writing is enabled
  15353. * @returns the current depth writing state
  15354. */
  15355. Engine.prototype.getDepthWrite = function () {
  15356. return this._depthCullingState.depthMask;
  15357. };
  15358. /**
  15359. * Enable or disable depth writing
  15360. * @param enable defines the state to set
  15361. */
  15362. Engine.prototype.setDepthWrite = function (enable) {
  15363. this._depthCullingState.depthMask = enable;
  15364. };
  15365. /**
  15366. * Enable or disable color writing
  15367. * @param enable defines the state to set
  15368. */
  15369. Engine.prototype.setColorWrite = function (enable) {
  15370. this._gl.colorMask(enable, enable, enable, enable);
  15371. this._colorWrite = enable;
  15372. };
  15373. /**
  15374. * Gets a boolean indicating if color writing is enabled
  15375. * @returns the current color writing state
  15376. */
  15377. Engine.prototype.getColorWrite = function () {
  15378. return this._colorWrite;
  15379. };
  15380. /**
  15381. * Sets alpha constants used by some alpha blending modes
  15382. * @param r defines the red component
  15383. * @param g defines the green component
  15384. * @param b defines the blue component
  15385. * @param a defines the alpha component
  15386. */
  15387. Engine.prototype.setAlphaConstants = function (r, g, b, a) {
  15388. this._alphaState.setAlphaBlendConstants(r, g, b, a);
  15389. };
  15390. /**
  15391. * Sets the current alpha mode
  15392. * @param mode defines the mode to use (one of the BABYLON.Engine.ALPHA_XXX)
  15393. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  15394. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15395. */
  15396. Engine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  15397. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  15398. if (this._alphaMode === mode) {
  15399. return;
  15400. }
  15401. switch (mode) {
  15402. case Engine.ALPHA_DISABLE:
  15403. this._alphaState.alphaBlend = false;
  15404. break;
  15405. case Engine.ALPHA_PREMULTIPLIED:
  15406. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15407. this._alphaState.alphaBlend = true;
  15408. break;
  15409. case Engine.ALPHA_PREMULTIPLIED_PORTERDUFF:
  15410. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15411. this._alphaState.alphaBlend = true;
  15412. break;
  15413. case Engine.ALPHA_COMBINE:
  15414. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_ALPHA, this._gl.ONE, this._gl.ONE);
  15415. this._alphaState.alphaBlend = true;
  15416. break;
  15417. case Engine.ALPHA_ONEONE:
  15418. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15419. this._alphaState.alphaBlend = true;
  15420. break;
  15421. case Engine.ALPHA_ADD:
  15422. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE, this._gl.ZERO, this._gl.ONE);
  15423. this._alphaState.alphaBlend = true;
  15424. break;
  15425. case Engine.ALPHA_SUBTRACT:
  15426. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ZERO, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15427. this._alphaState.alphaBlend = true;
  15428. break;
  15429. case Engine.ALPHA_MULTIPLY:
  15430. this._alphaState.setAlphaBlendFunctionParameters(this._gl.DST_COLOR, this._gl.ZERO, this._gl.ONE, this._gl.ONE);
  15431. this._alphaState.alphaBlend = true;
  15432. break;
  15433. case Engine.ALPHA_MAXIMIZED:
  15434. this._alphaState.setAlphaBlendFunctionParameters(this._gl.SRC_ALPHA, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE);
  15435. this._alphaState.alphaBlend = true;
  15436. break;
  15437. case Engine.ALPHA_INTERPOLATE:
  15438. this._alphaState.setAlphaBlendFunctionParameters(this._gl.CONSTANT_COLOR, this._gl.ONE_MINUS_CONSTANT_COLOR, this._gl.CONSTANT_ALPHA, this._gl.ONE_MINUS_CONSTANT_ALPHA);
  15439. this._alphaState.alphaBlend = true;
  15440. break;
  15441. case Engine.ALPHA_SCREENMODE:
  15442. this._alphaState.setAlphaBlendFunctionParameters(this._gl.ONE, this._gl.ONE_MINUS_SRC_COLOR, this._gl.ONE, this._gl.ONE_MINUS_SRC_ALPHA);
  15443. this._alphaState.alphaBlend = true;
  15444. break;
  15445. }
  15446. if (!noDepthWriteChange) {
  15447. this.setDepthWrite(mode === Engine.ALPHA_DISABLE);
  15448. }
  15449. this._alphaMode = mode;
  15450. };
  15451. /**
  15452. * Gets the current alpha mode
  15453. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  15454. * @returns the current alpha mode
  15455. */
  15456. Engine.prototype.getAlphaMode = function () {
  15457. return this._alphaMode;
  15458. };
  15459. // Textures
  15460. /**
  15461. * Clears the list of texture accessible through engine.
  15462. * This can help preventing texture load conflict due to name collision.
  15463. */
  15464. Engine.prototype.clearInternalTexturesCache = function () {
  15465. this._internalTexturesCache = [];
  15466. };
  15467. /**
  15468. * Force the entire cache to be cleared
  15469. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  15470. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  15471. */
  15472. Engine.prototype.wipeCaches = function (bruteForce) {
  15473. if (this.preventCacheWipeBetweenFrames && !bruteForce) {
  15474. return;
  15475. }
  15476. this._currentEffect = null;
  15477. this._viewportCached.x = 0;
  15478. this._viewportCached.y = 0;
  15479. this._viewportCached.z = 0;
  15480. this._viewportCached.w = 0;
  15481. if (bruteForce) {
  15482. this.resetTextureCache();
  15483. this._currentProgram = null;
  15484. this._stencilState.reset();
  15485. this._depthCullingState.reset();
  15486. this.setDepthFunctionToLessOrEqual();
  15487. this._alphaState.reset();
  15488. this._unpackFlipYCached = null;
  15489. }
  15490. this._resetVertexBufferBinding();
  15491. this._cachedIndexBuffer = null;
  15492. this._cachedEffectForVertexBuffers = null;
  15493. this._unbindVertexArrayObject();
  15494. this.bindIndexBuffer(null);
  15495. };
  15496. /**
  15497. * Set the compressed texture format to use, based on the formats you have, and the formats
  15498. * supported by the hardware / browser.
  15499. *
  15500. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  15501. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  15502. * to API arguments needed to compressed textures. This puts the burden on the container
  15503. * generator to house the arcane code for determining these for current & future formats.
  15504. *
  15505. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  15506. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  15507. *
  15508. * Note: The result of this call is not taken into account when a texture is base64.
  15509. *
  15510. * @param formatsAvailable defines the list of those format families you have created
  15511. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  15512. *
  15513. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  15514. * @returns The extension selected.
  15515. */
  15516. Engine.prototype.setTextureFormatToUse = function (formatsAvailable) {
  15517. for (var i = 0, len1 = this.texturesSupported.length; i < len1; i++) {
  15518. for (var j = 0, len2 = formatsAvailable.length; j < len2; j++) {
  15519. if (this._texturesSupported[i] === formatsAvailable[j].toLowerCase()) {
  15520. return this._textureFormatInUse = this._texturesSupported[i];
  15521. }
  15522. }
  15523. }
  15524. // actively set format to nothing, to allow this to be called more than once
  15525. // and possibly fail the 2nd time
  15526. this._textureFormatInUse = null;
  15527. return null;
  15528. };
  15529. Engine.prototype._getSamplingParameters = function (samplingMode, generateMipMaps) {
  15530. var gl = this._gl;
  15531. var magFilter = gl.NEAREST;
  15532. var minFilter = gl.NEAREST;
  15533. switch (samplingMode) {
  15534. case Engine.TEXTURE_BILINEAR_SAMPLINGMODE:
  15535. magFilter = gl.LINEAR;
  15536. if (generateMipMaps) {
  15537. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15538. }
  15539. else {
  15540. minFilter = gl.LINEAR;
  15541. }
  15542. break;
  15543. case Engine.TEXTURE_TRILINEAR_SAMPLINGMODE:
  15544. magFilter = gl.LINEAR;
  15545. if (generateMipMaps) {
  15546. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15547. }
  15548. else {
  15549. minFilter = gl.LINEAR;
  15550. }
  15551. break;
  15552. case Engine.TEXTURE_NEAREST_SAMPLINGMODE:
  15553. magFilter = gl.NEAREST;
  15554. if (generateMipMaps) {
  15555. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15556. }
  15557. else {
  15558. minFilter = gl.NEAREST;
  15559. }
  15560. break;
  15561. case Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST:
  15562. magFilter = gl.NEAREST;
  15563. if (generateMipMaps) {
  15564. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15565. }
  15566. else {
  15567. minFilter = gl.NEAREST;
  15568. }
  15569. break;
  15570. case Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST:
  15571. magFilter = gl.NEAREST;
  15572. if (generateMipMaps) {
  15573. minFilter = gl.LINEAR_MIPMAP_NEAREST;
  15574. }
  15575. else {
  15576. minFilter = gl.LINEAR;
  15577. }
  15578. break;
  15579. case Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR:
  15580. magFilter = gl.NEAREST;
  15581. if (generateMipMaps) {
  15582. minFilter = gl.LINEAR_MIPMAP_LINEAR;
  15583. }
  15584. else {
  15585. minFilter = gl.LINEAR;
  15586. }
  15587. break;
  15588. case Engine.TEXTURE_NEAREST_LINEAR:
  15589. magFilter = gl.NEAREST;
  15590. minFilter = gl.LINEAR;
  15591. break;
  15592. case Engine.TEXTURE_NEAREST_NEAREST:
  15593. magFilter = gl.NEAREST;
  15594. minFilter = gl.NEAREST;
  15595. break;
  15596. case Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST:
  15597. magFilter = gl.LINEAR;
  15598. if (generateMipMaps) {
  15599. minFilter = gl.NEAREST_MIPMAP_NEAREST;
  15600. }
  15601. else {
  15602. minFilter = gl.NEAREST;
  15603. }
  15604. break;
  15605. case Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR:
  15606. magFilter = gl.LINEAR;
  15607. if (generateMipMaps) {
  15608. minFilter = gl.NEAREST_MIPMAP_LINEAR;
  15609. }
  15610. else {
  15611. minFilter = gl.NEAREST;
  15612. }
  15613. break;
  15614. case Engine.TEXTURE_LINEAR_LINEAR:
  15615. magFilter = gl.LINEAR;
  15616. minFilter = gl.LINEAR;
  15617. break;
  15618. case Engine.TEXTURE_LINEAR_NEAREST:
  15619. magFilter = gl.LINEAR;
  15620. minFilter = gl.NEAREST;
  15621. break;
  15622. }
  15623. return {
  15624. min: minFilter,
  15625. mag: magFilter
  15626. };
  15627. };
  15628. Engine.prototype._partialLoadImg = function (url, index, loadedImages, scene, onfinish, onErrorCallBack) {
  15629. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  15630. var img;
  15631. var onload = function () {
  15632. loadedImages[index] = img;
  15633. loadedImages._internalCount++;
  15634. if (scene) {
  15635. scene._removePendingData(img);
  15636. }
  15637. if (loadedImages._internalCount === 6) {
  15638. onfinish(loadedImages);
  15639. }
  15640. };
  15641. var onerror = function (message, exception) {
  15642. if (scene) {
  15643. scene._removePendingData(img);
  15644. }
  15645. if (onErrorCallBack) {
  15646. onErrorCallBack(message, exception);
  15647. }
  15648. };
  15649. img = BABYLON.Tools.LoadImage(url, onload, onerror, scene ? scene.offlineProvider : null);
  15650. if (scene) {
  15651. scene._addPendingData(img);
  15652. }
  15653. };
  15654. Engine.prototype._cascadeLoadImgs = function (rootUrl, scene, onfinish, files, onError) {
  15655. if (onError === void 0) { onError = null; }
  15656. var loadedImages = [];
  15657. loadedImages._internalCount = 0;
  15658. for (var index = 0; index < 6; index++) {
  15659. this._partialLoadImg(files[index], index, loadedImages, scene, onfinish, onError);
  15660. }
  15661. };
  15662. /** @hidden */
  15663. Engine.prototype._createTexture = function () {
  15664. var texture = this._gl.createTexture();
  15665. if (!texture) {
  15666. throw new Error("Unable to create texture");
  15667. }
  15668. return texture;
  15669. };
  15670. /**
  15671. * Usually called from BABYLON.Texture.ts.
  15672. * Passed information to create a WebGLTexture
  15673. * @param urlArg defines a value which contains one of the following:
  15674. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  15675. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  15676. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  15677. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  15678. * @param invertY when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
  15679. * @param scene needed for loading to the correct scene
  15680. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  15681. * @param onLoad optional callback to be called upon successful completion
  15682. * @param onError optional callback to be called upon failure
  15683. * @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
  15684. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  15685. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  15686. * @param forcedExtension defines the extension to use to pick the right loader
  15687. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  15688. * @returns a InternalTexture for assignment back into BABYLON.Texture
  15689. */
  15690. Engine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallback, format, forcedExtension, excludeLoaders) {
  15691. var _this = this;
  15692. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  15693. if (onLoad === void 0) { onLoad = null; }
  15694. if (onError === void 0) { onError = null; }
  15695. if (buffer === void 0) { buffer = null; }
  15696. if (fallback === void 0) { fallback = null; }
  15697. if (format === void 0) { format = null; }
  15698. if (forcedExtension === void 0) { forcedExtension = null; }
  15699. if (excludeLoaders === void 0) { excludeLoaders = []; }
  15700. var url = String(urlArg); // assign a new string, so that the original is still available in case of fallback
  15701. var fromData = url.substr(0, 5) === "data:";
  15702. var fromBlob = url.substr(0, 5) === "blob:";
  15703. var isBase64 = fromData && url.indexOf(";base64,") !== -1;
  15704. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  15705. // establish the file extension, if possible
  15706. var lastDot = url.lastIndexOf('.');
  15707. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? url.substring(lastDot).toLowerCase() : "");
  15708. var loader = null;
  15709. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  15710. var availableLoader = _a[_i];
  15711. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, isBase64, buffer ? true : false)) {
  15712. loader = availableLoader;
  15713. break;
  15714. }
  15715. }
  15716. if (loader) {
  15717. url = loader.transformUrl(url, this._textureFormatInUse);
  15718. }
  15719. if (scene) {
  15720. scene._addPendingData(texture);
  15721. }
  15722. texture.url = url;
  15723. texture.generateMipMaps = !noMipmap;
  15724. texture.samplingMode = samplingMode;
  15725. texture.invertY = invertY;
  15726. if (!this._doNotHandleContextLost) {
  15727. // Keep a link to the buffer only if we plan to handle context lost
  15728. texture._buffer = buffer;
  15729. }
  15730. var onLoadObserver = null;
  15731. if (onLoad && !fallback) {
  15732. onLoadObserver = texture.onLoadedObservable.add(onLoad);
  15733. }
  15734. if (!fallback) {
  15735. this._internalTexturesCache.push(texture);
  15736. }
  15737. var onInternalError = function (message, exception) {
  15738. if (scene) {
  15739. scene._removePendingData(texture);
  15740. }
  15741. var customFallback = false;
  15742. if (loader) {
  15743. var fallbackUrl = loader.getFallbackTextureUrl(url, _this._textureFormatInUse);
  15744. if (fallbackUrl) {
  15745. // Add Back
  15746. customFallback = true;
  15747. excludeLoaders.push(loader);
  15748. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  15749. _this.createTexture(urlArg, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture, undefined, undefined, excludeLoaders);
  15750. return;
  15751. }
  15752. }
  15753. if (!customFallback) {
  15754. if (onLoadObserver) {
  15755. texture.onLoadedObservable.remove(onLoadObserver);
  15756. }
  15757. if (BABYLON.Tools.UseFallbackTexture) {
  15758. _this.createTexture(BABYLON.Tools.fallbackTexture, noMipmap, texture.invertY, scene, samplingMode, null, onError, buffer, texture);
  15759. return;
  15760. }
  15761. }
  15762. if (onError) {
  15763. onError(message || "Unknown error", exception);
  15764. }
  15765. };
  15766. // processing for non-image formats
  15767. if (loader) {
  15768. var callback = function (data) {
  15769. loader.loadData(data, texture, function (width, height, loadMipmap, isCompressed, done, loadFailed) {
  15770. if (loadFailed) {
  15771. onInternalError("TextureLoader failed to load data");
  15772. }
  15773. else {
  15774. _this._prepareWebGLTexture(texture, scene, width, height, texture.invertY, !loadMipmap, isCompressed, function () {
  15775. done();
  15776. return false;
  15777. }, samplingMode);
  15778. }
  15779. });
  15780. };
  15781. if (!buffer) {
  15782. this._loadFile(url, callback, undefined, scene ? scene.offlineProvider : undefined, true, function (request, exception) {
  15783. onInternalError("Unable to load " + (request ? request.responseURL : url, exception));
  15784. });
  15785. }
  15786. else {
  15787. callback(buffer);
  15788. }
  15789. }
  15790. else {
  15791. var onload = function (img) {
  15792. if (fromBlob && !_this._doNotHandleContextLost) {
  15793. // We need to store the image if we need to rebuild the texture
  15794. // in case of a webgl context lost
  15795. texture._buffer = img;
  15796. }
  15797. _this._prepareWebGLTexture(texture, scene, img.width, img.height, texture.invertY, noMipmap, false, function (potWidth, potHeight, continuationCallback) {
  15798. var gl = _this._gl;
  15799. var isPot = (img.width === potWidth && img.height === potHeight);
  15800. var internalFormat = format ? _this._getInternalFormat(format) : ((extension === ".jpg") ? gl.RGB : gl.RGBA);
  15801. if (isPot) {
  15802. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15803. return false;
  15804. }
  15805. var maxTextureSize = _this._caps.maxTextureSize;
  15806. if (img.width > maxTextureSize || img.height > maxTextureSize) {
  15807. _this._prepareWorkingCanvas();
  15808. if (!_this._workingCanvas || !_this._workingContext) {
  15809. return false;
  15810. }
  15811. _this._workingCanvas.width = potWidth;
  15812. _this._workingCanvas.height = potHeight;
  15813. _this._workingContext.drawImage(img, 0, 0, img.width, img.height, 0, 0, potWidth, potHeight);
  15814. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  15815. texture.width = potWidth;
  15816. texture.height = potHeight;
  15817. return false;
  15818. }
  15819. else {
  15820. // Using shaders when possible to rescale because canvas.drawImage is lossy
  15821. var source_1 = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  15822. _this._bindTextureDirectly(gl.TEXTURE_2D, source_1, true);
  15823. gl.texImage2D(gl.TEXTURE_2D, 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, img);
  15824. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  15825. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  15826. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  15827. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  15828. _this._rescaleTexture(source_1, texture, scene, internalFormat, function () {
  15829. _this._releaseTexture(source_1);
  15830. _this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  15831. continuationCallback();
  15832. });
  15833. }
  15834. return true;
  15835. }, samplingMode);
  15836. };
  15837. if (!fromData || isBase64) {
  15838. if (buffer instanceof HTMLImageElement) {
  15839. onload(buffer);
  15840. }
  15841. else {
  15842. BABYLON.Tools.LoadImage(url, onload, onInternalError, scene ? scene.offlineProvider : null);
  15843. }
  15844. }
  15845. else if (typeof buffer === "string" || buffer instanceof ArrayBuffer || buffer instanceof Blob) {
  15846. BABYLON.Tools.LoadImage(buffer, onload, onInternalError, scene ? scene.offlineProvider : null);
  15847. }
  15848. else {
  15849. onload(buffer);
  15850. }
  15851. }
  15852. return texture;
  15853. };
  15854. Engine.prototype._rescaleTexture = function (source, destination, scene, internalFormat, onComplete) {
  15855. var _this = this;
  15856. var rtt = this.createRenderTargetTexture({
  15857. width: destination.width,
  15858. height: destination.height,
  15859. }, {
  15860. generateMipMaps: false,
  15861. type: Engine.TEXTURETYPE_UNSIGNED_INT,
  15862. samplingMode: Engine.TEXTURE_BILINEAR_SAMPLINGMODE,
  15863. generateDepthBuffer: false,
  15864. generateStencilBuffer: false
  15865. });
  15866. if (!this._rescalePostProcess) {
  15867. this._rescalePostProcess = new BABYLON.PassPostProcess("rescale", 1, null, Engine.TEXTURE_BILINEAR_SAMPLINGMODE, this, false, Engine.TEXTURETYPE_UNSIGNED_INT);
  15868. }
  15869. this._rescalePostProcess.getEffect().executeWhenCompiled(function () {
  15870. _this._rescalePostProcess.onApply = function (effect) {
  15871. effect._bindTexture("textureSampler", source);
  15872. };
  15873. var hostingScene = scene;
  15874. if (!hostingScene) {
  15875. hostingScene = _this.scenes[_this.scenes.length - 1];
  15876. }
  15877. hostingScene.postProcessManager.directRender([_this._rescalePostProcess], rtt, true);
  15878. _this._bindTextureDirectly(_this._gl.TEXTURE_2D, destination, true);
  15879. _this._gl.copyTexImage2D(_this._gl.TEXTURE_2D, 0, internalFormat, 0, 0, destination.width, destination.height, 0);
  15880. _this.unBindFramebuffer(rtt);
  15881. _this._releaseTexture(rtt);
  15882. if (onComplete) {
  15883. onComplete();
  15884. }
  15885. });
  15886. };
  15887. /**
  15888. * Update a raw texture
  15889. * @param texture defines the texture to update
  15890. * @param data defines the data to store in the texture
  15891. * @param format defines the format of the data
  15892. * @param invertY defines if data must be stored with Y axis inverted
  15893. * @param compression defines the compression used (null by default)
  15894. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15895. */
  15896. Engine.prototype.updateRawTexture = function (texture, data, format, invertY, compression, type) {
  15897. if (compression === void 0) { compression = null; }
  15898. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15899. if (!texture) {
  15900. return;
  15901. }
  15902. // babylon's internalSizedFomat but gl's texImage2D internalFormat
  15903. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type, format);
  15904. // babylon's internalFormat but gl's texImage2D format
  15905. var internalFormat = this._getInternalFormat(format);
  15906. var textureType = this._getWebGLTextureType(type);
  15907. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15908. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  15909. if (!this._doNotHandleContextLost) {
  15910. texture._bufferView = data;
  15911. texture.format = format;
  15912. texture.type = type;
  15913. texture.invertY = invertY;
  15914. texture._compression = compression;
  15915. }
  15916. if (texture.width % 4 !== 0) {
  15917. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  15918. }
  15919. if (compression && data) {
  15920. this._gl.compressedTexImage2D(this._gl.TEXTURE_2D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, 0, data);
  15921. }
  15922. else {
  15923. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, data);
  15924. }
  15925. if (texture.generateMipMaps) {
  15926. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15927. }
  15928. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15929. // this.resetTextureCache();
  15930. texture.isReady = true;
  15931. };
  15932. /**
  15933. * Creates a raw texture
  15934. * @param data defines the data to store in the texture
  15935. * @param width defines the width of the texture
  15936. * @param height defines the height of the texture
  15937. * @param format defines the format of the data
  15938. * @param generateMipMaps defines if the engine should generate the mip levels
  15939. * @param invertY defines if data must be stored with Y axis inverted
  15940. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15941. * @param compression defines the compression used (null by default)
  15942. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  15943. * @returns the raw texture inside an InternalTexture
  15944. */
  15945. Engine.prototype.createRawTexture = function (data, width, height, format, generateMipMaps, invertY, samplingMode, compression, type) {
  15946. if (compression === void 0) { compression = null; }
  15947. if (type === void 0) { type = Engine.TEXTURETYPE_UNSIGNED_INT; }
  15948. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW);
  15949. texture.baseWidth = width;
  15950. texture.baseHeight = height;
  15951. texture.width = width;
  15952. texture.height = height;
  15953. texture.format = format;
  15954. texture.generateMipMaps = generateMipMaps;
  15955. texture.samplingMode = samplingMode;
  15956. texture.invertY = invertY;
  15957. texture._compression = compression;
  15958. texture.type = type;
  15959. if (!this._doNotHandleContextLost) {
  15960. texture._bufferView = data;
  15961. }
  15962. this.updateRawTexture(texture, data, format, invertY, compression, type);
  15963. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  15964. // Filters
  15965. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  15966. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  15967. this._gl.texParameteri(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  15968. if (generateMipMaps) {
  15969. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  15970. }
  15971. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  15972. this._internalTexturesCache.push(texture);
  15973. return texture;
  15974. };
  15975. /** @hidden */
  15976. Engine.prototype._unpackFlipY = function (value) {
  15977. if (this._unpackFlipYCached !== value) {
  15978. this._gl.pixelStorei(this._gl.UNPACK_FLIP_Y_WEBGL, value ? 1 : 0);
  15979. if (this.enableUnpackFlipYCached) {
  15980. this._unpackFlipYCached = value;
  15981. }
  15982. }
  15983. };
  15984. /** @hidden */
  15985. Engine.prototype._getUnpackAlignement = function () {
  15986. return this._gl.getParameter(this._gl.UNPACK_ALIGNMENT);
  15987. };
  15988. /**
  15989. * Creates a dynamic texture
  15990. * @param width defines the width of the texture
  15991. * @param height defines the height of the texture
  15992. * @param generateMipMaps defines if the engine should generate the mip levels
  15993. * @param samplingMode defines the required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  15994. * @returns the dynamic texture inside an InternalTexture
  15995. */
  15996. Engine.prototype.createDynamicTexture = function (width, height, generateMipMaps, samplingMode) {
  15997. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DYNAMIC);
  15998. texture.baseWidth = width;
  15999. texture.baseHeight = height;
  16000. if (generateMipMaps) {
  16001. width = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, this._caps.maxTextureSize) : width;
  16002. height = this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, this._caps.maxTextureSize) : height;
  16003. }
  16004. // this.resetTextureCache();
  16005. texture.width = width;
  16006. texture.height = height;
  16007. texture.isReady = false;
  16008. texture.generateMipMaps = generateMipMaps;
  16009. texture.samplingMode = samplingMode;
  16010. this.updateTextureSamplingMode(samplingMode, texture);
  16011. this._internalTexturesCache.push(texture);
  16012. return texture;
  16013. };
  16014. /**
  16015. * Update the sampling mode of a given texture
  16016. * @param samplingMode defines the required sampling mode
  16017. * @param texture defines the texture to update
  16018. */
  16019. Engine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  16020. var filters = this._getSamplingParameters(samplingMode, texture.generateMipMaps);
  16021. if (texture.isCube) {
  16022. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16023. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16024. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16025. }
  16026. else if (texture.is3D) {
  16027. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16028. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16029. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  16030. }
  16031. else {
  16032. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MAG_FILTER, filters.mag, texture);
  16033. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  16034. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16035. }
  16036. texture.samplingMode = samplingMode;
  16037. };
  16038. /**
  16039. * Update the content of a dynamic texture
  16040. * @param texture defines the texture to update
  16041. * @param canvas defines the canvas containing the source
  16042. * @param invertY defines if data must be stored with Y axis inverted
  16043. * @param premulAlpha defines if alpha is stored as premultiplied
  16044. * @param format defines the format of the data
  16045. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16046. */
  16047. Engine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format, forceBindTexture) {
  16048. if (premulAlpha === void 0) { premulAlpha = false; }
  16049. if (forceBindTexture === void 0) { forceBindTexture = false; }
  16050. if (!texture) {
  16051. return;
  16052. }
  16053. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true, forceBindTexture);
  16054. this._unpackFlipY(invertY);
  16055. if (premulAlpha) {
  16056. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 1);
  16057. }
  16058. var internalFormat = format ? this._getInternalFormat(format) : this._gl.RGBA;
  16059. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, internalFormat, internalFormat, this._gl.UNSIGNED_BYTE, canvas);
  16060. if (texture.generateMipMaps) {
  16061. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16062. }
  16063. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16064. if (premulAlpha) {
  16065. this._gl.pixelStorei(this._gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, 0);
  16066. }
  16067. texture.isReady = true;
  16068. };
  16069. /**
  16070. * Update a video texture
  16071. * @param texture defines the texture to update
  16072. * @param video defines the video element to use
  16073. * @param invertY defines if data must be stored with Y axis inverted
  16074. */
  16075. Engine.prototype.updateVideoTexture = function (texture, video, invertY) {
  16076. if (!texture || texture._isDisabled) {
  16077. return;
  16078. }
  16079. var wasPreviouslyBound = this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16080. this._unpackFlipY(!invertY); // Video are upside down by default
  16081. try {
  16082. // Testing video texture support
  16083. if (this._videoTextureSupported === undefined) {
  16084. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16085. if (this._gl.getError() !== 0) {
  16086. this._videoTextureSupported = false;
  16087. }
  16088. else {
  16089. this._videoTextureSupported = true;
  16090. }
  16091. }
  16092. // Copy video through the current working canvas if video texture is not supported
  16093. if (!this._videoTextureSupported) {
  16094. if (!texture._workingCanvas) {
  16095. texture._workingCanvas = document.createElement("canvas");
  16096. var context = texture._workingCanvas.getContext("2d");
  16097. if (!context) {
  16098. throw new Error("Unable to get 2d context");
  16099. }
  16100. texture._workingContext = context;
  16101. texture._workingCanvas.width = texture.width;
  16102. texture._workingCanvas.height = texture.height;
  16103. }
  16104. texture._workingContext.drawImage(video, 0, 0, video.videoWidth, video.videoHeight, 0, 0, texture.width, texture.height);
  16105. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, texture._workingCanvas);
  16106. }
  16107. else {
  16108. this._gl.texImage2D(this._gl.TEXTURE_2D, 0, this._gl.RGBA, this._gl.RGBA, this._gl.UNSIGNED_BYTE, video);
  16109. }
  16110. if (texture.generateMipMaps) {
  16111. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16112. }
  16113. if (!wasPreviouslyBound) {
  16114. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16115. }
  16116. // this.resetTextureCache();
  16117. texture.isReady = true;
  16118. }
  16119. catch (ex) {
  16120. // Something unexpected
  16121. // Let's disable the texture
  16122. texture._isDisabled = true;
  16123. }
  16124. };
  16125. /**
  16126. * Updates a depth texture Comparison Mode and Function.
  16127. * If the comparison Function is equal to 0, the mode will be set to none.
  16128. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  16129. * @param texture The texture to set the comparison function for
  16130. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  16131. */
  16132. Engine.prototype.updateTextureComparisonFunction = function (texture, comparisonFunction) {
  16133. if (this.webGLVersion === 1) {
  16134. BABYLON.Tools.Error("WebGL 1 does not support texture comparison.");
  16135. return;
  16136. }
  16137. var gl = this._gl;
  16138. if (texture.isCube) {
  16139. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  16140. if (comparisonFunction === 0) {
  16141. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16142. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16143. }
  16144. else {
  16145. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16146. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16147. }
  16148. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  16149. }
  16150. else {
  16151. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture, true);
  16152. if (comparisonFunction === 0) {
  16153. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16154. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16155. }
  16156. else {
  16157. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16158. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16159. }
  16160. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  16161. }
  16162. texture._comparisonFunction = comparisonFunction;
  16163. };
  16164. Engine.prototype._setupDepthStencilTexture = function (internalTexture, size, generateStencil, bilinearFiltering, comparisonFunction) {
  16165. var width = size.width || size;
  16166. var height = size.height || size;
  16167. internalTexture.baseWidth = width;
  16168. internalTexture.baseHeight = height;
  16169. internalTexture.width = width;
  16170. internalTexture.height = height;
  16171. internalTexture.isReady = true;
  16172. internalTexture.samples = 1;
  16173. internalTexture.generateMipMaps = false;
  16174. internalTexture._generateDepthBuffer = true;
  16175. internalTexture._generateStencilBuffer = generateStencil;
  16176. internalTexture.samplingMode = bilinearFiltering ? Engine.TEXTURE_BILINEAR_SAMPLINGMODE : Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16177. internalTexture.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16178. internalTexture._comparisonFunction = comparisonFunction;
  16179. var gl = this._gl;
  16180. var target = internalTexture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16181. var samplingParameters = this._getSamplingParameters(internalTexture.samplingMode, false);
  16182. gl.texParameteri(target, gl.TEXTURE_MAG_FILTER, samplingParameters.mag);
  16183. gl.texParameteri(target, gl.TEXTURE_MIN_FILTER, samplingParameters.min);
  16184. gl.texParameteri(target, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16185. gl.texParameteri(target, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16186. if (comparisonFunction === 0) {
  16187. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, Engine.LEQUAL);
  16188. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.NONE);
  16189. }
  16190. else {
  16191. gl.texParameteri(target, gl.TEXTURE_COMPARE_FUNC, comparisonFunction);
  16192. gl.texParameteri(target, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);
  16193. }
  16194. };
  16195. /**
  16196. * Creates a depth stencil texture.
  16197. * This is only available in WebGL 2 or with the depth texture extension available.
  16198. * @param size The size of face edge in the texture.
  16199. * @param options The options defining the texture.
  16200. * @returns The texture
  16201. */
  16202. Engine.prototype.createDepthStencilTexture = function (size, options) {
  16203. if (options.isCube) {
  16204. var width = size.width || size;
  16205. return this._createDepthStencilCubeTexture(width, options);
  16206. }
  16207. else {
  16208. return this._createDepthStencilTexture(size, options);
  16209. }
  16210. };
  16211. /**
  16212. * Creates a depth stencil texture.
  16213. * This is only available in WebGL 2 or with the depth texture extension available.
  16214. * @param size The size of face edge in the texture.
  16215. * @param options The options defining the texture.
  16216. * @returns The texture
  16217. */
  16218. Engine.prototype._createDepthStencilTexture = function (size, options) {
  16219. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_DEPTHTEXTURE);
  16220. if (!this._caps.depthTextureExtension) {
  16221. BABYLON.Tools.Error("Depth texture is not supported by your browser or hardware.");
  16222. return internalTexture;
  16223. }
  16224. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16225. var gl = this._gl;
  16226. this._bindTextureDirectly(gl.TEXTURE_2D, internalTexture, true);
  16227. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16228. if (this.webGLVersion > 1) {
  16229. if (internalOptions.generateStencil) {
  16230. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH24_STENCIL8, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16231. }
  16232. else {
  16233. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT24, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16234. }
  16235. }
  16236. else {
  16237. if (internalOptions.generateStencil) {
  16238. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_STENCIL, internalTexture.width, internalTexture.height, 0, gl.DEPTH_STENCIL, gl.UNSIGNED_INT_24_8, null);
  16239. }
  16240. else {
  16241. gl.texImage2D(gl.TEXTURE_2D, 0, gl.DEPTH_COMPONENT, internalTexture.width, internalTexture.height, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16242. }
  16243. }
  16244. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16245. return internalTexture;
  16246. };
  16247. /**
  16248. * Creates a depth stencil cube texture.
  16249. * This is only available in WebGL 2.
  16250. * @param size The size of face edge in the cube texture.
  16251. * @param options The options defining the cube texture.
  16252. * @returns The cube texture
  16253. */
  16254. Engine.prototype._createDepthStencilCubeTexture = function (size, options) {
  16255. var internalTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_UNKNOWN);
  16256. internalTexture.isCube = true;
  16257. if (this.webGLVersion === 1) {
  16258. BABYLON.Tools.Error("Depth cube texture is not supported by WebGL 1.");
  16259. return internalTexture;
  16260. }
  16261. var internalOptions = __assign({ bilinearFiltering: false, comparisonFunction: 0, generateStencil: false }, options);
  16262. var gl = this._gl;
  16263. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, internalTexture, true);
  16264. this._setupDepthStencilTexture(internalTexture, size, internalOptions.generateStencil, internalOptions.bilinearFiltering, internalOptions.comparisonFunction);
  16265. // Create the depth/stencil buffer
  16266. for (var face = 0; face < 6; face++) {
  16267. if (internalOptions.generateStencil) {
  16268. 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);
  16269. }
  16270. else {
  16271. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, gl.DEPTH_COMPONENT24, size, size, 0, gl.DEPTH_COMPONENT, gl.UNSIGNED_INT, null);
  16272. }
  16273. }
  16274. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16275. return internalTexture;
  16276. };
  16277. /**
  16278. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  16279. * @param renderTarget The render target to set the frame buffer for
  16280. */
  16281. Engine.prototype.setFrameBufferDepthStencilTexture = function (renderTarget) {
  16282. // Create the framebuffer
  16283. var internalTexture = renderTarget.getInternalTexture();
  16284. if (!internalTexture || !internalTexture._framebuffer || !renderTarget.depthStencilTexture) {
  16285. return;
  16286. }
  16287. var gl = this._gl;
  16288. var depthStencilTexture = renderTarget.depthStencilTexture;
  16289. this.bindUnboundFramebuffer(internalTexture._framebuffer);
  16290. if (depthStencilTexture.isCube) {
  16291. if (depthStencilTexture._generateStencilBuffer) {
  16292. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16293. }
  16294. else {
  16295. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_CUBE_MAP_POSITIVE_X, depthStencilTexture._webGLTexture, 0);
  16296. }
  16297. }
  16298. else {
  16299. if (depthStencilTexture._generateStencilBuffer) {
  16300. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16301. }
  16302. else {
  16303. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthStencilTexture._webGLTexture, 0);
  16304. }
  16305. }
  16306. this.bindUnboundFramebuffer(null);
  16307. };
  16308. /**
  16309. * Creates a new render target texture
  16310. * @param size defines the size of the texture
  16311. * @param options defines the options used to create the texture
  16312. * @returns a new render target texture stored in an InternalTexture
  16313. */
  16314. Engine.prototype.createRenderTargetTexture = function (size, options) {
  16315. var fullOptions = new RenderTargetCreationOptions();
  16316. if (options !== undefined && typeof options === "object") {
  16317. fullOptions.generateMipMaps = options.generateMipMaps;
  16318. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16319. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  16320. fullOptions.type = options.type === undefined ? Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  16321. fullOptions.samplingMode = options.samplingMode === undefined ? Engine.TEXTURE_TRILINEAR_SAMPLINGMODE : options.samplingMode;
  16322. fullOptions.format = options.format === undefined ? Engine.TEXTUREFORMAT_RGBA : options.format;
  16323. }
  16324. else {
  16325. fullOptions.generateMipMaps = options;
  16326. fullOptions.generateDepthBuffer = true;
  16327. fullOptions.generateStencilBuffer = false;
  16328. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16329. fullOptions.samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16330. fullOptions.format = Engine.TEXTUREFORMAT_RGBA;
  16331. }
  16332. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16333. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16334. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16335. }
  16336. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16337. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16338. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16339. }
  16340. var gl = this._gl;
  16341. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16342. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  16343. var width = size.width || size;
  16344. var height = size.height || size;
  16345. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps ? true : false);
  16346. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16347. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16348. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16349. }
  16350. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16351. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16352. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16353. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16354. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(fullOptions.type, fullOptions.format), width, height, 0, this._getInternalFormat(fullOptions.format), this._getWebGLTextureType(fullOptions.type), null);
  16355. // Create the framebuffer
  16356. var currentFrameBuffer = this._currentFramebuffer;
  16357. var framebuffer = gl.createFramebuffer();
  16358. this.bindUnboundFramebuffer(framebuffer);
  16359. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16360. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer ? true : false, fullOptions.generateDepthBuffer, width, height);
  16361. if (fullOptions.generateMipMaps) {
  16362. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16363. }
  16364. // Unbind
  16365. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16366. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16367. this.bindUnboundFramebuffer(currentFrameBuffer);
  16368. texture._framebuffer = framebuffer;
  16369. texture.baseWidth = width;
  16370. texture.baseHeight = height;
  16371. texture.width = width;
  16372. texture.height = height;
  16373. texture.isReady = true;
  16374. texture.samples = 1;
  16375. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  16376. texture.samplingMode = fullOptions.samplingMode;
  16377. texture.type = fullOptions.type;
  16378. texture.format = fullOptions.format;
  16379. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16380. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  16381. // this.resetTextureCache();
  16382. this._internalTexturesCache.push(texture);
  16383. return texture;
  16384. };
  16385. /**
  16386. * Create a multi render target texture
  16387. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  16388. * @param size defines the size of the texture
  16389. * @param options defines the creation options
  16390. * @returns the cube texture as an InternalTexture
  16391. */
  16392. Engine.prototype.createMultipleRenderTarget = function (size, options) {
  16393. var generateMipMaps = false;
  16394. var generateDepthBuffer = true;
  16395. var generateStencilBuffer = false;
  16396. var generateDepthTexture = false;
  16397. var textureCount = 1;
  16398. var defaultType = Engine.TEXTURETYPE_UNSIGNED_INT;
  16399. var defaultSamplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  16400. var types = new Array();
  16401. var samplingModes = new Array();
  16402. if (options !== undefined) {
  16403. generateMipMaps = options.generateMipMaps === undefined ? false : options.generateMipMaps;
  16404. generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  16405. generateStencilBuffer = options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  16406. generateDepthTexture = options.generateDepthTexture === undefined ? false : options.generateDepthTexture;
  16407. textureCount = options.textureCount || 1;
  16408. if (options.types) {
  16409. types = options.types;
  16410. }
  16411. if (options.samplingModes) {
  16412. samplingModes = options.samplingModes;
  16413. }
  16414. }
  16415. var gl = this._gl;
  16416. // Create the framebuffer
  16417. var framebuffer = gl.createFramebuffer();
  16418. this.bindUnboundFramebuffer(framebuffer);
  16419. var width = size.width || size;
  16420. var height = size.height || size;
  16421. var textures = [];
  16422. var attachments = [];
  16423. var depthStencilBuffer = this._setupFramebufferDepthAttachments(generateStencilBuffer, generateDepthBuffer, width, height);
  16424. for (var i = 0; i < textureCount; i++) {
  16425. var samplingMode = samplingModes[i] || defaultSamplingMode;
  16426. var type = types[i] || defaultType;
  16427. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16428. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16429. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16430. }
  16431. else if (type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16432. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16433. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16434. }
  16435. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  16436. if (type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16437. type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16438. BABYLON.Tools.Warn("Float textures are not supported. Render target forced to TEXTURETYPE_UNSIGNED_BYTE type");
  16439. }
  16440. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16441. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16442. textures.push(texture);
  16443. attachments.push(attachment);
  16444. gl.activeTexture(gl["TEXTURE" + i]);
  16445. gl.bindTexture(gl.TEXTURE_2D, texture._webGLTexture);
  16446. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  16447. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  16448. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16449. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16450. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), width, height, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  16451. gl.framebufferTexture2D(gl.DRAW_FRAMEBUFFER, attachment, gl.TEXTURE_2D, texture._webGLTexture, 0);
  16452. if (generateMipMaps) {
  16453. this._gl.generateMipmap(this._gl.TEXTURE_2D);
  16454. }
  16455. // Unbind
  16456. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  16457. texture._framebuffer = framebuffer;
  16458. texture._depthStencilBuffer = depthStencilBuffer;
  16459. texture.baseWidth = width;
  16460. texture.baseHeight = height;
  16461. texture.width = width;
  16462. texture.height = height;
  16463. texture.isReady = true;
  16464. texture.samples = 1;
  16465. texture.generateMipMaps = generateMipMaps;
  16466. texture.samplingMode = samplingMode;
  16467. texture.type = type;
  16468. texture._generateDepthBuffer = generateDepthBuffer;
  16469. texture._generateStencilBuffer = generateStencilBuffer;
  16470. texture._attachments = attachments;
  16471. this._internalTexturesCache.push(texture);
  16472. }
  16473. if (generateDepthTexture && this._caps.depthTextureExtension) {
  16474. // Depth texture
  16475. var depthTexture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_MULTIRENDERTARGET);
  16476. gl.activeTexture(gl.TEXTURE0);
  16477. gl.bindTexture(gl.TEXTURE_2D, depthTexture._webGLTexture);
  16478. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  16479. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  16480. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16481. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16482. 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);
  16483. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.TEXTURE_2D, depthTexture._webGLTexture, 0);
  16484. depthTexture._framebuffer = framebuffer;
  16485. depthTexture.baseWidth = width;
  16486. depthTexture.baseHeight = height;
  16487. depthTexture.width = width;
  16488. depthTexture.height = height;
  16489. depthTexture.isReady = true;
  16490. depthTexture.samples = 1;
  16491. depthTexture.generateMipMaps = generateMipMaps;
  16492. depthTexture.samplingMode = gl.NEAREST;
  16493. depthTexture._generateDepthBuffer = generateDepthBuffer;
  16494. depthTexture._generateStencilBuffer = generateStencilBuffer;
  16495. textures.push(depthTexture);
  16496. this._internalTexturesCache.push(depthTexture);
  16497. }
  16498. gl.drawBuffers(attachments);
  16499. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16500. this.bindUnboundFramebuffer(null);
  16501. this.resetTextureCache();
  16502. return textures;
  16503. };
  16504. Engine.prototype._setupFramebufferDepthAttachments = function (generateStencilBuffer, generateDepthBuffer, width, height, samples) {
  16505. if (samples === void 0) { samples = 1; }
  16506. var depthStencilBuffer = null;
  16507. var gl = this._gl;
  16508. // Create the depth/stencil buffer
  16509. if (generateStencilBuffer) {
  16510. depthStencilBuffer = gl.createRenderbuffer();
  16511. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16512. if (samples > 1) {
  16513. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH24_STENCIL8, width, height);
  16514. }
  16515. else {
  16516. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_STENCIL, width, height);
  16517. }
  16518. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16519. }
  16520. else if (generateDepthBuffer) {
  16521. depthStencilBuffer = gl.createRenderbuffer();
  16522. gl.bindRenderbuffer(gl.RENDERBUFFER, depthStencilBuffer);
  16523. if (samples > 1) {
  16524. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, gl.DEPTH_COMPONENT16, width, height);
  16525. }
  16526. else {
  16527. gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, width, height);
  16528. }
  16529. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthStencilBuffer);
  16530. }
  16531. return depthStencilBuffer;
  16532. };
  16533. /**
  16534. * Updates the sample count of a render target texture
  16535. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16536. * @param texture defines the texture to update
  16537. * @param samples defines the sample count to set
  16538. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16539. */
  16540. Engine.prototype.updateRenderTargetTextureSampleCount = function (texture, samples) {
  16541. if (this.webGLVersion < 2 || !texture) {
  16542. return 1;
  16543. }
  16544. if (texture.samples === samples) {
  16545. return samples;
  16546. }
  16547. var gl = this._gl;
  16548. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16549. // Dispose previous render buffers
  16550. if (texture._depthStencilBuffer) {
  16551. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  16552. texture._depthStencilBuffer = null;
  16553. }
  16554. if (texture._MSAAFramebuffer) {
  16555. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  16556. texture._MSAAFramebuffer = null;
  16557. }
  16558. if (texture._MSAARenderBuffer) {
  16559. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  16560. texture._MSAARenderBuffer = null;
  16561. }
  16562. if (samples > 1) {
  16563. var framebuffer = gl.createFramebuffer();
  16564. if (!framebuffer) {
  16565. throw new Error("Unable to create multi sampled framebuffer");
  16566. }
  16567. texture._MSAAFramebuffer = framebuffer;
  16568. this.bindUnboundFramebuffer(texture._MSAAFramebuffer);
  16569. var colorRenderbuffer = gl.createRenderbuffer();
  16570. if (!colorRenderbuffer) {
  16571. throw new Error("Unable to create multi sampled framebuffer");
  16572. }
  16573. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16574. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16575. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, colorRenderbuffer);
  16576. texture._MSAARenderBuffer = colorRenderbuffer;
  16577. }
  16578. else {
  16579. this.bindUnboundFramebuffer(texture._framebuffer);
  16580. }
  16581. texture.samples = samples;
  16582. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(texture._generateStencilBuffer, texture._generateDepthBuffer, texture.width, texture.height, samples);
  16583. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16584. this.bindUnboundFramebuffer(null);
  16585. return samples;
  16586. };
  16587. /**
  16588. * Update the sample count for a given multiple render target texture
  16589. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  16590. * @param textures defines the textures to update
  16591. * @param samples defines the sample count to set
  16592. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  16593. */
  16594. Engine.prototype.updateMultipleRenderTargetTextureSampleCount = function (textures, samples) {
  16595. if (this.webGLVersion < 2 || !textures || textures.length == 0) {
  16596. return 1;
  16597. }
  16598. if (textures[0].samples === samples) {
  16599. return samples;
  16600. }
  16601. var gl = this._gl;
  16602. samples = Math.min(samples, gl.getParameter(gl.MAX_SAMPLES));
  16603. // Dispose previous render buffers
  16604. if (textures[0]._depthStencilBuffer) {
  16605. gl.deleteRenderbuffer(textures[0]._depthStencilBuffer);
  16606. textures[0]._depthStencilBuffer = null;
  16607. }
  16608. if (textures[0]._MSAAFramebuffer) {
  16609. gl.deleteFramebuffer(textures[0]._MSAAFramebuffer);
  16610. textures[0]._MSAAFramebuffer = null;
  16611. }
  16612. for (var i = 0; i < textures.length; i++) {
  16613. if (textures[i]._MSAARenderBuffer) {
  16614. gl.deleteRenderbuffer(textures[i]._MSAARenderBuffer);
  16615. textures[i]._MSAARenderBuffer = null;
  16616. }
  16617. }
  16618. if (samples > 1) {
  16619. var framebuffer = gl.createFramebuffer();
  16620. if (!framebuffer) {
  16621. throw new Error("Unable to create multi sampled framebuffer");
  16622. }
  16623. this.bindUnboundFramebuffer(framebuffer);
  16624. var depthStencilBuffer = this._setupFramebufferDepthAttachments(textures[0]._generateStencilBuffer, textures[0]._generateDepthBuffer, textures[0].width, textures[0].height, samples);
  16625. var attachments = [];
  16626. for (var i = 0; i < textures.length; i++) {
  16627. var texture = textures[i];
  16628. var attachment = gl[this.webGLVersion > 1 ? "COLOR_ATTACHMENT" + i : "COLOR_ATTACHMENT" + i + "_WEBGL"];
  16629. var colorRenderbuffer = gl.createRenderbuffer();
  16630. if (!colorRenderbuffer) {
  16631. throw new Error("Unable to create multi sampled framebuffer");
  16632. }
  16633. gl.bindRenderbuffer(gl.RENDERBUFFER, colorRenderbuffer);
  16634. gl.renderbufferStorageMultisample(gl.RENDERBUFFER, samples, this._getRGBAMultiSampleBufferFormat(texture.type), texture.width, texture.height);
  16635. gl.framebufferRenderbuffer(gl.FRAMEBUFFER, attachment, gl.RENDERBUFFER, colorRenderbuffer);
  16636. texture._MSAAFramebuffer = framebuffer;
  16637. texture._MSAARenderBuffer = colorRenderbuffer;
  16638. texture.samples = samples;
  16639. texture._depthStencilBuffer = depthStencilBuffer;
  16640. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16641. attachments.push(attachment);
  16642. }
  16643. gl.drawBuffers(attachments);
  16644. }
  16645. else {
  16646. this.bindUnboundFramebuffer(textures[0]._framebuffer);
  16647. }
  16648. this.bindUnboundFramebuffer(null);
  16649. return samples;
  16650. };
  16651. /** @hidden */
  16652. Engine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  16653. if (faceIndex === void 0) { faceIndex = 0; }
  16654. if (lod === void 0) { lod = 0; }
  16655. var gl = this._gl;
  16656. var target = gl.TEXTURE_2D;
  16657. if (texture.isCube) {
  16658. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16659. }
  16660. this._gl.compressedTexImage2D(target, lod, internalFormat, width, height, 0, data);
  16661. };
  16662. /** @hidden */
  16663. Engine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  16664. if (faceIndex === void 0) { faceIndex = 0; }
  16665. if (lod === void 0) { lod = 0; }
  16666. var gl = this._gl;
  16667. var textureType = this._getWebGLTextureType(texture.type);
  16668. var format = this._getInternalFormat(texture.format);
  16669. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16670. this._unpackFlipY(texture.invertY);
  16671. var target = gl.TEXTURE_2D;
  16672. if (texture.isCube) {
  16673. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16674. }
  16675. var lodMaxWidth = Math.round(BABYLON.Scalar.Log2(texture.width));
  16676. var lodMaxHeight = Math.round(BABYLON.Scalar.Log2(texture.height));
  16677. var width = Math.pow(2, Math.max(lodMaxWidth - lod, 0));
  16678. var height = Math.pow(2, Math.max(lodMaxHeight - lod, 0));
  16679. gl.texImage2D(target, lod, internalFormat, width, height, 0, format, textureType, imageData);
  16680. };
  16681. /** @hidden */
  16682. Engine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  16683. if (faceIndex === void 0) { faceIndex = 0; }
  16684. if (lod === void 0) { lod = 0; }
  16685. var gl = this._gl;
  16686. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16687. this._bindTextureDirectly(bindTarget, texture, true);
  16688. this._uploadDataToTextureDirectly(texture, imageData, faceIndex, lod);
  16689. this._bindTextureDirectly(bindTarget, null, true);
  16690. };
  16691. /** @hidden */
  16692. Engine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  16693. if (faceIndex === void 0) { faceIndex = 0; }
  16694. if (lod === void 0) { lod = 0; }
  16695. var gl = this._gl;
  16696. var textureType = this._getWebGLTextureType(texture.type);
  16697. var format = this._getInternalFormat(texture.format);
  16698. var internalFormat = this._getRGBABufferInternalSizedFormat(texture.type, format);
  16699. var bindTarget = texture.isCube ? gl.TEXTURE_CUBE_MAP : gl.TEXTURE_2D;
  16700. this._bindTextureDirectly(bindTarget, texture, true);
  16701. this._unpackFlipY(texture.invertY);
  16702. var target = gl.TEXTURE_2D;
  16703. if (texture.isCube) {
  16704. target = gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex;
  16705. }
  16706. gl.texImage2D(target, lod, internalFormat, format, textureType, image);
  16707. this._bindTextureDirectly(bindTarget, null, true);
  16708. };
  16709. /**
  16710. * Creates a new render target cube texture
  16711. * @param size defines the size of the texture
  16712. * @param options defines the options used to create the texture
  16713. * @returns a new render target cube texture stored in an InternalTexture
  16714. */
  16715. Engine.prototype.createRenderTargetCubeTexture = function (size, options) {
  16716. var fullOptions = __assign({ generateMipMaps: true, generateDepthBuffer: true, generateStencilBuffer: false, type: Engine.TEXTURETYPE_UNSIGNED_INT, samplingMode: Engine.TEXTURE_TRILINEAR_SAMPLINGMODE, format: Engine.TEXTUREFORMAT_RGBA }, options);
  16717. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && fullOptions.generateStencilBuffer;
  16718. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloatLinearFiltering) {
  16719. // if floating point linear (gl.FLOAT) then force to NEAREST_SAMPLINGMODE
  16720. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16721. }
  16722. else if (fullOptions.type === Engine.TEXTURETYPE_HALF_FLOAT && !this._caps.textureHalfFloatLinearFiltering) {
  16723. // if floating point linear (HALF_FLOAT) then force to NEAREST_SAMPLINGMODE
  16724. fullOptions.samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  16725. }
  16726. var gl = this._gl;
  16727. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  16728. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16729. var filters = this._getSamplingParameters(fullOptions.samplingMode, fullOptions.generateMipMaps);
  16730. if (fullOptions.type === Engine.TEXTURETYPE_FLOAT && !this._caps.textureFloat) {
  16731. fullOptions.type = Engine.TEXTURETYPE_UNSIGNED_INT;
  16732. BABYLON.Tools.Warn("Float textures are not supported. Cube render target forced to TEXTURETYPE_UNESIGNED_BYTE type");
  16733. }
  16734. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  16735. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  16736. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16737. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16738. for (var face = 0; face < 6; face++) {
  16739. 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);
  16740. }
  16741. // Create the framebuffer
  16742. var framebuffer = gl.createFramebuffer();
  16743. this.bindUnboundFramebuffer(framebuffer);
  16744. texture._depthStencilBuffer = this._setupFramebufferDepthAttachments(fullOptions.generateStencilBuffer, fullOptions.generateDepthBuffer, size, size);
  16745. // MipMaps
  16746. if (fullOptions.generateMipMaps) {
  16747. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16748. }
  16749. // Unbind
  16750. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16751. gl.bindRenderbuffer(gl.RENDERBUFFER, null);
  16752. this.bindUnboundFramebuffer(null);
  16753. texture._framebuffer = framebuffer;
  16754. texture.width = size;
  16755. texture.height = size;
  16756. texture.isReady = true;
  16757. texture.isCube = true;
  16758. texture.samples = 1;
  16759. texture.generateMipMaps = fullOptions.generateMipMaps;
  16760. texture.samplingMode = fullOptions.samplingMode;
  16761. texture.type = fullOptions.type;
  16762. texture.format = fullOptions.format;
  16763. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  16764. texture._generateStencilBuffer = fullOptions.generateStencilBuffer;
  16765. this._internalTexturesCache.push(texture);
  16766. return texture;
  16767. };
  16768. /**
  16769. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  16770. * @param rootUrl defines the url where the file to load is located
  16771. * @param scene defines the current scene
  16772. * @param lodScale defines scale to apply to the mip map selection
  16773. * @param lodOffset defines offset to apply to the mip map selection
  16774. * @param onLoad defines an optional callback raised when the texture is loaded
  16775. * @param onError defines an optional callback raised if there is an issue to load the texture
  16776. * @param format defines the format of the data
  16777. * @param forcedExtension defines the extension to use to pick the right loader
  16778. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  16779. * @returns the cube texture as an InternalTexture
  16780. */
  16781. Engine.prototype.createPrefilteredCubeTexture = function (rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, createPolynomials) {
  16782. var _this = this;
  16783. if (onLoad === void 0) { onLoad = null; }
  16784. if (onError === void 0) { onError = null; }
  16785. if (forcedExtension === void 0) { forcedExtension = null; }
  16786. if (createPolynomials === void 0) { createPolynomials = true; }
  16787. var callback = function (loadData) {
  16788. if (!loadData) {
  16789. if (onLoad) {
  16790. onLoad(null);
  16791. }
  16792. return;
  16793. }
  16794. var texture = loadData.texture;
  16795. if (!createPolynomials) {
  16796. texture._sphericalPolynomial = new BABYLON.SphericalPolynomial();
  16797. }
  16798. else if (loadData.info.sphericalPolynomial) {
  16799. texture._sphericalPolynomial = loadData.info.sphericalPolynomial;
  16800. }
  16801. texture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBEPREFILTERED;
  16802. if (_this._caps.textureLOD) {
  16803. // Do not add extra process if texture lod is supported.
  16804. if (onLoad) {
  16805. onLoad(texture);
  16806. }
  16807. return;
  16808. }
  16809. var mipSlices = 3;
  16810. var gl = _this._gl;
  16811. var width = loadData.width;
  16812. if (!width) {
  16813. return;
  16814. }
  16815. var textures = [];
  16816. for (var i = 0; i < mipSlices; i++) {
  16817. //compute LOD from even spacing in smoothness (matching shader calculation)
  16818. var smoothness = i / (mipSlices - 1);
  16819. var roughness = 1 - smoothness;
  16820. var minLODIndex = lodOffset; // roughness = 0
  16821. var maxLODIndex = BABYLON.Scalar.Log2(width) * lodScale + lodOffset; // roughness = 1
  16822. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  16823. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  16824. var glTextureFromLod = new BABYLON.InternalTexture(_this, BABYLON.InternalTexture.DATASOURCE_TEMP);
  16825. glTextureFromLod.type = texture.type;
  16826. glTextureFromLod.format = texture.format;
  16827. glTextureFromLod.width = Math.pow(2, Math.max(BABYLON.Scalar.Log2(width) - mipmapIndex, 0));
  16828. glTextureFromLod.height = glTextureFromLod.width;
  16829. glTextureFromLod.isCube = true;
  16830. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, glTextureFromLod, true);
  16831. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16832. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
  16833. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16834. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16835. if (loadData.isDDS) {
  16836. var info = loadData.info;
  16837. var data = loadData.data;
  16838. _this._unpackFlipY(info.isCompressed);
  16839. BABYLON.DDSTools.UploadDDSLevels(_this, glTextureFromLod, data, info, true, 6, mipmapIndex);
  16840. }
  16841. else {
  16842. BABYLON.Tools.Warn("DDS is the only prefiltered cube map supported so far.");
  16843. }
  16844. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16845. // Wrap in a base texture for easy binding.
  16846. var lodTexture = new BABYLON.BaseTexture(scene);
  16847. lodTexture.isCube = true;
  16848. lodTexture._texture = glTextureFromLod;
  16849. glTextureFromLod.isReady = true;
  16850. textures.push(lodTexture);
  16851. }
  16852. texture._lodTextureHigh = textures[2];
  16853. texture._lodTextureMid = textures[1];
  16854. texture._lodTextureLow = textures[0];
  16855. if (onLoad) {
  16856. onLoad(texture);
  16857. }
  16858. };
  16859. return this.createCubeTexture(rootUrl, scene, null, false, callback, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset);
  16860. };
  16861. /**
  16862. * Creates a cube texture
  16863. * @param rootUrl defines the url where the files to load is located
  16864. * @param scene defines the current scene
  16865. * @param files defines the list of files to load (1 per face)
  16866. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  16867. * @param onLoad defines an optional callback raised when the texture is loaded
  16868. * @param onError defines an optional callback raised if there is an issue to load the texture
  16869. * @param format defines the format of the data
  16870. * @param forcedExtension defines the extension to use to pick the right loader
  16871. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  16872. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  16873. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  16874. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  16875. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  16876. * @returns the cube texture as an InternalTexture
  16877. */
  16878. Engine.prototype.createCubeTexture = function (rootUrl, scene, files, noMipmap, onLoad, onError, format, forcedExtension, createPolynomials, lodScale, lodOffset, fallback, excludeLoaders) {
  16879. var _this = this;
  16880. if (onLoad === void 0) { onLoad = null; }
  16881. if (onError === void 0) { onError = null; }
  16882. if (forcedExtension === void 0) { forcedExtension = null; }
  16883. if (createPolynomials === void 0) { createPolynomials = false; }
  16884. if (lodScale === void 0) { lodScale = 0; }
  16885. if (lodOffset === void 0) { lodOffset = 0; }
  16886. if (fallback === void 0) { fallback = null; }
  16887. if (excludeLoaders === void 0) { excludeLoaders = []; }
  16888. var gl = this._gl;
  16889. var texture = fallback ? fallback : new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBE);
  16890. texture.isCube = true;
  16891. texture.url = rootUrl;
  16892. texture.generateMipMaps = !noMipmap;
  16893. texture._lodGenerationScale = lodScale;
  16894. texture._lodGenerationOffset = lodOffset;
  16895. if (!this._doNotHandleContextLost) {
  16896. texture._extension = forcedExtension;
  16897. texture._files = files;
  16898. }
  16899. var lastDot = rootUrl.lastIndexOf('.');
  16900. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  16901. var loader = null;
  16902. for (var _i = 0, _a = Engine._TextureLoaders; _i < _a.length; _i++) {
  16903. var availableLoader = _a[_i];
  16904. if (excludeLoaders.indexOf(availableLoader) === -1 && availableLoader.canLoad(extension, this._textureFormatInUse, fallback, false, false)) {
  16905. loader = availableLoader;
  16906. break;
  16907. }
  16908. }
  16909. var onInternalError = function (request, exception) {
  16910. if (loader) {
  16911. var fallbackUrl = loader.getFallbackTextureUrl(texture.url, _this._textureFormatInUse);
  16912. BABYLON.Tools.Warn(loader.constructor.name + " failed when trying to load " + texture.url + ", falling back to the next supported loader");
  16913. if (fallbackUrl) {
  16914. excludeLoaders.push(loader);
  16915. _this.createCubeTexture(fallbackUrl, scene, files, noMipmap, onLoad, onError, format, extension, createPolynomials, lodScale, lodOffset, texture, excludeLoaders);
  16916. return;
  16917. }
  16918. }
  16919. if (onError && request) {
  16920. onError(request.status + " " + request.statusText, exception);
  16921. }
  16922. };
  16923. if (loader) {
  16924. rootUrl = loader.transformUrl(rootUrl, this._textureFormatInUse);
  16925. var onloaddata = function (data) {
  16926. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16927. loader.loadCubeData(data, texture, createPolynomials, onLoad, onError);
  16928. };
  16929. if (files && files.length === 6) {
  16930. if (loader.supportCascades) {
  16931. this._cascadeLoadFiles(scene, onloaddata, files, onError);
  16932. }
  16933. else if (onError) {
  16934. onError("Textures type does not support cascades.");
  16935. }
  16936. }
  16937. else {
  16938. this._loadFile(rootUrl, onloaddata, undefined, undefined, true, onInternalError);
  16939. }
  16940. }
  16941. else {
  16942. if (!files) {
  16943. throw new Error("Cannot load cubemap because files were not defined");
  16944. }
  16945. this._cascadeLoadImgs(rootUrl, scene, function (imgs) {
  16946. var width = _this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(imgs[0].width, _this._caps.maxCubemapTextureSize) : imgs[0].width;
  16947. var height = width;
  16948. _this._prepareWorkingCanvas();
  16949. if (!_this._workingCanvas || !_this._workingContext) {
  16950. return;
  16951. }
  16952. _this._workingCanvas.width = width;
  16953. _this._workingCanvas.height = height;
  16954. var faces = [
  16955. gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.TEXTURE_CUBE_MAP_POSITIVE_Z,
  16956. gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z
  16957. ];
  16958. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  16959. _this._unpackFlipY(false);
  16960. var internalFormat = format ? _this._getInternalFormat(format) : _this._gl.RGBA;
  16961. for (var index = 0; index < faces.length; index++) {
  16962. _this._workingContext.drawImage(imgs[index], 0, 0, imgs[index].width, imgs[index].height, 0, 0, width, height);
  16963. gl.texImage2D(faces[index], 0, internalFormat, internalFormat, gl.UNSIGNED_BYTE, _this._workingCanvas);
  16964. }
  16965. if (!noMipmap) {
  16966. gl.generateMipmap(gl.TEXTURE_CUBE_MAP);
  16967. }
  16968. _this._setCubeMapTextureParams(!noMipmap);
  16969. texture.width = width;
  16970. texture.height = height;
  16971. texture.isReady = true;
  16972. if (format) {
  16973. texture.format = format;
  16974. }
  16975. texture.onLoadedObservable.notifyObservers(texture);
  16976. texture.onLoadedObservable.clear();
  16977. if (onLoad) {
  16978. onLoad();
  16979. }
  16980. }, files, onError);
  16981. }
  16982. this._internalTexturesCache.push(texture);
  16983. return texture;
  16984. };
  16985. /**
  16986. * @hidden
  16987. */
  16988. Engine.prototype._setCubeMapTextureParams = function (loadMipmap) {
  16989. var gl = this._gl;
  16990. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
  16991. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, loadMipmap ? gl.LINEAR_MIPMAP_LINEAR : gl.LINEAR);
  16992. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  16993. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  16994. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  16995. // this.resetTextureCache();
  16996. };
  16997. /**
  16998. * Update a raw cube texture
  16999. * @param texture defines the texture to udpdate
  17000. * @param data defines the data to store
  17001. * @param format defines the data format
  17002. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  17003. * @param invertY defines if data must be stored with Y axis inverted
  17004. * @param compression defines the compression used (null by default)
  17005. * @param level defines which level of the texture to update
  17006. */
  17007. Engine.prototype.updateRawCubeTexture = function (texture, data, format, type, invertY, compression, level) {
  17008. if (compression === void 0) { compression = null; }
  17009. if (level === void 0) { level = 0; }
  17010. texture._bufferViewArray = data;
  17011. texture.format = format;
  17012. texture.type = type;
  17013. texture.invertY = invertY;
  17014. texture._compression = compression;
  17015. var gl = this._gl;
  17016. var textureType = this._getWebGLTextureType(type);
  17017. var internalFormat = this._getInternalFormat(format);
  17018. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
  17019. var needConversion = false;
  17020. if (internalFormat === gl.RGB) {
  17021. internalFormat = gl.RGBA;
  17022. needConversion = true;
  17023. }
  17024. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17025. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17026. if (texture.width % 4 !== 0) {
  17027. gl.pixelStorei(gl.UNPACK_ALIGNMENT, 1);
  17028. }
  17029. // Data are known to be in +X +Y +Z -X -Y -Z
  17030. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17031. var faceData = data[faceIndex];
  17032. if (compression) {
  17033. gl.compressedTexImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, (this.getCaps().s3tc)[compression], texture.width, texture.height, 0, faceData);
  17034. }
  17035. else {
  17036. if (needConversion) {
  17037. faceData = this._convertRGBtoRGBATextureData(faceData, texture.width, texture.height, type);
  17038. }
  17039. gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, internalSizedFomat, texture.width, texture.height, 0, internalFormat, textureType, faceData);
  17040. }
  17041. }
  17042. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17043. if (isPot && texture.generateMipMaps && level === 0) {
  17044. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17045. }
  17046. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17047. // this.resetTextureCache();
  17048. texture.isReady = true;
  17049. };
  17050. /**
  17051. * Creates a new raw cube texture
  17052. * @param data defines the array of data to use to create each face
  17053. * @param size defines the size of the textures
  17054. * @param format defines the format of the data
  17055. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17056. * @param generateMipMaps defines if the engine should generate the mip levels
  17057. * @param invertY defines if data must be stored with Y axis inverted
  17058. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17059. * @param compression defines the compression used (null by default)
  17060. * @returns the cube texture as an InternalTexture
  17061. */
  17062. Engine.prototype.createRawCubeTexture = function (data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  17063. if (compression === void 0) { compression = null; }
  17064. var gl = this._gl;
  17065. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_CUBERAW);
  17066. texture.isCube = true;
  17067. texture.format = format;
  17068. texture.type = type;
  17069. if (!this._doNotHandleContextLost) {
  17070. texture._bufferViewArray = data;
  17071. }
  17072. var textureType = this._getWebGLTextureType(type);
  17073. var internalFormat = this._getInternalFormat(format);
  17074. if (internalFormat === gl.RGB) {
  17075. internalFormat = gl.RGBA;
  17076. }
  17077. // Mipmap generation needs a sized internal format that is both color-renderable and texture-filterable
  17078. if (textureType === gl.FLOAT && !this._caps.textureFloatLinearFiltering) {
  17079. generateMipMaps = false;
  17080. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17081. BABYLON.Tools.Warn("Float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17082. }
  17083. else if (textureType === this._gl.HALF_FLOAT_OES && !this._caps.textureHalfFloatLinearFiltering) {
  17084. generateMipMaps = false;
  17085. samplingMode = Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  17086. BABYLON.Tools.Warn("Half float texture filtering is not supported. Mipmap generation and sampling mode are forced to false and TEXTURE_NEAREST_SAMPLINGMODE, respectively.");
  17087. }
  17088. else if (textureType === gl.FLOAT && !this._caps.textureFloatRender) {
  17089. generateMipMaps = false;
  17090. BABYLON.Tools.Warn("Render to float textures is not supported. Mipmap generation forced to false.");
  17091. }
  17092. else if (textureType === gl.HALF_FLOAT && !this._caps.colorBufferFloat) {
  17093. generateMipMaps = false;
  17094. BABYLON.Tools.Warn("Render to half float textures is not supported. Mipmap generation forced to false.");
  17095. }
  17096. var width = size;
  17097. var height = width;
  17098. texture.width = width;
  17099. texture.height = height;
  17100. // Double check on POT to generate Mips.
  17101. var isPot = !this.needPOTTextures || (BABYLON.Tools.IsExponentOfTwo(texture.width) && BABYLON.Tools.IsExponentOfTwo(texture.height));
  17102. if (!isPot) {
  17103. generateMipMaps = false;
  17104. }
  17105. // Upload data if needed. The texture won't be ready until then.
  17106. if (data) {
  17107. this.updateRawCubeTexture(texture, data, format, type, invertY, compression);
  17108. }
  17109. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, texture, true);
  17110. // Filters
  17111. if (data && generateMipMaps) {
  17112. this._gl.generateMipmap(this._gl.TEXTURE_CUBE_MAP);
  17113. }
  17114. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17115. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, filters.mag);
  17116. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, filters.min);
  17117. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
  17118. gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
  17119. this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17120. texture.generateMipMaps = generateMipMaps;
  17121. return texture;
  17122. };
  17123. /**
  17124. * Creates a new raw cube texture from a specified url
  17125. * @param url defines the url where the data is located
  17126. * @param scene defines the current scene
  17127. * @param size defines the size of the textures
  17128. * @param format defines the format of the data
  17129. * @param type defines the type fo the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  17130. * @param noMipmap defines if the engine should avoid generating the mip levels
  17131. * @param callback defines a callback used to extract texture data from loaded data
  17132. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  17133. * @param onLoad defines a callback called when texture is loaded
  17134. * @param onError defines a callback called if there is an error
  17135. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17136. * @param invertY defines if data must be stored with Y axis inverted
  17137. * @returns the cube texture as an InternalTexture
  17138. */
  17139. Engine.prototype.createRawCubeTextureFromUrl = function (url, scene, size, format, type, noMipmap, callback, mipmapGenerator, onLoad, onError, samplingMode, invertY) {
  17140. var _this = this;
  17141. if (onLoad === void 0) { onLoad = null; }
  17142. if (onError === void 0) { onError = null; }
  17143. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17144. if (invertY === void 0) { invertY = false; }
  17145. var gl = this._gl;
  17146. var texture = this.createRawCubeTexture(null, size, format, type, !noMipmap, invertY, samplingMode);
  17147. scene._addPendingData(texture);
  17148. texture.url = url;
  17149. this._internalTexturesCache.push(texture);
  17150. var onerror = function (request, exception) {
  17151. scene._removePendingData(texture);
  17152. if (onError && request) {
  17153. onError(request.status + " " + request.statusText, exception);
  17154. }
  17155. };
  17156. var internalCallback = function (data) {
  17157. var width = texture.width;
  17158. var faceDataArrays = callback(data);
  17159. if (!faceDataArrays) {
  17160. return;
  17161. }
  17162. if (mipmapGenerator) {
  17163. var textureType = _this._getWebGLTextureType(type);
  17164. var internalFormat = _this._getInternalFormat(format);
  17165. var internalSizedFomat = _this._getRGBABufferInternalSizedFormat(type);
  17166. var needConversion = false;
  17167. if (internalFormat === gl.RGB) {
  17168. internalFormat = gl.RGBA;
  17169. needConversion = true;
  17170. }
  17171. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, texture, true);
  17172. _this._unpackFlipY(false);
  17173. var mipData = mipmapGenerator(faceDataArrays);
  17174. for (var level = 0; level < mipData.length; level++) {
  17175. var mipSize = width >> level;
  17176. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  17177. var mipFaceData = mipData[level][faceIndex];
  17178. if (needConversion) {
  17179. mipFaceData = _this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
  17180. }
  17181. gl.texImage2D(faceIndex, level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
  17182. }
  17183. }
  17184. _this._bindTextureDirectly(gl.TEXTURE_CUBE_MAP, null);
  17185. }
  17186. else {
  17187. _this.updateRawCubeTexture(texture, faceDataArrays, format, type, invertY);
  17188. }
  17189. texture.isReady = true;
  17190. // this.resetTextureCache();
  17191. scene._removePendingData(texture);
  17192. if (onLoad) {
  17193. onLoad();
  17194. }
  17195. };
  17196. this._loadFile(url, function (data) {
  17197. internalCallback(data);
  17198. }, undefined, scene.offlineProvider, true, onerror);
  17199. return texture;
  17200. };
  17201. /**
  17202. * Update a raw 3D texture
  17203. * @param texture defines the texture to update
  17204. * @param data defines the data to store
  17205. * @param format defines the data format
  17206. * @param invertY defines if data must be stored with Y axis inverted
  17207. * @param compression defines the used compression (can be null)
  17208. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  17209. */
  17210. Engine.prototype.updateRawTexture3D = function (texture, data, format, invertY, compression, textureType) {
  17211. if (compression === void 0) { compression = null; }
  17212. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17213. var internalType = this._getWebGLTextureType(textureType);
  17214. var internalFormat = this._getInternalFormat(format);
  17215. var internalSizedFomat = this._getRGBABufferInternalSizedFormat(textureType, format);
  17216. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17217. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17218. if (!this._doNotHandleContextLost) {
  17219. texture._bufferView = data;
  17220. texture.format = format;
  17221. texture.invertY = invertY;
  17222. texture._compression = compression;
  17223. }
  17224. if (texture.width % 4 !== 0) {
  17225. this._gl.pixelStorei(this._gl.UNPACK_ALIGNMENT, 1);
  17226. }
  17227. if (compression && data) {
  17228. this._gl.compressedTexImage3D(this._gl.TEXTURE_3D, 0, this.getCaps().s3tc[compression], texture.width, texture.height, texture.depth, 0, data);
  17229. }
  17230. else {
  17231. this._gl.texImage3D(this._gl.TEXTURE_3D, 0, internalSizedFomat, texture.width, texture.height, texture.depth, 0, internalFormat, internalType, data);
  17232. }
  17233. if (texture.generateMipMaps) {
  17234. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17235. }
  17236. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17237. // this.resetTextureCache();
  17238. texture.isReady = true;
  17239. };
  17240. /**
  17241. * Creates a new raw 3D texture
  17242. * @param data defines the data used to create the texture
  17243. * @param width defines the width of the texture
  17244. * @param height defines the height of the texture
  17245. * @param depth defines the depth of the texture
  17246. * @param format defines the format of the texture
  17247. * @param generateMipMaps defines if the engine must generate mip levels
  17248. * @param invertY defines if data must be stored with Y axis inverted
  17249. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  17250. * @param compression defines the compressed used (can be null)
  17251. * @param textureType defines the compressed used (can be null)
  17252. * @returns a new raw 3D texture (stored in an InternalTexture)
  17253. */
  17254. Engine.prototype.createRawTexture3D = function (data, width, height, depth, format, generateMipMaps, invertY, samplingMode, compression, textureType) {
  17255. if (compression === void 0) { compression = null; }
  17256. if (textureType === void 0) { textureType = Engine.TEXTURETYPE_UNSIGNED_INT; }
  17257. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RAW3D);
  17258. texture.baseWidth = width;
  17259. texture.baseHeight = height;
  17260. texture.baseDepth = depth;
  17261. texture.width = width;
  17262. texture.height = height;
  17263. texture.depth = depth;
  17264. texture.format = format;
  17265. texture.type = textureType;
  17266. texture.generateMipMaps = generateMipMaps;
  17267. texture.samplingMode = samplingMode;
  17268. texture.is3D = true;
  17269. if (!this._doNotHandleContextLost) {
  17270. texture._bufferView = data;
  17271. }
  17272. this.updateRawTexture3D(texture, data, format, invertY, compression, textureType);
  17273. this._bindTextureDirectly(this._gl.TEXTURE_3D, texture, true);
  17274. // Filters
  17275. var filters = this._getSamplingParameters(samplingMode, generateMipMaps);
  17276. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MAG_FILTER, filters.mag);
  17277. this._gl.texParameteri(this._gl.TEXTURE_3D, this._gl.TEXTURE_MIN_FILTER, filters.min);
  17278. if (generateMipMaps) {
  17279. this._gl.generateMipmap(this._gl.TEXTURE_3D);
  17280. }
  17281. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17282. this._internalTexturesCache.push(texture);
  17283. return texture;
  17284. };
  17285. Engine.prototype._prepareWebGLTextureContinuation = function (texture, scene, noMipmap, isCompressed, samplingMode) {
  17286. var gl = this._gl;
  17287. if (!gl) {
  17288. return;
  17289. }
  17290. var filters = this._getSamplingParameters(samplingMode, !noMipmap);
  17291. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filters.mag);
  17292. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filters.min);
  17293. if (!noMipmap && !isCompressed) {
  17294. gl.generateMipmap(gl.TEXTURE_2D);
  17295. }
  17296. this._bindTextureDirectly(gl.TEXTURE_2D, null);
  17297. // this.resetTextureCache();
  17298. if (scene) {
  17299. scene._removePendingData(texture);
  17300. }
  17301. texture.onLoadedObservable.notifyObservers(texture);
  17302. texture.onLoadedObservable.clear();
  17303. };
  17304. Engine.prototype._prepareWebGLTexture = function (texture, scene, width, height, invertY, noMipmap, isCompressed, processFunction, samplingMode) {
  17305. var _this = this;
  17306. if (samplingMode === void 0) { samplingMode = Engine.TEXTURE_TRILINEAR_SAMPLINGMODE; }
  17307. var maxTextureSize = this.getCaps().maxTextureSize;
  17308. var potWidth = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(width, maxTextureSize) : width);
  17309. var potHeight = Math.min(maxTextureSize, this.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(height, maxTextureSize) : height);
  17310. var gl = this._gl;
  17311. if (!gl) {
  17312. return;
  17313. }
  17314. if (!texture._webGLTexture) {
  17315. // this.resetTextureCache();
  17316. if (scene) {
  17317. scene._removePendingData(texture);
  17318. }
  17319. return;
  17320. }
  17321. this._bindTextureDirectly(gl.TEXTURE_2D, texture, true);
  17322. this._unpackFlipY(invertY === undefined ? true : (invertY ? true : false));
  17323. texture.baseWidth = width;
  17324. texture.baseHeight = height;
  17325. texture.width = potWidth;
  17326. texture.height = potHeight;
  17327. texture.isReady = true;
  17328. if (processFunction(potWidth, potHeight, function () {
  17329. _this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17330. })) {
  17331. // Returning as texture needs extra async steps
  17332. return;
  17333. }
  17334. this._prepareWebGLTextureContinuation(texture, scene, noMipmap, isCompressed, samplingMode);
  17335. };
  17336. Engine.prototype._convertRGBtoRGBATextureData = function (rgbData, width, height, textureType) {
  17337. // Create new RGBA data container.
  17338. var rgbaData;
  17339. if (textureType === Engine.TEXTURETYPE_FLOAT) {
  17340. rgbaData = new Float32Array(width * height * 4);
  17341. }
  17342. else {
  17343. rgbaData = new Uint32Array(width * height * 4);
  17344. }
  17345. // Convert each pixel.
  17346. for (var x = 0; x < width; x++) {
  17347. for (var y = 0; y < height; y++) {
  17348. var index = (y * width + x) * 3;
  17349. var newIndex = (y * width + x) * 4;
  17350. // Map Old Value to new value.
  17351. rgbaData[newIndex + 0] = rgbData[index + 0];
  17352. rgbaData[newIndex + 1] = rgbData[index + 1];
  17353. rgbaData[newIndex + 2] = rgbData[index + 2];
  17354. // Add fully opaque alpha channel.
  17355. rgbaData[newIndex + 3] = 1;
  17356. }
  17357. }
  17358. return rgbaData;
  17359. };
  17360. /** @hidden */
  17361. Engine.prototype._releaseFramebufferObjects = function (texture) {
  17362. var gl = this._gl;
  17363. if (texture._framebuffer) {
  17364. gl.deleteFramebuffer(texture._framebuffer);
  17365. texture._framebuffer = null;
  17366. }
  17367. if (texture._depthStencilBuffer) {
  17368. gl.deleteRenderbuffer(texture._depthStencilBuffer);
  17369. texture._depthStencilBuffer = null;
  17370. }
  17371. if (texture._MSAAFramebuffer) {
  17372. gl.deleteFramebuffer(texture._MSAAFramebuffer);
  17373. texture._MSAAFramebuffer = null;
  17374. }
  17375. if (texture._MSAARenderBuffer) {
  17376. gl.deleteRenderbuffer(texture._MSAARenderBuffer);
  17377. texture._MSAARenderBuffer = null;
  17378. }
  17379. };
  17380. /** @hidden */
  17381. Engine.prototype._releaseTexture = function (texture) {
  17382. var gl = this._gl;
  17383. this._releaseFramebufferObjects(texture);
  17384. gl.deleteTexture(texture._webGLTexture);
  17385. // Unbind channels
  17386. this.unbindAllTextures();
  17387. var index = this._internalTexturesCache.indexOf(texture);
  17388. if (index !== -1) {
  17389. this._internalTexturesCache.splice(index, 1);
  17390. }
  17391. // Integrated fixed lod samplers.
  17392. if (texture._lodTextureHigh) {
  17393. texture._lodTextureHigh.dispose();
  17394. }
  17395. if (texture._lodTextureMid) {
  17396. texture._lodTextureMid.dispose();
  17397. }
  17398. if (texture._lodTextureLow) {
  17399. texture._lodTextureLow.dispose();
  17400. }
  17401. // Set output texture of post process to null if the texture has been released/disposed
  17402. this.scenes.forEach(function (scene) {
  17403. scene.postProcesses.forEach(function (postProcess) {
  17404. if (postProcess._outputTexture == texture) {
  17405. postProcess._outputTexture = null;
  17406. }
  17407. });
  17408. scene.cameras.forEach(function (camera) {
  17409. camera._postProcesses.forEach(function (postProcess) {
  17410. if (postProcess) {
  17411. if (postProcess._outputTexture == texture) {
  17412. postProcess._outputTexture = null;
  17413. }
  17414. }
  17415. });
  17416. });
  17417. });
  17418. };
  17419. Engine.prototype.setProgram = function (program) {
  17420. if (this._currentProgram !== program) {
  17421. this._gl.useProgram(program);
  17422. this._currentProgram = program;
  17423. }
  17424. };
  17425. /**
  17426. * Binds an effect to the webGL context
  17427. * @param effect defines the effect to bind
  17428. */
  17429. Engine.prototype.bindSamplers = function (effect) {
  17430. this.setProgram(effect.getProgram());
  17431. var samplers = effect.getSamplers();
  17432. for (var index = 0; index < samplers.length; index++) {
  17433. var uniform = effect.getUniform(samplers[index]);
  17434. if (uniform) {
  17435. this._boundUniforms[index] = uniform;
  17436. }
  17437. }
  17438. this._currentEffect = null;
  17439. };
  17440. Engine.prototype._moveBoundTextureOnTop = function (internalTexture) {
  17441. if (this.disableTextureBindingOptimization || this._lastBoundInternalTextureTracker.previous === internalTexture) {
  17442. return;
  17443. }
  17444. // Remove
  17445. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17446. // Bind last to it
  17447. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, internalTexture);
  17448. // Bind to dummy
  17449. this._linkTrackers(internalTexture, this._lastBoundInternalTextureTracker);
  17450. };
  17451. Engine.prototype._getCorrectTextureChannel = function (channel, internalTexture) {
  17452. if (!internalTexture) {
  17453. return -1;
  17454. }
  17455. internalTexture._initialSlot = channel;
  17456. if (this.disableTextureBindingOptimization) { // We want texture sampler ID === texture channel
  17457. if (channel !== internalTexture._designatedSlot) {
  17458. this._textureCollisions.addCount(1, false);
  17459. }
  17460. }
  17461. else {
  17462. if (channel !== internalTexture._designatedSlot) {
  17463. if (internalTexture._designatedSlot > -1) { // Texture is already assigned to a slot
  17464. return internalTexture._designatedSlot;
  17465. }
  17466. else {
  17467. // No slot for this texture, let's pick a new one (if we find a free slot)
  17468. if (this._nextFreeTextureSlots.length) {
  17469. return this._nextFreeTextureSlots[0];
  17470. }
  17471. // We need to recycle the oldest bound texture, sorry.
  17472. this._textureCollisions.addCount(1, false);
  17473. return this._removeDesignatedSlot(this._firstBoundInternalTextureTracker.next);
  17474. }
  17475. }
  17476. }
  17477. return channel;
  17478. };
  17479. Engine.prototype._linkTrackers = function (previous, next) {
  17480. previous.next = next;
  17481. next.previous = previous;
  17482. };
  17483. Engine.prototype._removeDesignatedSlot = function (internalTexture) {
  17484. var currentSlot = internalTexture._designatedSlot;
  17485. if (currentSlot === -1) {
  17486. return -1;
  17487. }
  17488. internalTexture._designatedSlot = -1;
  17489. if (this.disableTextureBindingOptimization) {
  17490. return -1;
  17491. }
  17492. // Remove from bound list
  17493. this._linkTrackers(internalTexture.previous, internalTexture.next);
  17494. // Free the slot
  17495. this._boundTexturesCache[currentSlot] = null;
  17496. this._nextFreeTextureSlots.push(currentSlot);
  17497. return currentSlot;
  17498. };
  17499. Engine.prototype._activateCurrentTexture = function () {
  17500. if (this._currentTextureChannel !== this._activeChannel) {
  17501. this._gl.activeTexture(this._gl.TEXTURE0 + this._activeChannel);
  17502. this._currentTextureChannel = this._activeChannel;
  17503. }
  17504. };
  17505. /** @hidden */
  17506. Engine.prototype._bindTextureDirectly = function (target, texture, forTextureDataUpdate, force) {
  17507. if (forTextureDataUpdate === void 0) { forTextureDataUpdate = false; }
  17508. if (force === void 0) { force = false; }
  17509. var wasPreviouslyBound = false;
  17510. if (forTextureDataUpdate && texture && texture._designatedSlot > -1) {
  17511. this._activeChannel = texture._designatedSlot;
  17512. }
  17513. var currentTextureBound = this._boundTexturesCache[this._activeChannel];
  17514. var isTextureForRendering = texture && texture._initialSlot > -1;
  17515. if (currentTextureBound !== texture || force) {
  17516. if (currentTextureBound) {
  17517. this._removeDesignatedSlot(currentTextureBound);
  17518. }
  17519. this._activateCurrentTexture();
  17520. this._gl.bindTexture(target, texture ? texture._webGLTexture : null);
  17521. this._boundTexturesCache[this._activeChannel] = texture;
  17522. if (texture) {
  17523. if (!this.disableTextureBindingOptimization) {
  17524. var slotIndex = this._nextFreeTextureSlots.indexOf(this._activeChannel);
  17525. if (slotIndex > -1) {
  17526. this._nextFreeTextureSlots.splice(slotIndex, 1);
  17527. }
  17528. this._linkTrackers(this._lastBoundInternalTextureTracker.previous, texture);
  17529. this._linkTrackers(texture, this._lastBoundInternalTextureTracker);
  17530. }
  17531. texture._designatedSlot = this._activeChannel;
  17532. }
  17533. }
  17534. else if (forTextureDataUpdate) {
  17535. wasPreviouslyBound = true;
  17536. this._activateCurrentTexture();
  17537. }
  17538. if (isTextureForRendering && !forTextureDataUpdate) {
  17539. this._bindSamplerUniformToChannel(texture._initialSlot, this._activeChannel);
  17540. }
  17541. return wasPreviouslyBound;
  17542. };
  17543. /** @hidden */
  17544. Engine.prototype._bindTexture = function (channel, texture) {
  17545. if (channel < 0) {
  17546. return;
  17547. }
  17548. if (texture) {
  17549. channel = this._getCorrectTextureChannel(channel, texture);
  17550. }
  17551. this._activeChannel = channel;
  17552. this._bindTextureDirectly(this._gl.TEXTURE_2D, texture);
  17553. };
  17554. /**
  17555. * Sets a texture to the webGL context from a postprocess
  17556. * @param channel defines the channel to use
  17557. * @param postProcess defines the source postprocess
  17558. */
  17559. Engine.prototype.setTextureFromPostProcess = function (channel, postProcess) {
  17560. this._bindTexture(channel, postProcess ? postProcess._textures.data[postProcess._currentRenderTextureInd] : null);
  17561. };
  17562. /**
  17563. * Binds the output of the passed in post process to the texture channel specified
  17564. * @param channel The channel the texture should be bound to
  17565. * @param postProcess The post process which's output should be bound
  17566. */
  17567. Engine.prototype.setTextureFromPostProcessOutput = function (channel, postProcess) {
  17568. this._bindTexture(channel, postProcess ? postProcess._outputTexture : null);
  17569. };
  17570. /**
  17571. * Unbind all textures from the webGL context
  17572. */
  17573. Engine.prototype.unbindAllTextures = function () {
  17574. for (var channel = 0; channel < this._maxSimultaneousTextures; channel++) {
  17575. this._activeChannel = channel;
  17576. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17577. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17578. if (this.webGLVersion > 1) {
  17579. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17580. }
  17581. }
  17582. };
  17583. /**
  17584. * Sets a texture to the according uniform.
  17585. * @param channel The texture channel
  17586. * @param uniform The uniform to set
  17587. * @param texture The texture to apply
  17588. */
  17589. Engine.prototype.setTexture = function (channel, uniform, texture) {
  17590. if (channel < 0) {
  17591. return;
  17592. }
  17593. if (uniform) {
  17594. this._boundUniforms[channel] = uniform;
  17595. }
  17596. this._setTexture(channel, texture);
  17597. };
  17598. /**
  17599. * Sets a depth stencil texture from a render target to the according uniform.
  17600. * @param channel The texture channel
  17601. * @param uniform The uniform to set
  17602. * @param texture The render target texture containing the depth stencil texture to apply
  17603. */
  17604. Engine.prototype.setDepthStencilTexture = function (channel, uniform, texture) {
  17605. if (channel < 0) {
  17606. return;
  17607. }
  17608. if (uniform) {
  17609. this._boundUniforms[channel] = uniform;
  17610. }
  17611. if (!texture || !texture.depthStencilTexture) {
  17612. this._setTexture(channel, null);
  17613. }
  17614. else {
  17615. this._setTexture(channel, texture, false, true);
  17616. }
  17617. };
  17618. Engine.prototype._bindSamplerUniformToChannel = function (sourceSlot, destination) {
  17619. var uniform = this._boundUniforms[sourceSlot];
  17620. if (uniform._currentState === destination) {
  17621. return;
  17622. }
  17623. this._gl.uniform1i(uniform, destination);
  17624. uniform._currentState = destination;
  17625. };
  17626. Engine.prototype._getTextureWrapMode = function (mode) {
  17627. switch (mode) {
  17628. case Engine.TEXTURE_WRAP_ADDRESSMODE:
  17629. return this._gl.REPEAT;
  17630. case Engine.TEXTURE_CLAMP_ADDRESSMODE:
  17631. return this._gl.CLAMP_TO_EDGE;
  17632. case Engine.TEXTURE_MIRROR_ADDRESSMODE:
  17633. return this._gl.MIRRORED_REPEAT;
  17634. }
  17635. return this._gl.REPEAT;
  17636. };
  17637. Engine.prototype._setTexture = function (channel, texture, isPartOfTextureArray, depthStencilTexture) {
  17638. if (isPartOfTextureArray === void 0) { isPartOfTextureArray = false; }
  17639. if (depthStencilTexture === void 0) { depthStencilTexture = false; }
  17640. // Not ready?
  17641. if (!texture) {
  17642. if (this._boundTexturesCache[channel] != null) {
  17643. this._activeChannel = channel;
  17644. this._bindTextureDirectly(this._gl.TEXTURE_2D, null);
  17645. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, null);
  17646. if (this.webGLVersion > 1) {
  17647. this._bindTextureDirectly(this._gl.TEXTURE_3D, null);
  17648. }
  17649. }
  17650. return false;
  17651. }
  17652. // Video
  17653. if (texture.video) {
  17654. this._activeChannel = channel;
  17655. texture.update();
  17656. }
  17657. else if (texture.delayLoadState === Engine.DELAYLOADSTATE_NOTLOADED) { // Delay loading
  17658. texture.delayLoad();
  17659. return false;
  17660. }
  17661. var internalTexture;
  17662. if (depthStencilTexture) {
  17663. internalTexture = texture.depthStencilTexture;
  17664. }
  17665. else if (texture.isReady()) {
  17666. internalTexture = texture.getInternalTexture();
  17667. }
  17668. else if (texture.isCube) {
  17669. internalTexture = this.emptyCubeTexture;
  17670. }
  17671. else if (texture.is3D) {
  17672. internalTexture = this.emptyTexture3D;
  17673. }
  17674. else {
  17675. internalTexture = this.emptyTexture;
  17676. }
  17677. if (!isPartOfTextureArray) {
  17678. channel = this._getCorrectTextureChannel(channel, internalTexture);
  17679. }
  17680. var needToBind = true;
  17681. if (this._boundTexturesCache[channel] === internalTexture) {
  17682. this._moveBoundTextureOnTop(internalTexture);
  17683. if (!isPartOfTextureArray) {
  17684. this._bindSamplerUniformToChannel(internalTexture._initialSlot, channel);
  17685. }
  17686. needToBind = false;
  17687. }
  17688. this._activeChannel = channel;
  17689. if (internalTexture && internalTexture.is3D) {
  17690. if (needToBind) {
  17691. this._bindTextureDirectly(this._gl.TEXTURE_3D, internalTexture, isPartOfTextureArray);
  17692. }
  17693. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17694. internalTexture._cachedWrapU = texture.wrapU;
  17695. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17696. }
  17697. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17698. internalTexture._cachedWrapV = texture.wrapV;
  17699. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17700. }
  17701. if (internalTexture && internalTexture._cachedWrapR !== texture.wrapR) {
  17702. internalTexture._cachedWrapR = texture.wrapR;
  17703. this._setTextureParameterInteger(this._gl.TEXTURE_3D, this._gl.TEXTURE_WRAP_R, this._getTextureWrapMode(texture.wrapR), internalTexture);
  17704. }
  17705. this._setAnisotropicLevel(this._gl.TEXTURE_3D, texture);
  17706. }
  17707. else if (internalTexture && internalTexture.isCube) {
  17708. if (needToBind) {
  17709. this._bindTextureDirectly(this._gl.TEXTURE_CUBE_MAP, internalTexture, isPartOfTextureArray);
  17710. }
  17711. if (internalTexture._cachedCoordinatesMode !== texture.coordinatesMode) {
  17712. internalTexture._cachedCoordinatesMode = texture.coordinatesMode;
  17713. // CUBIC_MODE and SKYBOX_MODE both require CLAMP_TO_EDGE. All other modes use REPEAT.
  17714. var textureWrapMode = (texture.coordinatesMode !== Engine.TEXTURE_CUBIC_MODE && texture.coordinatesMode !== Engine.TEXTURE_SKYBOX_MODE) ? this._gl.REPEAT : this._gl.CLAMP_TO_EDGE;
  17715. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_S, textureWrapMode, internalTexture);
  17716. this._setTextureParameterInteger(this._gl.TEXTURE_CUBE_MAP, this._gl.TEXTURE_WRAP_T, textureWrapMode);
  17717. }
  17718. this._setAnisotropicLevel(this._gl.TEXTURE_CUBE_MAP, texture);
  17719. }
  17720. else {
  17721. if (needToBind) {
  17722. this._bindTextureDirectly(this._gl.TEXTURE_2D, internalTexture, isPartOfTextureArray);
  17723. }
  17724. if (internalTexture && internalTexture._cachedWrapU !== texture.wrapU) {
  17725. internalTexture._cachedWrapU = texture.wrapU;
  17726. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_S, this._getTextureWrapMode(texture.wrapU), internalTexture);
  17727. }
  17728. if (internalTexture && internalTexture._cachedWrapV !== texture.wrapV) {
  17729. internalTexture._cachedWrapV = texture.wrapV;
  17730. this._setTextureParameterInteger(this._gl.TEXTURE_2D, this._gl.TEXTURE_WRAP_T, this._getTextureWrapMode(texture.wrapV), internalTexture);
  17731. }
  17732. this._setAnisotropicLevel(this._gl.TEXTURE_2D, texture);
  17733. }
  17734. return true;
  17735. };
  17736. /**
  17737. * Sets an array of texture to the webGL context
  17738. * @param channel defines the channel where the texture array must be set
  17739. * @param uniform defines the associated uniform location
  17740. * @param textures defines the array of textures to bind
  17741. */
  17742. Engine.prototype.setTextureArray = function (channel, uniform, textures) {
  17743. if (channel < 0 || !uniform) {
  17744. return;
  17745. }
  17746. if (!this._textureUnits || this._textureUnits.length !== textures.length) {
  17747. this._textureUnits = new Int32Array(textures.length);
  17748. }
  17749. for (var i = 0; i < textures.length; i++) {
  17750. this._textureUnits[i] = this._getCorrectTextureChannel(channel + i, textures[i].getInternalTexture());
  17751. }
  17752. this._gl.uniform1iv(uniform, this._textureUnits);
  17753. for (var index = 0; index < textures.length; index++) {
  17754. this._setTexture(this._textureUnits[index], textures[index], true);
  17755. }
  17756. };
  17757. /** @hidden */
  17758. Engine.prototype._setAnisotropicLevel = function (target, texture) {
  17759. var internalTexture = texture.getInternalTexture();
  17760. if (!internalTexture) {
  17761. return;
  17762. }
  17763. var anisotropicFilterExtension = this._caps.textureAnisotropicFilterExtension;
  17764. var value = texture.anisotropicFilteringLevel;
  17765. if (internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST
  17766. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR
  17767. && internalTexture.samplingMode !== Engine.TEXTURE_LINEAR_LINEAR) {
  17768. value = 1; // Forcing the anisotropic to 1 because else webgl will force filters to linear
  17769. }
  17770. if (anisotropicFilterExtension && internalTexture._cachedAnisotropicFilteringLevel !== value) {
  17771. this._setTextureParameterFloat(target, anisotropicFilterExtension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(value, this._caps.maxAnisotropy), internalTexture);
  17772. internalTexture._cachedAnisotropicFilteringLevel = value;
  17773. }
  17774. };
  17775. Engine.prototype._setTextureParameterFloat = function (target, parameter, value, texture) {
  17776. this._bindTextureDirectly(target, texture, true, true);
  17777. this._gl.texParameterf(target, parameter, value);
  17778. };
  17779. Engine.prototype._setTextureParameterInteger = function (target, parameter, value, texture) {
  17780. if (texture) {
  17781. this._bindTextureDirectly(target, texture, true, true);
  17782. }
  17783. this._gl.texParameteri(target, parameter, value);
  17784. };
  17785. /**
  17786. * Reads pixels from the current frame buffer. Please note that this function can be slow
  17787. * @param x defines the x coordinate of the rectangle where pixels must be read
  17788. * @param y defines the y coordinate of the rectangle where pixels must be read
  17789. * @param width defines the width of the rectangle where pixels must be read
  17790. * @param height defines the height of the rectangle where pixels must be read
  17791. * @returns a Uint8Array containing RGBA colors
  17792. */
  17793. Engine.prototype.readPixels = function (x, y, width, height) {
  17794. var data = new Uint8Array(height * width * 4);
  17795. this._gl.readPixels(x, y, width, height, this._gl.RGBA, this._gl.UNSIGNED_BYTE, data);
  17796. return data;
  17797. };
  17798. /**
  17799. * Add an externaly attached data from its key.
  17800. * This method call will fail and return false, if such key already exists.
  17801. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  17802. * @param key the unique key that identifies the data
  17803. * @param data the data object to associate to the key for this Engine instance
  17804. * @return true if no such key were already present and the data was added successfully, false otherwise
  17805. */
  17806. Engine.prototype.addExternalData = function (key, data) {
  17807. if (!this._externalData) {
  17808. this._externalData = new BABYLON.StringDictionary();
  17809. }
  17810. return this._externalData.add(key, data);
  17811. };
  17812. /**
  17813. * Get an externaly attached data from its key
  17814. * @param key the unique key that identifies the data
  17815. * @return the associated data, if present (can be null), or undefined if not present
  17816. */
  17817. Engine.prototype.getExternalData = function (key) {
  17818. if (!this._externalData) {
  17819. this._externalData = new BABYLON.StringDictionary();
  17820. }
  17821. return this._externalData.get(key);
  17822. };
  17823. /**
  17824. * Get an externaly attached data from its key, create it using a factory if it's not already present
  17825. * @param key the unique key that identifies the data
  17826. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  17827. * @return the associated data, can be null if the factory returned null.
  17828. */
  17829. Engine.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  17830. if (!this._externalData) {
  17831. this._externalData = new BABYLON.StringDictionary();
  17832. }
  17833. return this._externalData.getOrAddWithFactory(key, factory);
  17834. };
  17835. /**
  17836. * Remove an externaly attached data from the Engine instance
  17837. * @param key the unique key that identifies the data
  17838. * @return true if the data was successfully removed, false if it doesn't exist
  17839. */
  17840. Engine.prototype.removeExternalData = function (key) {
  17841. if (!this._externalData) {
  17842. this._externalData = new BABYLON.StringDictionary();
  17843. }
  17844. return this._externalData.remove(key);
  17845. };
  17846. /**
  17847. * Unbind all vertex attributes from the webGL context
  17848. */
  17849. Engine.prototype.unbindAllAttributes = function () {
  17850. if (this._mustWipeVertexAttributes) {
  17851. this._mustWipeVertexAttributes = false;
  17852. for (var i = 0; i < this._caps.maxVertexAttribs; i++) {
  17853. this._gl.disableVertexAttribArray(i);
  17854. this._vertexAttribArraysEnabled[i] = false;
  17855. this._currentBufferPointers[i].active = false;
  17856. }
  17857. return;
  17858. }
  17859. for (var i = 0, ul = this._vertexAttribArraysEnabled.length; i < ul; i++) {
  17860. if (i >= this._caps.maxVertexAttribs || !this._vertexAttribArraysEnabled[i]) {
  17861. continue;
  17862. }
  17863. this._gl.disableVertexAttribArray(i);
  17864. this._vertexAttribArraysEnabled[i] = false;
  17865. this._currentBufferPointers[i].active = false;
  17866. }
  17867. };
  17868. /**
  17869. * 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
  17870. */
  17871. Engine.prototype.releaseEffects = function () {
  17872. for (var name in this._compiledEffects) {
  17873. this._deleteProgram(this._compiledEffects[name]._program);
  17874. }
  17875. this._compiledEffects = {};
  17876. };
  17877. /**
  17878. * Dispose and release all associated resources
  17879. */
  17880. Engine.prototype.dispose = function () {
  17881. this.hideLoadingUI();
  17882. this.stopRenderLoop();
  17883. this.onNewSceneAddedObservable.clear();
  17884. // Release postProcesses
  17885. while (this.postProcesses.length) {
  17886. this.postProcesses[0].dispose();
  17887. }
  17888. // Empty texture
  17889. if (this._emptyTexture) {
  17890. this._releaseTexture(this._emptyTexture);
  17891. this._emptyTexture = null;
  17892. }
  17893. if (this._emptyCubeTexture) {
  17894. this._releaseTexture(this._emptyCubeTexture);
  17895. this._emptyCubeTexture = null;
  17896. }
  17897. // Rescale PP
  17898. if (this._rescalePostProcess) {
  17899. this._rescalePostProcess.dispose();
  17900. }
  17901. // Release scenes
  17902. while (this.scenes.length) {
  17903. this.scenes[0].dispose();
  17904. }
  17905. // Release audio engine
  17906. if (Engine.Instances.length === 1 && Engine.audioEngine) {
  17907. Engine.audioEngine.dispose();
  17908. }
  17909. // Release effects
  17910. this.releaseEffects();
  17911. // Unbind
  17912. this.unbindAllAttributes();
  17913. this._boundUniforms = [];
  17914. if (this._dummyFramebuffer) {
  17915. this._gl.deleteFramebuffer(this._dummyFramebuffer);
  17916. }
  17917. //WebVR
  17918. this.disableVR();
  17919. // Events
  17920. if (BABYLON.Tools.IsWindowObjectExist()) {
  17921. window.removeEventListener("blur", this._onBlur);
  17922. window.removeEventListener("focus", this._onFocus);
  17923. window.removeEventListener('vrdisplaypointerrestricted', this._onVRDisplayPointerRestricted);
  17924. window.removeEventListener('vrdisplaypointerunrestricted', this._onVRDisplayPointerUnrestricted);
  17925. if (this._renderingCanvas) {
  17926. this._renderingCanvas.removeEventListener("focus", this._onCanvasFocus);
  17927. this._renderingCanvas.removeEventListener("blur", this._onCanvasBlur);
  17928. this._renderingCanvas.removeEventListener("pointerout", this._onCanvasPointerOut);
  17929. if (!this._doNotHandleContextLost) {
  17930. this._renderingCanvas.removeEventListener("webglcontextlost", this._onContextLost);
  17931. this._renderingCanvas.removeEventListener("webglcontextrestored", this._onContextRestored);
  17932. }
  17933. }
  17934. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  17935. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  17936. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  17937. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  17938. document.removeEventListener("pointerlockchange", this._onPointerLockChange);
  17939. document.removeEventListener("mspointerlockchange", this._onPointerLockChange);
  17940. document.removeEventListener("mozpointerlockchange", this._onPointerLockChange);
  17941. document.removeEventListener("webkitpointerlockchange", this._onPointerLockChange);
  17942. if (this._onVrDisplayConnect) {
  17943. window.removeEventListener('vrdisplayconnect', this._onVrDisplayConnect);
  17944. if (this._onVrDisplayDisconnect) {
  17945. window.removeEventListener('vrdisplaydisconnect', this._onVrDisplayDisconnect);
  17946. }
  17947. if (this._onVrDisplayPresentChange) {
  17948. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  17949. }
  17950. this._onVrDisplayConnect = null;
  17951. this._onVrDisplayDisconnect = null;
  17952. }
  17953. }
  17954. // Remove from Instances
  17955. var index = Engine.Instances.indexOf(this);
  17956. if (index >= 0) {
  17957. Engine.Instances.splice(index, 1);
  17958. }
  17959. this._workingCanvas = null;
  17960. this._workingContext = null;
  17961. this._currentBufferPointers = [];
  17962. this._renderingCanvas = null;
  17963. this._currentProgram = null;
  17964. this._bindedRenderFunction = null;
  17965. this.onResizeObservable.clear();
  17966. this.onCanvasBlurObservable.clear();
  17967. this.onCanvasFocusObservable.clear();
  17968. this.onCanvasPointerOutObservable.clear();
  17969. this.onBeginFrameObservable.clear();
  17970. this.onEndFrameObservable.clear();
  17971. BABYLON.Effect.ResetCache();
  17972. // Abort active requests
  17973. for (var _i = 0, _a = this._activeRequests; _i < _a.length; _i++) {
  17974. var request = _a[_i];
  17975. request.abort();
  17976. }
  17977. };
  17978. // Loading screen
  17979. /**
  17980. * Display the loading screen
  17981. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17982. */
  17983. Engine.prototype.displayLoadingUI = function () {
  17984. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17985. return;
  17986. }
  17987. var loadingScreen = this.loadingScreen;
  17988. if (loadingScreen) {
  17989. loadingScreen.displayLoadingUI();
  17990. }
  17991. };
  17992. /**
  17993. * Hide the loading screen
  17994. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  17995. */
  17996. Engine.prototype.hideLoadingUI = function () {
  17997. if (!BABYLON.Tools.IsWindowObjectExist()) {
  17998. return;
  17999. }
  18000. var loadingScreen = this.loadingScreen;
  18001. if (loadingScreen) {
  18002. loadingScreen.hideLoadingUI();
  18003. }
  18004. };
  18005. Object.defineProperty(Engine.prototype, "loadingScreen", {
  18006. /**
  18007. * Gets the current loading screen object
  18008. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18009. */
  18010. get: function () {
  18011. if (!this._loadingScreen && BABYLON.DefaultLoadingScreen && this._renderingCanvas) {
  18012. this._loadingScreen = new BABYLON.DefaultLoadingScreen(this._renderingCanvas);
  18013. }
  18014. return this._loadingScreen;
  18015. },
  18016. /**
  18017. * Sets the current loading screen object
  18018. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18019. */
  18020. set: function (loadingScreen) {
  18021. this._loadingScreen = loadingScreen;
  18022. },
  18023. enumerable: true,
  18024. configurable: true
  18025. });
  18026. Object.defineProperty(Engine.prototype, "loadingUIText", {
  18027. /**
  18028. * Sets the current loading screen text
  18029. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18030. */
  18031. set: function (text) {
  18032. this.loadingScreen.loadingUIText = text;
  18033. },
  18034. enumerable: true,
  18035. configurable: true
  18036. });
  18037. Object.defineProperty(Engine.prototype, "loadingUIBackgroundColor", {
  18038. /**
  18039. * Sets the current loading screen background color
  18040. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  18041. */
  18042. set: function (color) {
  18043. this.loadingScreen.loadingUIBackgroundColor = color;
  18044. },
  18045. enumerable: true,
  18046. configurable: true
  18047. });
  18048. /**
  18049. * Attach a new callback raised when context lost event is fired
  18050. * @param callback defines the callback to call
  18051. */
  18052. Engine.prototype.attachContextLostEvent = function (callback) {
  18053. if (this._renderingCanvas) {
  18054. this._renderingCanvas.addEventListener("webglcontextlost", callback, false);
  18055. }
  18056. };
  18057. /**
  18058. * Attach a new callback raised when context restored event is fired
  18059. * @param callback defines the callback to call
  18060. */
  18061. Engine.prototype.attachContextRestoredEvent = function (callback) {
  18062. if (this._renderingCanvas) {
  18063. this._renderingCanvas.addEventListener("webglcontextrestored", callback, false);
  18064. }
  18065. };
  18066. /**
  18067. * Gets the source code of the vertex shader associated with a specific webGL program
  18068. * @param program defines the program to use
  18069. * @returns a string containing the source code of the vertex shader associated with the program
  18070. */
  18071. Engine.prototype.getVertexShaderSource = function (program) {
  18072. var shaders = this._gl.getAttachedShaders(program);
  18073. if (!shaders) {
  18074. return null;
  18075. }
  18076. return this._gl.getShaderSource(shaders[0]);
  18077. };
  18078. /**
  18079. * Gets the source code of the fragment shader associated with a specific webGL program
  18080. * @param program defines the program to use
  18081. * @returns a string containing the source code of the fragment shader associated with the program
  18082. */
  18083. Engine.prototype.getFragmentShaderSource = function (program) {
  18084. var shaders = this._gl.getAttachedShaders(program);
  18085. if (!shaders) {
  18086. return null;
  18087. }
  18088. return this._gl.getShaderSource(shaders[1]);
  18089. };
  18090. /**
  18091. * Get the current error code of the webGL context
  18092. * @returns the error code
  18093. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  18094. */
  18095. Engine.prototype.getError = function () {
  18096. return this._gl.getError();
  18097. };
  18098. // FPS
  18099. /**
  18100. * Gets the current framerate
  18101. * @returns a number representing the framerate
  18102. */
  18103. Engine.prototype.getFps = function () {
  18104. return this._fps;
  18105. };
  18106. /**
  18107. * Gets the time spent between current and previous frame
  18108. * @returns a number representing the delta time in ms
  18109. */
  18110. Engine.prototype.getDeltaTime = function () {
  18111. return this._deltaTime;
  18112. };
  18113. Engine.prototype._measureFps = function () {
  18114. this._performanceMonitor.sampleFrame();
  18115. this._fps = this._performanceMonitor.averageFPS;
  18116. this._deltaTime = this._performanceMonitor.instantaneousFrameTime || 0;
  18117. };
  18118. /** @hidden */
  18119. Engine.prototype._readTexturePixels = function (texture, width, height, faceIndex, level, buffer) {
  18120. if (faceIndex === void 0) { faceIndex = -1; }
  18121. if (level === void 0) { level = 0; }
  18122. if (buffer === void 0) { buffer = null; }
  18123. var gl = this._gl;
  18124. if (!this._dummyFramebuffer) {
  18125. var dummy = gl.createFramebuffer();
  18126. if (!dummy) {
  18127. throw new Error("Unable to create dummy framebuffer");
  18128. }
  18129. this._dummyFramebuffer = dummy;
  18130. }
  18131. gl.bindFramebuffer(gl.FRAMEBUFFER, this._dummyFramebuffer);
  18132. if (faceIndex > -1) {
  18133. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, texture._webGLTexture, level);
  18134. }
  18135. else {
  18136. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture._webGLTexture, level);
  18137. }
  18138. var readType = (texture.type !== undefined) ? this._getWebGLTextureType(texture.type) : gl.UNSIGNED_BYTE;
  18139. switch (readType) {
  18140. case gl.UNSIGNED_BYTE:
  18141. if (!buffer) {
  18142. buffer = new Uint8Array(4 * width * height);
  18143. }
  18144. readType = gl.UNSIGNED_BYTE;
  18145. break;
  18146. default:
  18147. if (!buffer) {
  18148. buffer = new Float32Array(4 * width * height);
  18149. }
  18150. readType = gl.FLOAT;
  18151. break;
  18152. }
  18153. gl.readPixels(0, 0, width, height, gl.RGBA, readType, buffer);
  18154. gl.bindFramebuffer(gl.FRAMEBUFFER, this._currentFramebuffer);
  18155. return buffer;
  18156. };
  18157. Engine.prototype._canRenderToFloatFramebuffer = function () {
  18158. if (this._webGLVersion > 1) {
  18159. return this._caps.colorBufferFloat;
  18160. }
  18161. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_FLOAT);
  18162. };
  18163. Engine.prototype._canRenderToHalfFloatFramebuffer = function () {
  18164. if (this._webGLVersion > 1) {
  18165. return this._caps.colorBufferFloat;
  18166. }
  18167. return this._canRenderToFramebuffer(Engine.TEXTURETYPE_HALF_FLOAT);
  18168. };
  18169. // Thank you : http://stackoverflow.com/questions/28827511/webgl-ios-render-to-floating-point-texture
  18170. Engine.prototype._canRenderToFramebuffer = function (type) {
  18171. var gl = this._gl;
  18172. //clear existing errors
  18173. while (gl.getError() !== gl.NO_ERROR) { }
  18174. var successful = true;
  18175. var texture = gl.createTexture();
  18176. gl.bindTexture(gl.TEXTURE_2D, texture);
  18177. gl.texImage2D(gl.TEXTURE_2D, 0, this._getRGBABufferInternalSizedFormat(type), 1, 1, 0, gl.RGBA, this._getWebGLTextureType(type), null);
  18178. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
  18179. gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
  18180. var fb = gl.createFramebuffer();
  18181. gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
  18182. gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
  18183. var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
  18184. successful = successful && (status === gl.FRAMEBUFFER_COMPLETE);
  18185. successful = successful && (gl.getError() === gl.NO_ERROR);
  18186. //try render by clearing frame buffer's color buffer
  18187. if (successful) {
  18188. gl.clear(gl.COLOR_BUFFER_BIT);
  18189. successful = successful && (gl.getError() === gl.NO_ERROR);
  18190. }
  18191. //try reading from frame to ensure render occurs (just creating the FBO is not sufficient to determine if rendering is supported)
  18192. if (successful) {
  18193. //in practice it's sufficient to just read from the backbuffer rather than handle potentially issues reading from the texture
  18194. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18195. var readFormat = gl.RGBA;
  18196. var readType = gl.UNSIGNED_BYTE;
  18197. var buffer = new Uint8Array(4);
  18198. gl.readPixels(0, 0, 1, 1, readFormat, readType, buffer);
  18199. successful = successful && (gl.getError() === gl.NO_ERROR);
  18200. }
  18201. //clean up
  18202. gl.deleteTexture(texture);
  18203. gl.deleteFramebuffer(fb);
  18204. gl.bindFramebuffer(gl.FRAMEBUFFER, null);
  18205. //clear accumulated errors
  18206. while (!successful && (gl.getError() !== gl.NO_ERROR)) { }
  18207. return successful;
  18208. };
  18209. /** @hidden */
  18210. Engine.prototype._getWebGLTextureType = function (type) {
  18211. if (this._webGLVersion === 1) {
  18212. switch (type) {
  18213. case Engine.TEXTURETYPE_FLOAT:
  18214. return this._gl.FLOAT;
  18215. case Engine.TEXTURETYPE_HALF_FLOAT:
  18216. return this._gl.HALF_FLOAT_OES;
  18217. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18218. return this._gl.UNSIGNED_BYTE;
  18219. }
  18220. return this._gl.UNSIGNED_BYTE;
  18221. }
  18222. switch (type) {
  18223. case Engine.TEXTURETYPE_BYTE:
  18224. return this._gl.BYTE;
  18225. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18226. return this._gl.UNSIGNED_BYTE;
  18227. case Engine.TEXTURETYPE_SHORT:
  18228. return this._gl.SHORT;
  18229. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18230. return this._gl.UNSIGNED_SHORT;
  18231. case Engine.TEXTURETYPE_INT:
  18232. return this._gl.INT;
  18233. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18234. return this._gl.UNSIGNED_INT;
  18235. case Engine.TEXTURETYPE_FLOAT:
  18236. return this._gl.FLOAT;
  18237. case Engine.TEXTURETYPE_HALF_FLOAT:
  18238. return this._gl.HALF_FLOAT;
  18239. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18240. return this._gl.UNSIGNED_SHORT_4_4_4_4;
  18241. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18242. return this._gl.UNSIGNED_SHORT_5_5_5_1;
  18243. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18244. return this._gl.UNSIGNED_SHORT_5_6_5;
  18245. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18246. return this._gl.UNSIGNED_INT_2_10_10_10_REV;
  18247. case Engine.TEXTURETYPE_UNSIGNED_INT_24_8:
  18248. return this._gl.UNSIGNED_INT_24_8;
  18249. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18250. return this._gl.UNSIGNED_INT_10F_11F_11F_REV;
  18251. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18252. return this._gl.UNSIGNED_INT_5_9_9_9_REV;
  18253. case Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV:
  18254. return this._gl.FLOAT_32_UNSIGNED_INT_24_8_REV;
  18255. }
  18256. return this._gl.UNSIGNED_BYTE;
  18257. };
  18258. Engine.prototype._getInternalFormat = function (format) {
  18259. var internalFormat = this._gl.RGBA;
  18260. switch (format) {
  18261. case Engine.TEXTUREFORMAT_ALPHA:
  18262. internalFormat = this._gl.ALPHA;
  18263. break;
  18264. case Engine.TEXTUREFORMAT_LUMINANCE:
  18265. internalFormat = this._gl.LUMINANCE;
  18266. break;
  18267. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18268. internalFormat = this._gl.LUMINANCE_ALPHA;
  18269. break;
  18270. case Engine.TEXTUREFORMAT_RED:
  18271. internalFormat = this._gl.RED;
  18272. break;
  18273. case Engine.TEXTUREFORMAT_RG:
  18274. internalFormat = this._gl.RG;
  18275. break;
  18276. case Engine.TEXTUREFORMAT_RGB:
  18277. internalFormat = this._gl.RGB;
  18278. break;
  18279. case Engine.TEXTUREFORMAT_RGBA:
  18280. internalFormat = this._gl.RGBA;
  18281. break;
  18282. }
  18283. if (this._webGLVersion > 1) {
  18284. switch (format) {
  18285. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18286. internalFormat = this._gl.RED_INTEGER;
  18287. break;
  18288. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18289. internalFormat = this._gl.RG_INTEGER;
  18290. break;
  18291. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18292. internalFormat = this._gl.RGB_INTEGER;
  18293. break;
  18294. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18295. internalFormat = this._gl.RGBA_INTEGER;
  18296. break;
  18297. }
  18298. }
  18299. return internalFormat;
  18300. };
  18301. /** @hidden */
  18302. Engine.prototype._getRGBABufferInternalSizedFormat = function (type, format) {
  18303. if (this._webGLVersion === 1) {
  18304. if (format !== undefined) {
  18305. switch (format) {
  18306. case Engine.TEXTUREFORMAT_ALPHA:
  18307. return this._gl.ALPHA;
  18308. case Engine.TEXTUREFORMAT_LUMINANCE:
  18309. return this._gl.LUMINANCE;
  18310. case Engine.TEXTUREFORMAT_LUMINANCE_ALPHA:
  18311. return this._gl.LUMINANCE_ALPHA;
  18312. }
  18313. }
  18314. return this._gl.RGBA;
  18315. }
  18316. switch (type) {
  18317. case Engine.TEXTURETYPE_BYTE:
  18318. switch (format) {
  18319. case Engine.TEXTUREFORMAT_RED:
  18320. return this._gl.R8_SNORM;
  18321. case Engine.TEXTUREFORMAT_RG:
  18322. return this._gl.RG8_SNORM;
  18323. case Engine.TEXTUREFORMAT_RGB:
  18324. return this._gl.RGB8_SNORM;
  18325. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18326. return this._gl.R8I;
  18327. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18328. return this._gl.RG8I;
  18329. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18330. return this._gl.RGB8I;
  18331. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18332. return this._gl.RGBA8I;
  18333. default:
  18334. return this._gl.RGBA8_SNORM;
  18335. }
  18336. case Engine.TEXTURETYPE_UNSIGNED_BYTE:
  18337. switch (format) {
  18338. case Engine.TEXTUREFORMAT_RED:
  18339. return this._gl.R8;
  18340. case Engine.TEXTUREFORMAT_RG:
  18341. return this._gl.RG8;
  18342. case Engine.TEXTUREFORMAT_RGB:
  18343. return this._gl.RGB8; // By default. Other possibilities are RGB565, SRGB8.
  18344. case Engine.TEXTUREFORMAT_RGBA:
  18345. return this._gl.RGBA8; // By default. Other possibilities are RGB5_A1, RGBA4, SRGB8_ALPHA8.
  18346. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18347. return this._gl.R8UI;
  18348. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18349. return this._gl.RG8UI;
  18350. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18351. return this._gl.RGB8UI;
  18352. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18353. return this._gl.RGBA8UI;
  18354. default:
  18355. return this._gl.RGBA8;
  18356. }
  18357. case Engine.TEXTURETYPE_SHORT:
  18358. switch (format) {
  18359. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18360. return this._gl.R16I;
  18361. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18362. return this._gl.RG16I;
  18363. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18364. return this._gl.RGB16I;
  18365. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18366. return this._gl.RGBA16I;
  18367. default:
  18368. return this._gl.RGBA16I;
  18369. }
  18370. case Engine.TEXTURETYPE_UNSIGNED_SHORT:
  18371. switch (format) {
  18372. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18373. return this._gl.R16UI;
  18374. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18375. return this._gl.RG16UI;
  18376. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18377. return this._gl.RGB16UI;
  18378. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18379. return this._gl.RGBA16UI;
  18380. default:
  18381. return this._gl.RGBA16UI;
  18382. }
  18383. case Engine.TEXTURETYPE_INT:
  18384. switch (format) {
  18385. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18386. return this._gl.R32I;
  18387. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18388. return this._gl.RG32I;
  18389. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18390. return this._gl.RGB32I;
  18391. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18392. return this._gl.RGBA32I;
  18393. default:
  18394. return this._gl.RGBA32I;
  18395. }
  18396. case Engine.TEXTURETYPE_UNSIGNED_INTEGER: // Refers to UNSIGNED_INT
  18397. switch (format) {
  18398. case Engine.TEXTUREFORMAT_RED_INTEGER:
  18399. return this._gl.R32UI;
  18400. case Engine.TEXTUREFORMAT_RG_INTEGER:
  18401. return this._gl.RG32UI;
  18402. case Engine.TEXTUREFORMAT_RGB_INTEGER:
  18403. return this._gl.RGB32UI;
  18404. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18405. return this._gl.RGBA32UI;
  18406. default:
  18407. return this._gl.RGBA32UI;
  18408. }
  18409. case Engine.TEXTURETYPE_FLOAT:
  18410. switch (format) {
  18411. case Engine.TEXTUREFORMAT_RED:
  18412. return this._gl.R32F; // By default. Other possibility is R16F.
  18413. case Engine.TEXTUREFORMAT_RG:
  18414. return this._gl.RG32F; // By default. Other possibility is RG16F.
  18415. case Engine.TEXTUREFORMAT_RGB:
  18416. return this._gl.RGB32F; // By default. Other possibilities are RGB16F, R11F_G11F_B10F, RGB9_E5.
  18417. case Engine.TEXTUREFORMAT_RGBA:
  18418. return this._gl.RGBA32F; // By default. Other possibility is RGBA16F.
  18419. default:
  18420. return this._gl.RGBA32F;
  18421. }
  18422. case Engine.TEXTURETYPE_HALF_FLOAT:
  18423. switch (format) {
  18424. case Engine.TEXTUREFORMAT_RED:
  18425. return this._gl.R16F;
  18426. case Engine.TEXTUREFORMAT_RG:
  18427. return this._gl.RG16F;
  18428. case Engine.TEXTUREFORMAT_RGB:
  18429. return this._gl.RGB16F; // By default. Other possibilities are R11F_G11F_B10F, RGB9_E5.
  18430. case Engine.TEXTUREFORMAT_RGBA:
  18431. return this._gl.RGBA16F;
  18432. default:
  18433. return this._gl.RGBA16F;
  18434. }
  18435. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5:
  18436. return this._gl.RGB565;
  18437. case Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV:
  18438. return this._gl.R11F_G11F_B10F;
  18439. case Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV:
  18440. return this._gl.RGB9_E5;
  18441. case Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4:
  18442. return this._gl.RGBA4;
  18443. case Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1:
  18444. return this._gl.RGB5_A1;
  18445. case Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV:
  18446. switch (format) {
  18447. case Engine.TEXTUREFORMAT_RGBA:
  18448. return this._gl.RGB10_A2; // By default. Other possibility is RGB5_A1.
  18449. case Engine.TEXTUREFORMAT_RGBA_INTEGER:
  18450. return this._gl.RGB10_A2UI;
  18451. default:
  18452. return this._gl.RGB10_A2;
  18453. }
  18454. }
  18455. return this._gl.RGBA8;
  18456. };
  18457. /** @hidden */
  18458. Engine.prototype._getRGBAMultiSampleBufferFormat = function (type) {
  18459. if (type === Engine.TEXTURETYPE_FLOAT) {
  18460. return this._gl.RGBA32F;
  18461. }
  18462. else if (type === Engine.TEXTURETYPE_HALF_FLOAT) {
  18463. return this._gl.RGBA16F;
  18464. }
  18465. return this._gl.RGBA8;
  18466. };
  18467. /** @hidden */
  18468. Engine.prototype._loadFile = function (url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError) {
  18469. var _this = this;
  18470. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, offlineProvider, useArrayBuffer, onError);
  18471. this._activeRequests.push(request);
  18472. request.onCompleteObservable.add(function (request) {
  18473. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  18474. });
  18475. return request;
  18476. };
  18477. /** @hidden */
  18478. Engine.prototype._loadFileAsync = function (url, offlineProvider, useArrayBuffer) {
  18479. var _this = this;
  18480. return new Promise(function (resolve, reject) {
  18481. _this._loadFile(url, function (data) {
  18482. resolve(data);
  18483. }, undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  18484. reject(exception);
  18485. });
  18486. });
  18487. };
  18488. Engine.prototype._partialLoadFile = function (url, index, loadedFiles, scene, onfinish, onErrorCallBack) {
  18489. if (onErrorCallBack === void 0) { onErrorCallBack = null; }
  18490. var onload = function (data) {
  18491. loadedFiles[index] = data;
  18492. loadedFiles._internalCount++;
  18493. if (loadedFiles._internalCount === 6) {
  18494. onfinish(loadedFiles);
  18495. }
  18496. };
  18497. var onerror = function (request, exception) {
  18498. if (onErrorCallBack && request) {
  18499. onErrorCallBack(request.status + " " + request.statusText, exception);
  18500. }
  18501. };
  18502. this._loadFile(url, onload, undefined, undefined, true, onerror);
  18503. };
  18504. Engine.prototype._cascadeLoadFiles = function (scene, onfinish, files, onError) {
  18505. if (onError === void 0) { onError = null; }
  18506. var loadedFiles = [];
  18507. loadedFiles._internalCount = 0;
  18508. for (var index = 0; index < 6; index++) {
  18509. this._partialLoadFile(files[index], index, loadedFiles, scene, onfinish, onError);
  18510. }
  18511. };
  18512. // Statics
  18513. /**
  18514. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  18515. * @returns true if the engine can be created
  18516. * @ignorenaming
  18517. */
  18518. Engine.isSupported = function () {
  18519. try {
  18520. var tempcanvas = document.createElement("canvas");
  18521. var gl = tempcanvas.getContext("webgl") || tempcanvas.getContext("experimental-webgl");
  18522. return gl != null && !!window.WebGLRenderingContext;
  18523. }
  18524. catch (e) {
  18525. return false;
  18526. }
  18527. };
  18528. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  18529. Engine.ExceptionList = [
  18530. { key: "Chrome/63.0", capture: "63\\.0\\.3239\\.(\\d+)", captureConstraint: 108, targets: ["uniformBuffer"] },
  18531. { key: "Firefox/58", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18532. { key: "Firefox/59", capture: null, captureConstraint: null, targets: ["uniformBuffer"] },
  18533. { key: "Macintosh", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18534. { key: "iPhone", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] },
  18535. { key: "iPad", capture: null, captureConstraint: null, targets: ["textureBindingOptimization"] }
  18536. ];
  18537. /** Gets the list of created engines */
  18538. Engine.Instances = new Array();
  18539. /**
  18540. * Hidden
  18541. */
  18542. Engine._TextureLoaders = [];
  18543. // Const statics
  18544. /** Defines that alpha blending is disabled */
  18545. Engine.ALPHA_DISABLE = 0;
  18546. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  18547. Engine.ALPHA_ADD = 1;
  18548. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  18549. Engine.ALPHA_COMBINE = 2;
  18550. /** Defines that alpha blending to DEST - SRC * DEST */
  18551. Engine.ALPHA_SUBTRACT = 3;
  18552. /** Defines that alpha blending to SRC * DEST */
  18553. Engine.ALPHA_MULTIPLY = 4;
  18554. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  18555. Engine.ALPHA_MAXIMIZED = 5;
  18556. /** Defines that alpha blending to SRC + DEST */
  18557. Engine.ALPHA_ONEONE = 6;
  18558. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  18559. Engine.ALPHA_PREMULTIPLIED = 7;
  18560. /**
  18561. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  18562. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  18563. */
  18564. Engine.ALPHA_PREMULTIPLIED_PORTERDUFF = 8;
  18565. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  18566. Engine.ALPHA_INTERPOLATE = 9;
  18567. /**
  18568. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  18569. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  18570. */
  18571. Engine.ALPHA_SCREENMODE = 10;
  18572. /** Defines that the ressource is not delayed*/
  18573. Engine.DELAYLOADSTATE_NONE = 0;
  18574. /** Defines that the ressource was successfully delay loaded */
  18575. Engine.DELAYLOADSTATE_LOADED = 1;
  18576. /** Defines that the ressource is currently delay loading */
  18577. Engine.DELAYLOADSTATE_LOADING = 2;
  18578. /** Defines that the ressource is delayed and has not started loading */
  18579. Engine.DELAYLOADSTATE_NOTLOADED = 4;
  18580. // Depht or Stencil test Constants.
  18581. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  18582. Engine.NEVER = 0x0200;
  18583. /** 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 */
  18584. Engine.ALWAYS = 0x0207;
  18585. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  18586. Engine.LESS = 0x0201;
  18587. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  18588. Engine.EQUAL = 0x0202;
  18589. /** 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 */
  18590. Engine.LEQUAL = 0x0203;
  18591. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  18592. Engine.GREATER = 0x0204;
  18593. /** 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 */
  18594. Engine.GEQUAL = 0x0206;
  18595. /** 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 */
  18596. Engine.NOTEQUAL = 0x0205;
  18597. // Stencil Actions Constants.
  18598. /** Passed to stencilOperation to specify that stencil value must be kept */
  18599. Engine.KEEP = 0x1E00;
  18600. /** Passed to stencilOperation to specify that stencil value must be replaced */
  18601. Engine.REPLACE = 0x1E01;
  18602. /** Passed to stencilOperation to specify that stencil value must be incremented */
  18603. Engine.INCR = 0x1E02;
  18604. /** Passed to stencilOperation to specify that stencil value must be decremented */
  18605. Engine.DECR = 0x1E03;
  18606. /** Passed to stencilOperation to specify that stencil value must be inverted */
  18607. Engine.INVERT = 0x150A;
  18608. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  18609. Engine.INCR_WRAP = 0x8507;
  18610. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  18611. Engine.DECR_WRAP = 0x8508;
  18612. /** Texture is not repeating outside of 0..1 UVs */
  18613. Engine.TEXTURE_CLAMP_ADDRESSMODE = 0;
  18614. /** Texture is repeating outside of 0..1 UVs */
  18615. Engine.TEXTURE_WRAP_ADDRESSMODE = 1;
  18616. /** Texture is repeating and mirrored */
  18617. Engine.TEXTURE_MIRROR_ADDRESSMODE = 2;
  18618. /** ALPHA */
  18619. Engine.TEXTUREFORMAT_ALPHA = 0;
  18620. /** LUMINANCE */
  18621. Engine.TEXTUREFORMAT_LUMINANCE = 1;
  18622. /** LUMINANCE_ALPHA */
  18623. Engine.TEXTUREFORMAT_LUMINANCE_ALPHA = 2;
  18624. /** RGB */
  18625. Engine.TEXTUREFORMAT_RGB = 4;
  18626. /** RGBA */
  18627. Engine.TEXTUREFORMAT_RGBA = 5;
  18628. /** RED */
  18629. Engine.TEXTUREFORMAT_RED = 6;
  18630. /** RED (2nd reference) */
  18631. Engine.TEXTUREFORMAT_R = 6;
  18632. /** RG */
  18633. Engine.TEXTUREFORMAT_RG = 7;
  18634. /** RED_INTEGER */
  18635. Engine.TEXTUREFORMAT_RED_INTEGER = 8;
  18636. /** RED_INTEGER (2nd reference) */
  18637. Engine.TEXTUREFORMAT_R_INTEGER = 8;
  18638. /** RG_INTEGER */
  18639. Engine.TEXTUREFORMAT_RG_INTEGER = 9;
  18640. /** RGB_INTEGER */
  18641. Engine.TEXTUREFORMAT_RGB_INTEGER = 10;
  18642. /** RGBA_INTEGER */
  18643. Engine.TEXTUREFORMAT_RGBA_INTEGER = 11;
  18644. /** UNSIGNED_BYTE */
  18645. Engine.TEXTURETYPE_UNSIGNED_BYTE = 0;
  18646. /** UNSIGNED_BYTE (2nd reference) */
  18647. Engine.TEXTURETYPE_UNSIGNED_INT = 0;
  18648. /** FLOAT */
  18649. Engine.TEXTURETYPE_FLOAT = 1;
  18650. /** HALF_FLOAT */
  18651. Engine.TEXTURETYPE_HALF_FLOAT = 2;
  18652. /** BYTE */
  18653. Engine.TEXTURETYPE_BYTE = 3;
  18654. /** SHORT */
  18655. Engine.TEXTURETYPE_SHORT = 4;
  18656. /** UNSIGNED_SHORT */
  18657. Engine.TEXTURETYPE_UNSIGNED_SHORT = 5;
  18658. /** INT */
  18659. Engine.TEXTURETYPE_INT = 6;
  18660. /** UNSIGNED_INT */
  18661. Engine.TEXTURETYPE_UNSIGNED_INTEGER = 7;
  18662. /** UNSIGNED_SHORT_4_4_4_4 */
  18663. Engine.TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 = 8;
  18664. /** UNSIGNED_SHORT_5_5_5_1 */
  18665. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 = 9;
  18666. /** UNSIGNED_SHORT_5_6_5 */
  18667. Engine.TEXTURETYPE_UNSIGNED_SHORT_5_6_5 = 10;
  18668. /** UNSIGNED_INT_2_10_10_10_REV */
  18669. Engine.TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV = 11;
  18670. /** UNSIGNED_INT_24_8 */
  18671. Engine.TEXTURETYPE_UNSIGNED_INT_24_8 = 12;
  18672. /** UNSIGNED_INT_10F_11F_11F_REV */
  18673. Engine.TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV = 13;
  18674. /** UNSIGNED_INT_5_9_9_9_REV */
  18675. Engine.TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV = 14;
  18676. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  18677. Engine.TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV = 15;
  18678. /** nearest is mag = nearest and min = nearest and mip = linear */
  18679. Engine.TEXTURE_NEAREST_SAMPLINGMODE = 1;
  18680. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18681. Engine.TEXTURE_BILINEAR_SAMPLINGMODE = 2;
  18682. /** Trilinear is mag = linear and min = linear and mip = linear */
  18683. Engine.TEXTURE_TRILINEAR_SAMPLINGMODE = 3;
  18684. /** nearest is mag = nearest and min = nearest and mip = linear */
  18685. Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR = 1;
  18686. /** Bilinear is mag = linear and min = linear and mip = nearest */
  18687. Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST = 2;
  18688. /** Trilinear is mag = linear and min = linear and mip = linear */
  18689. Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR = 3;
  18690. /** mag = nearest and min = nearest and mip = nearest */
  18691. Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST = 4;
  18692. /** mag = nearest and min = linear and mip = nearest */
  18693. Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST = 5;
  18694. /** mag = nearest and min = linear and mip = linear */
  18695. Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR = 6;
  18696. /** mag = nearest and min = linear and mip = none */
  18697. Engine.TEXTURE_NEAREST_LINEAR = 7;
  18698. /** mag = nearest and min = nearest and mip = none */
  18699. Engine.TEXTURE_NEAREST_NEAREST = 8;
  18700. /** mag = linear and min = nearest and mip = nearest */
  18701. Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST = 9;
  18702. /** mag = linear and min = nearest and mip = linear */
  18703. Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR = 10;
  18704. /** mag = linear and min = linear and mip = none */
  18705. Engine.TEXTURE_LINEAR_LINEAR = 11;
  18706. /** mag = linear and min = nearest and mip = none */
  18707. Engine.TEXTURE_LINEAR_NEAREST = 12;
  18708. /** Explicit coordinates mode */
  18709. Engine.TEXTURE_EXPLICIT_MODE = 0;
  18710. /** Spherical coordinates mode */
  18711. Engine.TEXTURE_SPHERICAL_MODE = 1;
  18712. /** Planar coordinates mode */
  18713. Engine.TEXTURE_PLANAR_MODE = 2;
  18714. /** Cubic coordinates mode */
  18715. Engine.TEXTURE_CUBIC_MODE = 3;
  18716. /** Projection coordinates mode */
  18717. Engine.TEXTURE_PROJECTION_MODE = 4;
  18718. /** Skybox coordinates mode */
  18719. Engine.TEXTURE_SKYBOX_MODE = 5;
  18720. /** Inverse Cubic coordinates mode */
  18721. Engine.TEXTURE_INVCUBIC_MODE = 6;
  18722. /** Equirectangular coordinates mode */
  18723. Engine.TEXTURE_EQUIRECTANGULAR_MODE = 7;
  18724. /** Equirectangular Fixed coordinates mode */
  18725. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE = 8;
  18726. /** Equirectangular Fixed Mirrored coordinates mode */
  18727. Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE = 9;
  18728. // Texture rescaling mode
  18729. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  18730. Engine.SCALEMODE_FLOOR = 1;
  18731. /** Defines that texture rescaling will look for the nearest power of 2 size */
  18732. Engine.SCALEMODE_NEAREST = 2;
  18733. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  18734. Engine.SCALEMODE_CEILING = 3;
  18735. // Updatable statics so stick with vars here
  18736. /**
  18737. * Gets or sets the epsilon value used by collision engine
  18738. */
  18739. Engine.CollisionsEpsilon = 0.001;
  18740. /**
  18741. * Gets or sets the relative url used to load code if using the engine in non-minified mode
  18742. */
  18743. Engine.CodeRepository = "src/";
  18744. /**
  18745. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  18746. */
  18747. Engine.ShadersRepository = "src/Shaders/";
  18748. return Engine;
  18749. }());
  18750. BABYLON.Engine = Engine;
  18751. })(BABYLON || (BABYLON = {}));
  18752. //# sourceMappingURL=babylon.engine.js.map
  18753. var BABYLON;
  18754. (function (BABYLON) {
  18755. /**
  18756. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  18757. */
  18758. var Node = /** @class */ (function () {
  18759. /**
  18760. * Creates a new Node
  18761. * @param name the name and id to be given to this node
  18762. * @param scene the scene this node will be added to
  18763. * @param addToRootNodes the node will be added to scene.rootNodes
  18764. */
  18765. function Node(name, scene, addToRootNodes) {
  18766. if (scene === void 0) { scene = null; }
  18767. if (addToRootNodes === void 0) { addToRootNodes = true; }
  18768. /**
  18769. * Gets or sets a string used to store user defined state for the node
  18770. */
  18771. this.state = "";
  18772. /**
  18773. * Gets or sets an object used to store user defined information for the node
  18774. */
  18775. this.metadata = null;
  18776. /**
  18777. * For internal use only. Please do not use.
  18778. */
  18779. this.reservedDataStore = null;
  18780. /**
  18781. * Gets or sets a boolean used to define if the node must be serialized
  18782. */
  18783. this.doNotSerialize = false;
  18784. /** @hidden */
  18785. this._isDisposed = false;
  18786. /**
  18787. * Gets a list of Animations associated with the node
  18788. */
  18789. this.animations = new Array();
  18790. this._ranges = {};
  18791. this._isEnabled = true;
  18792. this._isParentEnabled = true;
  18793. this._isReady = true;
  18794. /** @hidden */
  18795. this._currentRenderId = -1;
  18796. this._parentRenderId = -1;
  18797. this._childRenderId = -1;
  18798. /** @hidden */
  18799. this._worldMatrix = BABYLON.Matrix.Identity();
  18800. /** @hidden */
  18801. this._worldMatrixDeterminant = 0;
  18802. /** @hidden */
  18803. this._sceneRootNodesIndex = -1;
  18804. this._animationPropertiesOverride = null;
  18805. /**
  18806. * An event triggered when the mesh is disposed
  18807. */
  18808. this.onDisposeObservable = new BABYLON.Observable();
  18809. // Behaviors
  18810. this._behaviors = new Array();
  18811. this.name = name;
  18812. this.id = name;
  18813. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  18814. this.uniqueId = this._scene.getUniqueId();
  18815. this._initCache();
  18816. if (addToRootNodes) {
  18817. this.addToSceneRootNodes();
  18818. }
  18819. }
  18820. /**
  18821. * Add a new node constructor
  18822. * @param type defines the type name of the node to construct
  18823. * @param constructorFunc defines the constructor function
  18824. */
  18825. Node.AddNodeConstructor = function (type, constructorFunc) {
  18826. this._NodeConstructors[type] = constructorFunc;
  18827. };
  18828. /**
  18829. * Returns a node constructor based on type name
  18830. * @param type defines the type name
  18831. * @param name defines the new node name
  18832. * @param scene defines the hosting scene
  18833. * @param options defines optional options to transmit to constructors
  18834. * @returns the new constructor or null
  18835. */
  18836. Node.Construct = function (type, name, scene, options) {
  18837. var constructorFunc = this._NodeConstructors[type];
  18838. if (!constructorFunc) {
  18839. return null;
  18840. }
  18841. return constructorFunc(name, scene, options);
  18842. };
  18843. /**
  18844. * Gets a boolean indicating if the node has been disposed
  18845. * @returns true if the node was disposed
  18846. */
  18847. Node.prototype.isDisposed = function () {
  18848. return this._isDisposed;
  18849. };
  18850. Object.defineProperty(Node.prototype, "parent", {
  18851. get: function () {
  18852. return this._parentNode;
  18853. },
  18854. /**
  18855. * Gets or sets the parent of the node
  18856. */
  18857. set: function (parent) {
  18858. if (this._parentNode === parent) {
  18859. return;
  18860. }
  18861. var previousParentNode = this._parentNode;
  18862. // Remove self from list of children of parent
  18863. if (this._parentNode && this._parentNode._children !== undefined && this._parentNode._children !== null) {
  18864. var index = this._parentNode._children.indexOf(this);
  18865. if (index !== -1) {
  18866. this._parentNode._children.splice(index, 1);
  18867. }
  18868. if (!parent && !this._isDisposed) {
  18869. this.addToSceneRootNodes();
  18870. }
  18871. }
  18872. // Store new parent
  18873. this._parentNode = parent;
  18874. // Add as child to new parent
  18875. if (this._parentNode) {
  18876. if (this._parentNode._children === undefined || this._parentNode._children === null) {
  18877. this._parentNode._children = new Array();
  18878. }
  18879. this._parentNode._children.push(this);
  18880. if (!previousParentNode) {
  18881. this.removeFromSceneRootNodes();
  18882. }
  18883. }
  18884. // Enabled state
  18885. this._syncParentEnabledState();
  18886. },
  18887. enumerable: true,
  18888. configurable: true
  18889. });
  18890. Node.prototype.addToSceneRootNodes = function () {
  18891. if (this._sceneRootNodesIndex === -1) {
  18892. this._sceneRootNodesIndex = this._scene.rootNodes.length;
  18893. this._scene.rootNodes.push(this);
  18894. }
  18895. };
  18896. Node.prototype.removeFromSceneRootNodes = function () {
  18897. if (this._sceneRootNodesIndex !== -1) {
  18898. var rootNodes = this._scene.rootNodes;
  18899. var lastIdx = rootNodes.length - 1;
  18900. rootNodes[this._sceneRootNodesIndex] = rootNodes[lastIdx];
  18901. rootNodes[this._sceneRootNodesIndex]._sceneRootNodesIndex = this._sceneRootNodesIndex;
  18902. this._scene.rootNodes.pop();
  18903. this._sceneRootNodesIndex = -1;
  18904. }
  18905. };
  18906. Object.defineProperty(Node.prototype, "animationPropertiesOverride", {
  18907. /**
  18908. * Gets or sets the animation properties override
  18909. */
  18910. get: function () {
  18911. if (!this._animationPropertiesOverride) {
  18912. return this._scene.animationPropertiesOverride;
  18913. }
  18914. return this._animationPropertiesOverride;
  18915. },
  18916. set: function (value) {
  18917. this._animationPropertiesOverride = value;
  18918. },
  18919. enumerable: true,
  18920. configurable: true
  18921. });
  18922. /**
  18923. * Gets a string idenfifying the name of the class
  18924. * @returns "Node" string
  18925. */
  18926. Node.prototype.getClassName = function () {
  18927. return "Node";
  18928. };
  18929. Object.defineProperty(Node.prototype, "onDispose", {
  18930. /**
  18931. * Sets a callback that will be raised when the node will be disposed
  18932. */
  18933. set: function (callback) {
  18934. if (this._onDisposeObserver) {
  18935. this.onDisposeObservable.remove(this._onDisposeObserver);
  18936. }
  18937. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  18938. },
  18939. enumerable: true,
  18940. configurable: true
  18941. });
  18942. /**
  18943. * Gets the scene of the node
  18944. * @returns a scene
  18945. */
  18946. Node.prototype.getScene = function () {
  18947. return this._scene;
  18948. };
  18949. /**
  18950. * Gets the engine of the node
  18951. * @returns a Engine
  18952. */
  18953. Node.prototype.getEngine = function () {
  18954. return this._scene.getEngine();
  18955. };
  18956. /**
  18957. * Attach a behavior to the node
  18958. * @see http://doc.babylonjs.com/features/behaviour
  18959. * @param behavior defines the behavior to attach
  18960. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  18961. * @returns the current Node
  18962. */
  18963. Node.prototype.addBehavior = function (behavior, attachImmediately) {
  18964. var _this = this;
  18965. if (attachImmediately === void 0) { attachImmediately = false; }
  18966. var index = this._behaviors.indexOf(behavior);
  18967. if (index !== -1) {
  18968. return this;
  18969. }
  18970. behavior.init();
  18971. if (this._scene.isLoading && !attachImmediately) {
  18972. // We defer the attach when the scene will be loaded
  18973. this._scene.onDataLoadedObservable.addOnce(function () {
  18974. behavior.attach(_this);
  18975. });
  18976. }
  18977. else {
  18978. behavior.attach(this);
  18979. }
  18980. this._behaviors.push(behavior);
  18981. return this;
  18982. };
  18983. /**
  18984. * Remove an attached behavior
  18985. * @see http://doc.babylonjs.com/features/behaviour
  18986. * @param behavior defines the behavior to attach
  18987. * @returns the current Node
  18988. */
  18989. Node.prototype.removeBehavior = function (behavior) {
  18990. var index = this._behaviors.indexOf(behavior);
  18991. if (index === -1) {
  18992. return this;
  18993. }
  18994. this._behaviors[index].detach();
  18995. this._behaviors.splice(index, 1);
  18996. return this;
  18997. };
  18998. Object.defineProperty(Node.prototype, "behaviors", {
  18999. /**
  19000. * Gets the list of attached behaviors
  19001. * @see http://doc.babylonjs.com/features/behaviour
  19002. */
  19003. get: function () {
  19004. return this._behaviors;
  19005. },
  19006. enumerable: true,
  19007. configurable: true
  19008. });
  19009. /**
  19010. * Gets an attached behavior by name
  19011. * @param name defines the name of the behavior to look for
  19012. * @see http://doc.babylonjs.com/features/behaviour
  19013. * @returns null if behavior was not found else the requested behavior
  19014. */
  19015. Node.prototype.getBehaviorByName = function (name) {
  19016. for (var _i = 0, _a = this._behaviors; _i < _a.length; _i++) {
  19017. var behavior = _a[_i];
  19018. if (behavior.name === name) {
  19019. return behavior;
  19020. }
  19021. }
  19022. return null;
  19023. };
  19024. /**
  19025. * Returns the latest update of the World matrix
  19026. * @returns a Matrix
  19027. */
  19028. Node.prototype.getWorldMatrix = function () {
  19029. if (this._currentRenderId !== this._scene.getRenderId()) {
  19030. this.computeWorldMatrix();
  19031. }
  19032. return this._worldMatrix;
  19033. };
  19034. /** @hidden */
  19035. Node.prototype._getWorldMatrixDeterminant = function () {
  19036. return this._worldMatrixDeterminant;
  19037. };
  19038. Object.defineProperty(Node.prototype, "worldMatrixFromCache", {
  19039. /**
  19040. * Returns directly the latest state of the mesh World matrix.
  19041. * A Matrix is returned.
  19042. */
  19043. get: function () {
  19044. return this._worldMatrix;
  19045. },
  19046. enumerable: true,
  19047. configurable: true
  19048. });
  19049. // override it in derived class if you add new variables to the cache
  19050. // and call the parent class method
  19051. /** @hidden */
  19052. Node.prototype._initCache = function () {
  19053. this._cache = {};
  19054. this._cache.parent = undefined;
  19055. };
  19056. /** @hidden */
  19057. Node.prototype.updateCache = function (force) {
  19058. if (!force && this.isSynchronized()) {
  19059. return;
  19060. }
  19061. this._cache.parent = this.parent;
  19062. this._updateCache();
  19063. };
  19064. // override it in derived class if you add new variables to the cache
  19065. // and call the parent class method if !ignoreParentClass
  19066. /** @hidden */
  19067. Node.prototype._updateCache = function (ignoreParentClass) {
  19068. };
  19069. // override it in derived class if you add new variables to the cache
  19070. /** @hidden */
  19071. Node.prototype._isSynchronized = function () {
  19072. return true;
  19073. };
  19074. /** @hidden */
  19075. Node.prototype._markSyncedWithParent = function () {
  19076. if (this._parentNode) {
  19077. this._parentRenderId = this._parentNode._childRenderId;
  19078. }
  19079. };
  19080. /** @hidden */
  19081. Node.prototype.isSynchronizedWithParent = function () {
  19082. if (!this._parentNode) {
  19083. return true;
  19084. }
  19085. if (this._parentRenderId !== this._parentNode._childRenderId) {
  19086. return false;
  19087. }
  19088. return this._parentNode.isSynchronized();
  19089. };
  19090. /** @hidden */
  19091. Node.prototype.isSynchronized = function () {
  19092. if (this._cache.parent != this._parentNode) {
  19093. this._cache.parent = this._parentNode;
  19094. return false;
  19095. }
  19096. if (this._parentNode && !this.isSynchronizedWithParent()) {
  19097. return false;
  19098. }
  19099. return this._isSynchronized();
  19100. };
  19101. /**
  19102. * Is this node ready to be used/rendered
  19103. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19104. * @return true if the node is ready
  19105. */
  19106. Node.prototype.isReady = function (completeCheck) {
  19107. if (completeCheck === void 0) { completeCheck = false; }
  19108. return this._isReady;
  19109. };
  19110. /**
  19111. * Is this node enabled?
  19112. * 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
  19113. * @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
  19114. * @return whether this node (and its parent) is enabled
  19115. */
  19116. Node.prototype.isEnabled = function (checkAncestors) {
  19117. if (checkAncestors === void 0) { checkAncestors = true; }
  19118. if (checkAncestors === false) {
  19119. return this._isEnabled;
  19120. }
  19121. if (!this._isEnabled) {
  19122. return false;
  19123. }
  19124. return this._isParentEnabled;
  19125. };
  19126. /** @hidden */
  19127. Node.prototype._syncParentEnabledState = function () {
  19128. this._isParentEnabled = this._parentNode ? this._parentNode.isEnabled() : true;
  19129. if (this._children) {
  19130. this._children.forEach(function (c) {
  19131. c._syncParentEnabledState(); // Force children to update accordingly
  19132. });
  19133. }
  19134. };
  19135. /**
  19136. * Set the enabled state of this node
  19137. * @param value defines the new enabled state
  19138. */
  19139. Node.prototype.setEnabled = function (value) {
  19140. this._isEnabled = value;
  19141. this._syncParentEnabledState();
  19142. };
  19143. /**
  19144. * Is this node a descendant of the given node?
  19145. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  19146. * @param ancestor defines the parent node to inspect
  19147. * @returns a boolean indicating if this node is a descendant of the given node
  19148. */
  19149. Node.prototype.isDescendantOf = function (ancestor) {
  19150. if (this.parent) {
  19151. if (this.parent === ancestor) {
  19152. return true;
  19153. }
  19154. return this.parent.isDescendantOf(ancestor);
  19155. }
  19156. return false;
  19157. };
  19158. /** @hidden */
  19159. Node.prototype._getDescendants = function (results, directDescendantsOnly, predicate) {
  19160. if (directDescendantsOnly === void 0) { directDescendantsOnly = false; }
  19161. if (!this._children) {
  19162. return;
  19163. }
  19164. for (var index = 0; index < this._children.length; index++) {
  19165. var item = this._children[index];
  19166. if (!predicate || predicate(item)) {
  19167. results.push(item);
  19168. }
  19169. if (!directDescendantsOnly) {
  19170. item._getDescendants(results, false, predicate);
  19171. }
  19172. }
  19173. };
  19174. /**
  19175. * Will return all nodes that have this node as ascendant
  19176. * @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
  19177. * @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
  19178. * @return all children nodes of all types
  19179. */
  19180. Node.prototype.getDescendants = function (directDescendantsOnly, predicate) {
  19181. var results = new Array();
  19182. this._getDescendants(results, directDescendantsOnly, predicate);
  19183. return results;
  19184. };
  19185. /**
  19186. * Get all child-meshes of this node
  19187. * @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
  19188. * @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
  19189. * @returns an array of AbstractMesh
  19190. */
  19191. Node.prototype.getChildMeshes = function (directDescendantsOnly, predicate) {
  19192. var results = [];
  19193. this._getDescendants(results, directDescendantsOnly, function (node) {
  19194. return ((!predicate || predicate(node)) && (node instanceof BABYLON.AbstractMesh));
  19195. });
  19196. return results;
  19197. };
  19198. /**
  19199. * Get all child-transformNodes of this node
  19200. * @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
  19201. * @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
  19202. * @returns an array of TransformNode
  19203. */
  19204. Node.prototype.getChildTransformNodes = function (directDescendantsOnly, predicate) {
  19205. var results = [];
  19206. this._getDescendants(results, directDescendantsOnly, function (node) {
  19207. return ((!predicate || predicate(node)) && (node instanceof BABYLON.TransformNode));
  19208. });
  19209. return results;
  19210. };
  19211. /**
  19212. * Get all direct children of this node
  19213. * @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
  19214. * @param directDescendantsOnly defines if true only direct descendants of 'this' will be considered, if false direct and also indirect (children of children, an so on in a recursive manner) descendants of 'this' will be considered (Default: true)
  19215. * @returns an array of Node
  19216. */
  19217. Node.prototype.getChildren = function (predicate, directDescendantsOnly) {
  19218. if (directDescendantsOnly === void 0) { directDescendantsOnly = true; }
  19219. return this.getDescendants(directDescendantsOnly, predicate);
  19220. };
  19221. /** @hidden */
  19222. Node.prototype._setReady = function (state) {
  19223. if (state === this._isReady) {
  19224. return;
  19225. }
  19226. if (!state) {
  19227. this._isReady = false;
  19228. return;
  19229. }
  19230. if (this.onReady) {
  19231. this.onReady(this);
  19232. }
  19233. this._isReady = true;
  19234. };
  19235. /**
  19236. * Get an animation by name
  19237. * @param name defines the name of the animation to look for
  19238. * @returns null if not found else the requested animation
  19239. */
  19240. Node.prototype.getAnimationByName = function (name) {
  19241. for (var i = 0; i < this.animations.length; i++) {
  19242. var animation = this.animations[i];
  19243. if (animation.name === name) {
  19244. return animation;
  19245. }
  19246. }
  19247. return null;
  19248. };
  19249. /**
  19250. * Creates an animation range for this node
  19251. * @param name defines the name of the range
  19252. * @param from defines the starting key
  19253. * @param to defines the end key
  19254. */
  19255. Node.prototype.createAnimationRange = function (name, from, to) {
  19256. // check name not already in use
  19257. if (!this._ranges[name]) {
  19258. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  19259. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19260. if (this.animations[i]) {
  19261. this.animations[i].createRange(name, from, to);
  19262. }
  19263. }
  19264. }
  19265. };
  19266. /**
  19267. * Delete a specific animation range
  19268. * @param name defines the name of the range to delete
  19269. * @param deleteFrames defines if animation frames from the range must be deleted as well
  19270. */
  19271. Node.prototype.deleteAnimationRange = function (name, deleteFrames) {
  19272. if (deleteFrames === void 0) { deleteFrames = true; }
  19273. for (var i = 0, nAnimations = this.animations.length; i < nAnimations; i++) {
  19274. if (this.animations[i]) {
  19275. this.animations[i].deleteRange(name, deleteFrames);
  19276. }
  19277. }
  19278. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  19279. };
  19280. /**
  19281. * Get an animation range by name
  19282. * @param name defines the name of the animation range to look for
  19283. * @returns null if not found else the requested animation range
  19284. */
  19285. Node.prototype.getAnimationRange = function (name) {
  19286. return this._ranges[name];
  19287. };
  19288. /**
  19289. * Will start the animation sequence
  19290. * @param name defines the range frames for animation sequence
  19291. * @param loop defines if the animation should loop (false by default)
  19292. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  19293. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  19294. * @returns the object created for this animation. If range does not exist, it will return null
  19295. */
  19296. Node.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  19297. var range = this.getAnimationRange(name);
  19298. if (!range) {
  19299. return null;
  19300. }
  19301. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  19302. };
  19303. /**
  19304. * Serialize animation ranges into a JSON compatible object
  19305. * @returns serialization object
  19306. */
  19307. Node.prototype.serializeAnimationRanges = function () {
  19308. var serializationRanges = [];
  19309. for (var name in this._ranges) {
  19310. var localRange = this._ranges[name];
  19311. if (!localRange) {
  19312. continue;
  19313. }
  19314. var range = {};
  19315. range.name = name;
  19316. range.from = localRange.from;
  19317. range.to = localRange.to;
  19318. serializationRanges.push(range);
  19319. }
  19320. return serializationRanges;
  19321. };
  19322. /**
  19323. * Computes the world matrix of the node
  19324. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  19325. * @returns the world matrix
  19326. */
  19327. Node.prototype.computeWorldMatrix = function (force) {
  19328. if (!this._worldMatrix) {
  19329. this._worldMatrix = BABYLON.Matrix.Identity();
  19330. }
  19331. return this._worldMatrix;
  19332. };
  19333. /**
  19334. * Releases resources associated with this node.
  19335. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  19336. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  19337. */
  19338. Node.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  19339. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  19340. this._isDisposed = true;
  19341. if (!doNotRecurse) {
  19342. var nodes = this.getDescendants(true);
  19343. for (var _i = 0, nodes_1 = nodes; _i < nodes_1.length; _i++) {
  19344. var node = nodes_1[_i];
  19345. node.dispose(doNotRecurse, disposeMaterialAndTextures);
  19346. }
  19347. }
  19348. else {
  19349. var transformNodes = this.getChildTransformNodes(true);
  19350. for (var _a = 0, transformNodes_1 = transformNodes; _a < transformNodes_1.length; _a++) {
  19351. var transformNode = transformNodes_1[_a];
  19352. transformNode.parent = null;
  19353. transformNode.computeWorldMatrix(true);
  19354. }
  19355. }
  19356. if (!this.parent) {
  19357. this.removeFromSceneRootNodes();
  19358. }
  19359. else {
  19360. this.parent = null;
  19361. }
  19362. // Callback
  19363. this.onDisposeObservable.notifyObservers(this);
  19364. this.onDisposeObservable.clear();
  19365. // Behaviors
  19366. for (var _b = 0, _c = this._behaviors; _b < _c.length; _b++) {
  19367. var behavior = _c[_b];
  19368. behavior.detach();
  19369. }
  19370. this._behaviors = [];
  19371. };
  19372. /**
  19373. * Parse animation range data from a serialization object and store them into a given node
  19374. * @param node defines where to store the animation ranges
  19375. * @param parsedNode defines the serialization object to read data from
  19376. * @param scene defines the hosting scene
  19377. */
  19378. Node.ParseAnimationRanges = function (node, parsedNode, scene) {
  19379. if (parsedNode.ranges) {
  19380. for (var index = 0; index < parsedNode.ranges.length; index++) {
  19381. var data = parsedNode.ranges[index];
  19382. node.createAnimationRange(data.name, data.from, data.to);
  19383. }
  19384. }
  19385. };
  19386. Node._NodeConstructors = {};
  19387. __decorate([
  19388. BABYLON.serialize()
  19389. ], Node.prototype, "name", void 0);
  19390. __decorate([
  19391. BABYLON.serialize()
  19392. ], Node.prototype, "id", void 0);
  19393. __decorate([
  19394. BABYLON.serialize()
  19395. ], Node.prototype, "uniqueId", void 0);
  19396. __decorate([
  19397. BABYLON.serialize()
  19398. ], Node.prototype, "state", void 0);
  19399. __decorate([
  19400. BABYLON.serialize()
  19401. ], Node.prototype, "metadata", void 0);
  19402. return Node;
  19403. }());
  19404. BABYLON.Node = Node;
  19405. })(BABYLON || (BABYLON = {}));
  19406. //# sourceMappingURL=babylon.node.js.map
  19407. var BABYLON;
  19408. (function (BABYLON) {
  19409. /**
  19410. * Class used to store bounding sphere information
  19411. */
  19412. var BoundingSphere = /** @class */ (function () {
  19413. /**
  19414. * Creates a new bounding sphere
  19415. * @param min defines the minimum vector (in local space)
  19416. * @param max defines the maximum vector (in local space)
  19417. * @param worldMatrix defines the new world matrix
  19418. */
  19419. function BoundingSphere(min, max, worldMatrix) {
  19420. /**
  19421. * Gets the center of the bounding sphere in local space
  19422. */
  19423. this.center = BABYLON.Vector3.Zero();
  19424. /**
  19425. * Gets the center of the bounding sphere in world space
  19426. */
  19427. this.centerWorld = BABYLON.Vector3.Zero();
  19428. /**
  19429. * Gets the minimum vector in local space
  19430. */
  19431. this.minimum = BABYLON.Vector3.Zero();
  19432. /**
  19433. * Gets the maximum vector in local space
  19434. */
  19435. this.maximum = BABYLON.Vector3.Zero();
  19436. this.reConstruct(min, max, worldMatrix);
  19437. }
  19438. /**
  19439. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  19440. * @param min defines the new minimum vector (in local space)
  19441. * @param max defines the new maximum vector (in local space)
  19442. * @param worldMatrix defines the new world matrix
  19443. */
  19444. BoundingSphere.prototype.reConstruct = function (min, max, worldMatrix) {
  19445. this.minimum.copyFrom(min);
  19446. this.maximum.copyFrom(max);
  19447. var distance = BABYLON.Vector3.Distance(min, max);
  19448. max.addToRef(min, this.center).scaleInPlace(0.5);
  19449. this.radius = distance * 0.5;
  19450. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19451. };
  19452. /**
  19453. * Scale the current bounding sphere by applying a scale factor
  19454. * @param factor defines the scale factor to apply
  19455. * @returns the current bounding box
  19456. */
  19457. BoundingSphere.prototype.scale = function (factor) {
  19458. var newRadius = this.radius * factor;
  19459. var tmpVectors = BoundingSphere.TmpVector3;
  19460. var tempRadiusVector = tmpVectors[0].setAll(newRadius);
  19461. var min = this.center.subtractToRef(tempRadiusVector, tmpVectors[1]);
  19462. var max = this.center.addToRef(tempRadiusVector, tmpVectors[2]);
  19463. this.reConstruct(min, max, this._worldMatrix);
  19464. return this;
  19465. };
  19466. /**
  19467. * Gets the world matrix of the bounding box
  19468. * @returns a matrix
  19469. */
  19470. BoundingSphere.prototype.getWorldMatrix = function () {
  19471. return this._worldMatrix;
  19472. };
  19473. // Methods
  19474. /** @hidden */
  19475. BoundingSphere.prototype._update = function (worldMatrix) {
  19476. if (!worldMatrix.isIdentity()) {
  19477. BABYLON.Vector3.TransformCoordinatesToRef(this.center, worldMatrix, this.centerWorld);
  19478. var tempVector = BoundingSphere.TmpVector3[0];
  19479. BABYLON.Vector3.TransformNormalFromFloatsToRef(1.0, 1.0, 1.0, worldMatrix, tempVector);
  19480. this.radiusWorld = Math.max(Math.abs(tempVector.x), Math.abs(tempVector.y), Math.abs(tempVector.z)) * this.radius;
  19481. }
  19482. else {
  19483. this.centerWorld.copyFrom(this.center);
  19484. this.radiusWorld = this.radius;
  19485. }
  19486. };
  19487. /**
  19488. * Tests if the bounding sphere is intersecting the frustum planes
  19489. * @param frustumPlanes defines the frustum planes to test
  19490. * @returns true if there is an intersection
  19491. */
  19492. BoundingSphere.prototype.isInFrustum = function (frustumPlanes) {
  19493. for (var i = 0; i < 6; i++) {
  19494. if (frustumPlanes[i].dotCoordinate(this.centerWorld) <= -this.radiusWorld) {
  19495. return false;
  19496. }
  19497. }
  19498. return true;
  19499. };
  19500. /**
  19501. * Tests if a point is inside the bounding sphere
  19502. * @param point defines the point to test
  19503. * @returns true if the point is inside the bounding sphere
  19504. */
  19505. BoundingSphere.prototype.intersectsPoint = function (point) {
  19506. var squareDistance = BABYLON.Vector3.DistanceSquared(this.centerWorld, point);
  19507. if (this.radiusWorld * this.radiusWorld < squareDistance) {
  19508. return false;
  19509. }
  19510. return true;
  19511. };
  19512. // Statics
  19513. /**
  19514. * Checks if two sphere intersct
  19515. * @param sphere0 sphere 0
  19516. * @param sphere1 sphere 1
  19517. * @returns true if the speres intersect
  19518. */
  19519. BoundingSphere.Intersects = function (sphere0, sphere1) {
  19520. var squareDistance = BABYLON.Vector3.DistanceSquared(sphere0.centerWorld, sphere1.centerWorld);
  19521. var radiusSum = sphere0.radiusWorld + sphere1.radiusWorld;
  19522. if (radiusSum * radiusSum < squareDistance) {
  19523. return false;
  19524. }
  19525. return true;
  19526. };
  19527. BoundingSphere.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19528. return BoundingSphere;
  19529. }());
  19530. BABYLON.BoundingSphere = BoundingSphere;
  19531. })(BABYLON || (BABYLON = {}));
  19532. //# sourceMappingURL=babylon.boundingSphere.js.map
  19533. var BABYLON;
  19534. (function (BABYLON) {
  19535. /**
  19536. * Class used to store bounding box information
  19537. */
  19538. var BoundingBox = /** @class */ (function () {
  19539. /**
  19540. * Creates a new bounding box
  19541. * @param min defines the minimum vector (in local space)
  19542. * @param max defines the maximum vector (in local space)
  19543. * @param worldMatrix defines the new world matrix
  19544. */
  19545. function BoundingBox(min, max, worldMatrix) {
  19546. /**
  19547. * Gets the 8 vectors representing the bounding box in local space
  19548. */
  19549. this.vectors = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19550. /**
  19551. * Gets the center of the bounding box in local space
  19552. */
  19553. this.center = BABYLON.Vector3.Zero();
  19554. /**
  19555. * Gets the center of the bounding box in world space
  19556. */
  19557. this.centerWorld = BABYLON.Vector3.Zero();
  19558. /**
  19559. * Gets the extend size in local space
  19560. */
  19561. this.extendSize = BABYLON.Vector3.Zero();
  19562. /**
  19563. * Gets the extend size in world space
  19564. */
  19565. this.extendSizeWorld = BABYLON.Vector3.Zero();
  19566. /**
  19567. * Gets the OBB (object bounding box) directions
  19568. */
  19569. this.directions = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19570. /**
  19571. * Gets the 8 vectors representing the bounding box in world space
  19572. */
  19573. this.vectorsWorld = BABYLON.Tools.BuildArray(8, BABYLON.Vector3.Zero);
  19574. /**
  19575. * Gets the minimum vector in world space
  19576. */
  19577. this.minimumWorld = BABYLON.Vector3.Zero();
  19578. /**
  19579. * Gets the maximum vector in world space
  19580. */
  19581. this.maximumWorld = BABYLON.Vector3.Zero();
  19582. /**
  19583. * Gets the minimum vector in local space
  19584. */
  19585. this.minimum = BABYLON.Vector3.Zero();
  19586. /**
  19587. * Gets the maximum vector in local space
  19588. */
  19589. this.maximum = BABYLON.Vector3.Zero();
  19590. this.reConstruct(min, max, worldMatrix);
  19591. }
  19592. // Methods
  19593. /**
  19594. * Recreates the entire bounding box from scratch as if we call the constructor in place
  19595. * @param min defines the new minimum vector (in local space)
  19596. * @param max defines the new maximum vector (in local space)
  19597. * @param worldMatrix defines the new world matrix
  19598. */
  19599. BoundingBox.prototype.reConstruct = function (min, max, worldMatrix) {
  19600. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19601. var vectors = this.vectors;
  19602. this.minimum.copyFromFloats(minX, minY, minZ);
  19603. this.maximum.copyFromFloats(maxX, maxY, maxZ);
  19604. vectors[0].copyFromFloats(minX, minY, minZ);
  19605. vectors[1].copyFromFloats(maxX, maxY, maxZ);
  19606. vectors[2].copyFromFloats(maxX, minY, minZ);
  19607. vectors[3].copyFromFloats(minX, maxY, minZ);
  19608. vectors[4].copyFromFloats(minX, minY, maxZ);
  19609. vectors[5].copyFromFloats(maxX, maxY, minZ);
  19610. vectors[6].copyFromFloats(minX, maxY, maxZ);
  19611. vectors[7].copyFromFloats(maxX, minY, maxZ);
  19612. // OBB
  19613. max.addToRef(min, this.center).scaleInPlace(0.5);
  19614. max.subtractToRef(min, this.extendSize).scaleInPlace(0.5);
  19615. this._update(worldMatrix || BABYLON.Matrix.IdentityReadOnly);
  19616. };
  19617. /**
  19618. * Scale the current bounding box by applying a scale factor
  19619. * @param factor defines the scale factor to apply
  19620. * @returns the current bounding box
  19621. */
  19622. BoundingBox.prototype.scale = function (factor) {
  19623. var tmpVectors = BoundingBox.TmpVector3;
  19624. var diff = this.maximum.subtractToRef(this.minimum, tmpVectors[0]);
  19625. var len = diff.length();
  19626. diff.normalizeFromLength(len);
  19627. var distance = len * factor;
  19628. var newRadius = diff.scaleInPlace(distance * 0.5);
  19629. var min = this.center.subtractToRef(newRadius, tmpVectors[1]);
  19630. var max = this.center.addToRef(newRadius, tmpVectors[2]);
  19631. this.reConstruct(min, max, this._worldMatrix);
  19632. return this;
  19633. };
  19634. /**
  19635. * Gets the world matrix of the bounding box
  19636. * @returns a matrix
  19637. */
  19638. BoundingBox.prototype.getWorldMatrix = function () {
  19639. return this._worldMatrix;
  19640. };
  19641. /** @hidden */
  19642. BoundingBox.prototype._update = function (world) {
  19643. var minWorld = this.minimumWorld;
  19644. var maxWorld = this.maximumWorld;
  19645. var directions = this.directions;
  19646. var vectorsWorld = this.vectorsWorld;
  19647. var vectors = this.vectors;
  19648. if (!world.isIdentity()) {
  19649. minWorld.setAll(Number.MAX_VALUE);
  19650. maxWorld.setAll(-Number.MAX_VALUE);
  19651. for (var index = 0; index < 8; ++index) {
  19652. var v = vectorsWorld[index];
  19653. BABYLON.Vector3.TransformCoordinatesToRef(vectors[index], world, v);
  19654. minWorld.minimizeInPlace(v);
  19655. maxWorld.maximizeInPlace(v);
  19656. }
  19657. // Extend
  19658. maxWorld.subtractToRef(minWorld, this.extendSizeWorld).scaleInPlace(0.5);
  19659. maxWorld.addToRef(minWorld, this.centerWorld).scaleInPlace(0.5);
  19660. }
  19661. else {
  19662. minWorld.copyFrom(this.minimum);
  19663. maxWorld.copyFrom(this.maximum);
  19664. for (var index = 0; index < 8; ++index) {
  19665. vectorsWorld[index].copyFrom(vectors[index]);
  19666. }
  19667. // Extend
  19668. this.extendSizeWorld.copyFrom(this.extendSize);
  19669. this.centerWorld.copyFrom(this.center);
  19670. }
  19671. BABYLON.Vector3.FromArrayToRef(world.m, 0, directions[0]);
  19672. BABYLON.Vector3.FromArrayToRef(world.m, 4, directions[1]);
  19673. BABYLON.Vector3.FromArrayToRef(world.m, 8, directions[2]);
  19674. this._worldMatrix = world;
  19675. };
  19676. /**
  19677. * Tests if the bounding box is intersecting the frustum planes
  19678. * @param frustumPlanes defines the frustum planes to test
  19679. * @returns true if there is an intersection
  19680. */
  19681. BoundingBox.prototype.isInFrustum = function (frustumPlanes) {
  19682. return BoundingBox.IsInFrustum(this.vectorsWorld, frustumPlanes);
  19683. };
  19684. /**
  19685. * Tests if the bounding box is entirely inside the frustum planes
  19686. * @param frustumPlanes defines the frustum planes to test
  19687. * @returns true if there is an inclusion
  19688. */
  19689. BoundingBox.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19690. return BoundingBox.IsCompletelyInFrustum(this.vectorsWorld, frustumPlanes);
  19691. };
  19692. /**
  19693. * Tests if a point is inside the bounding box
  19694. * @param point defines the point to test
  19695. * @returns true if the point is inside the bounding box
  19696. */
  19697. BoundingBox.prototype.intersectsPoint = function (point) {
  19698. var min = this.minimumWorld;
  19699. var max = this.maximumWorld;
  19700. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19701. var pointX = point.x, pointY = point.y, pointZ = point.z;
  19702. var delta = -BABYLON.Epsilon;
  19703. if (maxX - pointX < delta || delta > pointX - minX) {
  19704. return false;
  19705. }
  19706. if (maxY - pointY < delta || delta > pointY - minY) {
  19707. return false;
  19708. }
  19709. if (maxZ - pointZ < delta || delta > pointZ - minZ) {
  19710. return false;
  19711. }
  19712. return true;
  19713. };
  19714. /**
  19715. * Tests if the bounding box intersects with a bounding sphere
  19716. * @param sphere defines the sphere to test
  19717. * @returns true if there is an intersection
  19718. */
  19719. BoundingBox.prototype.intersectsSphere = function (sphere) {
  19720. return BoundingBox.IntersectsSphere(this.minimumWorld, this.maximumWorld, sphere.centerWorld, sphere.radiusWorld);
  19721. };
  19722. /**
  19723. * Tests if the bounding box intersects with a box defined by a min and max vectors
  19724. * @param min defines the min vector to use
  19725. * @param max defines the max vector to use
  19726. * @returns true if there is an intersection
  19727. */
  19728. BoundingBox.prototype.intersectsMinMax = function (min, max) {
  19729. var myMin = this.minimumWorld;
  19730. var myMax = this.maximumWorld;
  19731. var myMinX = myMin.x, myMinY = myMin.y, myMinZ = myMin.z, myMaxX = myMax.x, myMaxY = myMax.y, myMaxZ = myMax.z;
  19732. var minX = min.x, minY = min.y, minZ = min.z, maxX = max.x, maxY = max.y, maxZ = max.z;
  19733. if (myMaxX < minX || myMinX > maxX) {
  19734. return false;
  19735. }
  19736. if (myMaxY < minY || myMinY > maxY) {
  19737. return false;
  19738. }
  19739. if (myMaxZ < minZ || myMinZ > maxZ) {
  19740. return false;
  19741. }
  19742. return true;
  19743. };
  19744. // Statics
  19745. /**
  19746. * Tests if two bounding boxes are intersections
  19747. * @param box0 defines the first box to test
  19748. * @param box1 defines the second box to test
  19749. * @returns true if there is an intersection
  19750. */
  19751. BoundingBox.Intersects = function (box0, box1) {
  19752. return box0.intersectsMinMax(box1.minimumWorld, box1.maximumWorld);
  19753. };
  19754. /**
  19755. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  19756. * @param minPoint defines the minimum vector of the bounding box
  19757. * @param maxPoint defines the maximum vector of the bounding box
  19758. * @param sphereCenter defines the sphere center
  19759. * @param sphereRadius defines the sphere radius
  19760. * @returns true if there is an intersection
  19761. */
  19762. BoundingBox.IntersectsSphere = function (minPoint, maxPoint, sphereCenter, sphereRadius) {
  19763. var vector = BoundingBox.TmpVector3[0];
  19764. BABYLON.Vector3.ClampToRef(sphereCenter, minPoint, maxPoint, vector);
  19765. var num = BABYLON.Vector3.DistanceSquared(sphereCenter, vector);
  19766. return (num <= (sphereRadius * sphereRadius));
  19767. };
  19768. /**
  19769. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  19770. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19771. * @param frustumPlanes defines the frustum planes to test
  19772. * @return true if there is an inclusion
  19773. */
  19774. BoundingBox.IsCompletelyInFrustum = function (boundingVectors, frustumPlanes) {
  19775. for (var p = 0; p < 6; ++p) {
  19776. var frustumPlane = frustumPlanes[p];
  19777. for (var i = 0; i < 8; ++i) {
  19778. if (frustumPlane.dotCoordinate(boundingVectors[i]) < 0) {
  19779. return false;
  19780. }
  19781. }
  19782. }
  19783. return true;
  19784. };
  19785. /**
  19786. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  19787. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  19788. * @param frustumPlanes defines the frustum planes to test
  19789. * @return true if there is an intersection
  19790. */
  19791. BoundingBox.IsInFrustum = function (boundingVectors, frustumPlanes) {
  19792. for (var p = 0; p < 6; ++p) {
  19793. var canReturnFalse = true;
  19794. var frustumPlane = frustumPlanes[p];
  19795. for (var i = 0; i < 8; ++i) {
  19796. if (frustumPlane.dotCoordinate(boundingVectors[i]) >= 0) {
  19797. canReturnFalse = false;
  19798. break;
  19799. }
  19800. }
  19801. if (canReturnFalse) {
  19802. return false;
  19803. }
  19804. }
  19805. return true;
  19806. };
  19807. BoundingBox.TmpVector3 = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  19808. return BoundingBox;
  19809. }());
  19810. BABYLON.BoundingBox = BoundingBox;
  19811. })(BABYLON || (BABYLON = {}));
  19812. //# sourceMappingURL=babylon.boundingBox.js.map
  19813. var BABYLON;
  19814. (function (BABYLON) {
  19815. var _result0 = { min: 0, max: 0 };
  19816. var _result1 = { min: 0, max: 0 };
  19817. var computeBoxExtents = function (axis, box, result) {
  19818. var p = BABYLON.Vector3.Dot(box.centerWorld, axis);
  19819. var r0 = Math.abs(BABYLON.Vector3.Dot(box.directions[0], axis)) * box.extendSize.x;
  19820. var r1 = Math.abs(BABYLON.Vector3.Dot(box.directions[1], axis)) * box.extendSize.y;
  19821. var r2 = Math.abs(BABYLON.Vector3.Dot(box.directions[2], axis)) * box.extendSize.z;
  19822. var r = r0 + r1 + r2;
  19823. result.min = p - r;
  19824. result.max = p + r;
  19825. };
  19826. var axisOverlap = function (axis, box0, box1) {
  19827. computeBoxExtents(axis, box0, _result0);
  19828. computeBoxExtents(axis, box1, _result1);
  19829. return !(_result0.min > _result1.max || _result1.min > _result0.max);
  19830. };
  19831. /**
  19832. * Info for a bounding data of a mesh
  19833. */
  19834. var BoundingInfo = /** @class */ (function () {
  19835. /**
  19836. * Constructs bounding info
  19837. * @param minimum min vector of the bounding box/sphere
  19838. * @param maximum max vector of the bounding box/sphere
  19839. * @param worldMatrix defines the new world matrix
  19840. */
  19841. function BoundingInfo(minimum, maximum, worldMatrix) {
  19842. this._isLocked = false;
  19843. this.boundingBox = new BABYLON.BoundingBox(minimum, maximum, worldMatrix);
  19844. this.boundingSphere = new BABYLON.BoundingSphere(minimum, maximum, worldMatrix);
  19845. }
  19846. /**
  19847. * Recreates the entire bounding info from scratch as if we call the constructor in place
  19848. * @param min defines the new minimum vector (in local space)
  19849. * @param max defines the new maximum vector (in local space)
  19850. * @param worldMatrix defines the new world matrix
  19851. */
  19852. BoundingInfo.prototype.reConstruct = function (min, max, worldMatrix) {
  19853. this.boundingBox.reConstruct(min, max, worldMatrix);
  19854. this.boundingSphere.reConstruct(min, max, worldMatrix);
  19855. };
  19856. Object.defineProperty(BoundingInfo.prototype, "minimum", {
  19857. /**
  19858. * min vector of the bounding box/sphere
  19859. */
  19860. get: function () {
  19861. return this.boundingBox.minimum;
  19862. },
  19863. enumerable: true,
  19864. configurable: true
  19865. });
  19866. Object.defineProperty(BoundingInfo.prototype, "maximum", {
  19867. /**
  19868. * max vector of the bounding box/sphere
  19869. */
  19870. get: function () {
  19871. return this.boundingBox.maximum;
  19872. },
  19873. enumerable: true,
  19874. configurable: true
  19875. });
  19876. Object.defineProperty(BoundingInfo.prototype, "isLocked", {
  19877. /**
  19878. * If the info is locked and won't be updated to avoid perf overhead
  19879. */
  19880. get: function () {
  19881. return this._isLocked;
  19882. },
  19883. set: function (value) {
  19884. this._isLocked = value;
  19885. },
  19886. enumerable: true,
  19887. configurable: true
  19888. });
  19889. // Methods
  19890. /**
  19891. * Updates the bounding sphere and box
  19892. * @param world world matrix to be used to update
  19893. */
  19894. BoundingInfo.prototype.update = function (world) {
  19895. if (this._isLocked) {
  19896. return;
  19897. }
  19898. this.boundingBox._update(world);
  19899. this.boundingSphere._update(world);
  19900. };
  19901. /**
  19902. * Recreate the bounding info to be centered around a specific point given a specific extend.
  19903. * @param center New center of the bounding info
  19904. * @param extend New extend of the bounding info
  19905. * @returns the current bounding info
  19906. */
  19907. BoundingInfo.prototype.centerOn = function (center, extend) {
  19908. var minimum = BoundingInfo.TmpVector3[0].copyFrom(center).subtractInPlace(extend);
  19909. var maximum = BoundingInfo.TmpVector3[1].copyFrom(center).addInPlace(extend);
  19910. this.boundingBox.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19911. this.boundingSphere.reConstruct(minimum, maximum, this.boundingBox.getWorldMatrix());
  19912. return this;
  19913. };
  19914. /**
  19915. * Scale the current bounding info by applying a scale factor
  19916. * @param factor defines the scale factor to apply
  19917. * @returns the current bounding info
  19918. */
  19919. BoundingInfo.prototype.scale = function (factor) {
  19920. this.boundingBox.scale(factor);
  19921. this.boundingSphere.scale(factor);
  19922. return this;
  19923. };
  19924. /**
  19925. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  19926. * @param frustumPlanes defines the frustum to test
  19927. * @param strategy defines the strategy to use for the culling (default is BABYLON.Scene.CULLINGSTRATEGY_STANDARD)
  19928. * @returns true if the bounding info is in the frustum planes
  19929. */
  19930. BoundingInfo.prototype.isInFrustum = function (frustumPlanes, strategy) {
  19931. if (strategy === void 0) { strategy = BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD; }
  19932. if (!this.boundingSphere.isInFrustum(frustumPlanes)) {
  19933. return false;
  19934. }
  19935. if (strategy === BABYLON.AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY) {
  19936. return true;
  19937. }
  19938. return this.boundingBox.isInFrustum(frustumPlanes);
  19939. };
  19940. Object.defineProperty(BoundingInfo.prototype, "diagonalLength", {
  19941. /**
  19942. * Gets the world distance between the min and max points of the bounding box
  19943. */
  19944. get: function () {
  19945. var boundingBox = this.boundingBox;
  19946. var diag = boundingBox.maximumWorld.subtractToRef(boundingBox.minimumWorld, BoundingInfo.TmpVector3[0]);
  19947. return diag.length();
  19948. },
  19949. enumerable: true,
  19950. configurable: true
  19951. });
  19952. /**
  19953. * Checks if a cullable object (mesh...) is in the camera frustum
  19954. * Unlike isInFrustum this cheks the full bounding box
  19955. * @param frustumPlanes Camera near/planes
  19956. * @returns true if the object is in frustum otherwise false
  19957. */
  19958. BoundingInfo.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  19959. return this.boundingBox.isCompletelyInFrustum(frustumPlanes);
  19960. };
  19961. /** @hidden */
  19962. BoundingInfo.prototype._checkCollision = function (collider) {
  19963. return collider._canDoCollision(this.boundingSphere.centerWorld, this.boundingSphere.radiusWorld, this.boundingBox.minimumWorld, this.boundingBox.maximumWorld);
  19964. };
  19965. /**
  19966. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  19967. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19968. * @param point the point to check intersection with
  19969. * @returns if the point intersects
  19970. */
  19971. BoundingInfo.prototype.intersectsPoint = function (point) {
  19972. if (!this.boundingSphere.centerWorld) {
  19973. return false;
  19974. }
  19975. if (!this.boundingSphere.intersectsPoint(point)) {
  19976. return false;
  19977. }
  19978. if (!this.boundingBox.intersectsPoint(point)) {
  19979. return false;
  19980. }
  19981. return true;
  19982. };
  19983. /**
  19984. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  19985. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  19986. * @param boundingInfo the bounding info to check intersection with
  19987. * @param precise if the intersection should be done using OBB
  19988. * @returns if the bounding info intersects
  19989. */
  19990. BoundingInfo.prototype.intersects = function (boundingInfo, precise) {
  19991. if (!BABYLON.BoundingSphere.Intersects(this.boundingSphere, boundingInfo.boundingSphere)) {
  19992. return false;
  19993. }
  19994. if (!BABYLON.BoundingBox.Intersects(this.boundingBox, boundingInfo.boundingBox)) {
  19995. return false;
  19996. }
  19997. if (!precise) {
  19998. return true;
  19999. }
  20000. var box0 = this.boundingBox;
  20001. var box1 = boundingInfo.boundingBox;
  20002. if (!axisOverlap(box0.directions[0], box0, box1)) {
  20003. return false;
  20004. }
  20005. if (!axisOverlap(box0.directions[1], box0, box1)) {
  20006. return false;
  20007. }
  20008. if (!axisOverlap(box0.directions[2], box0, box1)) {
  20009. return false;
  20010. }
  20011. if (!axisOverlap(box1.directions[0], box0, box1)) {
  20012. return false;
  20013. }
  20014. if (!axisOverlap(box1.directions[1], box0, box1)) {
  20015. return false;
  20016. }
  20017. if (!axisOverlap(box1.directions[2], box0, box1)) {
  20018. return false;
  20019. }
  20020. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[0]), box0, box1)) {
  20021. return false;
  20022. }
  20023. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[1]), box0, box1)) {
  20024. return false;
  20025. }
  20026. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[0], box1.directions[2]), box0, box1)) {
  20027. return false;
  20028. }
  20029. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[0]), box0, box1)) {
  20030. return false;
  20031. }
  20032. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[1]), box0, box1)) {
  20033. return false;
  20034. }
  20035. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[1], box1.directions[2]), box0, box1)) {
  20036. return false;
  20037. }
  20038. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[0]), box0, box1)) {
  20039. return false;
  20040. }
  20041. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[1]), box0, box1)) {
  20042. return false;
  20043. }
  20044. if (!axisOverlap(BABYLON.Vector3.Cross(box0.directions[2], box1.directions[2]), box0, box1)) {
  20045. return false;
  20046. }
  20047. return true;
  20048. };
  20049. BoundingInfo.TmpVector3 = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  20050. return BoundingInfo;
  20051. }());
  20052. BABYLON.BoundingInfo = BoundingInfo;
  20053. })(BABYLON || (BABYLON = {}));
  20054. //# sourceMappingURL=babylon.boundingInfo.js.map
  20055. var BABYLON;
  20056. (function (BABYLON) {
  20057. /**
  20058. * 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.
  20059. * @see https://doc.babylonjs.com/how_to/transformnode
  20060. */
  20061. var TransformNode = /** @class */ (function (_super) {
  20062. __extends(TransformNode, _super);
  20063. function TransformNode(name, scene, isPure) {
  20064. if (scene === void 0) { scene = null; }
  20065. if (isPure === void 0) { isPure = true; }
  20066. var _this = _super.call(this, name, scene) || this;
  20067. _this._forward = new BABYLON.Vector3(0, 0, 1);
  20068. _this._forwardInverted = new BABYLON.Vector3(0, 0, -1);
  20069. _this._up = new BABYLON.Vector3(0, 1, 0);
  20070. _this._right = new BABYLON.Vector3(1, 0, 0);
  20071. _this._rightInverted = new BABYLON.Vector3(-1, 0, 0);
  20072. // Properties
  20073. _this._position = BABYLON.Vector3.Zero();
  20074. _this._rotation = BABYLON.Vector3.Zero();
  20075. _this._scaling = BABYLON.Vector3.One();
  20076. _this._isDirty = false;
  20077. /**
  20078. * Set the billboard mode. Default is 0.
  20079. *
  20080. * | Value | Type | Description |
  20081. * | --- | --- | --- |
  20082. * | 0 | BILLBOARDMODE_NONE | |
  20083. * | 1 | BILLBOARDMODE_X | |
  20084. * | 2 | BILLBOARDMODE_Y | |
  20085. * | 4 | BILLBOARDMODE_Z | |
  20086. * | 7 | BILLBOARDMODE_ALL | |
  20087. *
  20088. */
  20089. _this.billboardMode = TransformNode.BILLBOARDMODE_NONE;
  20090. /**
  20091. * 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
  20092. */
  20093. _this.scalingDeterminant = 1;
  20094. /**
  20095. * Sets the distance of the object to max, often used by skybox
  20096. */
  20097. _this.infiniteDistance = false;
  20098. /**
  20099. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  20100. * By default the system will update normals to compensate
  20101. */
  20102. _this.ignoreNonUniformScaling = false;
  20103. /** @hidden */
  20104. _this._localMatrix = BABYLON.Matrix.Zero();
  20105. _this._absolutePosition = BABYLON.Vector3.Zero();
  20106. _this._pivotMatrix = BABYLON.Matrix.Identity();
  20107. _this._postMultiplyPivotMatrix = false;
  20108. _this._isWorldMatrixFrozen = false;
  20109. /** @hidden */
  20110. _this._indexInSceneTransformNodesArray = -1;
  20111. /**
  20112. * An event triggered after the world matrix is updated
  20113. */
  20114. _this.onAfterWorldMatrixUpdateObservable = new BABYLON.Observable();
  20115. _this._nonUniformScaling = false;
  20116. if (isPure) {
  20117. _this.getScene().addTransformNode(_this);
  20118. }
  20119. return _this;
  20120. }
  20121. /**
  20122. * Gets a string identifying the name of the class
  20123. * @returns "TransformNode" string
  20124. */
  20125. TransformNode.prototype.getClassName = function () {
  20126. return "TransformNode";
  20127. };
  20128. Object.defineProperty(TransformNode.prototype, "position", {
  20129. /**
  20130. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  20131. */
  20132. get: function () {
  20133. return this._position;
  20134. },
  20135. set: function (newPosition) {
  20136. this._position = newPosition;
  20137. this._isDirty = true;
  20138. },
  20139. enumerable: true,
  20140. configurable: true
  20141. });
  20142. Object.defineProperty(TransformNode.prototype, "rotation", {
  20143. /**
  20144. * 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)).
  20145. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  20146. */
  20147. get: function () {
  20148. return this._rotation;
  20149. },
  20150. set: function (newRotation) {
  20151. this._rotation = newRotation;
  20152. this._isDirty = true;
  20153. },
  20154. enumerable: true,
  20155. configurable: true
  20156. });
  20157. Object.defineProperty(TransformNode.prototype, "scaling", {
  20158. /**
  20159. * 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)).
  20160. */
  20161. get: function () {
  20162. return this._scaling;
  20163. },
  20164. set: function (newScaling) {
  20165. this._scaling = newScaling;
  20166. this._isDirty = true;
  20167. },
  20168. enumerable: true,
  20169. configurable: true
  20170. });
  20171. Object.defineProperty(TransformNode.prototype, "rotationQuaternion", {
  20172. /**
  20173. * Gets or sets the rotation Quaternion property : this a Quaternion object defining the node rotation by using a unit quaternion (null by default).
  20174. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  20175. */
  20176. get: function () {
  20177. return this._rotationQuaternion;
  20178. },
  20179. set: function (quaternion) {
  20180. this._rotationQuaternion = quaternion;
  20181. //reset the rotation vector.
  20182. if (quaternion) {
  20183. this.rotation.setAll(0.0);
  20184. }
  20185. },
  20186. enumerable: true,
  20187. configurable: true
  20188. });
  20189. Object.defineProperty(TransformNode.prototype, "forward", {
  20190. /**
  20191. * The forward direction of that transform in world space.
  20192. */
  20193. get: function () {
  20194. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._forwardInverted : this._forward, this.getWorldMatrix()));
  20195. },
  20196. enumerable: true,
  20197. configurable: true
  20198. });
  20199. Object.defineProperty(TransformNode.prototype, "up", {
  20200. /**
  20201. * The up direction of that transform in world space.
  20202. */
  20203. get: function () {
  20204. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this._up, this.getWorldMatrix()));
  20205. },
  20206. enumerable: true,
  20207. configurable: true
  20208. });
  20209. Object.defineProperty(TransformNode.prototype, "right", {
  20210. /**
  20211. * The right direction of that transform in world space.
  20212. */
  20213. get: function () {
  20214. return BABYLON.Vector3.Normalize(BABYLON.Vector3.TransformNormal(this.getScene().useRightHandedSystem ? this._rightInverted : this._right, this.getWorldMatrix()));
  20215. },
  20216. enumerable: true,
  20217. configurable: true
  20218. });
  20219. /**
  20220. * Copies the parameter passed Matrix into the mesh Pose matrix.
  20221. * @param matrix the matrix to copy the pose from
  20222. * @returns this TransformNode.
  20223. */
  20224. TransformNode.prototype.updatePoseMatrix = function (matrix) {
  20225. this._poseMatrix.copyFrom(matrix);
  20226. return this;
  20227. };
  20228. /**
  20229. * Returns the mesh Pose matrix.
  20230. * @returns the pose matrix
  20231. */
  20232. TransformNode.prototype.getPoseMatrix = function () {
  20233. return this._poseMatrix;
  20234. };
  20235. /** @hidden */
  20236. TransformNode.prototype._isSynchronized = function () {
  20237. if (this._isDirty) {
  20238. return false;
  20239. }
  20240. if (this.billboardMode !== this._cache.billboardMode || this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20241. return false;
  20242. }
  20243. if (this._cache.pivotMatrixUpdated) {
  20244. return false;
  20245. }
  20246. if (this.infiniteDistance) {
  20247. return false;
  20248. }
  20249. if (!this._cache.position.equals(this._position)) {
  20250. return false;
  20251. }
  20252. if (this._rotationQuaternion) {
  20253. if (!this._cache.rotationQuaternion.equals(this._rotationQuaternion)) {
  20254. return false;
  20255. }
  20256. }
  20257. if (!this._cache.rotation.equals(this._rotation)) {
  20258. return false;
  20259. }
  20260. if (!this._cache.scaling.equals(this._scaling)) {
  20261. return false;
  20262. }
  20263. return true;
  20264. };
  20265. /** @hidden */
  20266. TransformNode.prototype._initCache = function () {
  20267. _super.prototype._initCache.call(this);
  20268. this._cache.localMatrixUpdated = false;
  20269. this._cache.position = BABYLON.Vector3.Zero();
  20270. this._cache.scaling = BABYLON.Vector3.Zero();
  20271. this._cache.rotation = BABYLON.Vector3.Zero();
  20272. this._cache.rotationQuaternion = new BABYLON.Quaternion(0, 0, 0, 0);
  20273. this._cache.billboardMode = -1;
  20274. this._cache.infiniteDistance = false;
  20275. };
  20276. /**
  20277. * Flag the transform node as dirty (Forcing it to update everything)
  20278. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  20279. * @returns this transform node
  20280. */
  20281. TransformNode.prototype.markAsDirty = function (property) {
  20282. if (property === "rotation") {
  20283. this.rotationQuaternion = null;
  20284. }
  20285. this._currentRenderId = Number.MAX_VALUE;
  20286. this._isDirty = true;
  20287. return this;
  20288. };
  20289. Object.defineProperty(TransformNode.prototype, "absolutePosition", {
  20290. /**
  20291. * Returns the current mesh absolute position.
  20292. * Returns a Vector3.
  20293. */
  20294. get: function () {
  20295. return this._absolutePosition;
  20296. },
  20297. enumerable: true,
  20298. configurable: true
  20299. });
  20300. /**
  20301. * Sets a new matrix to apply before all other transformation
  20302. * @param matrix defines the transform matrix
  20303. * @returns the current TransformNode
  20304. */
  20305. TransformNode.prototype.setPreTransformMatrix = function (matrix) {
  20306. return this.setPivotMatrix(matrix, false);
  20307. };
  20308. /**
  20309. * Sets a new pivot matrix to the current node
  20310. * @param matrix defines the new pivot matrix to use
  20311. * @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
  20312. * @returns the current TransformNode
  20313. */
  20314. TransformNode.prototype.setPivotMatrix = function (matrix, postMultiplyPivotMatrix) {
  20315. if (postMultiplyPivotMatrix === void 0) { postMultiplyPivotMatrix = true; }
  20316. this._pivotMatrix.copyFrom(matrix);
  20317. this._cache.pivotMatrixUpdated = true;
  20318. this._postMultiplyPivotMatrix = postMultiplyPivotMatrix;
  20319. if (this._postMultiplyPivotMatrix) {
  20320. if (!this._pivotMatrixInverse) {
  20321. this._pivotMatrixInverse = BABYLON.Matrix.Invert(this._pivotMatrix);
  20322. }
  20323. else {
  20324. this._pivotMatrix.invertToRef(this._pivotMatrixInverse);
  20325. }
  20326. }
  20327. return this;
  20328. };
  20329. /**
  20330. * Returns the mesh pivot matrix.
  20331. * Default : Identity.
  20332. * @returns the matrix
  20333. */
  20334. TransformNode.prototype.getPivotMatrix = function () {
  20335. return this._pivotMatrix;
  20336. };
  20337. /**
  20338. * Prevents the World matrix to be computed any longer.
  20339. * @returns the TransformNode.
  20340. */
  20341. TransformNode.prototype.freezeWorldMatrix = function () {
  20342. this._isWorldMatrixFrozen = false; // no guarantee world is not already frozen, switch off temporarily
  20343. this.computeWorldMatrix(true);
  20344. this._isWorldMatrixFrozen = true;
  20345. return this;
  20346. };
  20347. /**
  20348. * Allows back the World matrix computation.
  20349. * @returns the TransformNode.
  20350. */
  20351. TransformNode.prototype.unfreezeWorldMatrix = function () {
  20352. this._isWorldMatrixFrozen = false;
  20353. this.computeWorldMatrix(true);
  20354. return this;
  20355. };
  20356. Object.defineProperty(TransformNode.prototype, "isWorldMatrixFrozen", {
  20357. /**
  20358. * True if the World matrix has been frozen.
  20359. */
  20360. get: function () {
  20361. return this._isWorldMatrixFrozen;
  20362. },
  20363. enumerable: true,
  20364. configurable: true
  20365. });
  20366. /**
  20367. * Retuns the mesh absolute position in the World.
  20368. * @returns a Vector3.
  20369. */
  20370. TransformNode.prototype.getAbsolutePosition = function () {
  20371. this.computeWorldMatrix();
  20372. return this._absolutePosition;
  20373. };
  20374. /**
  20375. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  20376. * @param absolutePosition the absolute position to set
  20377. * @returns the TransformNode.
  20378. */
  20379. TransformNode.prototype.setAbsolutePosition = function (absolutePosition) {
  20380. if (!absolutePosition) {
  20381. return this;
  20382. }
  20383. var absolutePositionX;
  20384. var absolutePositionY;
  20385. var absolutePositionZ;
  20386. if (absolutePosition.x === undefined) {
  20387. if (arguments.length < 3) {
  20388. return this;
  20389. }
  20390. absolutePositionX = arguments[0];
  20391. absolutePositionY = arguments[1];
  20392. absolutePositionZ = arguments[2];
  20393. }
  20394. else {
  20395. absolutePositionX = absolutePosition.x;
  20396. absolutePositionY = absolutePosition.y;
  20397. absolutePositionZ = absolutePosition.z;
  20398. }
  20399. if (this.parent) {
  20400. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20401. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20402. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(absolutePositionX, absolutePositionY, absolutePositionZ, invertParentWorldMatrix, this.position);
  20403. }
  20404. else {
  20405. this.position.x = absolutePositionX;
  20406. this.position.y = absolutePositionY;
  20407. this.position.z = absolutePositionZ;
  20408. }
  20409. return this;
  20410. };
  20411. /**
  20412. * Sets the mesh position in its local space.
  20413. * @param vector3 the position to set in localspace
  20414. * @returns the TransformNode.
  20415. */
  20416. TransformNode.prototype.setPositionWithLocalVector = function (vector3) {
  20417. this.computeWorldMatrix();
  20418. this.position = BABYLON.Vector3.TransformNormal(vector3, this._localMatrix);
  20419. return this;
  20420. };
  20421. /**
  20422. * Returns the mesh position in the local space from the current World matrix values.
  20423. * @returns a new Vector3.
  20424. */
  20425. TransformNode.prototype.getPositionExpressedInLocalSpace = function () {
  20426. this.computeWorldMatrix();
  20427. var invLocalWorldMatrix = BABYLON.Tmp.Matrix[0];
  20428. this._localMatrix.invertToRef(invLocalWorldMatrix);
  20429. return BABYLON.Vector3.TransformNormal(this.position, invLocalWorldMatrix);
  20430. };
  20431. /**
  20432. * Translates the mesh along the passed Vector3 in its local space.
  20433. * @param vector3 the distance to translate in localspace
  20434. * @returns the TransformNode.
  20435. */
  20436. TransformNode.prototype.locallyTranslate = function (vector3) {
  20437. this.computeWorldMatrix(true);
  20438. this.position = BABYLON.Vector3.TransformCoordinates(vector3, this._localMatrix);
  20439. return this;
  20440. };
  20441. /**
  20442. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  20443. * @param targetPoint the position (must be in same space as current mesh) to look at
  20444. * @param yawCor optional yaw (y-axis) correction in radians
  20445. * @param pitchCor optional pitch (x-axis) correction in radians
  20446. * @param rollCor optional roll (z-axis) correction in radians
  20447. * @param space the choosen space of the target
  20448. * @returns the TransformNode.
  20449. */
  20450. TransformNode.prototype.lookAt = function (targetPoint, yawCor, pitchCor, rollCor, space) {
  20451. if (yawCor === void 0) { yawCor = 0; }
  20452. if (pitchCor === void 0) { pitchCor = 0; }
  20453. if (rollCor === void 0) { rollCor = 0; }
  20454. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20455. var dv = TransformNode._lookAtVectorCache;
  20456. var pos = space === BABYLON.Space.LOCAL ? this.position : this.getAbsolutePosition();
  20457. targetPoint.subtractToRef(pos, dv);
  20458. this.setDirection(dv, yawCor, pitchCor, rollCor);
  20459. // Correct for parent's rotation offset
  20460. if (space === BABYLON.Space.WORLD && this.parent) {
  20461. if (this.rotationQuaternion) {
  20462. // Get local rotation matrix of the looking object
  20463. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20464. this.rotationQuaternion.toRotationMatrix(rotationMatrix);
  20465. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20466. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20467. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20468. parentRotationMatrix.invert();
  20469. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20470. this.rotationQuaternion.fromRotationMatrix(rotationMatrix);
  20471. }
  20472. else {
  20473. // Get local rotation matrix of the looking object
  20474. var quaternionRotation = BABYLON.Tmp.Quaternion[0];
  20475. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, quaternionRotation);
  20476. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  20477. quaternionRotation.toRotationMatrix(rotationMatrix);
  20478. // Offset rotation by parent's inverted rotation matrix to correct in world space
  20479. var parentRotationMatrix = BABYLON.Tmp.Matrix[1];
  20480. this.parent.getWorldMatrix().getRotationMatrixToRef(parentRotationMatrix);
  20481. parentRotationMatrix.invert();
  20482. rotationMatrix.multiplyToRef(parentRotationMatrix, rotationMatrix);
  20483. quaternionRotation.fromRotationMatrix(rotationMatrix);
  20484. quaternionRotation.toEulerAnglesToRef(this.rotation);
  20485. }
  20486. }
  20487. return this;
  20488. };
  20489. /**
  20490. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20491. * This Vector3 is expressed in the World space.
  20492. * @param localAxis axis to rotate
  20493. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  20494. */
  20495. TransformNode.prototype.getDirection = function (localAxis) {
  20496. var result = BABYLON.Vector3.Zero();
  20497. this.getDirectionToRef(localAxis, result);
  20498. return result;
  20499. };
  20500. /**
  20501. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  20502. * localAxis is expressed in the mesh local space.
  20503. * result is computed in the Wordl space from the mesh World matrix.
  20504. * @param localAxis axis to rotate
  20505. * @param result the resulting transformnode
  20506. * @returns this TransformNode.
  20507. */
  20508. TransformNode.prototype.getDirectionToRef = function (localAxis, result) {
  20509. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  20510. return this;
  20511. };
  20512. /**
  20513. * Sets this transform node rotation to the given local axis.
  20514. * @param localAxis the axis in local space
  20515. * @param yawCor optional yaw (y-axis) correction in radians
  20516. * @param pitchCor optional pitch (x-axis) correction in radians
  20517. * @param rollCor optional roll (z-axis) correction in radians
  20518. * @returns this TransformNode
  20519. */
  20520. TransformNode.prototype.setDirection = function (localAxis, yawCor, pitchCor, rollCor) {
  20521. if (yawCor === void 0) { yawCor = 0; }
  20522. if (pitchCor === void 0) { pitchCor = 0; }
  20523. if (rollCor === void 0) { rollCor = 0; }
  20524. var yaw = -Math.atan2(localAxis.z, localAxis.x) + Math.PI / 2;
  20525. var len = Math.sqrt(localAxis.x * localAxis.x + localAxis.z * localAxis.z);
  20526. var pitch = -Math.atan2(localAxis.y, len);
  20527. if (this.rotationQuaternion) {
  20528. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw + yawCor, pitch + pitchCor, rollCor, this.rotationQuaternion);
  20529. }
  20530. else {
  20531. this.rotation.x = pitch + pitchCor;
  20532. this.rotation.y = yaw + yawCor;
  20533. this.rotation.z = rollCor;
  20534. }
  20535. return this;
  20536. };
  20537. /**
  20538. * Sets a new pivot point to the current node
  20539. * @param point defines the new pivot point to use
  20540. * @param space defines if the point is in world or local space (local by default)
  20541. * @returns the current TransformNode
  20542. */
  20543. TransformNode.prototype.setPivotPoint = function (point, space) {
  20544. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  20545. if (this.getScene().getRenderId() == 0) {
  20546. this.computeWorldMatrix(true);
  20547. }
  20548. var wm = this.getWorldMatrix();
  20549. if (space == BABYLON.Space.WORLD) {
  20550. var tmat = BABYLON.Tmp.Matrix[0];
  20551. wm.invertToRef(tmat);
  20552. point = BABYLON.Vector3.TransformCoordinates(point, tmat);
  20553. }
  20554. return this.setPivotMatrix(BABYLON.Matrix.Translation(-point.x, -point.y, -point.z), true);
  20555. };
  20556. /**
  20557. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  20558. * @returns the pivot point
  20559. */
  20560. TransformNode.prototype.getPivotPoint = function () {
  20561. var point = BABYLON.Vector3.Zero();
  20562. this.getPivotPointToRef(point);
  20563. return point;
  20564. };
  20565. /**
  20566. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  20567. * @param result the vector3 to store the result
  20568. * @returns this TransformNode.
  20569. */
  20570. TransformNode.prototype.getPivotPointToRef = function (result) {
  20571. result.x = -this._pivotMatrix.m[12];
  20572. result.y = -this._pivotMatrix.m[13];
  20573. result.z = -this._pivotMatrix.m[14];
  20574. return this;
  20575. };
  20576. /**
  20577. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  20578. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  20579. */
  20580. TransformNode.prototype.getAbsolutePivotPoint = function () {
  20581. var point = BABYLON.Vector3.Zero();
  20582. this.getAbsolutePivotPointToRef(point);
  20583. return point;
  20584. };
  20585. /**
  20586. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  20587. * @param result vector3 to store the result
  20588. * @returns this TransformNode.
  20589. */
  20590. TransformNode.prototype.getAbsolutePivotPointToRef = function (result) {
  20591. result.x = this._pivotMatrix.m[12];
  20592. result.y = this._pivotMatrix.m[13];
  20593. result.z = this._pivotMatrix.m[14];
  20594. this.getPivotPointToRef(result);
  20595. BABYLON.Vector3.TransformCoordinatesToRef(result, this.getWorldMatrix(), result);
  20596. return this;
  20597. };
  20598. /**
  20599. * Defines the passed node as the parent of the current node.
  20600. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  20601. * @param node the node ot set as the parent
  20602. * @returns this TransformNode.
  20603. */
  20604. TransformNode.prototype.setParent = function (node) {
  20605. if (!node && !this.parent) {
  20606. return this;
  20607. }
  20608. var quatRotation = BABYLON.Tmp.Quaternion[0];
  20609. var position = BABYLON.Tmp.Vector3[0];
  20610. var scale = BABYLON.Tmp.Vector3[1];
  20611. if (!node) {
  20612. if (this.parent && this.parent.computeWorldMatrix) {
  20613. this.parent.computeWorldMatrix(true);
  20614. }
  20615. this.computeWorldMatrix(true);
  20616. this.getWorldMatrix().decompose(scale, quatRotation, position);
  20617. }
  20618. else {
  20619. var diffMatrix = BABYLON.Tmp.Matrix[0];
  20620. var invParentMatrix = BABYLON.Tmp.Matrix[1];
  20621. this.computeWorldMatrix(true);
  20622. node.computeWorldMatrix(true);
  20623. node.getWorldMatrix().invertToRef(invParentMatrix);
  20624. this.getWorldMatrix().multiplyToRef(invParentMatrix, diffMatrix);
  20625. diffMatrix.decompose(scale, quatRotation, position);
  20626. }
  20627. if (this.rotationQuaternion) {
  20628. this.rotationQuaternion.copyFrom(quatRotation);
  20629. }
  20630. else {
  20631. quatRotation.toEulerAnglesToRef(this.rotation);
  20632. }
  20633. this.scaling.copyFrom(scale);
  20634. this.position.copyFrom(position);
  20635. this.parent = node;
  20636. return this;
  20637. };
  20638. Object.defineProperty(TransformNode.prototype, "nonUniformScaling", {
  20639. /**
  20640. * True if the scaling property of this object is non uniform eg. (1,2,1)
  20641. */
  20642. get: function () {
  20643. return this._nonUniformScaling;
  20644. },
  20645. enumerable: true,
  20646. configurable: true
  20647. });
  20648. /** @hidden */
  20649. TransformNode.prototype._updateNonUniformScalingState = function (value) {
  20650. if (this._nonUniformScaling === value) {
  20651. return false;
  20652. }
  20653. this._nonUniformScaling = value;
  20654. return true;
  20655. };
  20656. /**
  20657. * Attach the current TransformNode to another TransformNode associated with a bone
  20658. * @param bone Bone affecting the TransformNode
  20659. * @param affectedTransformNode TransformNode associated with the bone
  20660. * @returns this object
  20661. */
  20662. TransformNode.prototype.attachToBone = function (bone, affectedTransformNode) {
  20663. this._transformToBoneReferal = affectedTransformNode;
  20664. this.parent = bone;
  20665. if (bone.getWorldMatrix().determinant() < 0) {
  20666. this.scalingDeterminant *= -1;
  20667. }
  20668. return this;
  20669. };
  20670. /**
  20671. * Detach the transform node if its associated with a bone
  20672. * @returns this object
  20673. */
  20674. TransformNode.prototype.detachFromBone = function () {
  20675. if (!this.parent) {
  20676. return this;
  20677. }
  20678. if (this.parent.getWorldMatrix().determinant() < 0) {
  20679. this.scalingDeterminant *= -1;
  20680. }
  20681. this._transformToBoneReferal = null;
  20682. this.parent = null;
  20683. return this;
  20684. };
  20685. /**
  20686. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  20687. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20688. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20689. * The passed axis is also normalized.
  20690. * @param axis the axis to rotate around
  20691. * @param amount the amount to rotate in radians
  20692. * @param space Space to rotate in (Default: local)
  20693. * @returns the TransformNode.
  20694. */
  20695. TransformNode.prototype.rotate = function (axis, amount, space) {
  20696. axis.normalize();
  20697. if (!this.rotationQuaternion) {
  20698. this.rotationQuaternion = this.rotation.toQuaternion();
  20699. this.rotation.setAll(0);
  20700. }
  20701. var rotationQuaternion;
  20702. if (!space || space === BABYLON.Space.LOCAL) {
  20703. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20704. this.rotationQuaternion.multiplyToRef(rotationQuaternion, this.rotationQuaternion);
  20705. }
  20706. else {
  20707. if (this.parent) {
  20708. var invertParentWorldMatrix = BABYLON.Tmp.Matrix[0];
  20709. this.parent.getWorldMatrix().invertToRef(invertParentWorldMatrix);
  20710. axis = BABYLON.Vector3.TransformNormal(axis, invertParentWorldMatrix);
  20711. }
  20712. rotationQuaternion = BABYLON.Quaternion.RotationAxisToRef(axis, amount, TransformNode._rotationAxisCache);
  20713. rotationQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20714. }
  20715. return this;
  20716. };
  20717. /**
  20718. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  20719. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  20720. * The passed axis is also normalized. .
  20721. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  20722. * @param point the point to rotate around
  20723. * @param axis the axis to rotate around
  20724. * @param amount the amount to rotate in radians
  20725. * @returns the TransformNode
  20726. */
  20727. TransformNode.prototype.rotateAround = function (point, axis, amount) {
  20728. axis.normalize();
  20729. if (!this.rotationQuaternion) {
  20730. this.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  20731. this.rotation.setAll(0);
  20732. }
  20733. var tmpVector = BABYLON.Tmp.Vector3[0];
  20734. var finalScale = BABYLON.Tmp.Vector3[1];
  20735. var finalTranslation = BABYLON.Tmp.Vector3[2];
  20736. var finalRotation = BABYLON.Tmp.Quaternion[0];
  20737. var translationMatrix = BABYLON.Tmp.Matrix[0]; // T
  20738. var translationMatrixInv = BABYLON.Tmp.Matrix[1]; // T'
  20739. var rotationMatrix = BABYLON.Tmp.Matrix[2]; // R
  20740. var finalMatrix = BABYLON.Tmp.Matrix[3]; // T' x R x T
  20741. point.subtractToRef(this.position, tmpVector);
  20742. BABYLON.Matrix.TranslationToRef(tmpVector.x, tmpVector.y, tmpVector.z, translationMatrix); // T
  20743. BABYLON.Matrix.TranslationToRef(-tmpVector.x, -tmpVector.y, -tmpVector.z, translationMatrixInv); // T'
  20744. BABYLON.Matrix.RotationAxisToRef(axis, amount, rotationMatrix); // R
  20745. translationMatrixInv.multiplyToRef(rotationMatrix, finalMatrix); // T' x R
  20746. finalMatrix.multiplyToRef(translationMatrix, finalMatrix); // T' x R x T
  20747. finalMatrix.decompose(finalScale, finalRotation, finalTranslation);
  20748. this.position.addInPlace(finalTranslation);
  20749. finalRotation.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  20750. return this;
  20751. };
  20752. /**
  20753. * Translates the mesh along the axis vector for the passed distance in the given space.
  20754. * space (default LOCAL) can be either BABYLON.Space.LOCAL, either BABYLON.Space.WORLD.
  20755. * @param axis the axis to translate in
  20756. * @param distance the distance to translate
  20757. * @param space Space to rotate in (Default: local)
  20758. * @returns the TransformNode.
  20759. */
  20760. TransformNode.prototype.translate = function (axis, distance, space) {
  20761. var displacementVector = axis.scale(distance);
  20762. if (!space || space === BABYLON.Space.LOCAL) {
  20763. var tempV3 = this.getPositionExpressedInLocalSpace().add(displacementVector);
  20764. this.setPositionWithLocalVector(tempV3);
  20765. }
  20766. else {
  20767. this.setAbsolutePosition(this.getAbsolutePosition().add(displacementVector));
  20768. }
  20769. return this;
  20770. };
  20771. /**
  20772. * Adds a rotation step to the mesh current rotation.
  20773. * x, y, z are Euler angles expressed in radians.
  20774. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  20775. * This means this rotation is made in the mesh local space only.
  20776. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  20777. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  20778. * ```javascript
  20779. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  20780. * ```
  20781. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  20782. * 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.
  20783. * @param x Rotation to add
  20784. * @param y Rotation to add
  20785. * @param z Rotation to add
  20786. * @returns the TransformNode.
  20787. */
  20788. TransformNode.prototype.addRotation = function (x, y, z) {
  20789. var rotationQuaternion;
  20790. if (this.rotationQuaternion) {
  20791. rotationQuaternion = this.rotationQuaternion;
  20792. }
  20793. else {
  20794. rotationQuaternion = BABYLON.Tmp.Quaternion[1];
  20795. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, rotationQuaternion);
  20796. }
  20797. var accumulation = BABYLON.Tmp.Quaternion[0];
  20798. BABYLON.Quaternion.RotationYawPitchRollToRef(y, x, z, accumulation);
  20799. rotationQuaternion.multiplyInPlace(accumulation);
  20800. if (!this.rotationQuaternion) {
  20801. rotationQuaternion.toEulerAnglesToRef(this.rotation);
  20802. }
  20803. return this;
  20804. };
  20805. /**
  20806. * Computes the world matrix of the node
  20807. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  20808. * @returns the world matrix
  20809. */
  20810. TransformNode.prototype.computeWorldMatrix = function (force) {
  20811. if (this._isWorldMatrixFrozen) {
  20812. return this._worldMatrix;
  20813. }
  20814. if (!force && this.isSynchronized()) {
  20815. this._currentRenderId = this.getScene().getRenderId();
  20816. return this._worldMatrix;
  20817. }
  20818. this._updateCache();
  20819. this._cache.position.copyFrom(this.position);
  20820. this._cache.scaling.copyFrom(this.scaling);
  20821. this._cache.pivotMatrixUpdated = false;
  20822. this._cache.billboardMode = this.billboardMode;
  20823. this._cache.infiniteDistance = this.infiniteDistance;
  20824. this._currentRenderId = this.getScene().getRenderId();
  20825. this._childRenderId = this.getScene().getRenderId();
  20826. this._isDirty = false;
  20827. // Scaling
  20828. BABYLON.Matrix.ScalingToRef(this.scaling.x * this.scalingDeterminant, this.scaling.y * this.scalingDeterminant, this.scaling.z * this.scalingDeterminant, BABYLON.Tmp.Matrix[1]);
  20829. // Rotation
  20830. //rotate, if quaternion is set and rotation was used
  20831. if (this.rotationQuaternion) {
  20832. var len = this.rotation.length();
  20833. if (len) {
  20834. this.rotationQuaternion.multiplyInPlace(BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z));
  20835. this.rotation.copyFromFloats(0, 0, 0);
  20836. }
  20837. }
  20838. if (this.rotationQuaternion) {
  20839. this.rotationQuaternion.toRotationMatrix(BABYLON.Tmp.Matrix[0]);
  20840. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  20841. }
  20842. else {
  20843. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, BABYLON.Tmp.Matrix[0]);
  20844. this._cache.rotation.copyFrom(this.rotation);
  20845. }
  20846. // Translation
  20847. var camera = this.getScene().activeCamera;
  20848. if (this.infiniteDistance && !this.parent && camera) {
  20849. var cameraWorldMatrix = camera.getWorldMatrix();
  20850. var cameraGlobalPosition = new BABYLON.Vector3(cameraWorldMatrix.m[12], cameraWorldMatrix.m[13], cameraWorldMatrix.m[14]);
  20851. BABYLON.Matrix.TranslationToRef(this.position.x + cameraGlobalPosition.x, this.position.y + cameraGlobalPosition.y, this.position.z + cameraGlobalPosition.z, BABYLON.Tmp.Matrix[2]);
  20852. }
  20853. else {
  20854. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, BABYLON.Tmp.Matrix[2]);
  20855. }
  20856. // Composing transformations
  20857. this._pivotMatrix.multiplyToRef(BABYLON.Tmp.Matrix[1], BABYLON.Tmp.Matrix[4]);
  20858. BABYLON.Tmp.Matrix[4].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20859. // Billboarding (testing PG:http://www.babylonjs-playground.com/#UJEIL#13)
  20860. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE && camera) {
  20861. if ((this.billboardMode & TransformNode.BILLBOARDMODE_ALL) !== TransformNode.BILLBOARDMODE_ALL) {
  20862. // Need to decompose each rotation here
  20863. var currentPosition = BABYLON.Tmp.Vector3[3];
  20864. if (this.parent && this.parent.getWorldMatrix) {
  20865. if (this._transformToBoneReferal) {
  20866. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20867. BABYLON.Vector3.TransformCoordinatesToRef(this.position, BABYLON.Tmp.Matrix[6], currentPosition);
  20868. }
  20869. else {
  20870. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), currentPosition);
  20871. }
  20872. }
  20873. else {
  20874. currentPosition.copyFrom(this.position);
  20875. }
  20876. currentPosition.subtractInPlace(camera.globalPosition);
  20877. var finalEuler = BABYLON.Tmp.Vector3[4].copyFromFloats(0, 0, 0);
  20878. if ((this.billboardMode & TransformNode.BILLBOARDMODE_X) === TransformNode.BILLBOARDMODE_X) {
  20879. finalEuler.x = Math.atan2(-currentPosition.y, currentPosition.z);
  20880. }
  20881. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Y) === TransformNode.BILLBOARDMODE_Y) {
  20882. finalEuler.y = Math.atan2(currentPosition.x, currentPosition.z);
  20883. }
  20884. if ((this.billboardMode & TransformNode.BILLBOARDMODE_Z) === TransformNode.BILLBOARDMODE_Z) {
  20885. finalEuler.z = Math.atan2(currentPosition.y, currentPosition.x);
  20886. }
  20887. BABYLON.Matrix.RotationYawPitchRollToRef(finalEuler.y, finalEuler.x, finalEuler.z, BABYLON.Tmp.Matrix[0]);
  20888. }
  20889. else {
  20890. BABYLON.Tmp.Matrix[1].copyFrom(camera.getViewMatrix());
  20891. BABYLON.Tmp.Matrix[1].setTranslationFromFloats(0, 0, 0);
  20892. BABYLON.Tmp.Matrix[1].invertToRef(BABYLON.Tmp.Matrix[0]);
  20893. }
  20894. BABYLON.Tmp.Matrix[1].copyFrom(BABYLON.Tmp.Matrix[5]);
  20895. BABYLON.Tmp.Matrix[1].multiplyToRef(BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Matrix[5]);
  20896. }
  20897. // Post multiply inverse of pivotMatrix
  20898. if (this._postMultiplyPivotMatrix) {
  20899. BABYLON.Tmp.Matrix[5].multiplyToRef(this._pivotMatrixInverse, BABYLON.Tmp.Matrix[5]);
  20900. }
  20901. // Local world
  20902. BABYLON.Tmp.Matrix[5].multiplyToRef(BABYLON.Tmp.Matrix[2], this._localMatrix);
  20903. // Parent
  20904. if (this.parent && this.parent.getWorldMatrix) {
  20905. if (this.billboardMode !== TransformNode.BILLBOARDMODE_NONE) {
  20906. if (this._transformToBoneReferal) {
  20907. this.parent.getWorldMatrix().multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20908. BABYLON.Tmp.Matrix[5].copyFrom(BABYLON.Tmp.Matrix[6]);
  20909. }
  20910. else {
  20911. BABYLON.Tmp.Matrix[5].copyFrom(this.parent.getWorldMatrix());
  20912. }
  20913. this._localMatrix.getTranslationToRef(BABYLON.Tmp.Vector3[5]);
  20914. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Tmp.Vector3[5], BABYLON.Tmp.Matrix[5], BABYLON.Tmp.Vector3[5]);
  20915. this._worldMatrix.copyFrom(this._localMatrix);
  20916. this._worldMatrix.setTranslation(BABYLON.Tmp.Vector3[5]);
  20917. }
  20918. else {
  20919. if (this._transformToBoneReferal) {
  20920. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), BABYLON.Tmp.Matrix[6]);
  20921. BABYLON.Tmp.Matrix[6].multiplyToRef(this._transformToBoneReferal.getWorldMatrix(), this._worldMatrix);
  20922. }
  20923. else {
  20924. this._localMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  20925. }
  20926. }
  20927. this._markSyncedWithParent();
  20928. }
  20929. else {
  20930. this._worldMatrix.copyFrom(this._localMatrix);
  20931. }
  20932. // Normal matrix
  20933. if (!this.ignoreNonUniformScaling) {
  20934. if (this.scaling.isNonUniform) {
  20935. this._updateNonUniformScalingState(true);
  20936. }
  20937. else if (this.parent && this.parent._nonUniformScaling) {
  20938. this._updateNonUniformScalingState(this.parent._nonUniformScaling);
  20939. }
  20940. else {
  20941. this._updateNonUniformScalingState(false);
  20942. }
  20943. }
  20944. else {
  20945. this._updateNonUniformScalingState(false);
  20946. }
  20947. this._afterComputeWorldMatrix();
  20948. // Absolute position
  20949. this._absolutePosition.copyFromFloats(this._worldMatrix.m[12], this._worldMatrix.m[13], this._worldMatrix.m[14]);
  20950. // Callbacks
  20951. this.onAfterWorldMatrixUpdateObservable.notifyObservers(this);
  20952. if (!this._poseMatrix) {
  20953. this._poseMatrix = BABYLON.Matrix.Invert(this._worldMatrix);
  20954. }
  20955. // Cache the determinant
  20956. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  20957. return this._worldMatrix;
  20958. };
  20959. TransformNode.prototype._afterComputeWorldMatrix = function () {
  20960. };
  20961. /**
  20962. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  20963. * @param func callback function to add
  20964. *
  20965. * @returns the TransformNode.
  20966. */
  20967. TransformNode.prototype.registerAfterWorldMatrixUpdate = function (func) {
  20968. this.onAfterWorldMatrixUpdateObservable.add(func);
  20969. return this;
  20970. };
  20971. /**
  20972. * Removes a registered callback function.
  20973. * @param func callback function to remove
  20974. * @returns the TransformNode.
  20975. */
  20976. TransformNode.prototype.unregisterAfterWorldMatrixUpdate = function (func) {
  20977. this.onAfterWorldMatrixUpdateObservable.removeCallback(func);
  20978. return this;
  20979. };
  20980. /**
  20981. * Gets the position of the current mesh in camera space
  20982. * @param camera defines the camera to use
  20983. * @returns a position
  20984. */
  20985. TransformNode.prototype.getPositionInCameraSpace = function (camera) {
  20986. if (camera === void 0) { camera = null; }
  20987. if (!camera) {
  20988. camera = this.getScene().activeCamera;
  20989. }
  20990. return BABYLON.Vector3.TransformCoordinates(this.absolutePosition, camera.getViewMatrix());
  20991. };
  20992. /**
  20993. * Returns the distance from the mesh to the active camera
  20994. * @param camera defines the camera to use
  20995. * @returns the distance
  20996. */
  20997. TransformNode.prototype.getDistanceToCamera = function (camera) {
  20998. if (camera === void 0) { camera = null; }
  20999. if (!camera) {
  21000. camera = this.getScene().activeCamera;
  21001. }
  21002. return this.absolutePosition.subtract(camera.position).length();
  21003. };
  21004. /**
  21005. * Clone the current transform node
  21006. * @param name Name of the new clone
  21007. * @param newParent New parent for the clone
  21008. * @param doNotCloneChildren Do not clone children hierarchy
  21009. * @returns the new transform node
  21010. */
  21011. TransformNode.prototype.clone = function (name, newParent, doNotCloneChildren) {
  21012. var _this = this;
  21013. var result = BABYLON.SerializationHelper.Clone(function () { return new TransformNode(name, _this.getScene()); }, this);
  21014. result.name = name;
  21015. result.id = name;
  21016. if (newParent) {
  21017. result.parent = newParent;
  21018. }
  21019. if (!doNotCloneChildren) {
  21020. // Children
  21021. var directDescendants = this.getDescendants(true);
  21022. for (var index = 0; index < directDescendants.length; index++) {
  21023. var child = directDescendants[index];
  21024. if (child.clone) {
  21025. child.clone(name + "." + child.name, result);
  21026. }
  21027. }
  21028. }
  21029. return result;
  21030. };
  21031. /**
  21032. * Serializes the objects information.
  21033. * @param currentSerializationObject defines the object to serialize in
  21034. * @returns the serialized object
  21035. */
  21036. TransformNode.prototype.serialize = function (currentSerializationObject) {
  21037. var serializationObject = BABYLON.SerializationHelper.Serialize(this, currentSerializationObject);
  21038. serializationObject.type = this.getClassName();
  21039. // Parent
  21040. if (this.parent) {
  21041. serializationObject.parentId = this.parent.id;
  21042. }
  21043. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  21044. serializationObject.tags = BABYLON.Tags.GetTags(this);
  21045. }
  21046. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  21047. serializationObject.isEnabled = this.isEnabled();
  21048. // Parent
  21049. if (this.parent) {
  21050. serializationObject.parentId = this.parent.id;
  21051. }
  21052. return serializationObject;
  21053. };
  21054. // Statics
  21055. /**
  21056. * Returns a new TransformNode object parsed from the source provided.
  21057. * @param parsedTransformNode is the source.
  21058. * @param scene the scne the object belongs to
  21059. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  21060. * @returns a new TransformNode object parsed from the source provided.
  21061. */
  21062. TransformNode.Parse = function (parsedTransformNode, scene, rootUrl) {
  21063. var transformNode = BABYLON.SerializationHelper.Parse(function () { return new TransformNode(parsedTransformNode.name, scene); }, parsedTransformNode, scene, rootUrl);
  21064. if (BABYLON.Tags) {
  21065. BABYLON.Tags.AddTagsTo(transformNode, parsedTransformNode.tags);
  21066. }
  21067. if (parsedTransformNode.localMatrix) {
  21068. transformNode.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.localMatrix));
  21069. }
  21070. else if (parsedTransformNode.pivotMatrix) {
  21071. transformNode.setPivotMatrix(BABYLON.Matrix.FromArray(parsedTransformNode.pivotMatrix));
  21072. }
  21073. transformNode.setEnabled(parsedTransformNode.isEnabled);
  21074. // Parent
  21075. if (parsedTransformNode.parentId) {
  21076. transformNode._waitingParentId = parsedTransformNode.parentId;
  21077. }
  21078. return transformNode;
  21079. };
  21080. /**
  21081. * Releases resources associated with this transform node.
  21082. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  21083. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  21084. */
  21085. TransformNode.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  21086. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  21087. // Animations
  21088. this.getScene().stopAnimation(this);
  21089. // Remove from scene
  21090. this.getScene().removeTransformNode(this);
  21091. this.onAfterWorldMatrixUpdateObservable.clear();
  21092. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  21093. };
  21094. // Statics
  21095. /**
  21096. * Object will not rotate to face the camera
  21097. */
  21098. TransformNode.BILLBOARDMODE_NONE = 0;
  21099. /**
  21100. * Object will rotate to face the camera but only on the x axis
  21101. */
  21102. TransformNode.BILLBOARDMODE_X = 1;
  21103. /**
  21104. * Object will rotate to face the camera but only on the y axis
  21105. */
  21106. TransformNode.BILLBOARDMODE_Y = 2;
  21107. /**
  21108. * Object will rotate to face the camera but only on the z axis
  21109. */
  21110. TransformNode.BILLBOARDMODE_Z = 4;
  21111. /**
  21112. * Object will rotate to face the camera
  21113. */
  21114. TransformNode.BILLBOARDMODE_ALL = 7;
  21115. TransformNode._lookAtVectorCache = new BABYLON.Vector3(0, 0, 0);
  21116. TransformNode._rotationAxisCache = new BABYLON.Quaternion();
  21117. __decorate([
  21118. BABYLON.serializeAsVector3("position")
  21119. ], TransformNode.prototype, "_position", void 0);
  21120. __decorate([
  21121. BABYLON.serializeAsVector3("rotation")
  21122. ], TransformNode.prototype, "_rotation", void 0);
  21123. __decorate([
  21124. BABYLON.serializeAsQuaternion("rotationQuaternion")
  21125. ], TransformNode.prototype, "_rotationQuaternion", void 0);
  21126. __decorate([
  21127. BABYLON.serializeAsVector3("scaling")
  21128. ], TransformNode.prototype, "_scaling", void 0);
  21129. __decorate([
  21130. BABYLON.serialize()
  21131. ], TransformNode.prototype, "billboardMode", void 0);
  21132. __decorate([
  21133. BABYLON.serialize()
  21134. ], TransformNode.prototype, "scalingDeterminant", void 0);
  21135. __decorate([
  21136. BABYLON.serialize()
  21137. ], TransformNode.prototype, "infiniteDistance", void 0);
  21138. __decorate([
  21139. BABYLON.serialize()
  21140. ], TransformNode.prototype, "ignoreNonUniformScaling", void 0);
  21141. return TransformNode;
  21142. }(BABYLON.Node));
  21143. BABYLON.TransformNode = TransformNode;
  21144. })(BABYLON || (BABYLON = {}));
  21145. //# sourceMappingURL=babylon.transformNode.js.map
  21146. var BABYLON;
  21147. (function (BABYLON) {
  21148. /** @hidden */
  21149. var _FacetDataStorage = /** @class */ (function () {
  21150. function _FacetDataStorage() {
  21151. this.facetNb = 0; // facet number
  21152. this.partitioningSubdivisions = 10; // number of subdivisions per axis in the partioning space
  21153. this.partitioningBBoxRatio = 1.01; // the partioning array space is by default 1% bigger than the bounding box
  21154. this.facetDataEnabled = false; // is the facet data feature enabled on this mesh ?
  21155. this.facetParameters = {}; // keep a reference to the object parameters to avoid memory re-allocation
  21156. this.bbSize = BABYLON.Vector3.Zero(); // bbox size approximated for facet data
  21157. this.subDiv = {
  21158. max: 1,
  21159. X: 1,
  21160. Y: 1,
  21161. Z: 1
  21162. };
  21163. this.facetDepthSort = false; // is the facet depth sort to be computed
  21164. this.facetDepthSortEnabled = false; // is the facet depth sort initialized
  21165. }
  21166. return _FacetDataStorage;
  21167. }());
  21168. /**
  21169. * Class used to store all common mesh properties
  21170. */
  21171. var AbstractMesh = /** @class */ (function (_super) {
  21172. __extends(AbstractMesh, _super);
  21173. // Constructor
  21174. /**
  21175. * Creates a new AbstractMesh
  21176. * @param name defines the name of the mesh
  21177. * @param scene defines the hosting scene
  21178. */
  21179. function AbstractMesh(name, scene) {
  21180. if (scene === void 0) { scene = null; }
  21181. var _this = _super.call(this, name, scene, false) || this;
  21182. _this._facetData = new _FacetDataStorage();
  21183. /** Gets ot sets the culling strategy to use to find visible meshes */
  21184. _this.cullingStrategy = AbstractMesh.CULLINGSTRATEGY_STANDARD;
  21185. // Events
  21186. /**
  21187. * An event triggered when this mesh collides with another one
  21188. */
  21189. _this.onCollideObservable = new BABYLON.Observable();
  21190. /**
  21191. * An event triggered when the collision's position changes
  21192. */
  21193. _this.onCollisionPositionChangeObservable = new BABYLON.Observable();
  21194. /**
  21195. * An event triggered when material is changed
  21196. */
  21197. _this.onMaterialChangedObservable = new BABYLON.Observable();
  21198. // Properties
  21199. /**
  21200. * Gets or sets the orientation for POV movement & rotation
  21201. */
  21202. _this.definedFacingForward = true;
  21203. _this._visibility = 1.0;
  21204. /** Gets or sets the alpha index used to sort transparent meshes
  21205. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  21206. */
  21207. _this.alphaIndex = Number.MAX_VALUE;
  21208. /**
  21209. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  21210. */
  21211. _this.isVisible = true;
  21212. /**
  21213. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  21214. */
  21215. _this.isPickable = true;
  21216. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  21217. _this.showSubMeshesBoundingBox = false;
  21218. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  21219. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  21220. */
  21221. _this.isBlocker = false;
  21222. /**
  21223. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  21224. */
  21225. _this.enablePointerMoveEvents = false;
  21226. /**
  21227. * Specifies the rendering group id for this mesh (0 by default)
  21228. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  21229. */
  21230. _this.renderingGroupId = 0;
  21231. _this._receiveShadows = false;
  21232. /** Defines color to use when rendering outline */
  21233. _this.outlineColor = BABYLON.Color3.Red();
  21234. /** Define width to use when rendering outline */
  21235. _this.outlineWidth = 0.02;
  21236. /** Defines color to use when rendering overlay */
  21237. _this.overlayColor = BABYLON.Color3.Red();
  21238. /** Defines alpha to use when rendering overlay */
  21239. _this.overlayAlpha = 0.5;
  21240. _this._hasVertexAlpha = false;
  21241. _this._useVertexColors = true;
  21242. _this._computeBonesUsingShaders = true;
  21243. _this._numBoneInfluencers = 4;
  21244. _this._applyFog = true;
  21245. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  21246. _this.useOctreeForRenderingSelection = true;
  21247. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  21248. _this.useOctreeForPicking = true;
  21249. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  21250. _this.useOctreeForCollisions = true;
  21251. _this._layerMask = 0x0FFFFFFF;
  21252. /**
  21253. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  21254. */
  21255. _this.alwaysSelectAsActiveMesh = false;
  21256. /**
  21257. * Gets or sets the current action manager
  21258. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  21259. */
  21260. _this.actionManager = null;
  21261. // Collisions
  21262. _this._checkCollisions = false;
  21263. _this._collisionMask = -1;
  21264. _this._collisionGroup = -1;
  21265. /**
  21266. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  21267. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21268. */
  21269. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  21270. /**
  21271. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  21272. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  21273. */
  21274. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  21275. _this._oldPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21276. _this._diffPositionForCollisions = new BABYLON.Vector3(0, 0, 0);
  21277. // Edges
  21278. /**
  21279. * Defines edge width used when edgesRenderer is enabled
  21280. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21281. */
  21282. _this.edgesWidth = 1;
  21283. /**
  21284. * Defines edge color used when edgesRenderer is enabled
  21285. * @see https://www.babylonjs-playground.com/#10OJSG#13
  21286. */
  21287. _this.edgesColor = new BABYLON.Color4(1, 0, 0, 1);
  21288. /** @hidden */
  21289. _this._renderId = 0;
  21290. /** @hidden */
  21291. _this._intersectionsInProgress = new Array();
  21292. /** @hidden */
  21293. _this._unIndexed = false;
  21294. /** @hidden */
  21295. _this._lightSources = new Array();
  21296. /**
  21297. * An event triggered when the mesh is rebuilt.
  21298. */
  21299. _this.onRebuildObservable = new BABYLON.Observable();
  21300. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  21301. if (collidedMesh === void 0) { collidedMesh = null; }
  21302. //TODO move this to the collision coordinator!
  21303. if (_this.getScene().workerCollisions) {
  21304. newPosition.multiplyInPlace(_this._collider._radius);
  21305. }
  21306. newPosition.subtractToRef(_this._oldPositionForCollisions, _this._diffPositionForCollisions);
  21307. if (_this._diffPositionForCollisions.length() > BABYLON.Engine.CollisionsEpsilon) {
  21308. _this.position.addInPlace(_this._diffPositionForCollisions);
  21309. }
  21310. if (collidedMesh) {
  21311. _this.onCollideObservable.notifyObservers(collidedMesh);
  21312. }
  21313. _this.onCollisionPositionChangeObservable.notifyObservers(_this.position);
  21314. };
  21315. _this.getScene().addMesh(_this);
  21316. _this._resyncLightSources();
  21317. return _this;
  21318. }
  21319. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_NONE", {
  21320. /**
  21321. * No billboard
  21322. */
  21323. get: function () {
  21324. return BABYLON.TransformNode.BILLBOARDMODE_NONE;
  21325. },
  21326. enumerable: true,
  21327. configurable: true
  21328. });
  21329. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_X", {
  21330. /** Billboard on X axis */
  21331. get: function () {
  21332. return BABYLON.TransformNode.BILLBOARDMODE_X;
  21333. },
  21334. enumerable: true,
  21335. configurable: true
  21336. });
  21337. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Y", {
  21338. /** Billboard on Y axis */
  21339. get: function () {
  21340. return BABYLON.TransformNode.BILLBOARDMODE_Y;
  21341. },
  21342. enumerable: true,
  21343. configurable: true
  21344. });
  21345. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_Z", {
  21346. /** Billboard on Z axis */
  21347. get: function () {
  21348. return BABYLON.TransformNode.BILLBOARDMODE_Z;
  21349. },
  21350. enumerable: true,
  21351. configurable: true
  21352. });
  21353. Object.defineProperty(AbstractMesh, "BILLBOARDMODE_ALL", {
  21354. /** Billboard on all axes */
  21355. get: function () {
  21356. return BABYLON.TransformNode.BILLBOARDMODE_ALL;
  21357. },
  21358. enumerable: true,
  21359. configurable: true
  21360. });
  21361. Object.defineProperty(AbstractMesh.prototype, "facetNb", {
  21362. /**
  21363. * Gets the number of facets in the mesh
  21364. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21365. */
  21366. get: function () {
  21367. return this._facetData.facetNb;
  21368. },
  21369. enumerable: true,
  21370. configurable: true
  21371. });
  21372. Object.defineProperty(AbstractMesh.prototype, "partitioningSubdivisions", {
  21373. /**
  21374. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  21375. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21376. */
  21377. get: function () {
  21378. return this._facetData.partitioningSubdivisions;
  21379. },
  21380. set: function (nb) {
  21381. this._facetData.partitioningSubdivisions = nb;
  21382. },
  21383. enumerable: true,
  21384. configurable: true
  21385. });
  21386. Object.defineProperty(AbstractMesh.prototype, "partitioningBBoxRatio", {
  21387. /**
  21388. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  21389. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  21390. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  21391. */
  21392. get: function () {
  21393. return this._facetData.partitioningBBoxRatio;
  21394. },
  21395. set: function (ratio) {
  21396. this._facetData.partitioningBBoxRatio = ratio;
  21397. },
  21398. enumerable: true,
  21399. configurable: true
  21400. });
  21401. Object.defineProperty(AbstractMesh.prototype, "mustDepthSortFacets", {
  21402. /**
  21403. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  21404. * Works only for updatable meshes.
  21405. * Doesn't work with multi-materials
  21406. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21407. */
  21408. get: function () {
  21409. return this._facetData.facetDepthSort;
  21410. },
  21411. set: function (sort) {
  21412. this._facetData.facetDepthSort = sort;
  21413. },
  21414. enumerable: true,
  21415. configurable: true
  21416. });
  21417. Object.defineProperty(AbstractMesh.prototype, "facetDepthSortFrom", {
  21418. /**
  21419. * The location (Vector3) where the facet depth sort must be computed from.
  21420. * By default, the active camera position.
  21421. * Used only when facet depth sort is enabled
  21422. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  21423. */
  21424. get: function () {
  21425. return this._facetData.facetDepthSortFrom;
  21426. },
  21427. set: function (location) {
  21428. this._facetData.facetDepthSortFrom = location;
  21429. },
  21430. enumerable: true,
  21431. configurable: true
  21432. });
  21433. Object.defineProperty(AbstractMesh.prototype, "isFacetDataEnabled", {
  21434. /**
  21435. * gets a boolean indicating if facetData is enabled
  21436. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  21437. */
  21438. get: function () {
  21439. return this._facetData.facetDataEnabled;
  21440. },
  21441. enumerable: true,
  21442. configurable: true
  21443. });
  21444. /** @hidden */
  21445. AbstractMesh.prototype._updateNonUniformScalingState = function (value) {
  21446. if (!_super.prototype._updateNonUniformScalingState.call(this, value)) {
  21447. return false;
  21448. }
  21449. this._markSubMeshesAsMiscDirty();
  21450. return true;
  21451. };
  21452. Object.defineProperty(AbstractMesh.prototype, "onCollide", {
  21453. /** Set a function to call when this mesh collides with another one */
  21454. set: function (callback) {
  21455. if (this._onCollideObserver) {
  21456. this.onCollideObservable.remove(this._onCollideObserver);
  21457. }
  21458. this._onCollideObserver = this.onCollideObservable.add(callback);
  21459. },
  21460. enumerable: true,
  21461. configurable: true
  21462. });
  21463. Object.defineProperty(AbstractMesh.prototype, "onCollisionPositionChange", {
  21464. /** Set a function to call when the collision's position changes */
  21465. set: function (callback) {
  21466. if (this._onCollisionPositionChangeObserver) {
  21467. this.onCollisionPositionChangeObservable.remove(this._onCollisionPositionChangeObserver);
  21468. }
  21469. this._onCollisionPositionChangeObserver = this.onCollisionPositionChangeObservable.add(callback);
  21470. },
  21471. enumerable: true,
  21472. configurable: true
  21473. });
  21474. Object.defineProperty(AbstractMesh.prototype, "visibility", {
  21475. /**
  21476. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21477. */
  21478. get: function () {
  21479. return this._visibility;
  21480. },
  21481. /**
  21482. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  21483. */
  21484. set: function (value) {
  21485. if (this._visibility === value) {
  21486. return;
  21487. }
  21488. this._visibility = value;
  21489. this._markSubMeshesAsMiscDirty();
  21490. },
  21491. enumerable: true,
  21492. configurable: true
  21493. });
  21494. Object.defineProperty(AbstractMesh.prototype, "material", {
  21495. /** Gets or sets current material */
  21496. get: function () {
  21497. return this._material;
  21498. },
  21499. set: function (value) {
  21500. if (this._material === value) {
  21501. return;
  21502. }
  21503. // remove from material mesh map id needed
  21504. if (this._material && this._material.meshMap) {
  21505. this._material.meshMap[this.uniqueId] = undefined;
  21506. }
  21507. this._material = value;
  21508. if (value && value.meshMap) {
  21509. value.meshMap[this.uniqueId] = this;
  21510. }
  21511. if (this.onMaterialChangedObservable.hasObservers) {
  21512. this.onMaterialChangedObservable.notifyObservers(this);
  21513. }
  21514. if (!this.subMeshes) {
  21515. return;
  21516. }
  21517. this._unBindEffect();
  21518. },
  21519. enumerable: true,
  21520. configurable: true
  21521. });
  21522. Object.defineProperty(AbstractMesh.prototype, "receiveShadows", {
  21523. /**
  21524. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  21525. * @see http://doc.babylonjs.com/babylon101/shadows
  21526. */
  21527. get: function () {
  21528. return this._receiveShadows;
  21529. },
  21530. set: function (value) {
  21531. if (this._receiveShadows === value) {
  21532. return;
  21533. }
  21534. this._receiveShadows = value;
  21535. this._markSubMeshesAsLightDirty();
  21536. },
  21537. enumerable: true,
  21538. configurable: true
  21539. });
  21540. Object.defineProperty(AbstractMesh.prototype, "hasVertexAlpha", {
  21541. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  21542. get: function () {
  21543. return this._hasVertexAlpha;
  21544. },
  21545. set: function (value) {
  21546. if (this._hasVertexAlpha === value) {
  21547. return;
  21548. }
  21549. this._hasVertexAlpha = value;
  21550. this._markSubMeshesAsAttributesDirty();
  21551. this._markSubMeshesAsMiscDirty();
  21552. },
  21553. enumerable: true,
  21554. configurable: true
  21555. });
  21556. Object.defineProperty(AbstractMesh.prototype, "useVertexColors", {
  21557. /** 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) */
  21558. get: function () {
  21559. return this._useVertexColors;
  21560. },
  21561. set: function (value) {
  21562. if (this._useVertexColors === value) {
  21563. return;
  21564. }
  21565. this._useVertexColors = value;
  21566. this._markSubMeshesAsAttributesDirty();
  21567. },
  21568. enumerable: true,
  21569. configurable: true
  21570. });
  21571. Object.defineProperty(AbstractMesh.prototype, "computeBonesUsingShaders", {
  21572. /**
  21573. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  21574. */
  21575. get: function () {
  21576. return this._computeBonesUsingShaders;
  21577. },
  21578. set: function (value) {
  21579. if (this._computeBonesUsingShaders === value) {
  21580. return;
  21581. }
  21582. this._computeBonesUsingShaders = value;
  21583. this._markSubMeshesAsAttributesDirty();
  21584. },
  21585. enumerable: true,
  21586. configurable: true
  21587. });
  21588. Object.defineProperty(AbstractMesh.prototype, "numBoneInfluencers", {
  21589. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  21590. get: function () {
  21591. return this._numBoneInfluencers;
  21592. },
  21593. set: function (value) {
  21594. if (this._numBoneInfluencers === value) {
  21595. return;
  21596. }
  21597. this._numBoneInfluencers = value;
  21598. this._markSubMeshesAsAttributesDirty();
  21599. },
  21600. enumerable: true,
  21601. configurable: true
  21602. });
  21603. Object.defineProperty(AbstractMesh.prototype, "applyFog", {
  21604. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  21605. get: function () {
  21606. return this._applyFog;
  21607. },
  21608. set: function (value) {
  21609. if (this._applyFog === value) {
  21610. return;
  21611. }
  21612. this._applyFog = value;
  21613. this._markSubMeshesAsMiscDirty();
  21614. },
  21615. enumerable: true,
  21616. configurable: true
  21617. });
  21618. Object.defineProperty(AbstractMesh.prototype, "layerMask", {
  21619. /**
  21620. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  21621. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  21622. */
  21623. get: function () {
  21624. return this._layerMask;
  21625. },
  21626. set: function (value) {
  21627. if (value === this._layerMask) {
  21628. return;
  21629. }
  21630. this._layerMask = value;
  21631. this._resyncLightSources();
  21632. },
  21633. enumerable: true,
  21634. configurable: true
  21635. });
  21636. Object.defineProperty(AbstractMesh.prototype, "collisionMask", {
  21637. /**
  21638. * Gets or sets a collision mask used to mask collisions (default is -1).
  21639. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21640. */
  21641. get: function () {
  21642. return this._collisionMask;
  21643. },
  21644. set: function (mask) {
  21645. this._collisionMask = !isNaN(mask) ? mask : -1;
  21646. },
  21647. enumerable: true,
  21648. configurable: true
  21649. });
  21650. Object.defineProperty(AbstractMesh.prototype, "collisionGroup", {
  21651. /**
  21652. * Gets or sets the current collision group mask (-1 by default).
  21653. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  21654. */
  21655. get: function () {
  21656. return this._collisionGroup;
  21657. },
  21658. set: function (mask) {
  21659. this._collisionGroup = !isNaN(mask) ? mask : -1;
  21660. },
  21661. enumerable: true,
  21662. configurable: true
  21663. });
  21664. Object.defineProperty(AbstractMesh.prototype, "_positions", {
  21665. /** @hidden */
  21666. get: function () {
  21667. return null;
  21668. },
  21669. enumerable: true,
  21670. configurable: true
  21671. });
  21672. Object.defineProperty(AbstractMesh.prototype, "skeleton", {
  21673. get: function () {
  21674. return this._skeleton;
  21675. },
  21676. /**
  21677. * Gets or sets a skeleton to apply skining transformations
  21678. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  21679. */
  21680. set: function (value) {
  21681. if (this._skeleton && this._skeleton.needInitialSkinMatrix) {
  21682. this._skeleton._unregisterMeshWithPoseMatrix(this);
  21683. }
  21684. if (value && value.needInitialSkinMatrix) {
  21685. value._registerMeshWithPoseMatrix(this);
  21686. }
  21687. this._skeleton = value;
  21688. if (!this._skeleton) {
  21689. this._bonesTransformMatrices = null;
  21690. }
  21691. this._markSubMeshesAsAttributesDirty();
  21692. },
  21693. enumerable: true,
  21694. configurable: true
  21695. });
  21696. /**
  21697. * Returns the string "AbstractMesh"
  21698. * @returns "AbstractMesh"
  21699. */
  21700. AbstractMesh.prototype.getClassName = function () {
  21701. return "AbstractMesh";
  21702. };
  21703. /**
  21704. * Gets a string representation of the current mesh
  21705. * @param fullDetails defines a boolean indicating if full details must be included
  21706. * @returns a string representation of the current mesh
  21707. */
  21708. AbstractMesh.prototype.toString = function (fullDetails) {
  21709. var ret = "Name: " + this.name + ", isInstance: " + (this instanceof BABYLON.InstancedMesh ? "YES" : "NO");
  21710. ret += ", # of submeshes: " + (this.subMeshes ? this.subMeshes.length : 0);
  21711. if (this._skeleton) {
  21712. ret += ", skeleton: " + this._skeleton.name;
  21713. }
  21714. if (fullDetails) {
  21715. ret += ", billboard mode: " + (["NONE", "X", "Y", null, "Z", null, null, "ALL"])[this.billboardMode];
  21716. ret += ", freeze wrld mat: " + (this._isWorldMatrixFrozen || this._waitingFreezeWorldMatrix ? "YES" : "NO");
  21717. }
  21718. return ret;
  21719. };
  21720. /** @hidden */
  21721. AbstractMesh.prototype._rebuild = function () {
  21722. this.onRebuildObservable.notifyObservers(this);
  21723. if (this._occlusionQuery) {
  21724. this._occlusionQuery = null;
  21725. }
  21726. if (!this.subMeshes) {
  21727. return;
  21728. }
  21729. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21730. var subMesh = _a[_i];
  21731. subMesh._rebuild();
  21732. }
  21733. };
  21734. /** @hidden */
  21735. AbstractMesh.prototype._resyncLightSources = function () {
  21736. this._lightSources.length = 0;
  21737. for (var _i = 0, _a = this.getScene().lights; _i < _a.length; _i++) {
  21738. var light = _a[_i];
  21739. if (!light.isEnabled()) {
  21740. continue;
  21741. }
  21742. if (light.canAffectMesh(this)) {
  21743. this._lightSources.push(light);
  21744. }
  21745. }
  21746. this._markSubMeshesAsLightDirty();
  21747. };
  21748. /** @hidden */
  21749. AbstractMesh.prototype._resyncLighSource = function (light) {
  21750. var isIn = light.isEnabled() && light.canAffectMesh(this);
  21751. var index = this._lightSources.indexOf(light);
  21752. if (index === -1) {
  21753. if (!isIn) {
  21754. return;
  21755. }
  21756. this._lightSources.push(light);
  21757. }
  21758. else {
  21759. if (isIn) {
  21760. return;
  21761. }
  21762. this._lightSources.splice(index, 1);
  21763. }
  21764. this._markSubMeshesAsLightDirty();
  21765. };
  21766. /** @hidden */
  21767. AbstractMesh.prototype._unBindEffect = function () {
  21768. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21769. var subMesh = _a[_i];
  21770. subMesh.setEffect(null);
  21771. }
  21772. };
  21773. /** @hidden */
  21774. AbstractMesh.prototype._removeLightSource = function (light) {
  21775. var index = this._lightSources.indexOf(light);
  21776. if (index === -1) {
  21777. return;
  21778. }
  21779. this._lightSources.splice(index, 1);
  21780. this._markSubMeshesAsLightDirty();
  21781. };
  21782. AbstractMesh.prototype._markSubMeshesAsDirty = function (func) {
  21783. if (!this.subMeshes) {
  21784. return;
  21785. }
  21786. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21787. var subMesh = _a[_i];
  21788. if (subMesh._materialDefines) {
  21789. func(subMesh._materialDefines);
  21790. }
  21791. }
  21792. };
  21793. /** @hidden */
  21794. AbstractMesh.prototype._markSubMeshesAsLightDirty = function () {
  21795. this._markSubMeshesAsDirty(function (defines) { return defines.markAsLightDirty(); });
  21796. };
  21797. /** @hidden */
  21798. AbstractMesh.prototype._markSubMeshesAsAttributesDirty = function () {
  21799. this._markSubMeshesAsDirty(function (defines) { return defines.markAsAttributesDirty(); });
  21800. };
  21801. /** @hidden */
  21802. AbstractMesh.prototype._markSubMeshesAsMiscDirty = function () {
  21803. if (!this.subMeshes) {
  21804. return;
  21805. }
  21806. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  21807. var subMesh = _a[_i];
  21808. var material = subMesh.getMaterial();
  21809. if (material) {
  21810. material.markAsDirty(BABYLON.Material.MiscDirtyFlag);
  21811. }
  21812. }
  21813. };
  21814. Object.defineProperty(AbstractMesh.prototype, "scaling", {
  21815. /**
  21816. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  21817. */
  21818. get: function () {
  21819. return this._scaling;
  21820. },
  21821. set: function (newScaling) {
  21822. this._scaling = newScaling;
  21823. if (this.physicsImpostor) {
  21824. this.physicsImpostor.forceUpdate();
  21825. }
  21826. },
  21827. enumerable: true,
  21828. configurable: true
  21829. });
  21830. Object.defineProperty(AbstractMesh.prototype, "isBlocked", {
  21831. // Methods
  21832. /**
  21833. * Returns true if the mesh is blocked. Implemented by child classes
  21834. */
  21835. get: function () {
  21836. return false;
  21837. },
  21838. enumerable: true,
  21839. configurable: true
  21840. });
  21841. /**
  21842. * Returns the mesh itself by default. Implemented by child classes
  21843. * @param camera defines the camera to use to pick the right LOD level
  21844. * @returns the currentAbstractMesh
  21845. */
  21846. AbstractMesh.prototype.getLOD = function (camera) {
  21847. return this;
  21848. };
  21849. /**
  21850. * Returns 0 by default. Implemented by child classes
  21851. * @returns an integer
  21852. */
  21853. AbstractMesh.prototype.getTotalVertices = function () {
  21854. return 0;
  21855. };
  21856. /**
  21857. * Returns a positive integer : the total number of indices in this mesh geometry.
  21858. * @returns the numner of indices or zero if the mesh has no geometry.
  21859. */
  21860. AbstractMesh.prototype.getTotalIndices = function () {
  21861. return 0;
  21862. };
  21863. /**
  21864. * Returns null by default. Implemented by child classes
  21865. * @returns null
  21866. */
  21867. AbstractMesh.prototype.getIndices = function () {
  21868. return null;
  21869. };
  21870. /**
  21871. * Returns the array of the requested vertex data kind. Implemented by child classes
  21872. * @param kind defines the vertex data kind to use
  21873. * @returns null
  21874. */
  21875. AbstractMesh.prototype.getVerticesData = function (kind) {
  21876. return null;
  21877. };
  21878. /**
  21879. * Sets the vertex data of the mesh geometry for the requested `kind`.
  21880. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  21881. * Note that a new underlying VertexBuffer object is created each call.
  21882. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  21883. * @param kind defines vertex data kind:
  21884. * * BABYLON.VertexBuffer.PositionKind
  21885. * * BABYLON.VertexBuffer.UVKind
  21886. * * BABYLON.VertexBuffer.UV2Kind
  21887. * * BABYLON.VertexBuffer.UV3Kind
  21888. * * BABYLON.VertexBuffer.UV4Kind
  21889. * * BABYLON.VertexBuffer.UV5Kind
  21890. * * BABYLON.VertexBuffer.UV6Kind
  21891. * * BABYLON.VertexBuffer.ColorKind
  21892. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21893. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21894. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21895. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21896. * @param data defines the data source
  21897. * @param updatable defines if the data must be flagged as updatable (or static)
  21898. * @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
  21899. * @returns the current mesh
  21900. */
  21901. AbstractMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  21902. return this;
  21903. };
  21904. /**
  21905. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  21906. * If the mesh has no geometry, it is simply returned as it is.
  21907. * @param kind defines vertex data kind:
  21908. * * BABYLON.VertexBuffer.PositionKind
  21909. * * BABYLON.VertexBuffer.UVKind
  21910. * * BABYLON.VertexBuffer.UV2Kind
  21911. * * BABYLON.VertexBuffer.UV3Kind
  21912. * * BABYLON.VertexBuffer.UV4Kind
  21913. * * BABYLON.VertexBuffer.UV5Kind
  21914. * * BABYLON.VertexBuffer.UV6Kind
  21915. * * BABYLON.VertexBuffer.ColorKind
  21916. * * BABYLON.VertexBuffer.MatricesIndicesKind
  21917. * * BABYLON.VertexBuffer.MatricesIndicesExtraKind
  21918. * * BABYLON.VertexBuffer.MatricesWeightsKind
  21919. * * BABYLON.VertexBuffer.MatricesWeightsExtraKind
  21920. * @param data defines the data source
  21921. * @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
  21922. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  21923. * @returns the current mesh
  21924. */
  21925. AbstractMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  21926. return this;
  21927. };
  21928. /**
  21929. * Sets the mesh indices,
  21930. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  21931. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  21932. * @param totalVertices Defines the total number of vertices
  21933. * @returns the current mesh
  21934. */
  21935. AbstractMesh.prototype.setIndices = function (indices, totalVertices) {
  21936. return this;
  21937. };
  21938. /**
  21939. * Gets a boolean indicating if specific vertex data is present
  21940. * @param kind defines the vertex data kind to use
  21941. * @returns true is data kind is present
  21942. */
  21943. AbstractMesh.prototype.isVerticesDataPresent = function (kind) {
  21944. return false;
  21945. };
  21946. /**
  21947. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined
  21948. * @returns a BoundingInfo
  21949. */
  21950. AbstractMesh.prototype.getBoundingInfo = function () {
  21951. if (this._masterMesh) {
  21952. return this._masterMesh.getBoundingInfo();
  21953. }
  21954. if (!this._boundingInfo) {
  21955. // this._boundingInfo is being created here
  21956. this._updateBoundingInfo();
  21957. }
  21958. // cannot be null.
  21959. return this._boundingInfo;
  21960. };
  21961. /**
  21962. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  21963. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box
  21964. * @returns the current mesh
  21965. */
  21966. AbstractMesh.prototype.normalizeToUnitCube = function (includeDescendants) {
  21967. if (includeDescendants === void 0) { includeDescendants = true; }
  21968. var boundingVectors = this.getHierarchyBoundingVectors(includeDescendants);
  21969. var sizeVec = boundingVectors.max.subtract(boundingVectors.min);
  21970. var maxDimension = Math.max(sizeVec.x, sizeVec.y, sizeVec.z);
  21971. if (maxDimension === 0) {
  21972. return this;
  21973. }
  21974. var scale = 1 / maxDimension;
  21975. this.scaling.scaleInPlace(scale);
  21976. return this;
  21977. };
  21978. /**
  21979. * Overwrite the current bounding info
  21980. * @param boundingInfo defines the new bounding info
  21981. * @returns the current mesh
  21982. */
  21983. AbstractMesh.prototype.setBoundingInfo = function (boundingInfo) {
  21984. this._boundingInfo = boundingInfo;
  21985. return this;
  21986. };
  21987. Object.defineProperty(AbstractMesh.prototype, "useBones", {
  21988. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  21989. get: function () {
  21990. return (this.skeleton && this.getScene().skeletonsEnabled && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind) && this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind));
  21991. },
  21992. enumerable: true,
  21993. configurable: true
  21994. });
  21995. /** @hidden */
  21996. AbstractMesh.prototype._preActivate = function () {
  21997. };
  21998. /** @hidden */
  21999. AbstractMesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  22000. };
  22001. /** @hidden */
  22002. AbstractMesh.prototype._activate = function (renderId) {
  22003. this._renderId = renderId;
  22004. };
  22005. /**
  22006. * Gets the current world matrix
  22007. * @returns a Matrix
  22008. */
  22009. AbstractMesh.prototype.getWorldMatrix = function () {
  22010. if (this._masterMesh) {
  22011. return this._masterMesh.getWorldMatrix();
  22012. }
  22013. return _super.prototype.getWorldMatrix.call(this);
  22014. };
  22015. /** @hidden */
  22016. AbstractMesh.prototype._getWorldMatrixDeterminant = function () {
  22017. if (this._masterMesh) {
  22018. return this._masterMesh._getWorldMatrixDeterminant();
  22019. }
  22020. return _super.prototype._getWorldMatrixDeterminant.call(this);
  22021. };
  22022. // ================================== Point of View Movement =================================
  22023. /**
  22024. * Perform relative position change from the point of view of behind the front of the mesh.
  22025. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22026. * Supports definition of mesh facing forward or backward
  22027. * @param amountRight defines the distance on the right axis
  22028. * @param amountUp defines the distance on the up axis
  22029. * @param amountForward defines the distance on the forward axis
  22030. * @returns the current mesh
  22031. */
  22032. AbstractMesh.prototype.movePOV = function (amountRight, amountUp, amountForward) {
  22033. this.position.addInPlace(this.calcMovePOV(amountRight, amountUp, amountForward));
  22034. return this;
  22035. };
  22036. /**
  22037. * Calculate relative position change from the point of view of behind the front of the mesh.
  22038. * This is performed taking into account the meshes current rotation, so you do not have to care.
  22039. * Supports definition of mesh facing forward or backward
  22040. * @param amountRight defines the distance on the right axis
  22041. * @param amountUp defines the distance on the up axis
  22042. * @param amountForward defines the distance on the forward axis
  22043. * @returns the new displacement vector
  22044. */
  22045. AbstractMesh.prototype.calcMovePOV = function (amountRight, amountUp, amountForward) {
  22046. var rotMatrix = new BABYLON.Matrix();
  22047. var rotQuaternion = (this.rotationQuaternion) ? this.rotationQuaternion : BABYLON.Quaternion.RotationYawPitchRoll(this.rotation.y, this.rotation.x, this.rotation.z);
  22048. rotQuaternion.toRotationMatrix(rotMatrix);
  22049. var translationDelta = BABYLON.Vector3.Zero();
  22050. var defForwardMult = this.definedFacingForward ? -1 : 1;
  22051. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(amountRight * defForwardMult, amountUp, amountForward * defForwardMult, rotMatrix, translationDelta);
  22052. return translationDelta;
  22053. };
  22054. // ================================== Point of View Rotation =================================
  22055. /**
  22056. * Perform relative rotation change from the point of view of behind the front of the mesh.
  22057. * Supports definition of mesh facing forward or backward
  22058. * @param flipBack defines the flip
  22059. * @param twirlClockwise defines the twirl
  22060. * @param tiltRight defines the tilt
  22061. * @returns the current mesh
  22062. */
  22063. AbstractMesh.prototype.rotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22064. this.rotation.addInPlace(this.calcRotatePOV(flipBack, twirlClockwise, tiltRight));
  22065. return this;
  22066. };
  22067. /**
  22068. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  22069. * Supports definition of mesh facing forward or backward.
  22070. * @param flipBack defines the flip
  22071. * @param twirlClockwise defines the twirl
  22072. * @param tiltRight defines the tilt
  22073. * @returns the new rotation vector
  22074. */
  22075. AbstractMesh.prototype.calcRotatePOV = function (flipBack, twirlClockwise, tiltRight) {
  22076. var defForwardMult = this.definedFacingForward ? 1 : -1;
  22077. return new BABYLON.Vector3(flipBack * defForwardMult, twirlClockwise, tiltRight * defForwardMult);
  22078. };
  22079. /**
  22080. * Return the minimum and maximum world vectors of the entire hierarchy under current mesh
  22081. * @param includeDescendants Include bounding info from descendants as well (true by default)
  22082. * @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
  22083. * @returns the new bounding vectors
  22084. */
  22085. AbstractMesh.prototype.getHierarchyBoundingVectors = function (includeDescendants, predicate) {
  22086. if (includeDescendants === void 0) { includeDescendants = true; }
  22087. if (predicate === void 0) { predicate = null; }
  22088. // Ensures that all world matrix will be recomputed.
  22089. this.getScene().incrementRenderId();
  22090. this.computeWorldMatrix(true);
  22091. var min;
  22092. var max;
  22093. var boundingInfo = this.getBoundingInfo();
  22094. if (!this.subMeshes) {
  22095. min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  22096. max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  22097. }
  22098. else {
  22099. min = boundingInfo.boundingBox.minimumWorld;
  22100. max = boundingInfo.boundingBox.maximumWorld;
  22101. }
  22102. if (includeDescendants) {
  22103. var descendants = this.getDescendants(false);
  22104. for (var _i = 0, descendants_1 = descendants; _i < descendants_1.length; _i++) {
  22105. var descendant = descendants_1[_i];
  22106. var childMesh = descendant;
  22107. childMesh.computeWorldMatrix(true);
  22108. // Filters meshes based on custom predicate function.
  22109. if (predicate && !predicate(childMesh)) {
  22110. continue;
  22111. }
  22112. //make sure we have the needed params to get mix and max
  22113. if (!childMesh.getBoundingInfo || childMesh.getTotalVertices() === 0) {
  22114. continue;
  22115. }
  22116. var childBoundingInfo = childMesh.getBoundingInfo();
  22117. var boundingBox = childBoundingInfo.boundingBox;
  22118. var minBox = boundingBox.minimumWorld;
  22119. var maxBox = boundingBox.maximumWorld;
  22120. BABYLON.Tools.CheckExtends(minBox, min, max);
  22121. BABYLON.Tools.CheckExtends(maxBox, min, max);
  22122. }
  22123. }
  22124. return {
  22125. min: min,
  22126. max: max
  22127. };
  22128. };
  22129. /**
  22130. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  22131. * This means the mesh underlying bounding box and sphere are recomputed.
  22132. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  22133. * @returns the current mesh
  22134. */
  22135. AbstractMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  22136. if (applySkeleton === void 0) { applySkeleton = false; }
  22137. if (this._boundingInfo && this._boundingInfo.isLocked) {
  22138. return this;
  22139. }
  22140. this._refreshBoundingInfo(this._getPositionData(applySkeleton), null);
  22141. return this;
  22142. };
  22143. /** @hidden */
  22144. AbstractMesh.prototype._refreshBoundingInfo = function (data, bias) {
  22145. if (data) {
  22146. var extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this.getTotalVertices(), bias);
  22147. if (this._boundingInfo) {
  22148. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  22149. }
  22150. else {
  22151. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  22152. }
  22153. }
  22154. if (this.subMeshes) {
  22155. for (var index = 0; index < this.subMeshes.length; index++) {
  22156. this.subMeshes[index].refreshBoundingInfo();
  22157. }
  22158. }
  22159. this._updateBoundingInfo();
  22160. };
  22161. /** @hidden */
  22162. AbstractMesh.prototype._getPositionData = function (applySkeleton) {
  22163. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22164. if (data && applySkeleton && this.skeleton) {
  22165. data = BABYLON.Tools.Slice(data);
  22166. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  22167. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  22168. if (matricesWeightsData && matricesIndicesData) {
  22169. var needExtras = this.numBoneInfluencers > 4;
  22170. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  22171. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  22172. var skeletonMatrices = this.skeleton.getTransformMatrices(this);
  22173. var tempVector = BABYLON.Tmp.Vector3[0];
  22174. var finalMatrix = BABYLON.Tmp.Matrix[0];
  22175. var tempMatrix = BABYLON.Tmp.Matrix[1];
  22176. var matWeightIdx = 0;
  22177. for (var index = 0; index < data.length; index += 3, matWeightIdx += 4) {
  22178. finalMatrix.reset();
  22179. var inf;
  22180. var weight;
  22181. for (inf = 0; inf < 4; inf++) {
  22182. weight = matricesWeightsData[matWeightIdx + inf];
  22183. if (weight > 0) {
  22184. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22185. finalMatrix.addToSelf(tempMatrix);
  22186. }
  22187. }
  22188. if (needExtras) {
  22189. for (inf = 0; inf < 4; inf++) {
  22190. weight = matricesWeightsExtraData[matWeightIdx + inf];
  22191. if (weight > 0) {
  22192. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  22193. finalMatrix.addToSelf(tempMatrix);
  22194. }
  22195. }
  22196. }
  22197. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(data[index], data[index + 1], data[index + 2], finalMatrix, tempVector);
  22198. tempVector.toArray(data, index);
  22199. }
  22200. }
  22201. }
  22202. return data;
  22203. };
  22204. /** @hidden */
  22205. AbstractMesh.prototype._updateBoundingInfo = function () {
  22206. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  22207. if (this._boundingInfo) {
  22208. this._boundingInfo.update(effectiveMesh.worldMatrixFromCache);
  22209. }
  22210. else {
  22211. this._boundingInfo = new BABYLON.BoundingInfo(this.absolutePosition, this.absolutePosition, effectiveMesh.worldMatrixFromCache);
  22212. }
  22213. this._updateSubMeshesBoundingInfo(effectiveMesh.worldMatrixFromCache);
  22214. return this;
  22215. };
  22216. /** @hidden */
  22217. AbstractMesh.prototype._updateSubMeshesBoundingInfo = function (matrix) {
  22218. if (!this.subMeshes) {
  22219. return this;
  22220. }
  22221. var count = this.subMeshes.length;
  22222. for (var subIndex = 0; subIndex < count; subIndex++) {
  22223. var subMesh = this.subMeshes[subIndex];
  22224. if (count > 1 || !subMesh.IsGlobal) {
  22225. subMesh.updateBoundingInfo(matrix);
  22226. }
  22227. }
  22228. return this;
  22229. };
  22230. /** @hidden */
  22231. AbstractMesh.prototype._afterComputeWorldMatrix = function () {
  22232. // Bounding info
  22233. this._updateBoundingInfo();
  22234. };
  22235. /**
  22236. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  22237. * A mesh is in the frustum if its bounding box intersects the frustum
  22238. * @param frustumPlanes defines the frustum to test
  22239. * @returns true if the mesh is in the frustum planes
  22240. */
  22241. AbstractMesh.prototype.isInFrustum = function (frustumPlanes) {
  22242. return this._boundingInfo !== null && this._boundingInfo.isInFrustum(frustumPlanes, this.cullingStrategy);
  22243. };
  22244. /**
  22245. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  22246. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  22247. * @param frustumPlanes defines the frustum to test
  22248. * @returns true if the mesh is completely in the frustum planes
  22249. */
  22250. AbstractMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  22251. return this._boundingInfo !== null && this._boundingInfo.isCompletelyInFrustum(frustumPlanes);
  22252. };
  22253. /**
  22254. * True if the mesh intersects another mesh or a SolidParticle object
  22255. * @param mesh defines a target mesh or SolidParticle to test
  22256. * @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)
  22257. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  22258. * @returns true if there is an intersection
  22259. */
  22260. AbstractMesh.prototype.intersectsMesh = function (mesh, precise, includeDescendants) {
  22261. if (precise === void 0) { precise = false; }
  22262. if (!this._boundingInfo || !mesh._boundingInfo) {
  22263. return false;
  22264. }
  22265. if (this._boundingInfo.intersects(mesh._boundingInfo, precise)) {
  22266. return true;
  22267. }
  22268. if (includeDescendants) {
  22269. for (var _i = 0, _a = this.getChildMeshes(); _i < _a.length; _i++) {
  22270. var child = _a[_i];
  22271. if (child.intersectsMesh(mesh, precise, true)) {
  22272. return true;
  22273. }
  22274. }
  22275. }
  22276. return false;
  22277. };
  22278. /**
  22279. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  22280. * @param point defines the point to test
  22281. * @returns true if there is an intersection
  22282. */
  22283. AbstractMesh.prototype.intersectsPoint = function (point) {
  22284. if (!this._boundingInfo) {
  22285. return false;
  22286. }
  22287. return this._boundingInfo.intersectsPoint(point);
  22288. };
  22289. Object.defineProperty(AbstractMesh.prototype, "checkCollisions", {
  22290. // Collisions
  22291. /**
  22292. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  22293. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22294. */
  22295. get: function () {
  22296. return this._checkCollisions;
  22297. },
  22298. set: function (collisionEnabled) {
  22299. this._checkCollisions = collisionEnabled;
  22300. if (this.getScene().workerCollisions) {
  22301. this.getScene().collisionCoordinator.onMeshUpdated(this);
  22302. }
  22303. },
  22304. enumerable: true,
  22305. configurable: true
  22306. });
  22307. Object.defineProperty(AbstractMesh.prototype, "collider", {
  22308. /**
  22309. * Gets Collider object used to compute collisions (not physics)
  22310. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22311. */
  22312. get: function () {
  22313. return this._collider;
  22314. },
  22315. enumerable: true,
  22316. configurable: true
  22317. });
  22318. /**
  22319. * Move the mesh using collision engine
  22320. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  22321. * @param displacement defines the requested displacement vector
  22322. * @returns the current mesh
  22323. */
  22324. AbstractMesh.prototype.moveWithCollisions = function (displacement) {
  22325. var globalPosition = this.getAbsolutePosition();
  22326. globalPosition.addToRef(this.ellipsoidOffset, this._oldPositionForCollisions);
  22327. if (!this._collider) {
  22328. this._collider = new BABYLON.Collider();
  22329. }
  22330. this._collider._radius = this.ellipsoid;
  22331. this.getScene().collisionCoordinator.getNewPosition(this._oldPositionForCollisions, displacement, this._collider, 3, this, this._onCollisionPositionChange, this.uniqueId);
  22332. return this;
  22333. };
  22334. // Collisions
  22335. /** @hidden */
  22336. AbstractMesh.prototype._collideForSubMesh = function (subMesh, transformMatrix, collider) {
  22337. this._generatePointsArray();
  22338. if (!this._positions) {
  22339. return this;
  22340. }
  22341. // Transformation
  22342. if (!subMesh._lastColliderWorldVertices || !subMesh._lastColliderTransformMatrix.equals(transformMatrix)) {
  22343. subMesh._lastColliderTransformMatrix = transformMatrix.clone();
  22344. subMesh._lastColliderWorldVertices = [];
  22345. subMesh._trianglePlanes = [];
  22346. var start = subMesh.verticesStart;
  22347. var end = (subMesh.verticesStart + subMesh.verticesCount);
  22348. for (var i = start; i < end; i++) {
  22349. subMesh._lastColliderWorldVertices.push(BABYLON.Vector3.TransformCoordinates(this._positions[i], transformMatrix));
  22350. }
  22351. }
  22352. // Collide
  22353. collider._collide(subMesh._trianglePlanes, subMesh._lastColliderWorldVertices, this.getIndices(), subMesh.indexStart, subMesh.indexStart + subMesh.indexCount, subMesh.verticesStart, !!subMesh.getMaterial());
  22354. if (collider.collisionFound) {
  22355. collider.collidedMesh = this;
  22356. }
  22357. return this;
  22358. };
  22359. /** @hidden */
  22360. AbstractMesh.prototype._processCollisionsForSubMeshes = function (collider, transformMatrix) {
  22361. var subMeshes = this._scene.getCollidingSubMeshCandidates(this, collider);
  22362. var len = subMeshes.length;
  22363. for (var index = 0; index < len; index++) {
  22364. var subMesh = subMeshes.data[index];
  22365. // Bounding test
  22366. if (len > 1 && !subMesh._checkCollision(collider)) {
  22367. continue;
  22368. }
  22369. this._collideForSubMesh(subMesh, transformMatrix, collider);
  22370. }
  22371. return this;
  22372. };
  22373. /** @hidden */
  22374. AbstractMesh.prototype._checkCollision = function (collider) {
  22375. // Bounding box test
  22376. if (!this._boundingInfo || !this._boundingInfo._checkCollision(collider)) {
  22377. return this;
  22378. }
  22379. // Transformation matrix
  22380. var collisionsScalingMatrix = BABYLON.Tmp.Matrix[0];
  22381. var collisionsTransformMatrix = BABYLON.Tmp.Matrix[1];
  22382. BABYLON.Matrix.ScalingToRef(1.0 / collider._radius.x, 1.0 / collider._radius.y, 1.0 / collider._radius.z, collisionsScalingMatrix);
  22383. this.worldMatrixFromCache.multiplyToRef(collisionsScalingMatrix, collisionsTransformMatrix);
  22384. this._processCollisionsForSubMeshes(collider, collisionsTransformMatrix);
  22385. return this;
  22386. };
  22387. // Picking
  22388. /** @hidden */
  22389. AbstractMesh.prototype._generatePointsArray = function () {
  22390. return false;
  22391. };
  22392. /**
  22393. * Checks if the passed Ray intersects with the mesh
  22394. * @param ray defines the ray to use
  22395. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  22396. * @returns the picking info
  22397. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  22398. */
  22399. AbstractMesh.prototype.intersects = function (ray, fastCheck) {
  22400. var pickingInfo = new BABYLON.PickingInfo();
  22401. var intersectionThreshold = this.getClassName() === "InstancedLinesMesh" || this.getClassName() === "LinesMesh" ? this.intersectionThreshold : 0;
  22402. var boundingInfo = this._boundingInfo;
  22403. if (!this.subMeshes || !boundingInfo || !ray.intersectsSphere(boundingInfo.boundingSphere, intersectionThreshold) || !ray.intersectsBox(boundingInfo.boundingBox, intersectionThreshold)) {
  22404. return pickingInfo;
  22405. }
  22406. if (!this._generatePointsArray()) {
  22407. return pickingInfo;
  22408. }
  22409. var intersectInfo = null;
  22410. var subMeshes = this._scene.getIntersectingSubMeshCandidates(this, ray);
  22411. var len = subMeshes.length;
  22412. for (var index = 0; index < len; index++) {
  22413. var subMesh = subMeshes.data[index];
  22414. // Bounding test
  22415. if (len > 1 && !subMesh.canIntersects(ray)) {
  22416. continue;
  22417. }
  22418. var currentIntersectInfo = subMesh.intersects(ray, this._positions, this.getIndices(), fastCheck);
  22419. if (currentIntersectInfo) {
  22420. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  22421. intersectInfo = currentIntersectInfo;
  22422. intersectInfo.subMeshId = index;
  22423. if (fastCheck) {
  22424. break;
  22425. }
  22426. }
  22427. }
  22428. }
  22429. if (intersectInfo) {
  22430. // Get picked point
  22431. var world = this.getWorldMatrix();
  22432. var worldOrigin = BABYLON.Tmp.Vector3[0];
  22433. var direction = BABYLON.Tmp.Vector3[1];
  22434. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, world, worldOrigin);
  22435. ray.direction.scaleToRef(intersectInfo.distance, direction);
  22436. var worldDirection = BABYLON.Vector3.TransformNormal(direction, world);
  22437. var pickedPoint = worldDirection.addInPlace(worldOrigin);
  22438. // Return result
  22439. pickingInfo.hit = true;
  22440. pickingInfo.distance = BABYLON.Vector3.Distance(worldOrigin, pickedPoint);
  22441. pickingInfo.pickedPoint = pickedPoint;
  22442. pickingInfo.pickedMesh = this;
  22443. pickingInfo.bu = intersectInfo.bu || 0;
  22444. pickingInfo.bv = intersectInfo.bv || 0;
  22445. pickingInfo.faceId = intersectInfo.faceId;
  22446. pickingInfo.subMeshId = intersectInfo.subMeshId;
  22447. return pickingInfo;
  22448. }
  22449. return pickingInfo;
  22450. };
  22451. /**
  22452. * Clones the current mesh
  22453. * @param name defines the mesh name
  22454. * @param newParent defines the new mesh parent
  22455. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  22456. * @returns the new mesh
  22457. */
  22458. AbstractMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  22459. return null;
  22460. };
  22461. /**
  22462. * Disposes all the submeshes of the current meshnp
  22463. * @returns the current mesh
  22464. */
  22465. AbstractMesh.prototype.releaseSubMeshes = function () {
  22466. if (this.subMeshes) {
  22467. while (this.subMeshes.length) {
  22468. this.subMeshes[0].dispose();
  22469. }
  22470. }
  22471. else {
  22472. this.subMeshes = new Array();
  22473. }
  22474. return this;
  22475. };
  22476. /**
  22477. * Releases resources associated with this abstract mesh.
  22478. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  22479. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  22480. */
  22481. AbstractMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  22482. var _this = this;
  22483. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  22484. var index;
  22485. // Smart Array Retainers.
  22486. this.getScene().freeActiveMeshes();
  22487. this.getScene().freeRenderingGroups();
  22488. // Action manager
  22489. if (this.actionManager !== undefined && this.actionManager !== null) {
  22490. this.actionManager.dispose();
  22491. this.actionManager = null;
  22492. }
  22493. // Skeleton
  22494. this._skeleton = null;
  22495. // Intersections in progress
  22496. for (index = 0; index < this._intersectionsInProgress.length; index++) {
  22497. var other = this._intersectionsInProgress[index];
  22498. var pos = other._intersectionsInProgress.indexOf(this);
  22499. other._intersectionsInProgress.splice(pos, 1);
  22500. }
  22501. this._intersectionsInProgress = [];
  22502. // Lights
  22503. var lights = this.getScene().lights;
  22504. lights.forEach(function (light) {
  22505. var meshIndex = light.includedOnlyMeshes.indexOf(_this);
  22506. if (meshIndex !== -1) {
  22507. light.includedOnlyMeshes.splice(meshIndex, 1);
  22508. }
  22509. meshIndex = light.excludedMeshes.indexOf(_this);
  22510. if (meshIndex !== -1) {
  22511. light.excludedMeshes.splice(meshIndex, 1);
  22512. }
  22513. // Shadow generators
  22514. var generator = light.getShadowGenerator();
  22515. if (generator) {
  22516. var shadowMap = generator.getShadowMap();
  22517. if (shadowMap && shadowMap.renderList) {
  22518. meshIndex = shadowMap.renderList.indexOf(_this);
  22519. if (meshIndex !== -1) {
  22520. shadowMap.renderList.splice(meshIndex, 1);
  22521. }
  22522. }
  22523. }
  22524. });
  22525. // SubMeshes
  22526. if (this.getClassName() !== "InstancedMesh" || this.getClassName() !== "InstancedLinesMesh") {
  22527. this.releaseSubMeshes();
  22528. }
  22529. // Query
  22530. var engine = this.getScene().getEngine();
  22531. if (this._occlusionQuery) {
  22532. this.isOcclusionQueryInProgress = false;
  22533. engine.deleteQuery(this._occlusionQuery);
  22534. this._occlusionQuery = null;
  22535. }
  22536. // Engine
  22537. engine.wipeCaches();
  22538. // Remove from scene
  22539. this.getScene().removeMesh(this);
  22540. if (disposeMaterialAndTextures) {
  22541. if (this.material) {
  22542. this.material.dispose(false, true);
  22543. }
  22544. }
  22545. if (!doNotRecurse) {
  22546. // Particles
  22547. for (index = 0; index < this.getScene().particleSystems.length; index++) {
  22548. if (this.getScene().particleSystems[index].emitter === this) {
  22549. this.getScene().particleSystems[index].dispose();
  22550. index--;
  22551. }
  22552. }
  22553. }
  22554. // facet data
  22555. if (this._facetData.facetDataEnabled) {
  22556. this.disableFacetData();
  22557. }
  22558. this.onAfterWorldMatrixUpdateObservable.clear();
  22559. this.onCollideObservable.clear();
  22560. this.onCollisionPositionChangeObservable.clear();
  22561. this.onRebuildObservable.clear();
  22562. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  22563. };
  22564. /**
  22565. * Adds the passed mesh as a child to the current mesh
  22566. * @param mesh defines the child mesh
  22567. * @returns the current mesh
  22568. */
  22569. AbstractMesh.prototype.addChild = function (mesh) {
  22570. mesh.setParent(this);
  22571. return this;
  22572. };
  22573. /**
  22574. * Removes the passed mesh from the current mesh children list
  22575. * @param mesh defines the child mesh
  22576. * @returns the current mesh
  22577. */
  22578. AbstractMesh.prototype.removeChild = function (mesh) {
  22579. mesh.setParent(null);
  22580. return this;
  22581. };
  22582. // Facet data
  22583. /** @hidden */
  22584. AbstractMesh.prototype._initFacetData = function () {
  22585. var data = this._facetData;
  22586. if (!data.facetNormals) {
  22587. data.facetNormals = new Array();
  22588. }
  22589. if (!data.facetPositions) {
  22590. data.facetPositions = new Array();
  22591. }
  22592. if (!data.facetPartitioning) {
  22593. data.facetPartitioning = new Array();
  22594. }
  22595. data.facetNb = (this.getIndices().length / 3) | 0;
  22596. data.partitioningSubdivisions = (data.partitioningSubdivisions) ? data.partitioningSubdivisions : 10; // default nb of partitioning subdivisions = 10
  22597. data.partitioningBBoxRatio = (data.partitioningBBoxRatio) ? data.partitioningBBoxRatio : 1.01; // default ratio 1.01 = the partitioning is 1% bigger than the bounding box
  22598. for (var f = 0; f < data.facetNb; f++) {
  22599. data.facetNormals[f] = BABYLON.Vector3.Zero();
  22600. data.facetPositions[f] = BABYLON.Vector3.Zero();
  22601. }
  22602. data.facetDataEnabled = true;
  22603. return this;
  22604. };
  22605. /**
  22606. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  22607. * This method can be called within the render loop.
  22608. * 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
  22609. * @returns the current mesh
  22610. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22611. */
  22612. AbstractMesh.prototype.updateFacetData = function () {
  22613. var data = this._facetData;
  22614. if (!data.facetDataEnabled) {
  22615. this._initFacetData();
  22616. }
  22617. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22618. var indices = this.getIndices();
  22619. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22620. var bInfo = this.getBoundingInfo();
  22621. if (data.facetDepthSort && !data.facetDepthSortEnabled) {
  22622. // init arrays, matrix and sort function on first call
  22623. data.facetDepthSortEnabled = true;
  22624. if (indices instanceof Uint16Array) {
  22625. data.depthSortedIndices = new Uint16Array(indices);
  22626. }
  22627. else if (indices instanceof Uint32Array) {
  22628. data.depthSortedIndices = new Uint32Array(indices);
  22629. }
  22630. else {
  22631. var needs32bits = false;
  22632. for (var i = 0; i < indices.length; i++) {
  22633. if (indices[i] > 65535) {
  22634. needs32bits = true;
  22635. break;
  22636. }
  22637. }
  22638. if (needs32bits) {
  22639. data.depthSortedIndices = new Uint32Array(indices);
  22640. }
  22641. else {
  22642. data.depthSortedIndices = new Uint16Array(indices);
  22643. }
  22644. }
  22645. data.facetDepthSortFunction = function (f1, f2) {
  22646. return (f2.sqDistance - f1.sqDistance);
  22647. };
  22648. if (!data.facetDepthSortFrom) {
  22649. var camera = this.getScene().activeCamera;
  22650. data.facetDepthSortFrom = (camera) ? camera.position : BABYLON.Vector3.Zero();
  22651. }
  22652. data.depthSortedFacets = [];
  22653. for (var f = 0; f < data.facetNb; f++) {
  22654. var depthSortedFacet = { ind: f * 3, sqDistance: 0.0 };
  22655. data.depthSortedFacets.push(depthSortedFacet);
  22656. }
  22657. data.invertedMatrix = BABYLON.Matrix.Identity();
  22658. data.facetDepthSortOrigin = BABYLON.Vector3.Zero();
  22659. }
  22660. data.bbSize.x = (bInfo.maximum.x - bInfo.minimum.x > BABYLON.Epsilon) ? bInfo.maximum.x - bInfo.minimum.x : BABYLON.Epsilon;
  22661. data.bbSize.y = (bInfo.maximum.y - bInfo.minimum.y > BABYLON.Epsilon) ? bInfo.maximum.y - bInfo.minimum.y : BABYLON.Epsilon;
  22662. data.bbSize.z = (bInfo.maximum.z - bInfo.minimum.z > BABYLON.Epsilon) ? bInfo.maximum.z - bInfo.minimum.z : BABYLON.Epsilon;
  22663. var bbSizeMax = (data.bbSize.x > data.bbSize.y) ? data.bbSize.x : data.bbSize.y;
  22664. bbSizeMax = (bbSizeMax > data.bbSize.z) ? bbSizeMax : data.bbSize.z;
  22665. data.subDiv.max = data.partitioningSubdivisions;
  22666. data.subDiv.X = Math.floor(data.subDiv.max * data.bbSize.x / bbSizeMax); // adjust the number of subdivisions per axis
  22667. data.subDiv.Y = Math.floor(data.subDiv.max * data.bbSize.y / bbSizeMax); // according to each bbox size per axis
  22668. data.subDiv.Z = Math.floor(data.subDiv.max * data.bbSize.z / bbSizeMax);
  22669. data.subDiv.X = data.subDiv.X < 1 ? 1 : data.subDiv.X; // at least one subdivision
  22670. data.subDiv.Y = data.subDiv.Y < 1 ? 1 : data.subDiv.Y;
  22671. data.subDiv.Z = data.subDiv.Z < 1 ? 1 : data.subDiv.Z;
  22672. // set the parameters for ComputeNormals()
  22673. data.facetParameters.facetNormals = this.getFacetLocalNormals();
  22674. data.facetParameters.facetPositions = this.getFacetLocalPositions();
  22675. data.facetParameters.facetPartitioning = this.getFacetLocalPartitioning();
  22676. data.facetParameters.bInfo = bInfo;
  22677. data.facetParameters.bbSize = data.bbSize;
  22678. data.facetParameters.subDiv = data.subDiv;
  22679. data.facetParameters.ratio = this.partitioningBBoxRatio;
  22680. data.facetParameters.depthSort = data.facetDepthSort;
  22681. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22682. this.computeWorldMatrix(true);
  22683. this._worldMatrix.invertToRef(data.invertedMatrix);
  22684. BABYLON.Vector3.TransformCoordinatesToRef(data.facetDepthSortFrom, data.invertedMatrix, data.facetDepthSortOrigin);
  22685. data.facetParameters.distanceTo = data.facetDepthSortOrigin;
  22686. }
  22687. data.facetParameters.depthSortedFacets = data.depthSortedFacets;
  22688. BABYLON.VertexData.ComputeNormals(positions, indices, normals, data.facetParameters);
  22689. if (data.facetDepthSort && data.facetDepthSortEnabled) {
  22690. data.depthSortedFacets.sort(data.facetDepthSortFunction);
  22691. var l = (data.depthSortedIndices.length / 3) | 0;
  22692. for (var f = 0; f < l; f++) {
  22693. var sind = data.depthSortedFacets[f].ind;
  22694. data.depthSortedIndices[f * 3] = indices[sind];
  22695. data.depthSortedIndices[f * 3 + 1] = indices[sind + 1];
  22696. data.depthSortedIndices[f * 3 + 2] = indices[sind + 2];
  22697. }
  22698. this.updateIndices(data.depthSortedIndices);
  22699. }
  22700. return this;
  22701. };
  22702. /**
  22703. * Returns the facetLocalNormals array.
  22704. * The normals are expressed in the mesh local spac
  22705. * @returns an array of Vector3
  22706. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22707. */
  22708. AbstractMesh.prototype.getFacetLocalNormals = function () {
  22709. if (!this._facetData.facetNormals) {
  22710. this.updateFacetData();
  22711. }
  22712. return this._facetData.facetNormals;
  22713. };
  22714. /**
  22715. * Returns the facetLocalPositions array.
  22716. * The facet positions are expressed in the mesh local space
  22717. * @returns an array of Vector3
  22718. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22719. */
  22720. AbstractMesh.prototype.getFacetLocalPositions = function () {
  22721. if (!this._facetData.facetPositions) {
  22722. this.updateFacetData();
  22723. }
  22724. return this._facetData.facetPositions;
  22725. };
  22726. /**
  22727. * Returns the facetLocalPartioning array
  22728. * @returns an array of array of numbers
  22729. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22730. */
  22731. AbstractMesh.prototype.getFacetLocalPartitioning = function () {
  22732. if (!this._facetData.facetPartitioning) {
  22733. this.updateFacetData();
  22734. }
  22735. return this._facetData.facetPartitioning;
  22736. };
  22737. /**
  22738. * Returns the i-th facet position in the world system.
  22739. * This method allocates a new Vector3 per call
  22740. * @param i defines the facet index
  22741. * @returns a new Vector3
  22742. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22743. */
  22744. AbstractMesh.prototype.getFacetPosition = function (i) {
  22745. var pos = BABYLON.Vector3.Zero();
  22746. this.getFacetPositionToRef(i, pos);
  22747. return pos;
  22748. };
  22749. /**
  22750. * Sets the reference Vector3 with the i-th facet position in the world system
  22751. * @param i defines the facet index
  22752. * @param ref defines the target vector
  22753. * @returns the current mesh
  22754. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22755. */
  22756. AbstractMesh.prototype.getFacetPositionToRef = function (i, ref) {
  22757. var localPos = (this.getFacetLocalPositions())[i];
  22758. var world = this.getWorldMatrix();
  22759. BABYLON.Vector3.TransformCoordinatesToRef(localPos, world, ref);
  22760. return this;
  22761. };
  22762. /**
  22763. * Returns the i-th facet normal in the world system.
  22764. * This method allocates a new Vector3 per call
  22765. * @param i defines the facet index
  22766. * @returns a new Vector3
  22767. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22768. */
  22769. AbstractMesh.prototype.getFacetNormal = function (i) {
  22770. var norm = BABYLON.Vector3.Zero();
  22771. this.getFacetNormalToRef(i, norm);
  22772. return norm;
  22773. };
  22774. /**
  22775. * Sets the reference Vector3 with the i-th facet normal in the world system
  22776. * @param i defines the facet index
  22777. * @param ref defines the target vector
  22778. * @returns the current mesh
  22779. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22780. */
  22781. AbstractMesh.prototype.getFacetNormalToRef = function (i, ref) {
  22782. var localNorm = (this.getFacetLocalNormals())[i];
  22783. BABYLON.Vector3.TransformNormalToRef(localNorm, this.getWorldMatrix(), ref);
  22784. return this;
  22785. };
  22786. /**
  22787. * 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)
  22788. * @param x defines x coordinate
  22789. * @param y defines y coordinate
  22790. * @param z defines z coordinate
  22791. * @returns the array of facet indexes
  22792. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22793. */
  22794. AbstractMesh.prototype.getFacetsAtLocalCoordinates = function (x, y, z) {
  22795. var bInfo = this.getBoundingInfo();
  22796. var data = this._facetData;
  22797. var ox = Math.floor((x - bInfo.minimum.x * data.partitioningBBoxRatio) * data.subDiv.X * data.partitioningBBoxRatio / data.bbSize.x);
  22798. var oy = Math.floor((y - bInfo.minimum.y * data.partitioningBBoxRatio) * data.subDiv.Y * data.partitioningBBoxRatio / data.bbSize.y);
  22799. var oz = Math.floor((z - bInfo.minimum.z * data.partitioningBBoxRatio) * data.subDiv.Z * data.partitioningBBoxRatio / data.bbSize.z);
  22800. if (ox < 0 || ox > data.subDiv.max || oy < 0 || oy > data.subDiv.max || oz < 0 || oz > data.subDiv.max) {
  22801. return null;
  22802. }
  22803. return data.facetPartitioning[ox + data.subDiv.max * oy + data.subDiv.max * data.subDiv.max * oz];
  22804. };
  22805. /**
  22806. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  22807. * @param projected sets as the (x,y,z) world projection on the facet
  22808. * @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
  22809. * @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
  22810. * @param x defines x coordinate
  22811. * @param y defines y coordinate
  22812. * @param z defines z coordinate
  22813. * @returns the face index if found (or null instead)
  22814. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22815. */
  22816. AbstractMesh.prototype.getClosestFacetAtCoordinates = function (x, y, z, projected, checkFace, facing) {
  22817. if (checkFace === void 0) { checkFace = false; }
  22818. if (facing === void 0) { facing = true; }
  22819. var world = this.getWorldMatrix();
  22820. var invMat = BABYLON.Tmp.Matrix[5];
  22821. world.invertToRef(invMat);
  22822. var invVect = BABYLON.Tmp.Vector3[8];
  22823. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, invMat, invVect); // transform (x,y,z) to coordinates in the mesh local space
  22824. var closest = this.getClosestFacetAtLocalCoordinates(invVect.x, invVect.y, invVect.z, projected, checkFace, facing);
  22825. if (projected) {
  22826. // tranform the local computed projected vector to world coordinates
  22827. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(projected.x, projected.y, projected.z, world, projected);
  22828. }
  22829. return closest;
  22830. };
  22831. /**
  22832. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  22833. * @param projected sets as the (x,y,z) local projection on the facet
  22834. * @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
  22835. * @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
  22836. * @param x defines x coordinate
  22837. * @param y defines y coordinate
  22838. * @param z defines z coordinate
  22839. * @returns the face index if found (or null instead)
  22840. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22841. */
  22842. AbstractMesh.prototype.getClosestFacetAtLocalCoordinates = function (x, y, z, projected, checkFace, facing) {
  22843. if (checkFace === void 0) { checkFace = false; }
  22844. if (facing === void 0) { facing = true; }
  22845. var closest = null;
  22846. var tmpx = 0.0;
  22847. var tmpy = 0.0;
  22848. var tmpz = 0.0;
  22849. var d = 0.0; // tmp dot facet normal * facet position
  22850. var t0 = 0.0;
  22851. var projx = 0.0;
  22852. var projy = 0.0;
  22853. var projz = 0.0;
  22854. // Get all the facets in the same partitioning block than (x, y, z)
  22855. var facetPositions = this.getFacetLocalPositions();
  22856. var facetNormals = this.getFacetLocalNormals();
  22857. var facetsInBlock = this.getFacetsAtLocalCoordinates(x, y, z);
  22858. if (!facetsInBlock) {
  22859. return null;
  22860. }
  22861. // Get the closest facet to (x, y, z)
  22862. var shortest = Number.MAX_VALUE; // init distance vars
  22863. var tmpDistance = shortest;
  22864. var fib; // current facet in the block
  22865. var norm; // current facet normal
  22866. var p0; // current facet barycenter position
  22867. // loop on all the facets in the current partitioning block
  22868. for (var idx = 0; idx < facetsInBlock.length; idx++) {
  22869. fib = facetsInBlock[idx];
  22870. norm = facetNormals[fib];
  22871. p0 = facetPositions[fib];
  22872. d = (x - p0.x) * norm.x + (y - p0.y) * norm.y + (z - p0.z) * norm.z;
  22873. if (!checkFace || (checkFace && facing && d >= 0.0) || (checkFace && !facing && d <= 0.0)) {
  22874. // compute (x,y,z) projection on the facet = (projx, projy, projz)
  22875. d = norm.x * p0.x + norm.y * p0.y + norm.z * p0.z;
  22876. t0 = -(norm.x * x + norm.y * y + norm.z * z - d) / (norm.x * norm.x + norm.y * norm.y + norm.z * norm.z);
  22877. projx = x + norm.x * t0;
  22878. projy = y + norm.y * t0;
  22879. projz = z + norm.z * t0;
  22880. tmpx = projx - x;
  22881. tmpy = projy - y;
  22882. tmpz = projz - z;
  22883. tmpDistance = tmpx * tmpx + tmpy * tmpy + tmpz * tmpz; // compute length between (x, y, z) and its projection on the facet
  22884. if (tmpDistance < shortest) { // just keep the closest facet to (x, y, z)
  22885. shortest = tmpDistance;
  22886. closest = fib;
  22887. if (projected) {
  22888. projected.x = projx;
  22889. projected.y = projy;
  22890. projected.z = projz;
  22891. }
  22892. }
  22893. }
  22894. }
  22895. return closest;
  22896. };
  22897. /**
  22898. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  22899. * @returns the parameters
  22900. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22901. */
  22902. AbstractMesh.prototype.getFacetDataParameters = function () {
  22903. return this._facetData.facetParameters;
  22904. };
  22905. /**
  22906. * Disables the feature FacetData and frees the related memory
  22907. * @returns the current mesh
  22908. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  22909. */
  22910. AbstractMesh.prototype.disableFacetData = function () {
  22911. if (this._facetData.facetDataEnabled) {
  22912. this._facetData.facetDataEnabled = false;
  22913. this._facetData.facetPositions = new Array();
  22914. this._facetData.facetNormals = new Array();
  22915. this._facetData.facetPartitioning = new Array();
  22916. this._facetData.facetParameters = null;
  22917. this._facetData.depthSortedIndices = new Uint32Array(0);
  22918. }
  22919. return this;
  22920. };
  22921. /**
  22922. * Updates the AbstractMesh indices array
  22923. * @param indices defines the data source
  22924. * @returns the current mesh
  22925. */
  22926. AbstractMesh.prototype.updateIndices = function (indices) {
  22927. return this;
  22928. };
  22929. /**
  22930. * Creates new normals data for the mesh
  22931. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  22932. * @returns the current mesh
  22933. */
  22934. AbstractMesh.prototype.createNormals = function (updatable) {
  22935. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  22936. var indices = this.getIndices();
  22937. var normals;
  22938. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  22939. normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  22940. }
  22941. else {
  22942. normals = [];
  22943. }
  22944. BABYLON.VertexData.ComputeNormals(positions, indices, normals, { useRightHandedSystem: this.getScene().useRightHandedSystem });
  22945. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  22946. return this;
  22947. };
  22948. /**
  22949. * Align the mesh with a normal
  22950. * @param normal defines the normal to use
  22951. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  22952. * @returns the current mesh
  22953. */
  22954. AbstractMesh.prototype.alignWithNormal = function (normal, upDirection) {
  22955. if (!upDirection) {
  22956. upDirection = BABYLON.Axis.Y;
  22957. }
  22958. var axisX = BABYLON.Tmp.Vector3[0];
  22959. var axisZ = BABYLON.Tmp.Vector3[1];
  22960. BABYLON.Vector3.CrossToRef(upDirection, normal, axisZ);
  22961. BABYLON.Vector3.CrossToRef(normal, axisZ, axisX);
  22962. if (this.rotationQuaternion) {
  22963. BABYLON.Quaternion.RotationQuaternionFromAxisToRef(axisX, normal, axisZ, this.rotationQuaternion);
  22964. }
  22965. else {
  22966. BABYLON.Vector3.RotationFromAxisToRef(axisX, normal, axisZ, this.rotation);
  22967. }
  22968. return this;
  22969. };
  22970. /** @hidden */
  22971. AbstractMesh.prototype._checkOcclusionQuery = function () {
  22972. return false;
  22973. };
  22974. /** No occlusion */
  22975. AbstractMesh.OCCLUSION_TYPE_NONE = 0;
  22976. /** Occlusion set to optimisitic */
  22977. AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC = 1;
  22978. /** Occlusion set to strict */
  22979. AbstractMesh.OCCLUSION_TYPE_STRICT = 2;
  22980. /** Use an accurante occlusion algorithm */
  22981. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE = 0;
  22982. /** Use a conservative occlusion algorithm */
  22983. AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE = 1;
  22984. /** Default culling strategy with bounding box and bounding sphere and then frustum culling */
  22985. AbstractMesh.CULLINGSTRATEGY_STANDARD = 0;
  22986. /** Culling strategy with bounding sphere only and then frustum culling */
  22987. AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY = 1;
  22988. return AbstractMesh;
  22989. }(BABYLON.TransformNode));
  22990. BABYLON.AbstractMesh = AbstractMesh;
  22991. })(BABYLON || (BABYLON = {}));
  22992. //# sourceMappingURL=babylon.abstractMesh.js.map
  22993. var BABYLON;
  22994. (function (BABYLON) {
  22995. /**
  22996. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  22997. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  22998. * 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.
  22999. */
  23000. var Light = /** @class */ (function (_super) {
  23001. __extends(Light, _super);
  23002. /**
  23003. * Creates a Light object in the scene.
  23004. * Documentation : https://doc.babylonjs.com/babylon101/lights
  23005. * @param name The firendly name of the light
  23006. * @param scene The scene the light belongs too
  23007. */
  23008. function Light(name, scene) {
  23009. var _this = _super.call(this, name, scene) || this;
  23010. /**
  23011. * Diffuse gives the basic color to an object.
  23012. */
  23013. _this.diffuse = new BABYLON.Color3(1.0, 1.0, 1.0);
  23014. /**
  23015. * Specular produces a highlight color on an object.
  23016. * Note: This is note affecting PBR materials.
  23017. */
  23018. _this.specular = new BABYLON.Color3(1.0, 1.0, 1.0);
  23019. /**
  23020. * Defines the falloff type for this light. This lets overrriding how punctual light are
  23021. * falling off base on range or angle.
  23022. * This can be set to any values in Light.FALLOFF_x.
  23023. *
  23024. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  23025. * other types of materials.
  23026. */
  23027. _this.falloffType = Light.FALLOFF_DEFAULT;
  23028. /**
  23029. * Strength of the light.
  23030. * Note: By default it is define in the framework own unit.
  23031. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  23032. */
  23033. _this.intensity = 1.0;
  23034. _this._range = Number.MAX_VALUE;
  23035. _this._inverseSquaredRange = 0;
  23036. /**
  23037. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  23038. * of light.
  23039. */
  23040. _this._photometricScale = 1.0;
  23041. _this._intensityMode = Light.INTENSITYMODE_AUTOMATIC;
  23042. _this._radius = 0.00001;
  23043. /**
  23044. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  23045. * exceeding the number allowed of the materials.
  23046. */
  23047. _this.renderPriority = 0;
  23048. _this._shadowEnabled = true;
  23049. _this._excludeWithLayerMask = 0;
  23050. _this._includeOnlyWithLayerMask = 0;
  23051. _this._lightmapMode = 0;
  23052. /**
  23053. * @hidden Internal use only.
  23054. */
  23055. _this._excludedMeshesIds = new Array();
  23056. /**
  23057. * @hidden Internal use only.
  23058. */
  23059. _this._includedOnlyMeshesIds = new Array();
  23060. _this.getScene().addLight(_this);
  23061. _this._uniformBuffer = new BABYLON.UniformBuffer(_this.getScene().getEngine());
  23062. _this._buildUniformLayout();
  23063. _this.includedOnlyMeshes = new Array();
  23064. _this.excludedMeshes = new Array();
  23065. _this._resyncMeshes();
  23066. return _this;
  23067. }
  23068. Object.defineProperty(Light.prototype, "range", {
  23069. /**
  23070. * Defines how far from the source the light is impacting in scene units.
  23071. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23072. */
  23073. get: function () {
  23074. return this._range;
  23075. },
  23076. /**
  23077. * Defines how far from the source the light is impacting in scene units.
  23078. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  23079. */
  23080. set: function (value) {
  23081. this._range = value;
  23082. this._inverseSquaredRange = 1.0 / (this.range * this.range);
  23083. },
  23084. enumerable: true,
  23085. configurable: true
  23086. });
  23087. Object.defineProperty(Light.prototype, "intensityMode", {
  23088. /**
  23089. * Gets the photometric scale used to interpret the intensity.
  23090. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23091. */
  23092. get: function () {
  23093. return this._intensityMode;
  23094. },
  23095. /**
  23096. * Sets the photometric scale used to interpret the intensity.
  23097. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  23098. */
  23099. set: function (value) {
  23100. this._intensityMode = value;
  23101. this._computePhotometricScale();
  23102. },
  23103. enumerable: true,
  23104. configurable: true
  23105. });
  23106. Object.defineProperty(Light.prototype, "radius", {
  23107. /**
  23108. * Gets the light radius used by PBR Materials to simulate soft area lights.
  23109. */
  23110. get: function () {
  23111. return this._radius;
  23112. },
  23113. /**
  23114. * sets the light radius used by PBR Materials to simulate soft area lights.
  23115. */
  23116. set: function (value) {
  23117. this._radius = value;
  23118. this._computePhotometricScale();
  23119. },
  23120. enumerable: true,
  23121. configurable: true
  23122. });
  23123. Object.defineProperty(Light.prototype, "shadowEnabled", {
  23124. /**
  23125. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23126. * the current shadow generator.
  23127. */
  23128. get: function () {
  23129. return this._shadowEnabled;
  23130. },
  23131. /**
  23132. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  23133. * the current shadow generator.
  23134. */
  23135. set: function (value) {
  23136. if (this._shadowEnabled === value) {
  23137. return;
  23138. }
  23139. this._shadowEnabled = value;
  23140. this._markMeshesAsLightDirty();
  23141. },
  23142. enumerable: true,
  23143. configurable: true
  23144. });
  23145. Object.defineProperty(Light.prototype, "includedOnlyMeshes", {
  23146. /**
  23147. * Gets the only meshes impacted by this light.
  23148. */
  23149. get: function () {
  23150. return this._includedOnlyMeshes;
  23151. },
  23152. /**
  23153. * Sets the only meshes impacted by this light.
  23154. */
  23155. set: function (value) {
  23156. this._includedOnlyMeshes = value;
  23157. this._hookArrayForIncludedOnly(value);
  23158. },
  23159. enumerable: true,
  23160. configurable: true
  23161. });
  23162. Object.defineProperty(Light.prototype, "excludedMeshes", {
  23163. /**
  23164. * Gets the meshes not impacted by this light.
  23165. */
  23166. get: function () {
  23167. return this._excludedMeshes;
  23168. },
  23169. /**
  23170. * Sets the meshes not impacted by this light.
  23171. */
  23172. set: function (value) {
  23173. this._excludedMeshes = value;
  23174. this._hookArrayForExcluded(value);
  23175. },
  23176. enumerable: true,
  23177. configurable: true
  23178. });
  23179. Object.defineProperty(Light.prototype, "excludeWithLayerMask", {
  23180. /**
  23181. * Gets the layer id use to find what meshes are not impacted by the light.
  23182. * Inactive if 0
  23183. */
  23184. get: function () {
  23185. return this._excludeWithLayerMask;
  23186. },
  23187. /**
  23188. * Sets the layer id use to find what meshes are not impacted by the light.
  23189. * Inactive if 0
  23190. */
  23191. set: function (value) {
  23192. this._excludeWithLayerMask = value;
  23193. this._resyncMeshes();
  23194. },
  23195. enumerable: true,
  23196. configurable: true
  23197. });
  23198. Object.defineProperty(Light.prototype, "includeOnlyWithLayerMask", {
  23199. /**
  23200. * Gets the layer id use to find what meshes are impacted by the light.
  23201. * Inactive if 0
  23202. */
  23203. get: function () {
  23204. return this._includeOnlyWithLayerMask;
  23205. },
  23206. /**
  23207. * Sets the layer id use to find what meshes are impacted by the light.
  23208. * Inactive if 0
  23209. */
  23210. set: function (value) {
  23211. this._includeOnlyWithLayerMask = value;
  23212. this._resyncMeshes();
  23213. },
  23214. enumerable: true,
  23215. configurable: true
  23216. });
  23217. Object.defineProperty(Light.prototype, "lightmapMode", {
  23218. /**
  23219. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23220. */
  23221. get: function () {
  23222. return this._lightmapMode;
  23223. },
  23224. /**
  23225. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  23226. */
  23227. set: function (value) {
  23228. if (this._lightmapMode === value) {
  23229. return;
  23230. }
  23231. this._lightmapMode = value;
  23232. this._markMeshesAsLightDirty();
  23233. },
  23234. enumerable: true,
  23235. configurable: true
  23236. });
  23237. /**
  23238. * Returns the string "Light".
  23239. * @returns the class name
  23240. */
  23241. Light.prototype.getClassName = function () {
  23242. return "Light";
  23243. };
  23244. /**
  23245. * Converts the light information to a readable string for debug purpose.
  23246. * @param fullDetails Supports for multiple levels of logging within scene loading
  23247. * @returns the human readable light info
  23248. */
  23249. Light.prototype.toString = function (fullDetails) {
  23250. var ret = "Name: " + this.name;
  23251. ret += ", type: " + (["Point", "Directional", "Spot", "Hemispheric"])[this.getTypeID()];
  23252. if (this.animations) {
  23253. for (var i = 0; i < this.animations.length; i++) {
  23254. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23255. }
  23256. }
  23257. if (fullDetails) {
  23258. }
  23259. return ret;
  23260. };
  23261. /** @hidden */
  23262. Light.prototype._syncParentEnabledState = function () {
  23263. _super.prototype._syncParentEnabledState.call(this);
  23264. this._resyncMeshes();
  23265. };
  23266. /**
  23267. * Set the enabled state of this node.
  23268. * @param value - the new enabled state
  23269. */
  23270. Light.prototype.setEnabled = function (value) {
  23271. _super.prototype.setEnabled.call(this, value);
  23272. this._resyncMeshes();
  23273. };
  23274. /**
  23275. * Returns the Light associated shadow generator if any.
  23276. * @return the associated shadow generator.
  23277. */
  23278. Light.prototype.getShadowGenerator = function () {
  23279. return this._shadowGenerator;
  23280. };
  23281. /**
  23282. * Returns a Vector3, the absolute light position in the World.
  23283. * @returns the world space position of the light
  23284. */
  23285. Light.prototype.getAbsolutePosition = function () {
  23286. return BABYLON.Vector3.Zero();
  23287. };
  23288. /**
  23289. * Specifies if the light will affect the passed mesh.
  23290. * @param mesh The mesh to test against the light
  23291. * @return true the mesh is affected otherwise, false.
  23292. */
  23293. Light.prototype.canAffectMesh = function (mesh) {
  23294. if (!mesh) {
  23295. return true;
  23296. }
  23297. if (this.includedOnlyMeshes && this.includedOnlyMeshes.length > 0 && this.includedOnlyMeshes.indexOf(mesh) === -1) {
  23298. return false;
  23299. }
  23300. if (this.excludedMeshes && this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  23301. return false;
  23302. }
  23303. if (this.includeOnlyWithLayerMask !== 0 && (this.includeOnlyWithLayerMask & mesh.layerMask) === 0) {
  23304. return false;
  23305. }
  23306. if (this.excludeWithLayerMask !== 0 && this.excludeWithLayerMask & mesh.layerMask) {
  23307. return false;
  23308. }
  23309. return true;
  23310. };
  23311. /**
  23312. * Sort function to order lights for rendering.
  23313. * @param a First Light object to compare to second.
  23314. * @param b Second Light object to compare first.
  23315. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  23316. */
  23317. Light.CompareLightsPriority = function (a, b) {
  23318. //shadow-casting lights have priority over non-shadow-casting lights
  23319. //the renderPrioirty is a secondary sort criterion
  23320. if (a.shadowEnabled !== b.shadowEnabled) {
  23321. return (b.shadowEnabled ? 1 : 0) - (a.shadowEnabled ? 1 : 0);
  23322. }
  23323. return b.renderPriority - a.renderPriority;
  23324. };
  23325. /**
  23326. * Releases resources associated with this node.
  23327. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  23328. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  23329. */
  23330. Light.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  23331. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  23332. if (this._shadowGenerator) {
  23333. this._shadowGenerator.dispose();
  23334. this._shadowGenerator = null;
  23335. }
  23336. // Animations
  23337. this.getScene().stopAnimation(this);
  23338. // Remove from meshes
  23339. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23340. var mesh = _a[_i];
  23341. mesh._removeLightSource(this);
  23342. }
  23343. this._uniformBuffer.dispose();
  23344. // Remove from scene
  23345. this.getScene().removeLight(this);
  23346. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  23347. };
  23348. /**
  23349. * Returns the light type ID (integer).
  23350. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  23351. */
  23352. Light.prototype.getTypeID = function () {
  23353. return 0;
  23354. };
  23355. /**
  23356. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  23357. * @returns the scaled intensity in intensity mode unit
  23358. */
  23359. Light.prototype.getScaledIntensity = function () {
  23360. return this._photometricScale * this.intensity;
  23361. };
  23362. /**
  23363. * Returns a new Light object, named "name", from the current one.
  23364. * @param name The name of the cloned light
  23365. * @returns the new created light
  23366. */
  23367. Light.prototype.clone = function (name) {
  23368. var constructor = Light.GetConstructorFromName(this.getTypeID(), name, this.getScene());
  23369. if (!constructor) {
  23370. return null;
  23371. }
  23372. return BABYLON.SerializationHelper.Clone(constructor, this);
  23373. };
  23374. /**
  23375. * Serializes the current light into a Serialization object.
  23376. * @returns the serialized object.
  23377. */
  23378. Light.prototype.serialize = function () {
  23379. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  23380. // Type
  23381. serializationObject.type = this.getTypeID();
  23382. // Parent
  23383. if (this.parent) {
  23384. serializationObject.parentId = this.parent.id;
  23385. }
  23386. // Inclusion / exclusions
  23387. if (this.excludedMeshes.length > 0) {
  23388. serializationObject.excludedMeshesIds = [];
  23389. this.excludedMeshes.forEach(function (mesh) {
  23390. serializationObject.excludedMeshesIds.push(mesh.id);
  23391. });
  23392. }
  23393. if (this.includedOnlyMeshes.length > 0) {
  23394. serializationObject.includedOnlyMeshesIds = [];
  23395. this.includedOnlyMeshes.forEach(function (mesh) {
  23396. serializationObject.includedOnlyMeshesIds.push(mesh.id);
  23397. });
  23398. }
  23399. // Animations
  23400. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  23401. serializationObject.ranges = this.serializeAnimationRanges();
  23402. return serializationObject;
  23403. };
  23404. /**
  23405. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  23406. * This new light is named "name" and added to the passed scene.
  23407. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  23408. * @param name The friendly name of the light
  23409. * @param scene The scene the new light will belong to
  23410. * @returns the constructor function
  23411. */
  23412. Light.GetConstructorFromName = function (type, name, scene) {
  23413. var constructorFunc = BABYLON.Node.Construct("Light_Type_" + type, name, scene);
  23414. if (constructorFunc) {
  23415. return constructorFunc;
  23416. }
  23417. // Default to no light for none present once.
  23418. return null;
  23419. };
  23420. /**
  23421. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  23422. * @param parsedLight The JSON representation of the light
  23423. * @param scene The scene to create the parsed light in
  23424. * @returns the created light after parsing
  23425. */
  23426. Light.Parse = function (parsedLight, scene) {
  23427. var constructor = Light.GetConstructorFromName(parsedLight.type, parsedLight.name, scene);
  23428. if (!constructor) {
  23429. return null;
  23430. }
  23431. var light = BABYLON.SerializationHelper.Parse(constructor, parsedLight, scene);
  23432. // Inclusion / exclusions
  23433. if (parsedLight.excludedMeshesIds) {
  23434. light._excludedMeshesIds = parsedLight.excludedMeshesIds;
  23435. }
  23436. if (parsedLight.includedOnlyMeshesIds) {
  23437. light._includedOnlyMeshesIds = parsedLight.includedOnlyMeshesIds;
  23438. }
  23439. // Parent
  23440. if (parsedLight.parentId) {
  23441. light._waitingParentId = parsedLight.parentId;
  23442. }
  23443. // Animations
  23444. if (parsedLight.animations) {
  23445. for (var animationIndex = 0; animationIndex < parsedLight.animations.length; animationIndex++) {
  23446. var parsedAnimation = parsedLight.animations[animationIndex];
  23447. light.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  23448. }
  23449. BABYLON.Node.ParseAnimationRanges(light, parsedLight, scene);
  23450. }
  23451. if (parsedLight.autoAnimate) {
  23452. scene.beginAnimation(light, parsedLight.autoAnimateFrom, parsedLight.autoAnimateTo, parsedLight.autoAnimateLoop, parsedLight.autoAnimateSpeed || 1.0);
  23453. }
  23454. return light;
  23455. };
  23456. Light.prototype._hookArrayForExcluded = function (array) {
  23457. var _this = this;
  23458. var oldPush = array.push;
  23459. array.push = function () {
  23460. var items = [];
  23461. for (var _i = 0; _i < arguments.length; _i++) {
  23462. items[_i] = arguments[_i];
  23463. }
  23464. var result = oldPush.apply(array, items);
  23465. for (var _a = 0, items_1 = items; _a < items_1.length; _a++) {
  23466. var item = items_1[_a];
  23467. item._resyncLighSource(_this);
  23468. }
  23469. return result;
  23470. };
  23471. var oldSplice = array.splice;
  23472. array.splice = function (index, deleteCount) {
  23473. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23474. for (var _i = 0, deleted_1 = deleted; _i < deleted_1.length; _i++) {
  23475. var item = deleted_1[_i];
  23476. item._resyncLighSource(_this);
  23477. }
  23478. return deleted;
  23479. };
  23480. for (var _i = 0, array_1 = array; _i < array_1.length; _i++) {
  23481. var item = array_1[_i];
  23482. item._resyncLighSource(this);
  23483. }
  23484. };
  23485. Light.prototype._hookArrayForIncludedOnly = function (array) {
  23486. var _this = this;
  23487. var oldPush = array.push;
  23488. array.push = function () {
  23489. var items = [];
  23490. for (var _i = 0; _i < arguments.length; _i++) {
  23491. items[_i] = arguments[_i];
  23492. }
  23493. var result = oldPush.apply(array, items);
  23494. _this._resyncMeshes();
  23495. return result;
  23496. };
  23497. var oldSplice = array.splice;
  23498. array.splice = function (index, deleteCount) {
  23499. var deleted = oldSplice.apply(array, [index, deleteCount]);
  23500. _this._resyncMeshes();
  23501. return deleted;
  23502. };
  23503. this._resyncMeshes();
  23504. };
  23505. Light.prototype._resyncMeshes = function () {
  23506. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23507. var mesh = _a[_i];
  23508. mesh._resyncLighSource(this);
  23509. }
  23510. };
  23511. /**
  23512. * Forces the meshes to update their light related information in their rendering used effects
  23513. * @hidden Internal Use Only
  23514. */
  23515. Light.prototype._markMeshesAsLightDirty = function () {
  23516. for (var _i = 0, _a = this.getScene().meshes; _i < _a.length; _i++) {
  23517. var mesh = _a[_i];
  23518. if (mesh._lightSources.indexOf(this) !== -1) {
  23519. mesh._markSubMeshesAsLightDirty();
  23520. }
  23521. }
  23522. };
  23523. /**
  23524. * Recomputes the cached photometric scale if needed.
  23525. */
  23526. Light.prototype._computePhotometricScale = function () {
  23527. this._photometricScale = this._getPhotometricScale();
  23528. this.getScene().resetCachedMaterial();
  23529. };
  23530. /**
  23531. * Returns the Photometric Scale according to the light type and intensity mode.
  23532. */
  23533. Light.prototype._getPhotometricScale = function () {
  23534. var photometricScale = 0.0;
  23535. var lightTypeID = this.getTypeID();
  23536. //get photometric mode
  23537. var photometricMode = this.intensityMode;
  23538. if (photometricMode === Light.INTENSITYMODE_AUTOMATIC) {
  23539. if (lightTypeID === Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  23540. photometricMode = Light.INTENSITYMODE_ILLUMINANCE;
  23541. }
  23542. else {
  23543. photometricMode = Light.INTENSITYMODE_LUMINOUSINTENSITY;
  23544. }
  23545. }
  23546. //compute photometric scale
  23547. switch (lightTypeID) {
  23548. case Light.LIGHTTYPEID_POINTLIGHT:
  23549. case Light.LIGHTTYPEID_SPOTLIGHT:
  23550. switch (photometricMode) {
  23551. case Light.INTENSITYMODE_LUMINOUSPOWER:
  23552. photometricScale = 1.0 / (4.0 * Math.PI);
  23553. break;
  23554. case Light.INTENSITYMODE_LUMINOUSINTENSITY:
  23555. photometricScale = 1.0;
  23556. break;
  23557. case Light.INTENSITYMODE_LUMINANCE:
  23558. photometricScale = this.radius * this.radius;
  23559. break;
  23560. }
  23561. break;
  23562. case Light.LIGHTTYPEID_DIRECTIONALLIGHT:
  23563. switch (photometricMode) {
  23564. case Light.INTENSITYMODE_ILLUMINANCE:
  23565. photometricScale = 1.0;
  23566. break;
  23567. case Light.INTENSITYMODE_LUMINANCE:
  23568. // When radius (and therefore solid angle) is non-zero a directional lights brightness can be specified via central (peak) luminance.
  23569. // For a directional light the 'radius' defines the angular radius (in radians) rather than world-space radius (e.g. in metres).
  23570. var apexAngleRadians = this.radius;
  23571. // Impose a minimum light angular size to avoid the light becoming an infinitely small angular light source (i.e. a dirac delta function).
  23572. apexAngleRadians = Math.max(apexAngleRadians, 0.001);
  23573. var solidAngle = 2.0 * Math.PI * (1.0 - Math.cos(apexAngleRadians));
  23574. photometricScale = solidAngle;
  23575. break;
  23576. }
  23577. break;
  23578. case Light.LIGHTTYPEID_HEMISPHERICLIGHT:
  23579. // No fall off in hemisperic light.
  23580. photometricScale = 1.0;
  23581. break;
  23582. }
  23583. return photometricScale;
  23584. };
  23585. /**
  23586. * Reorder the light in the scene according to their defined priority.
  23587. * @hidden Internal Use Only
  23588. */
  23589. Light.prototype._reorderLightsInScene = function () {
  23590. var scene = this.getScene();
  23591. if (this._renderPriority != 0) {
  23592. scene.requireLightSorting = true;
  23593. }
  23594. this.getScene().sortLightsByPriority();
  23595. };
  23596. /**
  23597. * Falloff Default: light is falling off following the material specification:
  23598. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  23599. */
  23600. Light.FALLOFF_DEFAULT = 0;
  23601. /**
  23602. * Falloff Physical: light is falling off following the inverse squared distance law.
  23603. */
  23604. Light.FALLOFF_PHYSICAL = 1;
  23605. /**
  23606. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  23607. * to enhance interoperability with other engines.
  23608. */
  23609. Light.FALLOFF_GLTF = 2;
  23610. /**
  23611. * Falloff Standard: light is falling off like in the standard material
  23612. * to enhance interoperability with other materials.
  23613. */
  23614. Light.FALLOFF_STANDARD = 3;
  23615. //lightmapMode Consts
  23616. /**
  23617. * If every light affecting the material is in this lightmapMode,
  23618. * material.lightmapTexture adds or multiplies
  23619. * (depends on material.useLightmapAsShadowmap)
  23620. * after every other light calculations.
  23621. */
  23622. Light.LIGHTMAP_DEFAULT = 0;
  23623. /**
  23624. * material.lightmapTexture as only diffuse lighting from this light
  23625. * adds only specular lighting from this light
  23626. * adds dynamic shadows
  23627. */
  23628. Light.LIGHTMAP_SPECULAR = 1;
  23629. /**
  23630. * material.lightmapTexture as only lighting
  23631. * no light calculation from this light
  23632. * only adds dynamic shadows from this light
  23633. */
  23634. Light.LIGHTMAP_SHADOWSONLY = 2;
  23635. // Intensity Mode Consts
  23636. /**
  23637. * Each light type uses the default quantity according to its type:
  23638. * point/spot lights use luminous intensity
  23639. * directional lights use illuminance
  23640. */
  23641. Light.INTENSITYMODE_AUTOMATIC = 0;
  23642. /**
  23643. * lumen (lm)
  23644. */
  23645. Light.INTENSITYMODE_LUMINOUSPOWER = 1;
  23646. /**
  23647. * candela (lm/sr)
  23648. */
  23649. Light.INTENSITYMODE_LUMINOUSINTENSITY = 2;
  23650. /**
  23651. * lux (lm/m^2)
  23652. */
  23653. Light.INTENSITYMODE_ILLUMINANCE = 3;
  23654. /**
  23655. * nit (cd/m^2)
  23656. */
  23657. Light.INTENSITYMODE_LUMINANCE = 4;
  23658. // Light types ids const.
  23659. /**
  23660. * Light type const id of the point light.
  23661. */
  23662. Light.LIGHTTYPEID_POINTLIGHT = 0;
  23663. /**
  23664. * Light type const id of the directional light.
  23665. */
  23666. Light.LIGHTTYPEID_DIRECTIONALLIGHT = 1;
  23667. /**
  23668. * Light type const id of the spot light.
  23669. */
  23670. Light.LIGHTTYPEID_SPOTLIGHT = 2;
  23671. /**
  23672. * Light type const id of the hemispheric light.
  23673. */
  23674. Light.LIGHTTYPEID_HEMISPHERICLIGHT = 3;
  23675. __decorate([
  23676. BABYLON.serializeAsColor3()
  23677. ], Light.prototype, "diffuse", void 0);
  23678. __decorate([
  23679. BABYLON.serializeAsColor3()
  23680. ], Light.prototype, "specular", void 0);
  23681. __decorate([
  23682. BABYLON.serialize()
  23683. ], Light.prototype, "falloffType", void 0);
  23684. __decorate([
  23685. BABYLON.serialize()
  23686. ], Light.prototype, "intensity", void 0);
  23687. __decorate([
  23688. BABYLON.serialize()
  23689. ], Light.prototype, "range", null);
  23690. __decorate([
  23691. BABYLON.serialize()
  23692. ], Light.prototype, "intensityMode", null);
  23693. __decorate([
  23694. BABYLON.serialize()
  23695. ], Light.prototype, "radius", null);
  23696. __decorate([
  23697. BABYLON.serialize()
  23698. ], Light.prototype, "_renderPriority", void 0);
  23699. __decorate([
  23700. BABYLON.expandToProperty("_reorderLightsInScene")
  23701. ], Light.prototype, "renderPriority", void 0);
  23702. __decorate([
  23703. BABYLON.serialize("shadowEnabled")
  23704. ], Light.prototype, "_shadowEnabled", void 0);
  23705. __decorate([
  23706. BABYLON.serialize("excludeWithLayerMask")
  23707. ], Light.prototype, "_excludeWithLayerMask", void 0);
  23708. __decorate([
  23709. BABYLON.serialize("includeOnlyWithLayerMask")
  23710. ], Light.prototype, "_includeOnlyWithLayerMask", void 0);
  23711. __decorate([
  23712. BABYLON.serialize("lightmapMode")
  23713. ], Light.prototype, "_lightmapMode", void 0);
  23714. return Light;
  23715. }(BABYLON.Node));
  23716. BABYLON.Light = Light;
  23717. })(BABYLON || (BABYLON = {}));
  23718. //# sourceMappingURL=babylon.light.js.map
  23719. var BABYLON;
  23720. (function (BABYLON) {
  23721. /**
  23722. * This is the base class of all the camera used in the application.
  23723. * @see http://doc.babylonjs.com/features/cameras
  23724. */
  23725. var Camera = /** @class */ (function (_super) {
  23726. __extends(Camera, _super);
  23727. /**
  23728. * Instantiates a new camera object.
  23729. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  23730. * @see http://doc.babylonjs.com/features/cameras
  23731. * @param name Defines the name of the camera in the scene
  23732. * @param position Defines the position of the camera
  23733. * @param scene Defines the scene the camera belongs too
  23734. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  23735. */
  23736. function Camera(name, position, scene, setActiveOnSceneIfNoneActive) {
  23737. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  23738. var _this = _super.call(this, name, scene) || this;
  23739. /**
  23740. * The vector the camera should consider as up.
  23741. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  23742. */
  23743. _this.upVector = BABYLON.Vector3.Up();
  23744. /**
  23745. * Define the current limit on the left side for an orthographic camera
  23746. * In scene unit
  23747. */
  23748. _this.orthoLeft = null;
  23749. /**
  23750. * Define the current limit on the right side for an orthographic camera
  23751. * In scene unit
  23752. */
  23753. _this.orthoRight = null;
  23754. /**
  23755. * Define the current limit on the bottom side for an orthographic camera
  23756. * In scene unit
  23757. */
  23758. _this.orthoBottom = null;
  23759. /**
  23760. * Define the current limit on the top side for an orthographic camera
  23761. * In scene unit
  23762. */
  23763. _this.orthoTop = null;
  23764. /**
  23765. * Field Of View is set in Radians. (default is 0.8)
  23766. */
  23767. _this.fov = 0.8;
  23768. /**
  23769. * Define the minimum distance the camera can see from.
  23770. * This is important to note that the depth buffer are not infinite and the closer it starts
  23771. * the more your scene might encounter depth fighting issue.
  23772. */
  23773. _this.minZ = 1;
  23774. /**
  23775. * Define the maximum distance the camera can see to.
  23776. * This is important to note that the depth buffer are not infinite and the further it end
  23777. * the more your scene might encounter depth fighting issue.
  23778. */
  23779. _this.maxZ = 10000.0;
  23780. /**
  23781. * Define the default inertia of the camera.
  23782. * This helps giving a smooth feeling to the camera movement.
  23783. */
  23784. _this.inertia = 0.9;
  23785. /**
  23786. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.PERSPECTIVE_ORTHOGRAPHIC)
  23787. */
  23788. _this.mode = Camera.PERSPECTIVE_CAMERA;
  23789. /**
  23790. * Define wether the camera is intermediate.
  23791. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  23792. */
  23793. _this.isIntermediate = false;
  23794. /**
  23795. * Define the viewport of the camera.
  23796. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  23797. */
  23798. _this.viewport = new BABYLON.Viewport(0, 0, 1.0, 1.0);
  23799. /**
  23800. * Restricts the camera to viewing objects with the same layerMask.
  23801. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  23802. */
  23803. _this.layerMask = 0x0FFFFFFF;
  23804. /**
  23805. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  23806. */
  23807. _this.fovMode = Camera.FOVMODE_VERTICAL_FIXED;
  23808. /**
  23809. * Rig mode of the camera.
  23810. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  23811. * This is normally controlled byt the camera themselves as internal use.
  23812. */
  23813. _this.cameraRigMode = Camera.RIG_MODE_NONE;
  23814. /**
  23815. * 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
  23816. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  23817. * else in the scene.
  23818. */
  23819. _this.customRenderTargets = new Array();
  23820. /**
  23821. * When set, the camera will render to this render target instead of the default canvas
  23822. */
  23823. _this.outputRenderTarget = null;
  23824. /**
  23825. * Observable triggered when the camera view matrix has changed.
  23826. */
  23827. _this.onViewMatrixChangedObservable = new BABYLON.Observable();
  23828. /**
  23829. * Observable triggered when the camera Projection matrix has changed.
  23830. */
  23831. _this.onProjectionMatrixChangedObservable = new BABYLON.Observable();
  23832. /**
  23833. * Observable triggered when the inputs have been processed.
  23834. */
  23835. _this.onAfterCheckInputsObservable = new BABYLON.Observable();
  23836. /**
  23837. * Observable triggered when reset has been called and applied to the camera.
  23838. */
  23839. _this.onRestoreStateObservable = new BABYLON.Observable();
  23840. /** @hidden */
  23841. _this._rigCameras = new Array();
  23842. _this._webvrViewMatrix = BABYLON.Matrix.Identity();
  23843. /** @hidden */
  23844. _this._skipRendering = false;
  23845. /** @hidden */
  23846. _this._projectionMatrix = new BABYLON.Matrix();
  23847. /** @hidden */
  23848. _this._postProcesses = new Array();
  23849. /** @hidden */
  23850. _this._activeMeshes = new BABYLON.SmartArray(256);
  23851. _this._globalPosition = BABYLON.Vector3.Zero();
  23852. /** hidden */
  23853. _this._computedViewMatrix = BABYLON.Matrix.Identity();
  23854. _this._doNotComputeProjectionMatrix = false;
  23855. _this._transformMatrix = BABYLON.Matrix.Zero();
  23856. _this._refreshFrustumPlanes = true;
  23857. _this.getScene().addCamera(_this);
  23858. if (setActiveOnSceneIfNoneActive && !_this.getScene().activeCamera) {
  23859. _this.getScene().activeCamera = _this;
  23860. }
  23861. _this.position = position;
  23862. return _this;
  23863. }
  23864. /**
  23865. * Store current camera state (fov, position, etc..)
  23866. * @returns the camera
  23867. */
  23868. Camera.prototype.storeState = function () {
  23869. this._stateStored = true;
  23870. this._storedFov = this.fov;
  23871. return this;
  23872. };
  23873. /**
  23874. * Restores the camera state values if it has been stored. You must call storeState() first
  23875. */
  23876. Camera.prototype._restoreStateValues = function () {
  23877. if (!this._stateStored) {
  23878. return false;
  23879. }
  23880. this.fov = this._storedFov;
  23881. return true;
  23882. };
  23883. /**
  23884. * Restored camera state. You must call storeState() first.
  23885. * @returns true if restored and false otherwise
  23886. */
  23887. Camera.prototype.restoreState = function () {
  23888. if (this._restoreStateValues()) {
  23889. this.onRestoreStateObservable.notifyObservers(this);
  23890. return true;
  23891. }
  23892. return false;
  23893. };
  23894. /**
  23895. * Gets the class name of the camera.
  23896. * @returns the class name
  23897. */
  23898. Camera.prototype.getClassName = function () {
  23899. return "Camera";
  23900. };
  23901. /**
  23902. * Gets a string representation of the camera useful for debug purpose.
  23903. * @param fullDetails Defines that a more verboe level of logging is required
  23904. * @returns the string representation
  23905. */
  23906. Camera.prototype.toString = function (fullDetails) {
  23907. var ret = "Name: " + this.name;
  23908. ret += ", type: " + this.getClassName();
  23909. if (this.animations) {
  23910. for (var i = 0; i < this.animations.length; i++) {
  23911. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  23912. }
  23913. }
  23914. if (fullDetails) {
  23915. }
  23916. return ret;
  23917. };
  23918. Object.defineProperty(Camera.prototype, "globalPosition", {
  23919. /**
  23920. * Gets the current world space position of the camera.
  23921. */
  23922. get: function () {
  23923. return this._globalPosition;
  23924. },
  23925. enumerable: true,
  23926. configurable: true
  23927. });
  23928. /**
  23929. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  23930. * @returns the active meshe list
  23931. */
  23932. Camera.prototype.getActiveMeshes = function () {
  23933. return this._activeMeshes;
  23934. };
  23935. /**
  23936. * Check wether a mesh is part of the current active mesh list of the camera
  23937. * @param mesh Defines the mesh to check
  23938. * @returns true if active, false otherwise
  23939. */
  23940. Camera.prototype.isActiveMesh = function (mesh) {
  23941. return (this._activeMeshes.indexOf(mesh) !== -1);
  23942. };
  23943. /**
  23944. * Is this camera ready to be used/rendered
  23945. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  23946. * @return true if the camera is ready
  23947. */
  23948. Camera.prototype.isReady = function (completeCheck) {
  23949. if (completeCheck === void 0) { completeCheck = false; }
  23950. if (completeCheck) {
  23951. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  23952. var pp = _a[_i];
  23953. if (pp && !pp.isReady()) {
  23954. return false;
  23955. }
  23956. }
  23957. }
  23958. return _super.prototype.isReady.call(this, completeCheck);
  23959. };
  23960. /** @hidden */
  23961. Camera.prototype._initCache = function () {
  23962. _super.prototype._initCache.call(this);
  23963. this._cache.position = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23964. this._cache.upVector = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  23965. this._cache.mode = undefined;
  23966. this._cache.minZ = undefined;
  23967. this._cache.maxZ = undefined;
  23968. this._cache.fov = undefined;
  23969. this._cache.fovMode = undefined;
  23970. this._cache.aspectRatio = undefined;
  23971. this._cache.orthoLeft = undefined;
  23972. this._cache.orthoRight = undefined;
  23973. this._cache.orthoBottom = undefined;
  23974. this._cache.orthoTop = undefined;
  23975. this._cache.renderWidth = undefined;
  23976. this._cache.renderHeight = undefined;
  23977. };
  23978. /** @hidden */
  23979. Camera.prototype._updateCache = function (ignoreParentClass) {
  23980. if (!ignoreParentClass) {
  23981. _super.prototype._updateCache.call(this);
  23982. }
  23983. this._cache.position.copyFrom(this.position);
  23984. this._cache.upVector.copyFrom(this.upVector);
  23985. };
  23986. /** @hidden */
  23987. Camera.prototype._isSynchronized = function () {
  23988. return this._isSynchronizedViewMatrix() && this._isSynchronizedProjectionMatrix();
  23989. };
  23990. /** @hidden */
  23991. Camera.prototype._isSynchronizedViewMatrix = function () {
  23992. if (!_super.prototype._isSynchronized.call(this)) {
  23993. return false;
  23994. }
  23995. return this._cache.position.equals(this.position)
  23996. && this._cache.upVector.equals(this.upVector)
  23997. && this.isSynchronizedWithParent();
  23998. };
  23999. /** @hidden */
  24000. Camera.prototype._isSynchronizedProjectionMatrix = function () {
  24001. var check = this._cache.mode === this.mode
  24002. && this._cache.minZ === this.minZ
  24003. && this._cache.maxZ === this.maxZ;
  24004. if (!check) {
  24005. return false;
  24006. }
  24007. var engine = this.getEngine();
  24008. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24009. check = this._cache.fov === this.fov
  24010. && this._cache.fovMode === this.fovMode
  24011. && this._cache.aspectRatio === engine.getAspectRatio(this);
  24012. }
  24013. else {
  24014. check = this._cache.orthoLeft === this.orthoLeft
  24015. && this._cache.orthoRight === this.orthoRight
  24016. && this._cache.orthoBottom === this.orthoBottom
  24017. && this._cache.orthoTop === this.orthoTop
  24018. && this._cache.renderWidth === engine.getRenderWidth()
  24019. && this._cache.renderHeight === engine.getRenderHeight();
  24020. }
  24021. return check;
  24022. };
  24023. /**
  24024. * Attach the input controls to a specific dom element to get the input from.
  24025. * @param element Defines the element the controls should be listened from
  24026. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  24027. */
  24028. Camera.prototype.attachControl = function (element, noPreventDefault) {
  24029. };
  24030. /**
  24031. * Detach the current controls from the specified dom element.
  24032. * @param element Defines the element to stop listening the inputs from
  24033. */
  24034. Camera.prototype.detachControl = function (element) {
  24035. };
  24036. /**
  24037. * Update the camera state according to the different inputs gathered during the frame.
  24038. */
  24039. Camera.prototype.update = function () {
  24040. this._checkInputs();
  24041. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24042. this._updateRigCameras();
  24043. }
  24044. };
  24045. /** @hidden */
  24046. Camera.prototype._checkInputs = function () {
  24047. this.onAfterCheckInputsObservable.notifyObservers(this);
  24048. };
  24049. Object.defineProperty(Camera.prototype, "rigCameras", {
  24050. /** @hidden */
  24051. get: function () {
  24052. return this._rigCameras;
  24053. },
  24054. enumerable: true,
  24055. configurable: true
  24056. });
  24057. Object.defineProperty(Camera.prototype, "rigPostProcess", {
  24058. /**
  24059. * Gets the post process used by the rig cameras
  24060. */
  24061. get: function () {
  24062. return this._rigPostProcess;
  24063. },
  24064. enumerable: true,
  24065. configurable: true
  24066. });
  24067. /**
  24068. * Internal, gets the first post proces.
  24069. * @returns the first post process to be run on this camera.
  24070. */
  24071. Camera.prototype._getFirstPostProcess = function () {
  24072. for (var ppIndex = 0; ppIndex < this._postProcesses.length; ppIndex++) {
  24073. if (this._postProcesses[ppIndex] !== null) {
  24074. return this._postProcesses[ppIndex];
  24075. }
  24076. }
  24077. return null;
  24078. };
  24079. Camera.prototype._cascadePostProcessesToRigCams = function () {
  24080. // invalidate framebuffer
  24081. var firstPostProcess = this._getFirstPostProcess();
  24082. if (firstPostProcess) {
  24083. firstPostProcess.markTextureDirty();
  24084. }
  24085. // glue the rigPostProcess to the end of the user postprocesses & assign to each sub-camera
  24086. for (var i = 0, len = this._rigCameras.length; i < len; i++) {
  24087. var cam = this._rigCameras[i];
  24088. var rigPostProcess = cam._rigPostProcess;
  24089. // for VR rig, there does not have to be a post process
  24090. if (rigPostProcess) {
  24091. var isPass = rigPostProcess instanceof BABYLON.PassPostProcess;
  24092. if (isPass) {
  24093. // any rig which has a PassPostProcess for rig[0], cannot be isIntermediate when there are also user postProcesses
  24094. cam.isIntermediate = this._postProcesses.length === 0;
  24095. }
  24096. cam._postProcesses = this._postProcesses.slice(0).concat(rigPostProcess);
  24097. rigPostProcess.markTextureDirty();
  24098. }
  24099. else {
  24100. cam._postProcesses = this._postProcesses.slice(0);
  24101. }
  24102. }
  24103. };
  24104. /**
  24105. * Attach a post process to the camera.
  24106. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24107. * @param postProcess The post process to attach to the camera
  24108. * @param insertAt The position of the post process in case several of them are in use in the scene
  24109. * @returns the position the post process has been inserted at
  24110. */
  24111. Camera.prototype.attachPostProcess = function (postProcess, insertAt) {
  24112. if (insertAt === void 0) { insertAt = null; }
  24113. if (!postProcess.isReusable() && this._postProcesses.indexOf(postProcess) > -1) {
  24114. BABYLON.Tools.Error("You're trying to reuse a post process not defined as reusable.");
  24115. return 0;
  24116. }
  24117. if (insertAt == null || insertAt < 0) {
  24118. this._postProcesses.push(postProcess);
  24119. }
  24120. else if (this._postProcesses[insertAt] === null) {
  24121. this._postProcesses[insertAt] = postProcess;
  24122. }
  24123. else {
  24124. this._postProcesses.splice(insertAt, 0, postProcess);
  24125. }
  24126. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24127. return this._postProcesses.indexOf(postProcess);
  24128. };
  24129. /**
  24130. * Detach a post process to the camera.
  24131. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  24132. * @param postProcess The post process to detach from the camera
  24133. */
  24134. Camera.prototype.detachPostProcess = function (postProcess) {
  24135. var idx = this._postProcesses.indexOf(postProcess);
  24136. if (idx !== -1) {
  24137. this._postProcesses[idx] = null;
  24138. }
  24139. this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
  24140. };
  24141. /**
  24142. * Gets the current world matrix of the camera
  24143. */
  24144. Camera.prototype.getWorldMatrix = function () {
  24145. if (this._isSynchronizedViewMatrix()) {
  24146. return this._worldMatrix;
  24147. }
  24148. // Getting the the view matrix will also compute the world matrix.
  24149. this.getViewMatrix();
  24150. return this._worldMatrix;
  24151. };
  24152. /** @hidden */
  24153. Camera.prototype._getViewMatrix = function () {
  24154. return BABYLON.Matrix.Identity();
  24155. };
  24156. /**
  24157. * Gets the current view matrix of the camera.
  24158. * @param force forces the camera to recompute the matrix without looking at the cached state
  24159. * @returns the view matrix
  24160. */
  24161. Camera.prototype.getViewMatrix = function (force) {
  24162. if (!force && this._isSynchronizedViewMatrix()) {
  24163. return this._computedViewMatrix;
  24164. }
  24165. this.updateCache();
  24166. this._computedViewMatrix = this._getViewMatrix();
  24167. this._currentRenderId = this.getScene().getRenderId();
  24168. this._childRenderId = this._currentRenderId;
  24169. this._refreshFrustumPlanes = true;
  24170. if (this._cameraRigParams && this._cameraRigParams.vrPreViewMatrix) {
  24171. this._computedViewMatrix.multiplyToRef(this._cameraRigParams.vrPreViewMatrix, this._computedViewMatrix);
  24172. }
  24173. this.onViewMatrixChangedObservable.notifyObservers(this);
  24174. this._computedViewMatrix.invertToRef(this._worldMatrix);
  24175. return this._computedViewMatrix;
  24176. };
  24177. /**
  24178. * Freeze the projection matrix.
  24179. * It will prevent the cache check of the camera projection compute and can speed up perf
  24180. * if no parameter of the camera are meant to change
  24181. * @param projection Defines manually a projection if necessary
  24182. */
  24183. Camera.prototype.freezeProjectionMatrix = function (projection) {
  24184. this._doNotComputeProjectionMatrix = true;
  24185. if (projection !== undefined) {
  24186. this._projectionMatrix = projection;
  24187. }
  24188. };
  24189. /**
  24190. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  24191. */
  24192. Camera.prototype.unfreezeProjectionMatrix = function () {
  24193. this._doNotComputeProjectionMatrix = false;
  24194. };
  24195. /**
  24196. * Gets the current projection matrix of the camera.
  24197. * @param force forces the camera to recompute the matrix without looking at the cached state
  24198. * @returns the projection matrix
  24199. */
  24200. Camera.prototype.getProjectionMatrix = function (force) {
  24201. if (this._doNotComputeProjectionMatrix || (!force && this._isSynchronizedProjectionMatrix())) {
  24202. return this._projectionMatrix;
  24203. }
  24204. // Cache
  24205. this._cache.mode = this.mode;
  24206. this._cache.minZ = this.minZ;
  24207. this._cache.maxZ = this.maxZ;
  24208. // Matrix
  24209. this._refreshFrustumPlanes = true;
  24210. var engine = this.getEngine();
  24211. var scene = this.getScene();
  24212. if (this.mode === Camera.PERSPECTIVE_CAMERA) {
  24213. this._cache.fov = this.fov;
  24214. this._cache.fovMode = this.fovMode;
  24215. this._cache.aspectRatio = engine.getAspectRatio(this);
  24216. if (this.minZ <= 0) {
  24217. this.minZ = 0.1;
  24218. }
  24219. if (scene.useRightHandedSystem) {
  24220. BABYLON.Matrix.PerspectiveFovRHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24221. }
  24222. else {
  24223. BABYLON.Matrix.PerspectiveFovLHToRef(this.fov, engine.getAspectRatio(this), this.minZ, this.maxZ, this._projectionMatrix, this.fovMode === Camera.FOVMODE_VERTICAL_FIXED);
  24224. }
  24225. }
  24226. else {
  24227. var halfWidth = engine.getRenderWidth() / 2.0;
  24228. var halfHeight = engine.getRenderHeight() / 2.0;
  24229. if (scene.useRightHandedSystem) {
  24230. BABYLON.Matrix.OrthoOffCenterRHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24231. }
  24232. else {
  24233. BABYLON.Matrix.OrthoOffCenterLHToRef(this.orthoLeft || -halfWidth, this.orthoRight || halfWidth, this.orthoBottom || -halfHeight, this.orthoTop || halfHeight, this.minZ, this.maxZ, this._projectionMatrix);
  24234. }
  24235. this._cache.orthoLeft = this.orthoLeft;
  24236. this._cache.orthoRight = this.orthoRight;
  24237. this._cache.orthoBottom = this.orthoBottom;
  24238. this._cache.orthoTop = this.orthoTop;
  24239. this._cache.renderWidth = engine.getRenderWidth();
  24240. this._cache.renderHeight = engine.getRenderHeight();
  24241. }
  24242. this.onProjectionMatrixChangedObservable.notifyObservers(this);
  24243. return this._projectionMatrix;
  24244. };
  24245. /**
  24246. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  24247. * @returns a Matrix
  24248. */
  24249. Camera.prototype.getTransformationMatrix = function () {
  24250. this._computedViewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  24251. return this._transformMatrix;
  24252. };
  24253. Camera.prototype._updateFrustumPlanes = function () {
  24254. if (!this._refreshFrustumPlanes) {
  24255. return;
  24256. }
  24257. this.getTransformationMatrix();
  24258. if (!this._frustumPlanes) {
  24259. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  24260. }
  24261. else {
  24262. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  24263. }
  24264. this._refreshFrustumPlanes = false;
  24265. };
  24266. /**
  24267. * Checks if a cullable object (mesh...) is in the camera frustum
  24268. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  24269. * @param target The object to check
  24270. * @returns true if the object is in frustum otherwise false
  24271. */
  24272. Camera.prototype.isInFrustum = function (target) {
  24273. this._updateFrustumPlanes();
  24274. return target.isInFrustum(this._frustumPlanes);
  24275. };
  24276. /**
  24277. * Checks if a cullable object (mesh...) is in the camera frustum
  24278. * Unlike isInFrustum this cheks the full bounding box
  24279. * @param target The object to check
  24280. * @returns true if the object is in frustum otherwise false
  24281. */
  24282. Camera.prototype.isCompletelyInFrustum = function (target) {
  24283. this._updateFrustumPlanes();
  24284. return target.isCompletelyInFrustum(this._frustumPlanes);
  24285. };
  24286. /**
  24287. * Gets a ray in the forward direction from the camera.
  24288. * @param length Defines the length of the ray to create
  24289. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  24290. * @param origin Defines the start point of the ray which defaults to the camera position
  24291. * @returns the forward ray
  24292. */
  24293. Camera.prototype.getForwardRay = function (length, transform, origin) {
  24294. if (length === void 0) { length = 100; }
  24295. if (!transform) {
  24296. transform = this.getWorldMatrix();
  24297. }
  24298. if (!origin) {
  24299. origin = this.position;
  24300. }
  24301. var forward = this._scene.useRightHandedSystem ? new BABYLON.Vector3(0, 0, -1) : new BABYLON.Vector3(0, 0, 1);
  24302. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, transform);
  24303. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  24304. return new BABYLON.Ray(origin, direction, length);
  24305. };
  24306. /**
  24307. * Releases resources associated with this node.
  24308. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  24309. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  24310. */
  24311. Camera.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  24312. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  24313. // Observables
  24314. this.onViewMatrixChangedObservable.clear();
  24315. this.onProjectionMatrixChangedObservable.clear();
  24316. this.onAfterCheckInputsObservable.clear();
  24317. this.onRestoreStateObservable.clear();
  24318. // Inputs
  24319. if (this.inputs) {
  24320. this.inputs.clear();
  24321. }
  24322. // Animations
  24323. this.getScene().stopAnimation(this);
  24324. // Remove from scene
  24325. this.getScene().removeCamera(this);
  24326. while (this._rigCameras.length > 0) {
  24327. var camera = this._rigCameras.pop();
  24328. if (camera) {
  24329. camera.dispose();
  24330. }
  24331. }
  24332. // Postprocesses
  24333. if (this._rigPostProcess) {
  24334. this._rigPostProcess.dispose(this);
  24335. this._rigPostProcess = null;
  24336. this._postProcesses = [];
  24337. }
  24338. else if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24339. this._rigPostProcess = null;
  24340. this._postProcesses = [];
  24341. }
  24342. else {
  24343. var i = this._postProcesses.length;
  24344. while (--i >= 0) {
  24345. var postProcess = this._postProcesses[i];
  24346. if (postProcess) {
  24347. postProcess.dispose(this);
  24348. }
  24349. }
  24350. }
  24351. // Render targets
  24352. var i = this.customRenderTargets.length;
  24353. while (--i >= 0) {
  24354. this.customRenderTargets[i].dispose();
  24355. }
  24356. this.customRenderTargets = [];
  24357. // Active Meshes
  24358. this._activeMeshes.dispose();
  24359. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  24360. };
  24361. Object.defineProperty(Camera.prototype, "leftCamera", {
  24362. /**
  24363. * Gets the left camera of a rig setup in case of Rigged Camera
  24364. */
  24365. get: function () {
  24366. if (this._rigCameras.length < 1) {
  24367. return null;
  24368. }
  24369. return this._rigCameras[0];
  24370. },
  24371. enumerable: true,
  24372. configurable: true
  24373. });
  24374. Object.defineProperty(Camera.prototype, "rightCamera", {
  24375. /**
  24376. * Gets the right camera of a rig setup in case of Rigged Camera
  24377. */
  24378. get: function () {
  24379. if (this._rigCameras.length < 2) {
  24380. return null;
  24381. }
  24382. return this._rigCameras[1];
  24383. },
  24384. enumerable: true,
  24385. configurable: true
  24386. });
  24387. /**
  24388. * Gets the left camera target of a rig setup in case of Rigged Camera
  24389. * @returns the target position
  24390. */
  24391. Camera.prototype.getLeftTarget = function () {
  24392. if (this._rigCameras.length < 1) {
  24393. return null;
  24394. }
  24395. return this._rigCameras[0].getTarget();
  24396. };
  24397. /**
  24398. * Gets the right camera target of a rig setup in case of Rigged Camera
  24399. * @returns the target position
  24400. */
  24401. Camera.prototype.getRightTarget = function () {
  24402. if (this._rigCameras.length < 2) {
  24403. return null;
  24404. }
  24405. return this._rigCameras[1].getTarget();
  24406. };
  24407. /**
  24408. * @hidden
  24409. */
  24410. Camera.prototype.setCameraRigMode = function (mode, rigParams) {
  24411. if (this.cameraRigMode === mode) {
  24412. return;
  24413. }
  24414. while (this._rigCameras.length > 0) {
  24415. var camera = this._rigCameras.pop();
  24416. if (camera) {
  24417. camera.dispose();
  24418. }
  24419. }
  24420. this.cameraRigMode = mode;
  24421. this._cameraRigParams = {};
  24422. //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
  24423. //not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
  24424. this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
  24425. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
  24426. // create the rig cameras, unless none
  24427. if (this.cameraRigMode !== Camera.RIG_MODE_NONE) {
  24428. var leftCamera = this.createRigCamera(this.name + "_L", 0);
  24429. var rightCamera = this.createRigCamera(this.name + "_R", 1);
  24430. if (leftCamera && rightCamera) {
  24431. this._rigCameras.push(leftCamera);
  24432. this._rigCameras.push(rightCamera);
  24433. }
  24434. }
  24435. switch (this.cameraRigMode) {
  24436. case Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  24437. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24438. this._rigCameras[1]._rigPostProcess = new BABYLON.AnaglyphPostProcess(this.name + "_anaglyph", 1.0, this._rigCameras);
  24439. break;
  24440. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  24441. case Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  24442. case Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  24443. var isStereoscopicHoriz = this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL || this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED;
  24444. this._rigCameras[0]._rigPostProcess = new BABYLON.PassPostProcess(this.name + "_passthru", 1.0, this._rigCameras[0]);
  24445. this._rigCameras[1]._rigPostProcess = new BABYLON.StereoscopicInterlacePostProcess(this.name + "_stereoInterlace", this._rigCameras, isStereoscopicHoriz);
  24446. break;
  24447. case Camera.RIG_MODE_VR:
  24448. var metrics = rigParams.vrCameraMetrics || BABYLON.VRCameraMetrics.GetDefault();
  24449. this._rigCameras[0]._cameraRigParams.vrMetrics = metrics;
  24450. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24451. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24452. this._rigCameras[0]._cameraRigParams.vrHMatrix = metrics.leftHMatrix;
  24453. this._rigCameras[0]._cameraRigParams.vrPreViewMatrix = metrics.leftPreViewMatrix;
  24454. this._rigCameras[0].getProjectionMatrix = this._rigCameras[0]._getVRProjectionMatrix;
  24455. this._rigCameras[1]._cameraRigParams.vrMetrics = metrics;
  24456. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24457. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24458. this._rigCameras[1]._cameraRigParams.vrHMatrix = metrics.rightHMatrix;
  24459. this._rigCameras[1]._cameraRigParams.vrPreViewMatrix = metrics.rightPreViewMatrix;
  24460. this._rigCameras[1].getProjectionMatrix = this._rigCameras[1]._getVRProjectionMatrix;
  24461. if (metrics.compensateDistortion) {
  24462. this._rigCameras[0]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Left", this._rigCameras[0], false, metrics);
  24463. this._rigCameras[1]._rigPostProcess = new BABYLON.VRDistortionCorrectionPostProcess("VR_Distort_Compensation_Right", this._rigCameras[1], true, metrics);
  24464. }
  24465. break;
  24466. case Camera.RIG_MODE_WEBVR:
  24467. if (rigParams.vrDisplay) {
  24468. var leftEye = rigParams.vrDisplay.getEyeParameters('left');
  24469. var rightEye = rigParams.vrDisplay.getEyeParameters('right');
  24470. //Left eye
  24471. this._rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  24472. this._rigCameras[0].setCameraRigParameter("left", true);
  24473. //leaving this for future reference
  24474. this._rigCameras[0].setCameraRigParameter("specs", rigParams.specs);
  24475. this._rigCameras[0].setCameraRigParameter("eyeParameters", leftEye);
  24476. this._rigCameras[0].setCameraRigParameter("frameData", rigParams.frameData);
  24477. this._rigCameras[0].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24478. this._rigCameras[0]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24479. this._rigCameras[0].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24480. this._rigCameras[0].parent = this;
  24481. this._rigCameras[0]._getViewMatrix = this._getWebVRViewMatrix;
  24482. //Right eye
  24483. this._rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  24484. this._rigCameras[1].setCameraRigParameter('eyeParameters', rightEye);
  24485. this._rigCameras[1].setCameraRigParameter("specs", rigParams.specs);
  24486. this._rigCameras[1].setCameraRigParameter("frameData", rigParams.frameData);
  24487. this._rigCameras[1].setCameraRigParameter("parentCamera", rigParams.parentCamera);
  24488. this._rigCameras[1]._cameraRigParams.vrWorkMatrix = new BABYLON.Matrix();
  24489. this._rigCameras[1].getProjectionMatrix = this._getWebVRProjectionMatrix;
  24490. this._rigCameras[1].parent = this;
  24491. this._rigCameras[1]._getViewMatrix = this._getWebVRViewMatrix;
  24492. if (Camera.UseAlternateWebVRRendering) {
  24493. this._rigCameras[1]._skipRendering = true;
  24494. this._rigCameras[0]._alternateCamera = this._rigCameras[1];
  24495. }
  24496. }
  24497. break;
  24498. }
  24499. this._cascadePostProcessesToRigCams();
  24500. this.update();
  24501. };
  24502. Camera.prototype._getVRProjectionMatrix = function () {
  24503. BABYLON.Matrix.PerspectiveFovLHToRef(this._cameraRigParams.vrMetrics.aspectRatioFov, this._cameraRigParams.vrMetrics.aspectRatio, this.minZ, this.maxZ, this._cameraRigParams.vrWorkMatrix);
  24504. this._cameraRigParams.vrWorkMatrix.multiplyToRef(this._cameraRigParams.vrHMatrix, this._projectionMatrix);
  24505. return this._projectionMatrix;
  24506. };
  24507. Camera.prototype._updateCameraRotationMatrix = function () {
  24508. //Here for WebVR
  24509. };
  24510. Camera.prototype._updateWebVRCameraRotationMatrix = function () {
  24511. //Here for WebVR
  24512. };
  24513. /**
  24514. * This function MUST be overwritten by the different WebVR cameras available.
  24515. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24516. */
  24517. Camera.prototype._getWebVRProjectionMatrix = function () {
  24518. return BABYLON.Matrix.Identity();
  24519. };
  24520. /**
  24521. * This function MUST be overwritten by the different WebVR cameras available.
  24522. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  24523. */
  24524. Camera.prototype._getWebVRViewMatrix = function () {
  24525. return BABYLON.Matrix.Identity();
  24526. };
  24527. /** @hidden */
  24528. Camera.prototype.setCameraRigParameter = function (name, value) {
  24529. if (!this._cameraRigParams) {
  24530. this._cameraRigParams = {};
  24531. }
  24532. this._cameraRigParams[name] = value;
  24533. //provisionnally:
  24534. if (name === "interaxialDistance") {
  24535. this._cameraRigParams.stereoHalfAngle = BABYLON.Tools.ToRadians(value / 0.0637);
  24536. }
  24537. };
  24538. /**
  24539. * needs to be overridden by children so sub has required properties to be copied
  24540. * @hidden
  24541. */
  24542. Camera.prototype.createRigCamera = function (name, cameraIndex) {
  24543. return null;
  24544. };
  24545. /**
  24546. * May need to be overridden by children
  24547. * @hidden
  24548. */
  24549. Camera.prototype._updateRigCameras = function () {
  24550. for (var i = 0; i < this._rigCameras.length; i++) {
  24551. this._rigCameras[i].minZ = this.minZ;
  24552. this._rigCameras[i].maxZ = this.maxZ;
  24553. this._rigCameras[i].fov = this.fov;
  24554. this._rigCameras[i].upVector.copyFrom(this.upVector);
  24555. }
  24556. // only update viewport when ANAGLYPH
  24557. if (this.cameraRigMode === Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH) {
  24558. this._rigCameras[0].viewport = this._rigCameras[1].viewport = this.viewport;
  24559. }
  24560. };
  24561. /** @hidden */
  24562. Camera.prototype._setupInputs = function () {
  24563. };
  24564. /**
  24565. * Serialiaze the camera setup to a json represention
  24566. * @returns the JSON representation
  24567. */
  24568. Camera.prototype.serialize = function () {
  24569. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  24570. // Type
  24571. serializationObject.type = this.getClassName();
  24572. // Parent
  24573. if (this.parent) {
  24574. serializationObject.parentId = this.parent.id;
  24575. }
  24576. if (this.inputs) {
  24577. this.inputs.serialize(serializationObject);
  24578. }
  24579. // Animations
  24580. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  24581. serializationObject.ranges = this.serializeAnimationRanges();
  24582. return serializationObject;
  24583. };
  24584. /**
  24585. * Clones the current camera.
  24586. * @param name The cloned camera name
  24587. * @returns the cloned camera
  24588. */
  24589. Camera.prototype.clone = function (name) {
  24590. return BABYLON.SerializationHelper.Clone(Camera.GetConstructorFromName(this.getClassName(), name, this.getScene(), this.interaxialDistance, this.isStereoscopicSideBySide), this);
  24591. };
  24592. /**
  24593. * Gets the direction of the camera relative to a given local axis.
  24594. * @param localAxis Defines the reference axis to provide a relative direction.
  24595. * @return the direction
  24596. */
  24597. Camera.prototype.getDirection = function (localAxis) {
  24598. var result = BABYLON.Vector3.Zero();
  24599. this.getDirectionToRef(localAxis, result);
  24600. return result;
  24601. };
  24602. /**
  24603. * Gets the direction of the camera relative to a given local axis into a passed vector.
  24604. * @param localAxis Defines the reference axis to provide a relative direction.
  24605. * @param result Defines the vector to store the result in
  24606. */
  24607. Camera.prototype.getDirectionToRef = function (localAxis, result) {
  24608. BABYLON.Vector3.TransformNormalToRef(localAxis, this.getWorldMatrix(), result);
  24609. };
  24610. /**
  24611. * Gets a camera constructor for a given camera type
  24612. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  24613. * @param name The name of the camera the result will be able to instantiate
  24614. * @param scene The scene the result will construct the camera in
  24615. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  24616. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  24617. * @returns a factory method to construc the camera
  24618. */
  24619. Camera.GetConstructorFromName = function (type, name, scene, interaxial_distance, isStereoscopicSideBySide) {
  24620. if (interaxial_distance === void 0) { interaxial_distance = 0; }
  24621. if (isStereoscopicSideBySide === void 0) { isStereoscopicSideBySide = true; }
  24622. var constructorFunc = BABYLON.Node.Construct(type, name, scene, {
  24623. interaxial_distance: interaxial_distance,
  24624. isStereoscopicSideBySide: isStereoscopicSideBySide
  24625. });
  24626. if (constructorFunc) {
  24627. return constructorFunc;
  24628. }
  24629. // Default to universal camera
  24630. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  24631. };
  24632. /**
  24633. * Compute the world matrix of the camera.
  24634. * @returns the camera workd matrix
  24635. */
  24636. Camera.prototype.computeWorldMatrix = function () {
  24637. return this.getWorldMatrix();
  24638. };
  24639. /**
  24640. * Parse a JSON and creates the camera from the parsed information
  24641. * @param parsedCamera The JSON to parse
  24642. * @param scene The scene to instantiate the camera in
  24643. * @returns the newly constructed camera
  24644. */
  24645. Camera.Parse = function (parsedCamera, scene) {
  24646. var type = parsedCamera.type;
  24647. var construct = Camera.GetConstructorFromName(type, parsedCamera.name, scene, parsedCamera.interaxial_distance, parsedCamera.isStereoscopicSideBySide);
  24648. var camera = BABYLON.SerializationHelper.Parse(construct, parsedCamera, scene);
  24649. // Parent
  24650. if (parsedCamera.parentId) {
  24651. camera._waitingParentId = parsedCamera.parentId;
  24652. }
  24653. //If camera has an input manager, let it parse inputs settings
  24654. if (camera.inputs) {
  24655. camera.inputs.parse(parsedCamera);
  24656. camera._setupInputs();
  24657. }
  24658. if (camera.setPosition) { // need to force position
  24659. camera.position.copyFromFloats(0, 0, 0);
  24660. camera.setPosition(BABYLON.Vector3.FromArray(parsedCamera.position));
  24661. }
  24662. // Target
  24663. if (parsedCamera.target) {
  24664. if (camera.setTarget) {
  24665. camera.setTarget(BABYLON.Vector3.FromArray(parsedCamera.target));
  24666. }
  24667. }
  24668. // Apply 3d rig, when found
  24669. if (parsedCamera.cameraRigMode) {
  24670. var rigParams = (parsedCamera.interaxial_distance) ? { interaxialDistance: parsedCamera.interaxial_distance } : {};
  24671. camera.setCameraRigMode(parsedCamera.cameraRigMode, rigParams);
  24672. }
  24673. // Animations
  24674. if (parsedCamera.animations) {
  24675. for (var animationIndex = 0; animationIndex < parsedCamera.animations.length; animationIndex++) {
  24676. var parsedAnimation = parsedCamera.animations[animationIndex];
  24677. camera.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  24678. }
  24679. BABYLON.Node.ParseAnimationRanges(camera, parsedCamera, scene);
  24680. }
  24681. if (parsedCamera.autoAnimate) {
  24682. scene.beginAnimation(camera, parsedCamera.autoAnimateFrom, parsedCamera.autoAnimateTo, parsedCamera.autoAnimateLoop, parsedCamera.autoAnimateSpeed || 1.0);
  24683. }
  24684. return camera;
  24685. };
  24686. /**
  24687. * This is the default projection mode used by the cameras.
  24688. * It helps recreating a feeling of perspective and better appreciate depth.
  24689. * This is the best way to simulate real life cameras.
  24690. */
  24691. Camera.PERSPECTIVE_CAMERA = 0;
  24692. /**
  24693. * This helps creating camera with an orthographic mode.
  24694. * 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.
  24695. */
  24696. Camera.ORTHOGRAPHIC_CAMERA = 1;
  24697. /**
  24698. * This is the default FOV mode for perspective cameras.
  24699. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  24700. */
  24701. Camera.FOVMODE_VERTICAL_FIXED = 0;
  24702. /**
  24703. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  24704. */
  24705. Camera.FOVMODE_HORIZONTAL_FIXED = 1;
  24706. /**
  24707. * This specifies ther is no need for a camera rig.
  24708. * Basically only one eye is rendered corresponding to the camera.
  24709. */
  24710. Camera.RIG_MODE_NONE = 0;
  24711. /**
  24712. * Simulates a camera Rig with one blue eye and one red eye.
  24713. * This can be use with 3d blue and red glasses.
  24714. */
  24715. Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH = 10;
  24716. /**
  24717. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  24718. */
  24719. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL = 11;
  24720. /**
  24721. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  24722. */
  24723. Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED = 12;
  24724. /**
  24725. * Defines that both eyes of the camera will be rendered over under each other.
  24726. */
  24727. Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER = 13;
  24728. /**
  24729. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  24730. */
  24731. Camera.RIG_MODE_VR = 20;
  24732. /**
  24733. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  24734. */
  24735. Camera.RIG_MODE_WEBVR = 21;
  24736. /**
  24737. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  24738. */
  24739. Camera.RIG_MODE_CUSTOM = 22;
  24740. /**
  24741. * Defines if by default attaching controls should prevent the default javascript event to continue.
  24742. */
  24743. Camera.ForceAttachControlToAlwaysPreventDefault = false;
  24744. /**
  24745. * @hidden
  24746. * Might be removed once multiview will be a thing
  24747. */
  24748. Camera.UseAlternateWebVRRendering = false;
  24749. __decorate([
  24750. BABYLON.serializeAsVector3()
  24751. ], Camera.prototype, "position", void 0);
  24752. __decorate([
  24753. BABYLON.serializeAsVector3()
  24754. ], Camera.prototype, "upVector", void 0);
  24755. __decorate([
  24756. BABYLON.serialize()
  24757. ], Camera.prototype, "orthoLeft", void 0);
  24758. __decorate([
  24759. BABYLON.serialize()
  24760. ], Camera.prototype, "orthoRight", void 0);
  24761. __decorate([
  24762. BABYLON.serialize()
  24763. ], Camera.prototype, "orthoBottom", void 0);
  24764. __decorate([
  24765. BABYLON.serialize()
  24766. ], Camera.prototype, "orthoTop", void 0);
  24767. __decorate([
  24768. BABYLON.serialize()
  24769. ], Camera.prototype, "fov", void 0);
  24770. __decorate([
  24771. BABYLON.serialize()
  24772. ], Camera.prototype, "minZ", void 0);
  24773. __decorate([
  24774. BABYLON.serialize()
  24775. ], Camera.prototype, "maxZ", void 0);
  24776. __decorate([
  24777. BABYLON.serialize()
  24778. ], Camera.prototype, "inertia", void 0);
  24779. __decorate([
  24780. BABYLON.serialize()
  24781. ], Camera.prototype, "mode", void 0);
  24782. __decorate([
  24783. BABYLON.serialize()
  24784. ], Camera.prototype, "layerMask", void 0);
  24785. __decorate([
  24786. BABYLON.serialize()
  24787. ], Camera.prototype, "fovMode", void 0);
  24788. __decorate([
  24789. BABYLON.serialize()
  24790. ], Camera.prototype, "cameraRigMode", void 0);
  24791. __decorate([
  24792. BABYLON.serialize()
  24793. ], Camera.prototype, "interaxialDistance", void 0);
  24794. __decorate([
  24795. BABYLON.serialize()
  24796. ], Camera.prototype, "isStereoscopicSideBySide", void 0);
  24797. return Camera;
  24798. }(BABYLON.Node));
  24799. BABYLON.Camera = Camera;
  24800. })(BABYLON || (BABYLON = {}));
  24801. //# sourceMappingURL=babylon.camera.js.map
  24802. var BABYLON;
  24803. (function (BABYLON) {
  24804. /**
  24805. * This is the manager responsible of all the rendering for meshes sprites and particles.
  24806. * It is enable to manage the different groups as well as the different necessary sort functions.
  24807. * This should not be used directly aside of the few static configurations
  24808. */
  24809. var RenderingManager = /** @class */ (function () {
  24810. /**
  24811. * Instantiates a new rendering group for a particular scene
  24812. * @param scene Defines the scene the groups belongs to
  24813. */
  24814. function RenderingManager(scene) {
  24815. /**
  24816. * @hidden
  24817. */
  24818. this._useSceneAutoClearSetup = false;
  24819. this._renderingGroups = new Array();
  24820. this._autoClearDepthStencil = {};
  24821. this._customOpaqueSortCompareFn = {};
  24822. this._customAlphaTestSortCompareFn = {};
  24823. this._customTransparentSortCompareFn = {};
  24824. this._renderingGroupInfo = new BABYLON.RenderingGroupInfo();
  24825. this._scene = scene;
  24826. for (var i = RenderingManager.MIN_RENDERINGGROUPS; i < RenderingManager.MAX_RENDERINGGROUPS; i++) {
  24827. this._autoClearDepthStencil[i] = { autoClear: true, depth: true, stencil: true };
  24828. }
  24829. }
  24830. RenderingManager.prototype._clearDepthStencilBuffer = function (depth, stencil) {
  24831. if (depth === void 0) { depth = true; }
  24832. if (stencil === void 0) { stencil = true; }
  24833. if (this._depthStencilBufferAlreadyCleaned) {
  24834. return;
  24835. }
  24836. this._scene.getEngine().clear(null, false, depth, stencil);
  24837. this._depthStencilBufferAlreadyCleaned = true;
  24838. };
  24839. /**
  24840. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  24841. * @hidden
  24842. */
  24843. RenderingManager.prototype.render = function (customRenderFunction, activeMeshes, renderParticles, renderSprites) {
  24844. // Update the observable context (not null as it only goes away on dispose)
  24845. var info = this._renderingGroupInfo;
  24846. info.scene = this._scene;
  24847. info.camera = this._scene.activeCamera;
  24848. // Dispatch sprites
  24849. if (this._scene.spriteManagers && renderSprites) {
  24850. for (var index = 0; index < this._scene.spriteManagers.length; index++) {
  24851. var manager = this._scene.spriteManagers[index];
  24852. this.dispatchSprites(manager);
  24853. }
  24854. }
  24855. // Render
  24856. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24857. this._depthStencilBufferAlreadyCleaned = index === RenderingManager.MIN_RENDERINGGROUPS;
  24858. var renderingGroup = this._renderingGroups[index];
  24859. if (!renderingGroup) {
  24860. continue;
  24861. }
  24862. var renderingGroupMask = Math.pow(2, index);
  24863. info.renderingGroupId = index;
  24864. // Before Observable
  24865. this._scene.onBeforeRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24866. // Clear depth/stencil if needed
  24867. if (RenderingManager.AUTOCLEAR) {
  24868. var autoClear = this._useSceneAutoClearSetup ?
  24869. this._scene.getAutoClearDepthStencilSetup(index) :
  24870. this._autoClearDepthStencil[index];
  24871. if (autoClear && autoClear.autoClear) {
  24872. this._clearDepthStencilBuffer(autoClear.depth, autoClear.stencil);
  24873. }
  24874. }
  24875. // Render
  24876. for (var _i = 0, _a = this._scene._beforeRenderingGroupDrawStage; _i < _a.length; _i++) {
  24877. var step = _a[_i];
  24878. step.action(index);
  24879. }
  24880. renderingGroup.render(customRenderFunction, renderSprites, renderParticles, activeMeshes);
  24881. for (var _b = 0, _c = this._scene._afterRenderingGroupDrawStage; _b < _c.length; _b++) {
  24882. var step = _c[_b];
  24883. step.action(index);
  24884. }
  24885. // After Observable
  24886. this._scene.onAfterRenderingGroupObservable.notifyObservers(info, renderingGroupMask);
  24887. }
  24888. };
  24889. /**
  24890. * Resets the different information of the group to prepare a new frame
  24891. * @hidden
  24892. */
  24893. RenderingManager.prototype.reset = function () {
  24894. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24895. var renderingGroup = this._renderingGroups[index];
  24896. if (renderingGroup) {
  24897. renderingGroup.prepare();
  24898. }
  24899. }
  24900. };
  24901. /**
  24902. * Dispose and release the group and its associated resources.
  24903. * @hidden
  24904. */
  24905. RenderingManager.prototype.dispose = function () {
  24906. this.freeRenderingGroups();
  24907. this._renderingGroups.length = 0;
  24908. this._renderingGroupInfo = null;
  24909. };
  24910. /**
  24911. * Clear the info related to rendering groups preventing retention points during dispose.
  24912. */
  24913. RenderingManager.prototype.freeRenderingGroups = function () {
  24914. for (var index = RenderingManager.MIN_RENDERINGGROUPS; index < RenderingManager.MAX_RENDERINGGROUPS; index++) {
  24915. var renderingGroup = this._renderingGroups[index];
  24916. if (renderingGroup) {
  24917. renderingGroup.dispose();
  24918. }
  24919. }
  24920. };
  24921. RenderingManager.prototype._prepareRenderingGroup = function (renderingGroupId) {
  24922. if (this._renderingGroups[renderingGroupId] === undefined) {
  24923. this._renderingGroups[renderingGroupId] = new BABYLON.RenderingGroup(renderingGroupId, this._scene, this._customOpaqueSortCompareFn[renderingGroupId], this._customAlphaTestSortCompareFn[renderingGroupId], this._customTransparentSortCompareFn[renderingGroupId]);
  24924. }
  24925. };
  24926. /**
  24927. * Add a sprite manager to the rendering manager in order to render it this frame.
  24928. * @param spriteManager Define the sprite manager to render
  24929. */
  24930. RenderingManager.prototype.dispatchSprites = function (spriteManager) {
  24931. var renderingGroupId = spriteManager.renderingGroupId || 0;
  24932. this._prepareRenderingGroup(renderingGroupId);
  24933. this._renderingGroups[renderingGroupId].dispatchSprites(spriteManager);
  24934. };
  24935. /**
  24936. * Add a particle system to the rendering manager in order to render it this frame.
  24937. * @param particleSystem Define the particle system to render
  24938. */
  24939. RenderingManager.prototype.dispatchParticles = function (particleSystem) {
  24940. var renderingGroupId = particleSystem.renderingGroupId || 0;
  24941. this._prepareRenderingGroup(renderingGroupId);
  24942. this._renderingGroups[renderingGroupId].dispatchParticles(particleSystem);
  24943. };
  24944. /**
  24945. * Add a submesh to the manager in order to render it this frame
  24946. * @param subMesh The submesh to dispatch
  24947. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  24948. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  24949. */
  24950. RenderingManager.prototype.dispatch = function (subMesh, mesh, material) {
  24951. if (mesh === undefined) {
  24952. mesh = subMesh.getMesh();
  24953. }
  24954. var renderingGroupId = mesh.renderingGroupId || 0;
  24955. this._prepareRenderingGroup(renderingGroupId);
  24956. this._renderingGroups[renderingGroupId].dispatch(subMesh, mesh, material);
  24957. };
  24958. /**
  24959. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  24960. * This allowed control for front to back rendering or reversly depending of the special needs.
  24961. *
  24962. * @param renderingGroupId The rendering group id corresponding to its index
  24963. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  24964. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  24965. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  24966. */
  24967. RenderingManager.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  24968. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  24969. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  24970. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  24971. this._customOpaqueSortCompareFn[renderingGroupId] = opaqueSortCompareFn;
  24972. this._customAlphaTestSortCompareFn[renderingGroupId] = alphaTestSortCompareFn;
  24973. this._customTransparentSortCompareFn[renderingGroupId] = transparentSortCompareFn;
  24974. if (this._renderingGroups[renderingGroupId]) {
  24975. var group = this._renderingGroups[renderingGroupId];
  24976. group.opaqueSortCompareFn = this._customOpaqueSortCompareFn[renderingGroupId];
  24977. group.alphaTestSortCompareFn = this._customAlphaTestSortCompareFn[renderingGroupId];
  24978. group.transparentSortCompareFn = this._customTransparentSortCompareFn[renderingGroupId];
  24979. }
  24980. };
  24981. /**
  24982. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  24983. *
  24984. * @param renderingGroupId The rendering group id corresponding to its index
  24985. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  24986. * @param depth Automatically clears depth between groups if true and autoClear is true.
  24987. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  24988. */
  24989. RenderingManager.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  24990. if (depth === void 0) { depth = true; }
  24991. if (stencil === void 0) { stencil = true; }
  24992. this._autoClearDepthStencil[renderingGroupId] = {
  24993. autoClear: autoClearDepthStencil,
  24994. depth: depth,
  24995. stencil: stencil
  24996. };
  24997. };
  24998. /**
  24999. * Gets the current auto clear configuration for one rendering group of the rendering
  25000. * manager.
  25001. * @param index the rendering group index to get the information for
  25002. * @returns The auto clear setup for the requested rendering group
  25003. */
  25004. RenderingManager.prototype.getAutoClearDepthStencilSetup = function (index) {
  25005. return this._autoClearDepthStencil[index];
  25006. };
  25007. /**
  25008. * The max id used for rendering groups (not included)
  25009. */
  25010. RenderingManager.MAX_RENDERINGGROUPS = 4;
  25011. /**
  25012. * The min id used for rendering groups (included)
  25013. */
  25014. RenderingManager.MIN_RENDERINGGROUPS = 0;
  25015. /**
  25016. * Used to globally prevent autoclearing scenes.
  25017. */
  25018. RenderingManager.AUTOCLEAR = true;
  25019. return RenderingManager;
  25020. }());
  25021. BABYLON.RenderingManager = RenderingManager;
  25022. })(BABYLON || (BABYLON = {}));
  25023. //# sourceMappingURL=babylon.renderingManager.js.map
  25024. var BABYLON;
  25025. (function (BABYLON) {
  25026. /**
  25027. * This represents the object necessary to create a rendering group.
  25028. * This is exclusively used and created by the rendering manager.
  25029. * To modify the behavior, you use the available helpers in your scene or meshes.
  25030. * @hidden
  25031. */
  25032. var RenderingGroup = /** @class */ (function () {
  25033. /**
  25034. * Creates a new rendering group.
  25035. * @param index The rendering group index
  25036. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  25037. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  25038. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  25039. */
  25040. function RenderingGroup(index, scene, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  25041. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  25042. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  25043. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  25044. this.index = index;
  25045. this._opaqueSubMeshes = new BABYLON.SmartArray(256);
  25046. this._transparentSubMeshes = new BABYLON.SmartArray(256);
  25047. this._alphaTestSubMeshes = new BABYLON.SmartArray(256);
  25048. this._depthOnlySubMeshes = new BABYLON.SmartArray(256);
  25049. this._particleSystems = new BABYLON.SmartArray(256);
  25050. this._spriteManagers = new BABYLON.SmartArray(256);
  25051. this._edgesRenderers = new BABYLON.SmartArray(16);
  25052. this._scene = scene;
  25053. this.opaqueSortCompareFn = opaqueSortCompareFn;
  25054. this.alphaTestSortCompareFn = alphaTestSortCompareFn;
  25055. this.transparentSortCompareFn = transparentSortCompareFn;
  25056. }
  25057. Object.defineProperty(RenderingGroup.prototype, "opaqueSortCompareFn", {
  25058. /**
  25059. * Set the opaque sort comparison function.
  25060. * If null the sub meshes will be render in the order they were created
  25061. */
  25062. set: function (value) {
  25063. this._opaqueSortCompareFn = value;
  25064. if (value) {
  25065. this._renderOpaque = this.renderOpaqueSorted;
  25066. }
  25067. else {
  25068. this._renderOpaque = RenderingGroup.renderUnsorted;
  25069. }
  25070. },
  25071. enumerable: true,
  25072. configurable: true
  25073. });
  25074. Object.defineProperty(RenderingGroup.prototype, "alphaTestSortCompareFn", {
  25075. /**
  25076. * Set the alpha test sort comparison function.
  25077. * If null the sub meshes will be render in the order they were created
  25078. */
  25079. set: function (value) {
  25080. this._alphaTestSortCompareFn = value;
  25081. if (value) {
  25082. this._renderAlphaTest = this.renderAlphaTestSorted;
  25083. }
  25084. else {
  25085. this._renderAlphaTest = RenderingGroup.renderUnsorted;
  25086. }
  25087. },
  25088. enumerable: true,
  25089. configurable: true
  25090. });
  25091. Object.defineProperty(RenderingGroup.prototype, "transparentSortCompareFn", {
  25092. /**
  25093. * Set the transparent sort comparison function.
  25094. * If null the sub meshes will be render in the order they were created
  25095. */
  25096. set: function (value) {
  25097. if (value) {
  25098. this._transparentSortCompareFn = value;
  25099. }
  25100. else {
  25101. this._transparentSortCompareFn = RenderingGroup.defaultTransparentSortCompare;
  25102. }
  25103. this._renderTransparent = this.renderTransparentSorted;
  25104. },
  25105. enumerable: true,
  25106. configurable: true
  25107. });
  25108. /**
  25109. * Render all the sub meshes contained in the group.
  25110. * @param customRenderFunction Used to override the default render behaviour of the group.
  25111. * @returns true if rendered some submeshes.
  25112. */
  25113. RenderingGroup.prototype.render = function (customRenderFunction, renderSprites, renderParticles, activeMeshes) {
  25114. if (customRenderFunction) {
  25115. customRenderFunction(this._opaqueSubMeshes, this._alphaTestSubMeshes, this._transparentSubMeshes, this._depthOnlySubMeshes);
  25116. return;
  25117. }
  25118. var engine = this._scene.getEngine();
  25119. // Depth only
  25120. if (this._depthOnlySubMeshes.length !== 0) {
  25121. engine.setColorWrite(false);
  25122. this._renderAlphaTest(this._depthOnlySubMeshes);
  25123. engine.setColorWrite(true);
  25124. }
  25125. // Opaque
  25126. if (this._opaqueSubMeshes.length !== 0) {
  25127. this._renderOpaque(this._opaqueSubMeshes);
  25128. }
  25129. // Alpha test
  25130. if (this._alphaTestSubMeshes.length !== 0) {
  25131. this._renderAlphaTest(this._alphaTestSubMeshes);
  25132. }
  25133. var stencilState = engine.getStencilBuffer();
  25134. engine.setStencilBuffer(false);
  25135. // Sprites
  25136. if (renderSprites) {
  25137. this._renderSprites();
  25138. }
  25139. // Particles
  25140. if (renderParticles) {
  25141. this._renderParticles(activeMeshes);
  25142. }
  25143. if (this.onBeforeTransparentRendering) {
  25144. this.onBeforeTransparentRendering();
  25145. }
  25146. // Transparent
  25147. if (this._transparentSubMeshes.length !== 0) {
  25148. this._renderTransparent(this._transparentSubMeshes);
  25149. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25150. }
  25151. // Set back stencil to false in case it changes before the edge renderer.
  25152. engine.setStencilBuffer(false);
  25153. // Edges
  25154. if (this._edgesRenderers.length) {
  25155. for (var edgesRendererIndex = 0; edgesRendererIndex < this._edgesRenderers.length; edgesRendererIndex++) {
  25156. this._edgesRenderers.data[edgesRendererIndex].render();
  25157. }
  25158. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25159. }
  25160. // Restore Stencil state.
  25161. engine.setStencilBuffer(stencilState);
  25162. };
  25163. /**
  25164. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  25165. * @param subMeshes The submeshes to render
  25166. */
  25167. RenderingGroup.prototype.renderOpaqueSorted = function (subMeshes) {
  25168. return RenderingGroup.renderSorted(subMeshes, this._opaqueSortCompareFn, this._scene.activeCamera, false);
  25169. };
  25170. /**
  25171. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  25172. * @param subMeshes The submeshes to render
  25173. */
  25174. RenderingGroup.prototype.renderAlphaTestSorted = function (subMeshes) {
  25175. return RenderingGroup.renderSorted(subMeshes, this._alphaTestSortCompareFn, this._scene.activeCamera, false);
  25176. };
  25177. /**
  25178. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  25179. * @param subMeshes The submeshes to render
  25180. */
  25181. RenderingGroup.prototype.renderTransparentSorted = function (subMeshes) {
  25182. return RenderingGroup.renderSorted(subMeshes, this._transparentSortCompareFn, this._scene.activeCamera, true);
  25183. };
  25184. /**
  25185. * Renders the submeshes in a specified order.
  25186. * @param subMeshes The submeshes to sort before render
  25187. * @param sortCompareFn The comparison function use to sort
  25188. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  25189. * @param transparent Specifies to activate blending if true
  25190. */
  25191. RenderingGroup.renderSorted = function (subMeshes, sortCompareFn, camera, transparent) {
  25192. var subIndex = 0;
  25193. var subMesh;
  25194. var cameraPosition = camera ? camera.globalPosition : BABYLON.Vector3.Zero();
  25195. for (; subIndex < subMeshes.length; subIndex++) {
  25196. subMesh = subMeshes.data[subIndex];
  25197. subMesh._alphaIndex = subMesh.getMesh().alphaIndex;
  25198. subMesh._distanceToCamera = subMesh.getBoundingInfo().boundingSphere.centerWorld.subtract(cameraPosition).length();
  25199. }
  25200. var sortedArray = subMeshes.data.slice(0, subMeshes.length);
  25201. if (sortCompareFn) {
  25202. sortedArray.sort(sortCompareFn);
  25203. }
  25204. for (subIndex = 0; subIndex < sortedArray.length; subIndex++) {
  25205. subMesh = sortedArray[subIndex];
  25206. if (transparent) {
  25207. var material = subMesh.getMaterial();
  25208. if (material && material.needDepthPrePass) {
  25209. var engine = material.getScene().getEngine();
  25210. engine.setColorWrite(false);
  25211. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  25212. subMesh.render(false);
  25213. engine.setColorWrite(true);
  25214. }
  25215. }
  25216. subMesh.render(transparent);
  25217. }
  25218. };
  25219. /**
  25220. * Renders the submeshes in the order they were dispatched (no sort applied).
  25221. * @param subMeshes The submeshes to render
  25222. */
  25223. RenderingGroup.renderUnsorted = function (subMeshes) {
  25224. for (var subIndex = 0; subIndex < subMeshes.length; subIndex++) {
  25225. var submesh = subMeshes.data[subIndex];
  25226. submesh.render(false);
  25227. }
  25228. };
  25229. /**
  25230. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25231. * are rendered back to front if in the same alpha index.
  25232. *
  25233. * @param a The first submesh
  25234. * @param b The second submesh
  25235. * @returns The result of the comparison
  25236. */
  25237. RenderingGroup.defaultTransparentSortCompare = function (a, b) {
  25238. // Alpha index first
  25239. if (a._alphaIndex > b._alphaIndex) {
  25240. return 1;
  25241. }
  25242. if (a._alphaIndex < b._alphaIndex) {
  25243. return -1;
  25244. }
  25245. // Then distance to camera
  25246. return RenderingGroup.backToFrontSortCompare(a, b);
  25247. };
  25248. /**
  25249. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25250. * are rendered back to front.
  25251. *
  25252. * @param a The first submesh
  25253. * @param b The second submesh
  25254. * @returns The result of the comparison
  25255. */
  25256. RenderingGroup.backToFrontSortCompare = function (a, b) {
  25257. // Then distance to camera
  25258. if (a._distanceToCamera < b._distanceToCamera) {
  25259. return 1;
  25260. }
  25261. if (a._distanceToCamera > b._distanceToCamera) {
  25262. return -1;
  25263. }
  25264. return 0;
  25265. };
  25266. /**
  25267. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  25268. * are rendered front to back (prevent overdraw).
  25269. *
  25270. * @param a The first submesh
  25271. * @param b The second submesh
  25272. * @returns The result of the comparison
  25273. */
  25274. RenderingGroup.frontToBackSortCompare = function (a, b) {
  25275. // Then distance to camera
  25276. if (a._distanceToCamera < b._distanceToCamera) {
  25277. return -1;
  25278. }
  25279. if (a._distanceToCamera > b._distanceToCamera) {
  25280. return 1;
  25281. }
  25282. return 0;
  25283. };
  25284. /**
  25285. * Resets the different lists of submeshes to prepare a new frame.
  25286. */
  25287. RenderingGroup.prototype.prepare = function () {
  25288. this._opaqueSubMeshes.reset();
  25289. this._transparentSubMeshes.reset();
  25290. this._alphaTestSubMeshes.reset();
  25291. this._depthOnlySubMeshes.reset();
  25292. this._particleSystems.reset();
  25293. this._spriteManagers.reset();
  25294. this._edgesRenderers.reset();
  25295. };
  25296. RenderingGroup.prototype.dispose = function () {
  25297. this._opaqueSubMeshes.dispose();
  25298. this._transparentSubMeshes.dispose();
  25299. this._alphaTestSubMeshes.dispose();
  25300. this._depthOnlySubMeshes.dispose();
  25301. this._particleSystems.dispose();
  25302. this._spriteManagers.dispose();
  25303. this._edgesRenderers.dispose();
  25304. };
  25305. /**
  25306. * Inserts the submesh in its correct queue depending on its material.
  25307. * @param subMesh The submesh to dispatch
  25308. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  25309. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  25310. */
  25311. RenderingGroup.prototype.dispatch = function (subMesh, mesh, material) {
  25312. // Get mesh and materials if not provided
  25313. if (mesh === undefined) {
  25314. mesh = subMesh.getMesh();
  25315. }
  25316. if (material === undefined) {
  25317. material = subMesh.getMaterial();
  25318. }
  25319. if (material === null || material === undefined) {
  25320. return;
  25321. }
  25322. if (material.needAlphaBlendingForMesh(mesh)) { // Transparent
  25323. this._transparentSubMeshes.push(subMesh);
  25324. }
  25325. else if (material.needAlphaTesting()) { // Alpha test
  25326. if (material.needDepthPrePass) {
  25327. this._depthOnlySubMeshes.push(subMesh);
  25328. }
  25329. this._alphaTestSubMeshes.push(subMesh);
  25330. }
  25331. else {
  25332. if (material.needDepthPrePass) {
  25333. this._depthOnlySubMeshes.push(subMesh);
  25334. }
  25335. this._opaqueSubMeshes.push(subMesh); // Opaque
  25336. }
  25337. if (mesh._edgesRenderer && mesh._edgesRenderer.isEnabled) {
  25338. this._edgesRenderers.push(mesh._edgesRenderer);
  25339. }
  25340. };
  25341. RenderingGroup.prototype.dispatchSprites = function (spriteManager) {
  25342. this._spriteManagers.push(spriteManager);
  25343. };
  25344. RenderingGroup.prototype.dispatchParticles = function (particleSystem) {
  25345. this._particleSystems.push(particleSystem);
  25346. };
  25347. RenderingGroup.prototype._renderParticles = function (activeMeshes) {
  25348. if (this._particleSystems.length === 0) {
  25349. return;
  25350. }
  25351. // Particles
  25352. var activeCamera = this._scene.activeCamera;
  25353. this._scene.onBeforeParticlesRenderingObservable.notifyObservers(this._scene);
  25354. for (var particleIndex = 0; particleIndex < this._particleSystems.length; particleIndex++) {
  25355. var particleSystem = this._particleSystems.data[particleIndex];
  25356. if ((activeCamera && activeCamera.layerMask & particleSystem.layerMask) === 0) {
  25357. continue;
  25358. }
  25359. var emitter = particleSystem.emitter;
  25360. if (!emitter.position || !activeMeshes || activeMeshes.indexOf(emitter) !== -1) {
  25361. this._scene._activeParticles.addCount(particleSystem.render(), false);
  25362. }
  25363. }
  25364. this._scene.onAfterParticlesRenderingObservable.notifyObservers(this._scene);
  25365. };
  25366. RenderingGroup.prototype._renderSprites = function () {
  25367. if (!this._scene.spritesEnabled || this._spriteManagers.length === 0) {
  25368. return;
  25369. }
  25370. // Sprites
  25371. var activeCamera = this._scene.activeCamera;
  25372. this._scene.onBeforeSpritesRenderingObservable.notifyObservers(this._scene);
  25373. for (var id = 0; id < this._spriteManagers.length; id++) {
  25374. var spriteManager = this._spriteManagers.data[id];
  25375. if (((activeCamera && activeCamera.layerMask & spriteManager.layerMask) !== 0)) {
  25376. spriteManager.render();
  25377. }
  25378. }
  25379. this._scene.onAfterSpritesRenderingObservable.notifyObservers(this._scene);
  25380. };
  25381. return RenderingGroup;
  25382. }());
  25383. BABYLON.RenderingGroup = RenderingGroup;
  25384. })(BABYLON || (BABYLON = {}));
  25385. //# sourceMappingURL=babylon.renderingGroup.js.map
  25386. var BABYLON;
  25387. (function (BABYLON) {
  25388. /**
  25389. * Groups all the scene component constants in one place to ease maintenance.
  25390. * @hidden
  25391. */
  25392. var SceneComponentConstants = /** @class */ (function () {
  25393. function SceneComponentConstants() {
  25394. }
  25395. SceneComponentConstants.NAME_EFFECTLAYER = "EffectLayer";
  25396. SceneComponentConstants.NAME_LAYER = "Layer";
  25397. SceneComponentConstants.NAME_LENSFLARESYSTEM = "LensFlareSystem";
  25398. SceneComponentConstants.NAME_BOUNDINGBOXRENDERER = "BoundingBoxRenderer";
  25399. SceneComponentConstants.NAME_PARTICLESYSTEM = "ParticleSystem";
  25400. SceneComponentConstants.NAME_GAMEPAD = "Gamepad";
  25401. SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE = "SimplificationQueue";
  25402. SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER = "GeometryBufferRenderer";
  25403. SceneComponentConstants.NAME_DEPTHRENDERER = "DepthRenderer";
  25404. SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER = "PostProcessRenderPipelineManager";
  25405. SceneComponentConstants.NAME_SPRITE = "Sprite";
  25406. SceneComponentConstants.NAME_OUTLINERENDERER = "Outline";
  25407. SceneComponentConstants.NAME_PROCEDURALTEXTURE = "ProceduralTexture";
  25408. SceneComponentConstants.NAME_SHADOWGENERATOR = "ShadowGenerator";
  25409. SceneComponentConstants.NAME_OCTREE = "Octree";
  25410. SceneComponentConstants.NAME_PHYSICSENGINE = "PhysicsEngine";
  25411. SceneComponentConstants.NAME_AUDIO = "Audio";
  25412. SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER = 0;
  25413. SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25414. SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER = 0;
  25415. SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER = 0;
  25416. SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER = 1;
  25417. SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER = 0;
  25418. SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER = 1;
  25419. SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER = 0;
  25420. SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE = 0;
  25421. SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE = 0;
  25422. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW = 0;
  25423. SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER = 1;
  25424. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE = 0;
  25425. SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD = 1;
  25426. SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE = 0;
  25427. SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER = 0;
  25428. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER = 0;
  25429. SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM = 1;
  25430. SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW = 2;
  25431. SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER = 3;
  25432. SceneComponentConstants.STEP_AFTERRENDER_AUDIO = 0;
  25433. SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR = 0;
  25434. SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER = 1;
  25435. SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER = 2;
  25436. SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER = 3;
  25437. SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER = 0;
  25438. SceneComponentConstants.STEP_POINTERMOVE_SPRITE = 0;
  25439. SceneComponentConstants.STEP_POINTERDOWN_SPRITE = 0;
  25440. SceneComponentConstants.STEP_POINTERUP_SPRITE = 0;
  25441. return SceneComponentConstants;
  25442. }());
  25443. BABYLON.SceneComponentConstants = SceneComponentConstants;
  25444. /**
  25445. * Repressentation of a stage in the scene (Basically a list of ordered steps)
  25446. * @hidden
  25447. */
  25448. var Stage = /** @class */ (function (_super) {
  25449. __extends(Stage, _super);
  25450. /**
  25451. * Hide ctor from the rest of the world.
  25452. * @param items The items to add.
  25453. */
  25454. function Stage(items) {
  25455. return _super.apply(this, items) || this;
  25456. }
  25457. /**
  25458. * Creates a new Stage.
  25459. * @returns A new instance of a Stage
  25460. */
  25461. Stage.Create = function () {
  25462. return Object.create(Stage.prototype);
  25463. };
  25464. /**
  25465. * Registers a step in an ordered way in the targeted stage.
  25466. * @param index Defines the position to register the step in
  25467. * @param component Defines the component attached to the step
  25468. * @param action Defines the action to launch during the step
  25469. */
  25470. Stage.prototype.registerStep = function (index, component, action) {
  25471. var i = 0;
  25472. var maxIndex = Number.MAX_VALUE;
  25473. for (; i < this.length; i++) {
  25474. var step = this[i];
  25475. maxIndex = step.index;
  25476. if (index < maxIndex) {
  25477. break;
  25478. }
  25479. }
  25480. this.splice(i, 0, { index: index, component: component, action: action.bind(component) });
  25481. };
  25482. /**
  25483. * Clears all the steps from the stage.
  25484. */
  25485. Stage.prototype.clear = function () {
  25486. this.length = 0;
  25487. };
  25488. return Stage;
  25489. }(Array));
  25490. BABYLON.Stage = Stage;
  25491. })(BABYLON || (BABYLON = {}));
  25492. //# sourceMappingURL=babylon.sceneComponent.js.map
  25493. var BABYLON;
  25494. (function (BABYLON) {
  25495. /**
  25496. * Base class of the scene acting as a container for the different elements composing a scene.
  25497. * This class is dynamically extended by the different components of the scene increasing
  25498. * flexibility and reducing coupling
  25499. */
  25500. var AbstractScene = /** @class */ (function () {
  25501. function AbstractScene() {
  25502. /**
  25503. * Gets the list of root nodes (ie. nodes with no parent)
  25504. */
  25505. this.rootNodes = new Array();
  25506. /** All of the cameras added to this scene
  25507. * @see http://doc.babylonjs.com/babylon101/cameras
  25508. */
  25509. this.cameras = new Array();
  25510. /**
  25511. * All of the lights added to this scene
  25512. * @see http://doc.babylonjs.com/babylon101/lights
  25513. */
  25514. this.lights = new Array();
  25515. /**
  25516. * All of the (abstract) meshes added to this scene
  25517. */
  25518. this.meshes = new Array();
  25519. /**
  25520. * The list of skeletons added to the scene
  25521. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  25522. */
  25523. this.skeletons = new Array();
  25524. /**
  25525. * All of the particle systems added to this scene
  25526. * @see http://doc.babylonjs.com/babylon101/particles
  25527. */
  25528. this.particleSystems = new Array();
  25529. /**
  25530. * Gets a list of Animations associated with the scene
  25531. */
  25532. this.animations = [];
  25533. /**
  25534. * All of the animation groups added to this scene
  25535. * @see http://doc.babylonjs.com/how_to/group
  25536. */
  25537. this.animationGroups = new Array();
  25538. /**
  25539. * All of the multi-materials added to this scene
  25540. * @see http://doc.babylonjs.com/how_to/multi_materials
  25541. */
  25542. this.multiMaterials = new Array();
  25543. /**
  25544. * All of the materials added to this scene
  25545. * In the context of a Scene, it is not supposed to be modified manually.
  25546. * Any addition or removal should be done using the addMaterial and removeMAterial Scene methods.
  25547. * Note also that the order of the Material wihin the array is not significant and might change.
  25548. * @see http://doc.babylonjs.com/babylon101/materials
  25549. */
  25550. this.materials = new Array();
  25551. /**
  25552. * The list of morph target managers added to the scene
  25553. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  25554. */
  25555. this.morphTargetManagers = new Array();
  25556. /**
  25557. * The list of geometries used in the scene.
  25558. */
  25559. this.geometries = new Array();
  25560. /**
  25561. * All of the tranform nodes added to this scene
  25562. * In the context of a Scene, it is not supposed to be modified manually.
  25563. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  25564. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  25565. * @see http://doc.babylonjs.com/how_to/transformnode
  25566. */
  25567. this.transformNodes = new Array();
  25568. /**
  25569. * ActionManagers available on the scene.
  25570. */
  25571. this.actionManagers = new Array();
  25572. /**
  25573. * Textures to keep.
  25574. */
  25575. this.textures = new Array();
  25576. }
  25577. /**
  25578. * Adds a parser in the list of available ones
  25579. * @param name Defines the name of the parser
  25580. * @param parser Defines the parser to add
  25581. */
  25582. AbstractScene.AddParser = function (name, parser) {
  25583. this._BabylonFileParsers[name] = parser;
  25584. };
  25585. /**
  25586. * Gets a general parser from the list of avaialble ones
  25587. * @param name Defines the name of the parser
  25588. * @returns the requested parser or null
  25589. */
  25590. AbstractScene.GetParser = function (name) {
  25591. if (this._BabylonFileParsers[name]) {
  25592. return this._BabylonFileParsers[name];
  25593. }
  25594. return null;
  25595. };
  25596. /**
  25597. * Adds n individual parser in the list of available ones
  25598. * @param name Defines the name of the parser
  25599. * @param parser Defines the parser to add
  25600. */
  25601. AbstractScene.AddIndividualParser = function (name, parser) {
  25602. this._IndividualBabylonFileParsers[name] = parser;
  25603. };
  25604. /**
  25605. * Gets an individual parser from the list of avaialble ones
  25606. * @param name Defines the name of the parser
  25607. * @returns the requested parser or null
  25608. */
  25609. AbstractScene.GetIndividualParser = function (name) {
  25610. if (this._IndividualBabylonFileParsers[name]) {
  25611. return this._IndividualBabylonFileParsers[name];
  25612. }
  25613. return null;
  25614. };
  25615. /**
  25616. * Parser json data and populate both a scene and its associated container object
  25617. * @param jsonData Defines the data to parse
  25618. * @param scene Defines the scene to parse the data for
  25619. * @param container Defines the container attached to the parsing sequence
  25620. * @param rootUrl Defines the root url of the data
  25621. */
  25622. AbstractScene.Parse = function (jsonData, scene, container, rootUrl) {
  25623. for (var parserName in this._BabylonFileParsers) {
  25624. if (this._BabylonFileParsers.hasOwnProperty(parserName)) {
  25625. this._BabylonFileParsers[parserName](jsonData, scene, container, rootUrl);
  25626. }
  25627. }
  25628. };
  25629. /**
  25630. * Stores the list of available parsers in the application.
  25631. */
  25632. AbstractScene._BabylonFileParsers = {};
  25633. /**
  25634. * Stores the list of available individual parsers in the application.
  25635. */
  25636. AbstractScene._IndividualBabylonFileParsers = {};
  25637. return AbstractScene;
  25638. }());
  25639. BABYLON.AbstractScene = AbstractScene;
  25640. })(BABYLON || (BABYLON = {}));
  25641. //# sourceMappingURL=babylon.abstractScene.js.map
  25642. var BABYLON;
  25643. (function (BABYLON) {
  25644. /** @hidden */
  25645. var ClickInfo = /** @class */ (function () {
  25646. function ClickInfo() {
  25647. this._singleClick = false;
  25648. this._doubleClick = false;
  25649. this._hasSwiped = false;
  25650. this._ignore = false;
  25651. }
  25652. Object.defineProperty(ClickInfo.prototype, "singleClick", {
  25653. get: function () {
  25654. return this._singleClick;
  25655. },
  25656. set: function (b) {
  25657. this._singleClick = b;
  25658. },
  25659. enumerable: true,
  25660. configurable: true
  25661. });
  25662. Object.defineProperty(ClickInfo.prototype, "doubleClick", {
  25663. get: function () {
  25664. return this._doubleClick;
  25665. },
  25666. set: function (b) {
  25667. this._doubleClick = b;
  25668. },
  25669. enumerable: true,
  25670. configurable: true
  25671. });
  25672. Object.defineProperty(ClickInfo.prototype, "hasSwiped", {
  25673. get: function () {
  25674. return this._hasSwiped;
  25675. },
  25676. set: function (b) {
  25677. this._hasSwiped = b;
  25678. },
  25679. enumerable: true,
  25680. configurable: true
  25681. });
  25682. Object.defineProperty(ClickInfo.prototype, "ignore", {
  25683. get: function () {
  25684. return this._ignore;
  25685. },
  25686. set: function (b) {
  25687. this._ignore = b;
  25688. },
  25689. enumerable: true,
  25690. configurable: true
  25691. });
  25692. return ClickInfo;
  25693. }());
  25694. /**
  25695. * This class is used by the onRenderingGroupObservable
  25696. */
  25697. var RenderingGroupInfo = /** @class */ (function () {
  25698. function RenderingGroupInfo() {
  25699. }
  25700. return RenderingGroupInfo;
  25701. }());
  25702. BABYLON.RenderingGroupInfo = RenderingGroupInfo;
  25703. /**
  25704. * Represents a scene to be rendered by the engine.
  25705. * @see http://doc.babylonjs.com/features/scene
  25706. */
  25707. var Scene = /** @class */ (function (_super) {
  25708. __extends(Scene, _super);
  25709. /**
  25710. * Creates a new Scene
  25711. * @param engine defines the engine to use to render this scene
  25712. */
  25713. function Scene(engine, options) {
  25714. var _this = _super.call(this) || this;
  25715. // Members
  25716. /**
  25717. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  25718. */
  25719. _this.autoClear = true;
  25720. /**
  25721. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  25722. */
  25723. _this.autoClearDepthAndStencil = true;
  25724. /**
  25725. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  25726. */
  25727. _this.clearColor = new BABYLON.Color4(0.2, 0.2, 0.3, 1.0);
  25728. /**
  25729. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  25730. */
  25731. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  25732. _this._forceWireframe = false;
  25733. _this._forcePointsCloud = false;
  25734. /**
  25735. * Gets or sets a boolean indicating if animations are enabled
  25736. */
  25737. _this.animationsEnabled = true;
  25738. _this._animationPropertiesOverride = null;
  25739. /**
  25740. * Gets or sets a boolean indicating if a constant deltatime has to be used
  25741. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  25742. */
  25743. _this.useConstantAnimationDeltaTime = false;
  25744. /**
  25745. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  25746. * Please note that it requires to run a ray cast through the scene on every frame
  25747. */
  25748. _this.constantlyUpdateMeshUnderPointer = false;
  25749. /**
  25750. * Defines the HTML cursor to use when hovering over interactive elements
  25751. */
  25752. _this.hoverCursor = "pointer";
  25753. /**
  25754. * Defines the HTML default cursor to use (empty by default)
  25755. */
  25756. _this.defaultCursor = "";
  25757. /**
  25758. * This is used to call preventDefault() on pointer down
  25759. * in order to block unwanted artifacts like system double clicks
  25760. */
  25761. _this.preventDefaultOnPointerDown = true;
  25762. /**
  25763. * This is used to call preventDefault() on pointer up
  25764. * in order to block unwanted artifacts like system double clicks
  25765. */
  25766. _this.preventDefaultOnPointerUp = true;
  25767. // Metadata
  25768. /**
  25769. * Gets or sets user defined metadata
  25770. */
  25771. _this.metadata = null;
  25772. /**
  25773. * For internal use only. Please do not use.
  25774. */
  25775. _this.reservedDataStore = null;
  25776. /**
  25777. * Use this array to add regular expressions used to disable offline support for specific urls
  25778. */
  25779. _this.disableOfflineSupportExceptionRules = new Array();
  25780. /**
  25781. * An event triggered when the scene is disposed.
  25782. */
  25783. _this.onDisposeObservable = new BABYLON.Observable();
  25784. _this._onDisposeObserver = null;
  25785. /**
  25786. * An event triggered before rendering the scene (right after animations and physics)
  25787. */
  25788. _this.onBeforeRenderObservable = new BABYLON.Observable();
  25789. _this._onBeforeRenderObserver = null;
  25790. /**
  25791. * An event triggered after rendering the scene
  25792. */
  25793. _this.onAfterRenderObservable = new BABYLON.Observable();
  25794. _this._onAfterRenderObserver = null;
  25795. /**
  25796. * An event triggered before animating the scene
  25797. */
  25798. _this.onBeforeAnimationsObservable = new BABYLON.Observable();
  25799. /**
  25800. * An event triggered after animations processing
  25801. */
  25802. _this.onAfterAnimationsObservable = new BABYLON.Observable();
  25803. /**
  25804. * An event triggered before draw calls are ready to be sent
  25805. */
  25806. _this.onBeforeDrawPhaseObservable = new BABYLON.Observable();
  25807. /**
  25808. * An event triggered after draw calls have been sent
  25809. */
  25810. _this.onAfterDrawPhaseObservable = new BABYLON.Observable();
  25811. /**
  25812. * An event triggered when the scene is ready
  25813. */
  25814. _this.onReadyObservable = new BABYLON.Observable();
  25815. /**
  25816. * An event triggered before rendering a camera
  25817. */
  25818. _this.onBeforeCameraRenderObservable = new BABYLON.Observable();
  25819. _this._onBeforeCameraRenderObserver = null;
  25820. /**
  25821. * An event triggered after rendering a camera
  25822. */
  25823. _this.onAfterCameraRenderObservable = new BABYLON.Observable();
  25824. _this._onAfterCameraRenderObserver = null;
  25825. /**
  25826. * An event triggered when active meshes evaluation is about to start
  25827. */
  25828. _this.onBeforeActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25829. /**
  25830. * An event triggered when active meshes evaluation is done
  25831. */
  25832. _this.onAfterActiveMeshesEvaluationObservable = new BABYLON.Observable();
  25833. /**
  25834. * An event triggered when particles rendering is about to start
  25835. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25836. */
  25837. _this.onBeforeParticlesRenderingObservable = new BABYLON.Observable();
  25838. /**
  25839. * An event triggered when particles rendering is done
  25840. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  25841. */
  25842. _this.onAfterParticlesRenderingObservable = new BABYLON.Observable();
  25843. /**
  25844. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  25845. */
  25846. _this.onDataLoadedObservable = new BABYLON.Observable();
  25847. /**
  25848. * An event triggered when a camera is created
  25849. */
  25850. _this.onNewCameraAddedObservable = new BABYLON.Observable();
  25851. /**
  25852. * An event triggered when a camera is removed
  25853. */
  25854. _this.onCameraRemovedObservable = new BABYLON.Observable();
  25855. /**
  25856. * An event triggered when a light is created
  25857. */
  25858. _this.onNewLightAddedObservable = new BABYLON.Observable();
  25859. /**
  25860. * An event triggered when a light is removed
  25861. */
  25862. _this.onLightRemovedObservable = new BABYLON.Observable();
  25863. /**
  25864. * An event triggered when a geometry is created
  25865. */
  25866. _this.onNewGeometryAddedObservable = new BABYLON.Observable();
  25867. /**
  25868. * An event triggered when a geometry is removed
  25869. */
  25870. _this.onGeometryRemovedObservable = new BABYLON.Observable();
  25871. /**
  25872. * An event triggered when a transform node is created
  25873. */
  25874. _this.onNewTransformNodeAddedObservable = new BABYLON.Observable();
  25875. /**
  25876. * An event triggered when a transform node is removed
  25877. */
  25878. _this.onTransformNodeRemovedObservable = new BABYLON.Observable();
  25879. /**
  25880. * An event triggered when a mesh is created
  25881. */
  25882. _this.onNewMeshAddedObservable = new BABYLON.Observable();
  25883. /**
  25884. * An event triggered when a mesh is removed
  25885. */
  25886. _this.onMeshRemovedObservable = new BABYLON.Observable();
  25887. /**
  25888. * An event triggered when a material is created
  25889. */
  25890. _this.onNewMaterialAddedObservable = new BABYLON.Observable();
  25891. /**
  25892. * An event triggered when a material is removed
  25893. */
  25894. _this.onMaterialRemovedObservable = new BABYLON.Observable();
  25895. /**
  25896. * An event triggered when a texture is created
  25897. */
  25898. _this.onNewTextureAddedObservable = new BABYLON.Observable();
  25899. /**
  25900. * An event triggered when a texture is removed
  25901. */
  25902. _this.onTextureRemovedObservable = new BABYLON.Observable();
  25903. /**
  25904. * An event triggered when render targets are about to be rendered
  25905. * Can happen multiple times per frame.
  25906. */
  25907. _this.onBeforeRenderTargetsRenderObservable = new BABYLON.Observable();
  25908. /**
  25909. * An event triggered when render targets were rendered.
  25910. * Can happen multiple times per frame.
  25911. */
  25912. _this.onAfterRenderTargetsRenderObservable = new BABYLON.Observable();
  25913. /**
  25914. * An event triggered before calculating deterministic simulation step
  25915. */
  25916. _this.onBeforeStepObservable = new BABYLON.Observable();
  25917. /**
  25918. * An event triggered after calculating deterministic simulation step
  25919. */
  25920. _this.onAfterStepObservable = new BABYLON.Observable();
  25921. /**
  25922. * An event triggered when the activeCamera property is updated
  25923. */
  25924. _this.onActiveCameraChanged = new BABYLON.Observable();
  25925. /**
  25926. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  25927. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25928. * 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)
  25929. */
  25930. _this.onBeforeRenderingGroupObservable = new BABYLON.Observable();
  25931. /**
  25932. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  25933. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  25934. * 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)
  25935. */
  25936. _this.onAfterRenderingGroupObservable = new BABYLON.Observable();
  25937. /**
  25938. * This Observable will when a mesh has been imported into the scene.
  25939. */
  25940. _this.onMeshImportedObservable = new BABYLON.Observable();
  25941. // Animations
  25942. _this._registeredForLateAnimationBindings = new BABYLON.SmartArrayNoDuplicate(256);
  25943. /**
  25944. * 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).
  25945. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  25946. */
  25947. _this.onPrePointerObservable = new BABYLON.Observable();
  25948. /**
  25949. * Observable event triggered each time an input event is received from the rendering canvas
  25950. */
  25951. _this.onPointerObservable = new BABYLON.Observable();
  25952. _this._meshPickProceed = false;
  25953. _this._currentPickResult = null;
  25954. _this._previousPickResult = null;
  25955. _this._totalPointersPressed = 0;
  25956. _this._doubleClickOccured = false;
  25957. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  25958. _this.cameraToUseForPointers = null;
  25959. _this._pointerX = 0;
  25960. _this._pointerY = 0;
  25961. _this._startingPointerPosition = new BABYLON.Vector2(0, 0);
  25962. _this._previousStartingPointerPosition = new BABYLON.Vector2(0, 0);
  25963. _this._startingPointerTime = 0;
  25964. _this._previousStartingPointerTime = 0;
  25965. _this._pointerCaptures = {};
  25966. // Deterministic lockstep
  25967. _this._timeAccumulator = 0;
  25968. _this._currentStepId = 0;
  25969. _this._currentInternalStep = 0;
  25970. // Keyboard
  25971. /**
  25972. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  25973. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  25974. */
  25975. _this.onPreKeyboardObservable = new BABYLON.Observable();
  25976. /**
  25977. * Observable event triggered each time an keyboard event is received from the hosting window
  25978. */
  25979. _this.onKeyboardObservable = new BABYLON.Observable();
  25980. // Coordinates system
  25981. _this._useRightHandedSystem = false;
  25982. // Fog
  25983. _this._fogEnabled = true;
  25984. _this._fogMode = Scene.FOGMODE_NONE;
  25985. /**
  25986. * Gets or sets the fog color to use
  25987. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25988. * (Default is Color3(0.2, 0.2, 0.3))
  25989. */
  25990. _this.fogColor = new BABYLON.Color3(0.2, 0.2, 0.3);
  25991. /**
  25992. * Gets or sets the fog density to use
  25993. * @see http://doc.babylonjs.com/babylon101/environment#fog
  25994. * (Default is 0.1)
  25995. */
  25996. _this.fogDensity = 0.1;
  25997. /**
  25998. * Gets or sets the fog start distance to use
  25999. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26000. * (Default is 0)
  26001. */
  26002. _this.fogStart = 0;
  26003. /**
  26004. * Gets or sets the fog end distance to use
  26005. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26006. * (Default is 1000)
  26007. */
  26008. _this.fogEnd = 1000.0;
  26009. // Lights
  26010. _this._shadowsEnabled = true;
  26011. _this._lightsEnabled = true;
  26012. /** All of the active cameras added to this scene. */
  26013. _this.activeCameras = new Array();
  26014. // Textures
  26015. _this._texturesEnabled = true;
  26016. // Particles
  26017. /**
  26018. * Gets or sets a boolean indicating if particles are enabled on this scene
  26019. */
  26020. _this.particlesEnabled = true;
  26021. // Sprites
  26022. /**
  26023. * Gets or sets a boolean indicating if sprites are enabled on this scene
  26024. */
  26025. _this.spritesEnabled = true;
  26026. // Skeletons
  26027. _this._skeletonsEnabled = true;
  26028. // Lens flares
  26029. /**
  26030. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  26031. */
  26032. _this.lensFlaresEnabled = true;
  26033. // Collisions
  26034. /**
  26035. * Gets or sets a boolean indicating if collisions are enabled on this scene
  26036. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26037. */
  26038. _this.collisionsEnabled = true;
  26039. /**
  26040. * Defines the gravity applied to this scene (used only for collisions)
  26041. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  26042. */
  26043. _this.gravity = new BABYLON.Vector3(0, -9.807, 0);
  26044. // Postprocesses
  26045. /**
  26046. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  26047. */
  26048. _this.postProcessesEnabled = true;
  26049. /**
  26050. * The list of postprocesses added to the scene
  26051. */
  26052. _this.postProcesses = new Array();
  26053. // Customs render targets
  26054. /**
  26055. * Gets or sets a boolean indicating if render targets are enabled on this scene
  26056. */
  26057. _this.renderTargetsEnabled = true;
  26058. /**
  26059. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  26060. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  26061. */
  26062. _this.dumpNextRenderTargets = false;
  26063. /**
  26064. * The list of user defined render targets added to the scene
  26065. */
  26066. _this.customRenderTargets = new Array();
  26067. /**
  26068. * Gets the list of meshes imported to the scene through SceneLoader
  26069. */
  26070. _this.importedMeshesFiles = new Array();
  26071. // Probes
  26072. /**
  26073. * Gets or sets a boolean indicating if probes are enabled on this scene
  26074. */
  26075. _this.probesEnabled = true;
  26076. _this._meshesForIntersections = new BABYLON.SmartArrayNoDuplicate(256);
  26077. // Procedural textures
  26078. /**
  26079. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  26080. */
  26081. _this.proceduralTexturesEnabled = true;
  26082. // Performance counters
  26083. _this._totalVertices = new BABYLON.PerfCounter();
  26084. /** @hidden */
  26085. _this._activeIndices = new BABYLON.PerfCounter();
  26086. /** @hidden */
  26087. _this._activeParticles = new BABYLON.PerfCounter();
  26088. /** @hidden */
  26089. _this._activeBones = new BABYLON.PerfCounter();
  26090. _this._animationTime = 0;
  26091. /**
  26092. * Gets or sets a general scale for animation speed
  26093. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  26094. */
  26095. _this.animationTimeScale = 1;
  26096. _this._renderId = 0;
  26097. _this._frameId = 0;
  26098. _this._executeWhenReadyTimeoutId = -1;
  26099. _this._intermediateRendering = false;
  26100. _this._viewUpdateFlag = -1;
  26101. _this._projectionUpdateFlag = -1;
  26102. _this._alternateViewUpdateFlag = -1;
  26103. _this._alternateProjectionUpdateFlag = -1;
  26104. /** @hidden */
  26105. _this._toBeDisposed = new Array(256);
  26106. _this._activeRequests = new Array();
  26107. _this._pendingData = new Array();
  26108. _this._isDisposed = false;
  26109. /**
  26110. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  26111. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  26112. */
  26113. _this.dispatchAllSubMeshesOfActiveMeshes = false;
  26114. _this._activeMeshes = new BABYLON.SmartArray(256);
  26115. _this._processedMaterials = new BABYLON.SmartArray(256);
  26116. _this._renderTargets = new BABYLON.SmartArrayNoDuplicate(256);
  26117. /** @hidden */
  26118. _this._activeParticleSystems = new BABYLON.SmartArray(256);
  26119. _this._activeSkeletons = new BABYLON.SmartArrayNoDuplicate(32);
  26120. _this._softwareSkinnedMeshes = new BABYLON.SmartArrayNoDuplicate(32);
  26121. /** @hidden */
  26122. _this._activeAnimatables = new Array();
  26123. _this._transformMatrix = BABYLON.Matrix.Zero();
  26124. _this._useAlternateCameraConfiguration = false;
  26125. _this._alternateRendering = false;
  26126. _this._wheelEventName = "";
  26127. /**
  26128. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  26129. * This is useful if there are more lights that the maximum simulteanous authorized
  26130. */
  26131. _this.requireLightSorting = false;
  26132. /**
  26133. * @hidden
  26134. * Backing store of defined scene components.
  26135. */
  26136. _this._components = [];
  26137. /**
  26138. * @hidden
  26139. * Backing store of defined scene components.
  26140. */
  26141. _this._serializableComponents = [];
  26142. /**
  26143. * List of components to register on the next registration step.
  26144. */
  26145. _this._transientComponents = [];
  26146. /**
  26147. * @hidden
  26148. * Defines the actions happening before camera updates.
  26149. */
  26150. _this._beforeCameraUpdateStage = BABYLON.Stage.Create();
  26151. /**
  26152. * @hidden
  26153. * Defines the actions happening before clear the canvas.
  26154. */
  26155. _this._beforeClearStage = BABYLON.Stage.Create();
  26156. /**
  26157. * @hidden
  26158. * Defines the actions when collecting render targets for the frame.
  26159. */
  26160. _this._gatherRenderTargetsStage = BABYLON.Stage.Create();
  26161. /**
  26162. * @hidden
  26163. * Defines the actions happening for one camera in the frame.
  26164. */
  26165. _this._gatherActiveCameraRenderTargetsStage = BABYLON.Stage.Create();
  26166. /**
  26167. * @hidden
  26168. * Defines the actions happening during the per mesh ready checks.
  26169. */
  26170. _this._isReadyForMeshStage = BABYLON.Stage.Create();
  26171. /**
  26172. * @hidden
  26173. * Defines the actions happening before evaluate active mesh checks.
  26174. */
  26175. _this._beforeEvaluateActiveMeshStage = BABYLON.Stage.Create();
  26176. /**
  26177. * @hidden
  26178. * Defines the actions happening during the evaluate sub mesh checks.
  26179. */
  26180. _this._evaluateSubMeshStage = BABYLON.Stage.Create();
  26181. /**
  26182. * @hidden
  26183. * Defines the actions happening during the active mesh stage.
  26184. */
  26185. _this._activeMeshStage = BABYLON.Stage.Create();
  26186. /**
  26187. * @hidden
  26188. * Defines the actions happening during the per camera render target step.
  26189. */
  26190. _this._cameraDrawRenderTargetStage = BABYLON.Stage.Create();
  26191. /**
  26192. * @hidden
  26193. * Defines the actions happening just before the active camera is drawing.
  26194. */
  26195. _this._beforeCameraDrawStage = BABYLON.Stage.Create();
  26196. /**
  26197. * @hidden
  26198. * Defines the actions happening just before a render target is drawing.
  26199. */
  26200. _this._beforeRenderTargetDrawStage = BABYLON.Stage.Create();
  26201. /**
  26202. * @hidden
  26203. * Defines the actions happening just before a rendering group is drawing.
  26204. */
  26205. _this._beforeRenderingGroupDrawStage = BABYLON.Stage.Create();
  26206. /**
  26207. * @hidden
  26208. * Defines the actions happening just before a mesh is drawing.
  26209. */
  26210. _this._beforeRenderingMeshStage = BABYLON.Stage.Create();
  26211. /**
  26212. * @hidden
  26213. * Defines the actions happening just after a mesh has been drawn.
  26214. */
  26215. _this._afterRenderingMeshStage = BABYLON.Stage.Create();
  26216. /**
  26217. * @hidden
  26218. * Defines the actions happening just after a rendering group has been drawn.
  26219. */
  26220. _this._afterRenderingGroupDrawStage = BABYLON.Stage.Create();
  26221. /**
  26222. * @hidden
  26223. * Defines the actions happening just after the active camera has been drawn.
  26224. */
  26225. _this._afterCameraDrawStage = BABYLON.Stage.Create();
  26226. /**
  26227. * @hidden
  26228. * Defines the actions happening just after a render target has been drawn.
  26229. */
  26230. _this._afterRenderTargetDrawStage = BABYLON.Stage.Create();
  26231. /**
  26232. * @hidden
  26233. * Defines the actions happening just after rendering all cameras and computing intersections.
  26234. */
  26235. _this._afterRenderStage = BABYLON.Stage.Create();
  26236. /**
  26237. * @hidden
  26238. * Defines the actions happening when a pointer move event happens.
  26239. */
  26240. _this._pointerMoveStage = BABYLON.Stage.Create();
  26241. /**
  26242. * @hidden
  26243. * Defines the actions happening when a pointer down event happens.
  26244. */
  26245. _this._pointerDownStage = BABYLON.Stage.Create();
  26246. /**
  26247. * @hidden
  26248. * Defines the actions happening when a pointer up event happens.
  26249. */
  26250. _this._pointerUpStage = BABYLON.Stage.Create();
  26251. /**
  26252. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  26253. */
  26254. _this.geometriesById = null;
  26255. _this._defaultMeshCandidates = {
  26256. data: [],
  26257. length: 0
  26258. };
  26259. _this._defaultSubMeshCandidates = {
  26260. data: [],
  26261. length: 0
  26262. };
  26263. _this._preventFreeActiveMeshesAndRenderingGroups = false;
  26264. _this._activeMeshesFrozen = false;
  26265. /** @hidden */
  26266. _this._allowPostProcessClearColor = true;
  26267. /**
  26268. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  26269. */
  26270. _this.getDeterministicFrameTime = function () {
  26271. return 1000.0 / 60.0; // frame time in ms
  26272. };
  26273. _this._tempPickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  26274. _this._blockMaterialDirtyMechanism = false;
  26275. _this._engine = engine || BABYLON.Engine.LastCreatedEngine;
  26276. _this._engine.scenes.push(_this);
  26277. _this._uid = null;
  26278. _this._renderingManager = new BABYLON.RenderingManager(_this);
  26279. if (BABYLON.PostProcessManager) {
  26280. _this.postProcessManager = new BABYLON.PostProcessManager(_this);
  26281. }
  26282. if (BABYLON.Tools.IsWindowObjectExist()) {
  26283. _this.attachControl();
  26284. }
  26285. //collision coordinator initialization. For now legacy per default.
  26286. _this.workerCollisions = false; //(!!Worker && (!!BABYLON.CollisionWorker || BABYLON.WorkerIncluded));
  26287. // Uniform Buffer
  26288. _this._createUbo();
  26289. // Default Image processing definition
  26290. if (BABYLON.ImageProcessingConfiguration) {
  26291. _this._imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  26292. }
  26293. _this.setDefaultCandidateProviders();
  26294. if (options && options.useGeometryIdsMap === true) {
  26295. _this.geometriesById = {};
  26296. }
  26297. _this.useMaterialMeshMap = options && options.useGeometryIdsMap || false;
  26298. _this.useClonedMeshhMap = options && options.useClonedMeshhMap || false;
  26299. _this._engine.onNewSceneAddedObservable.notifyObservers(_this);
  26300. return _this;
  26301. }
  26302. Object.defineProperty(Scene.prototype, "environmentTexture", {
  26303. /**
  26304. * Texture used in all pbr material as the reflection texture.
  26305. * As in the majority of the scene they are the same (exception for multi room and so on),
  26306. * this is easier to reference from here than from all the materials.
  26307. */
  26308. get: function () {
  26309. return this._environmentTexture;
  26310. },
  26311. /**
  26312. * Texture used in all pbr material as the reflection texture.
  26313. * As in the majority of the scene they are the same (exception for multi room and so on),
  26314. * this is easier to set here than in all the materials.
  26315. */
  26316. set: function (value) {
  26317. if (this._environmentTexture === value) {
  26318. return;
  26319. }
  26320. this._environmentTexture = value;
  26321. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26322. },
  26323. enumerable: true,
  26324. configurable: true
  26325. });
  26326. Object.defineProperty(Scene.prototype, "imageProcessingConfiguration", {
  26327. /**
  26328. * Default image processing configuration used either in the rendering
  26329. * Forward main pass or through the imageProcessingPostProcess if present.
  26330. * As in the majority of the scene they are the same (exception for multi camera),
  26331. * this is easier to reference from here than from all the materials and post process.
  26332. *
  26333. * No setter as we it is a shared configuration, you can set the values instead.
  26334. */
  26335. get: function () {
  26336. return this._imageProcessingConfiguration;
  26337. },
  26338. enumerable: true,
  26339. configurable: true
  26340. });
  26341. Object.defineProperty(Scene.prototype, "forceWireframe", {
  26342. get: function () {
  26343. return this._forceWireframe;
  26344. },
  26345. /**
  26346. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  26347. */
  26348. set: function (value) {
  26349. if (this._forceWireframe === value) {
  26350. return;
  26351. }
  26352. this._forceWireframe = value;
  26353. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26354. },
  26355. enumerable: true,
  26356. configurable: true
  26357. });
  26358. Object.defineProperty(Scene.prototype, "forcePointsCloud", {
  26359. get: function () {
  26360. return this._forcePointsCloud;
  26361. },
  26362. /**
  26363. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  26364. */
  26365. set: function (value) {
  26366. if (this._forcePointsCloud === value) {
  26367. return;
  26368. }
  26369. this._forcePointsCloud = value;
  26370. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26371. },
  26372. enumerable: true,
  26373. configurable: true
  26374. });
  26375. Object.defineProperty(Scene.prototype, "animationPropertiesOverride", {
  26376. /**
  26377. * Gets or sets the animation properties override
  26378. */
  26379. get: function () {
  26380. return this._animationPropertiesOverride;
  26381. },
  26382. set: function (value) {
  26383. this._animationPropertiesOverride = value;
  26384. },
  26385. enumerable: true,
  26386. configurable: true
  26387. });
  26388. Object.defineProperty(Scene.prototype, "onDispose", {
  26389. /** Sets a function to be executed when this scene is disposed. */
  26390. set: function (callback) {
  26391. if (this._onDisposeObserver) {
  26392. this.onDisposeObservable.remove(this._onDisposeObserver);
  26393. }
  26394. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  26395. },
  26396. enumerable: true,
  26397. configurable: true
  26398. });
  26399. Object.defineProperty(Scene.prototype, "beforeRender", {
  26400. /** Sets a function to be executed before rendering this scene */
  26401. set: function (callback) {
  26402. if (this._onBeforeRenderObserver) {
  26403. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  26404. }
  26405. if (callback) {
  26406. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  26407. }
  26408. },
  26409. enumerable: true,
  26410. configurable: true
  26411. });
  26412. Object.defineProperty(Scene.prototype, "afterRender", {
  26413. /** Sets a function to be executed after rendering this scene */
  26414. set: function (callback) {
  26415. if (this._onAfterRenderObserver) {
  26416. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  26417. }
  26418. if (callback) {
  26419. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  26420. }
  26421. },
  26422. enumerable: true,
  26423. configurable: true
  26424. });
  26425. Object.defineProperty(Scene.prototype, "beforeCameraRender", {
  26426. /** Sets a function to be executed before rendering a camera*/
  26427. set: function (callback) {
  26428. if (this._onBeforeCameraRenderObserver) {
  26429. this.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  26430. }
  26431. this._onBeforeCameraRenderObserver = this.onBeforeCameraRenderObservable.add(callback);
  26432. },
  26433. enumerable: true,
  26434. configurable: true
  26435. });
  26436. Object.defineProperty(Scene.prototype, "afterCameraRender", {
  26437. /** Sets a function to be executed after rendering a camera*/
  26438. set: function (callback) {
  26439. if (this._onAfterCameraRenderObserver) {
  26440. this.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  26441. }
  26442. this._onAfterCameraRenderObserver = this.onAfterCameraRenderObservable.add(callback);
  26443. },
  26444. enumerable: true,
  26445. configurable: true
  26446. });
  26447. Object.defineProperty(Scene.prototype, "unTranslatedPointer", {
  26448. /**
  26449. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  26450. */
  26451. get: function () {
  26452. return new BABYLON.Vector2(this._unTranslatedPointerX, this._unTranslatedPointerY);
  26453. },
  26454. enumerable: true,
  26455. configurable: true
  26456. });
  26457. Object.defineProperty(Scene.prototype, "useRightHandedSystem", {
  26458. get: function () {
  26459. return this._useRightHandedSystem;
  26460. },
  26461. /**
  26462. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  26463. */
  26464. set: function (value) {
  26465. if (this._useRightHandedSystem === value) {
  26466. return;
  26467. }
  26468. this._useRightHandedSystem = value;
  26469. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26470. },
  26471. enumerable: true,
  26472. configurable: true
  26473. });
  26474. /**
  26475. * Sets the step Id used by deterministic lock step
  26476. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26477. * @param newStepId defines the step Id
  26478. */
  26479. Scene.prototype.setStepId = function (newStepId) {
  26480. this._currentStepId = newStepId;
  26481. };
  26482. /**
  26483. * Gets the step Id used by deterministic lock step
  26484. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26485. * @returns the step Id
  26486. */
  26487. Scene.prototype.getStepId = function () {
  26488. return this._currentStepId;
  26489. };
  26490. /**
  26491. * Gets the internal step used by deterministic lock step
  26492. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  26493. * @returns the internal step
  26494. */
  26495. Scene.prototype.getInternalStep = function () {
  26496. return this._currentInternalStep;
  26497. };
  26498. Object.defineProperty(Scene.prototype, "fogEnabled", {
  26499. get: function () {
  26500. return this._fogEnabled;
  26501. },
  26502. /**
  26503. * Gets or sets a boolean indicating if fog is enabled on this scene
  26504. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26505. * (Default is true)
  26506. */
  26507. set: function (value) {
  26508. if (this._fogEnabled === value) {
  26509. return;
  26510. }
  26511. this._fogEnabled = value;
  26512. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26513. },
  26514. enumerable: true,
  26515. configurable: true
  26516. });
  26517. Object.defineProperty(Scene.prototype, "fogMode", {
  26518. get: function () {
  26519. return this._fogMode;
  26520. },
  26521. /**
  26522. * Gets or sets the fog mode to use
  26523. * @see http://doc.babylonjs.com/babylon101/environment#fog
  26524. * | mode | value |
  26525. * | --- | --- |
  26526. * | FOGMODE_NONE | 0 |
  26527. * | FOGMODE_EXP | 1 |
  26528. * | FOGMODE_EXP2 | 2 |
  26529. * | FOGMODE_LINEAR | 3 |
  26530. */
  26531. set: function (value) {
  26532. if (this._fogMode === value) {
  26533. return;
  26534. }
  26535. this._fogMode = value;
  26536. this.markAllMaterialsAsDirty(BABYLON.Material.MiscDirtyFlag);
  26537. },
  26538. enumerable: true,
  26539. configurable: true
  26540. });
  26541. Object.defineProperty(Scene.prototype, "shadowsEnabled", {
  26542. get: function () {
  26543. return this._shadowsEnabled;
  26544. },
  26545. /**
  26546. * Gets or sets a boolean indicating if shadows are enabled on this scene
  26547. */
  26548. set: function (value) {
  26549. if (this._shadowsEnabled === value) {
  26550. return;
  26551. }
  26552. this._shadowsEnabled = value;
  26553. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26554. },
  26555. enumerable: true,
  26556. configurable: true
  26557. });
  26558. Object.defineProperty(Scene.prototype, "lightsEnabled", {
  26559. get: function () {
  26560. return this._lightsEnabled;
  26561. },
  26562. /**
  26563. * Gets or sets a boolean indicating if lights are enabled on this scene
  26564. */
  26565. set: function (value) {
  26566. if (this._lightsEnabled === value) {
  26567. return;
  26568. }
  26569. this._lightsEnabled = value;
  26570. this.markAllMaterialsAsDirty(BABYLON.Material.LightDirtyFlag);
  26571. },
  26572. enumerable: true,
  26573. configurable: true
  26574. });
  26575. Object.defineProperty(Scene.prototype, "activeCamera", {
  26576. /** Gets or sets the current active camera */
  26577. get: function () {
  26578. return this._activeCamera;
  26579. },
  26580. set: function (value) {
  26581. if (value === this._activeCamera) {
  26582. return;
  26583. }
  26584. this._activeCamera = value;
  26585. this.onActiveCameraChanged.notifyObservers(this);
  26586. },
  26587. enumerable: true,
  26588. configurable: true
  26589. });
  26590. Object.defineProperty(Scene.prototype, "defaultMaterial", {
  26591. /** The default material used on meshes when no material is affected */
  26592. get: function () {
  26593. if (!this._defaultMaterial) {
  26594. this._defaultMaterial = new BABYLON.StandardMaterial("default material", this);
  26595. }
  26596. return this._defaultMaterial;
  26597. },
  26598. /** The default material used on meshes when no material is affected */
  26599. set: function (value) {
  26600. this._defaultMaterial = value;
  26601. },
  26602. enumerable: true,
  26603. configurable: true
  26604. });
  26605. Object.defineProperty(Scene.prototype, "texturesEnabled", {
  26606. get: function () {
  26607. return this._texturesEnabled;
  26608. },
  26609. /**
  26610. * Gets or sets a boolean indicating if textures are enabled on this scene
  26611. */
  26612. set: function (value) {
  26613. if (this._texturesEnabled === value) {
  26614. return;
  26615. }
  26616. this._texturesEnabled = value;
  26617. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  26618. },
  26619. enumerable: true,
  26620. configurable: true
  26621. });
  26622. Object.defineProperty(Scene.prototype, "skeletonsEnabled", {
  26623. get: function () {
  26624. return this._skeletonsEnabled;
  26625. },
  26626. /**
  26627. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  26628. */
  26629. set: function (value) {
  26630. if (this._skeletonsEnabled === value) {
  26631. return;
  26632. }
  26633. this._skeletonsEnabled = value;
  26634. this.markAllMaterialsAsDirty(BABYLON.Material.AttributesDirtyFlag);
  26635. },
  26636. enumerable: true,
  26637. configurable: true
  26638. });
  26639. Object.defineProperty(Scene.prototype, "_isAlternateRenderingEnabled", {
  26640. /** @hidden */
  26641. get: function () {
  26642. return this._alternateRendering;
  26643. },
  26644. enumerable: true,
  26645. configurable: true
  26646. });
  26647. Object.defineProperty(Scene.prototype, "frustumPlanes", {
  26648. /**
  26649. * Gets the list of frustum planes (built from the active camera)
  26650. */
  26651. get: function () {
  26652. return this._frustumPlanes;
  26653. },
  26654. enumerable: true,
  26655. configurable: true
  26656. });
  26657. /**
  26658. * Registers the transient components if needed.
  26659. */
  26660. Scene.prototype._registerTransientComponents = function () {
  26661. // Register components that have been associated lately to the scene.
  26662. if (this._transientComponents.length > 0) {
  26663. for (var _i = 0, _a = this._transientComponents; _i < _a.length; _i++) {
  26664. var component = _a[_i];
  26665. component.register();
  26666. }
  26667. this._transientComponents = [];
  26668. }
  26669. };
  26670. /**
  26671. * @hidden
  26672. * Add a component to the scene.
  26673. * Note that the ccomponent could be registered on th next frame if this is called after
  26674. * the register component stage.
  26675. * @param component Defines the component to add to the scene
  26676. */
  26677. Scene.prototype._addComponent = function (component) {
  26678. this._components.push(component);
  26679. this._transientComponents.push(component);
  26680. var serializableComponent = component;
  26681. if (serializableComponent.addFromContainer) {
  26682. this._serializableComponents.push(serializableComponent);
  26683. }
  26684. };
  26685. /**
  26686. * @hidden
  26687. * Gets a component from the scene.
  26688. * @param name defines the name of the component to retrieve
  26689. * @returns the component or null if not present
  26690. */
  26691. Scene.prototype._getComponent = function (name) {
  26692. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  26693. var component = _a[_i];
  26694. if (component.name === name) {
  26695. return component;
  26696. }
  26697. }
  26698. return null;
  26699. };
  26700. /**
  26701. * @hidden
  26702. */
  26703. Scene.prototype._getDefaultMeshCandidates = function () {
  26704. this._defaultMeshCandidates.data = this.meshes;
  26705. this._defaultMeshCandidates.length = this.meshes.length;
  26706. return this._defaultMeshCandidates;
  26707. };
  26708. /**
  26709. * @hidden
  26710. */
  26711. Scene.prototype._getDefaultSubMeshCandidates = function (mesh) {
  26712. this._defaultSubMeshCandidates.data = mesh.subMeshes;
  26713. this._defaultSubMeshCandidates.length = mesh.subMeshes.length;
  26714. return this._defaultSubMeshCandidates;
  26715. };
  26716. /**
  26717. * Sets the default candidate providers for the scene.
  26718. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  26719. * and getCollidingSubMeshCandidates to their default function
  26720. */
  26721. Scene.prototype.setDefaultCandidateProviders = function () {
  26722. this.getActiveMeshCandidates = this._getDefaultMeshCandidates.bind(this);
  26723. this.getActiveSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26724. this.getIntersectingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26725. this.getCollidingSubMeshCandidates = this._getDefaultSubMeshCandidates.bind(this);
  26726. };
  26727. Object.defineProperty(Scene.prototype, "workerCollisions", {
  26728. /**
  26729. * Gets a boolean indicating if collisions are processed on a web worker
  26730. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#web-worker-based-collision-system-since-21
  26731. */
  26732. get: function () {
  26733. return this._workerCollisions;
  26734. },
  26735. set: function (enabled) {
  26736. if (!BABYLON.CollisionCoordinatorLegacy) {
  26737. return;
  26738. }
  26739. enabled = (enabled && !!Worker && !!BABYLON.CollisionWorker);
  26740. this._workerCollisions = enabled;
  26741. if (this.collisionCoordinator) {
  26742. this.collisionCoordinator.destroy();
  26743. }
  26744. this.collisionCoordinator = enabled ? new BABYLON.CollisionCoordinatorWorker() : new BABYLON.CollisionCoordinatorLegacy();
  26745. this.collisionCoordinator.init(this);
  26746. },
  26747. enumerable: true,
  26748. configurable: true
  26749. });
  26750. Object.defineProperty(Scene.prototype, "meshUnderPointer", {
  26751. /**
  26752. * Gets the mesh that is currently under the pointer
  26753. */
  26754. get: function () {
  26755. return this._pointerOverMesh;
  26756. },
  26757. enumerable: true,
  26758. configurable: true
  26759. });
  26760. Object.defineProperty(Scene.prototype, "pointerX", {
  26761. /**
  26762. * Gets the current on-screen X position of the pointer
  26763. */
  26764. get: function () {
  26765. return this._pointerX;
  26766. },
  26767. enumerable: true,
  26768. configurable: true
  26769. });
  26770. Object.defineProperty(Scene.prototype, "pointerY", {
  26771. /**
  26772. * Gets the current on-screen Y position of the pointer
  26773. */
  26774. get: function () {
  26775. return this._pointerY;
  26776. },
  26777. enumerable: true,
  26778. configurable: true
  26779. });
  26780. /**
  26781. * Gets the cached material (ie. the latest rendered one)
  26782. * @returns the cached material
  26783. */
  26784. Scene.prototype.getCachedMaterial = function () {
  26785. return this._cachedMaterial;
  26786. };
  26787. /**
  26788. * Gets the cached effect (ie. the latest rendered one)
  26789. * @returns the cached effect
  26790. */
  26791. Scene.prototype.getCachedEffect = function () {
  26792. return this._cachedEffect;
  26793. };
  26794. /**
  26795. * Gets the cached visibility state (ie. the latest rendered one)
  26796. * @returns the cached visibility state
  26797. */
  26798. Scene.prototype.getCachedVisibility = function () {
  26799. return this._cachedVisibility;
  26800. };
  26801. /**
  26802. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  26803. * @param material defines the current material
  26804. * @param effect defines the current effect
  26805. * @param visibility defines the current visibility state
  26806. * @returns true if one parameter is not cached
  26807. */
  26808. Scene.prototype.isCachedMaterialInvalid = function (material, effect, visibility) {
  26809. if (visibility === void 0) { visibility = 1; }
  26810. return this._cachedEffect !== effect || this._cachedMaterial !== material || this._cachedVisibility !== visibility;
  26811. };
  26812. /**
  26813. * Gets the engine associated with the scene
  26814. * @returns an Engine
  26815. */
  26816. Scene.prototype.getEngine = function () {
  26817. return this._engine;
  26818. };
  26819. /**
  26820. * Gets the total number of vertices rendered per frame
  26821. * @returns the total number of vertices rendered per frame
  26822. */
  26823. Scene.prototype.getTotalVertices = function () {
  26824. return this._totalVertices.current;
  26825. };
  26826. Object.defineProperty(Scene.prototype, "totalVerticesPerfCounter", {
  26827. /**
  26828. * Gets the performance counter for total vertices
  26829. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26830. */
  26831. get: function () {
  26832. return this._totalVertices;
  26833. },
  26834. enumerable: true,
  26835. configurable: true
  26836. });
  26837. /**
  26838. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  26839. * @returns the total number of active indices rendered per frame
  26840. */
  26841. Scene.prototype.getActiveIndices = function () {
  26842. return this._activeIndices.current;
  26843. };
  26844. Object.defineProperty(Scene.prototype, "totalActiveIndicesPerfCounter", {
  26845. /**
  26846. * Gets the performance counter for active indices
  26847. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26848. */
  26849. get: function () {
  26850. return this._activeIndices;
  26851. },
  26852. enumerable: true,
  26853. configurable: true
  26854. });
  26855. /**
  26856. * Gets the total number of active particles rendered per frame
  26857. * @returns the total number of active particles rendered per frame
  26858. */
  26859. Scene.prototype.getActiveParticles = function () {
  26860. return this._activeParticles.current;
  26861. };
  26862. Object.defineProperty(Scene.prototype, "activeParticlesPerfCounter", {
  26863. /**
  26864. * Gets the performance counter for active particles
  26865. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26866. */
  26867. get: function () {
  26868. return this._activeParticles;
  26869. },
  26870. enumerable: true,
  26871. configurable: true
  26872. });
  26873. /**
  26874. * Gets the total number of active bones rendered per frame
  26875. * @returns the total number of active bones rendered per frame
  26876. */
  26877. Scene.prototype.getActiveBones = function () {
  26878. return this._activeBones.current;
  26879. };
  26880. Object.defineProperty(Scene.prototype, "activeBonesPerfCounter", {
  26881. /**
  26882. * Gets the performance counter for active bones
  26883. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  26884. */
  26885. get: function () {
  26886. return this._activeBones;
  26887. },
  26888. enumerable: true,
  26889. configurable: true
  26890. });
  26891. /**
  26892. * Gets the array of active meshes
  26893. * @returns an array of AbstractMesh
  26894. */
  26895. Scene.prototype.getActiveMeshes = function () {
  26896. return this._activeMeshes;
  26897. };
  26898. /**
  26899. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  26900. * @returns a number
  26901. */
  26902. Scene.prototype.getAnimationRatio = function () {
  26903. return this._animationRatio !== undefined ? this._animationRatio : 1;
  26904. };
  26905. /**
  26906. * Gets an unique Id for the current render phase
  26907. * @returns a number
  26908. */
  26909. Scene.prototype.getRenderId = function () {
  26910. return this._renderId;
  26911. };
  26912. /**
  26913. * Gets an unique Id for the current frame
  26914. * @returns a number
  26915. */
  26916. Scene.prototype.getFrameId = function () {
  26917. return this._frameId;
  26918. };
  26919. /** Call this function if you want to manually increment the render Id*/
  26920. Scene.prototype.incrementRenderId = function () {
  26921. this._renderId++;
  26922. };
  26923. Scene.prototype._updatePointerPosition = function (evt) {
  26924. var canvasRect = this._engine.getRenderingCanvasClientRect();
  26925. if (!canvasRect) {
  26926. return;
  26927. }
  26928. this._pointerX = evt.clientX - canvasRect.left;
  26929. this._pointerY = evt.clientY - canvasRect.top;
  26930. this._unTranslatedPointerX = this._pointerX;
  26931. this._unTranslatedPointerY = this._pointerY;
  26932. };
  26933. Scene.prototype._createUbo = function () {
  26934. this._sceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26935. this._sceneUbo.addUniform("viewProjection", 16);
  26936. this._sceneUbo.addUniform("view", 16);
  26937. };
  26938. Scene.prototype._createAlternateUbo = function () {
  26939. this._alternateSceneUbo = new BABYLON.UniformBuffer(this._engine, undefined, true);
  26940. this._alternateSceneUbo.addUniform("viewProjection", 16);
  26941. this._alternateSceneUbo.addUniform("view", 16);
  26942. };
  26943. // Pointers handling
  26944. Scene.prototype._setRayOnPointerInfo = function (pointerInfo) {
  26945. if (pointerInfo.pickInfo) {
  26946. if (!pointerInfo.pickInfo.ray) {
  26947. pointerInfo.pickInfo.ray = this.createPickingRay(pointerInfo.event.offsetX, pointerInfo.event.offsetY, BABYLON.Matrix.Identity(), this.activeCamera);
  26948. }
  26949. }
  26950. };
  26951. /**
  26952. * Use this method to simulate a pointer move on a mesh
  26953. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  26954. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  26955. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  26956. * @returns the current scene
  26957. */
  26958. Scene.prototype.simulatePointerMove = function (pickResult, pointerEventInit) {
  26959. var evt = new PointerEvent("pointermove", pointerEventInit);
  26960. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERMOVE)) {
  26961. return this;
  26962. }
  26963. return this._processPointerMove(pickResult, evt);
  26964. };
  26965. Scene.prototype._processPointerMove = function (pickResult, evt) {
  26966. var canvas = this._engine.getRenderingCanvas();
  26967. if (!canvas) {
  26968. return this;
  26969. }
  26970. // Restore pointer
  26971. canvas.style.cursor = this.defaultCursor;
  26972. var isMeshPicked = (pickResult && pickResult.hit && pickResult.pickedMesh) ? true : false;
  26973. if (isMeshPicked) {
  26974. this.setPointerOverMesh(pickResult.pickedMesh);
  26975. if (this._pointerOverMesh && this._pointerOverMesh.actionManager && this._pointerOverMesh.actionManager.hasPointerTriggers) {
  26976. if (this._pointerOverMesh.actionManager.hoverCursor) {
  26977. canvas.style.cursor = this._pointerOverMesh.actionManager.hoverCursor;
  26978. }
  26979. else {
  26980. canvas.style.cursor = this.hoverCursor;
  26981. }
  26982. }
  26983. }
  26984. else {
  26985. this.setPointerOverMesh(null);
  26986. }
  26987. for (var _i = 0, _a = this._pointerMoveStage; _i < _a.length; _i++) {
  26988. var step = _a[_i];
  26989. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, isMeshPicked, canvas);
  26990. }
  26991. if (pickResult) {
  26992. var type = evt.type === this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE;
  26993. if (this.onPointerMove) {
  26994. this.onPointerMove(evt, pickResult, type);
  26995. }
  26996. if (this.onPointerObservable.hasObservers()) {
  26997. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  26998. this._setRayOnPointerInfo(pi);
  26999. this.onPointerObservable.notifyObservers(pi, type);
  27000. }
  27001. }
  27002. return this;
  27003. };
  27004. Scene.prototype._checkPrePointerObservable = function (pickResult, evt, type) {
  27005. var pi = new BABYLON.PointerInfoPre(type, evt, this._unTranslatedPointerX, this._unTranslatedPointerY);
  27006. if (pickResult) {
  27007. pi.ray = pickResult.ray;
  27008. }
  27009. this.onPrePointerObservable.notifyObservers(pi, type);
  27010. if (pi.skipOnPointerObservable) {
  27011. return true;
  27012. }
  27013. else {
  27014. return false;
  27015. }
  27016. };
  27017. /**
  27018. * Use this method to simulate a pointer down on a mesh
  27019. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27020. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27021. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27022. * @returns the current scene
  27023. */
  27024. Scene.prototype.simulatePointerDown = function (pickResult, pointerEventInit) {
  27025. var evt = new PointerEvent("pointerdown", pointerEventInit);
  27026. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27027. return this;
  27028. }
  27029. return this._processPointerDown(pickResult, evt);
  27030. };
  27031. Scene.prototype._processPointerDown = function (pickResult, evt) {
  27032. var _this = this;
  27033. if (pickResult && pickResult.hit && pickResult.pickedMesh) {
  27034. this._pickedDownMesh = pickResult.pickedMesh;
  27035. var actionManager = pickResult.pickedMesh.actionManager;
  27036. if (actionManager) {
  27037. if (actionManager.hasPickTriggers) {
  27038. actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27039. switch (evt.button) {
  27040. case 0:
  27041. actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27042. break;
  27043. case 1:
  27044. actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27045. break;
  27046. case 2:
  27047. actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27048. break;
  27049. }
  27050. }
  27051. if (actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnLongPressTrigger)) {
  27052. window.setTimeout(function () {
  27053. 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);
  27054. if (pickResult && pickResult.hit && pickResult.pickedMesh && actionManager) {
  27055. if (_this._totalPointersPressed !== 0 &&
  27056. ((Date.now() - _this._startingPointerTime) > Scene.LongPressDelay) &&
  27057. !_this._isPointerSwiping()) {
  27058. _this._startingPointerTime = 0;
  27059. actionManager.processTrigger(BABYLON.ActionManager.OnLongPressTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27060. }
  27061. }
  27062. }, Scene.LongPressDelay);
  27063. }
  27064. }
  27065. }
  27066. else {
  27067. for (var _i = 0, _a = this._pointerDownStage; _i < _a.length; _i++) {
  27068. var step = _a[_i];
  27069. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27070. }
  27071. }
  27072. if (pickResult) {
  27073. var type = BABYLON.PointerEventTypes.POINTERDOWN;
  27074. if (this.onPointerDown) {
  27075. this.onPointerDown(evt, pickResult, type);
  27076. }
  27077. if (this.onPointerObservable.hasObservers()) {
  27078. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27079. this._setRayOnPointerInfo(pi);
  27080. this.onPointerObservable.notifyObservers(pi, type);
  27081. }
  27082. }
  27083. return this;
  27084. };
  27085. /**
  27086. * Use this method to simulate a pointer up on a mesh
  27087. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  27088. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  27089. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  27090. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  27091. * @returns the current scene
  27092. */
  27093. Scene.prototype.simulatePointerUp = function (pickResult, pointerEventInit, doubleTap) {
  27094. var evt = new PointerEvent("pointerup", pointerEventInit);
  27095. var clickInfo = new ClickInfo();
  27096. if (doubleTap) {
  27097. clickInfo.doubleClick = true;
  27098. }
  27099. else {
  27100. clickInfo.singleClick = true;
  27101. }
  27102. if (this._checkPrePointerObservable(pickResult, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27103. return this;
  27104. }
  27105. return this._processPointerUp(pickResult, evt, clickInfo);
  27106. };
  27107. Scene.prototype._processPointerUp = function (pickResult, evt, clickInfo) {
  27108. if (pickResult && pickResult && pickResult.pickedMesh) {
  27109. this._pickedUpMesh = pickResult.pickedMesh;
  27110. if (this._pickedDownMesh === this._pickedUpMesh) {
  27111. if (this.onPointerPick) {
  27112. this.onPointerPick(evt, pickResult);
  27113. }
  27114. if (clickInfo.singleClick && !clickInfo.ignore && this.onPointerObservable.hasObservers()) {
  27115. var type_1 = BABYLON.PointerEventTypes.POINTERPICK;
  27116. var pi = new BABYLON.PointerInfo(type_1, evt, pickResult);
  27117. this._setRayOnPointerInfo(pi);
  27118. this.onPointerObservable.notifyObservers(pi, type_1);
  27119. }
  27120. }
  27121. if (pickResult.pickedMesh.actionManager && !clickInfo.ignore) {
  27122. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27123. if (!clickInfo.hasSwiped && clickInfo.singleClick) {
  27124. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27125. }
  27126. if (clickInfo.doubleClick && pickResult.pickedMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27127. pickResult.pickedMesh.actionManager.processTrigger(BABYLON.ActionManager.OnDoublePickTrigger, BABYLON.ActionEvent.CreateNew(pickResult.pickedMesh, evt));
  27128. }
  27129. }
  27130. }
  27131. else {
  27132. if (!clickInfo.ignore) {
  27133. for (var _i = 0, _a = this._pointerUpStage; _i < _a.length; _i++) {
  27134. var step = _a[_i];
  27135. pickResult = step.action(this._unTranslatedPointerX, this._unTranslatedPointerY, pickResult, evt);
  27136. }
  27137. }
  27138. }
  27139. if (this._pickedDownMesh &&
  27140. this._pickedDownMesh.actionManager &&
  27141. this._pickedDownMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnPickOutTrigger) &&
  27142. this._pickedDownMesh !== this._pickedUpMesh) {
  27143. this._pickedDownMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNew(this._pickedDownMesh, evt));
  27144. }
  27145. var type = 0;
  27146. if (this.onPointerObservable.hasObservers()) {
  27147. if (!clickInfo.ignore && !clickInfo.hasSwiped) {
  27148. if (clickInfo.singleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27149. type = BABYLON.PointerEventTypes.POINTERTAP;
  27150. }
  27151. else if (clickInfo.doubleClick && this.onPointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27152. type = BABYLON.PointerEventTypes.POINTERDOUBLETAP;
  27153. }
  27154. if (type) {
  27155. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27156. this._setRayOnPointerInfo(pi);
  27157. this.onPointerObservable.notifyObservers(pi, type);
  27158. }
  27159. }
  27160. if (!clickInfo.ignore) {
  27161. type = BABYLON.PointerEventTypes.POINTERUP;
  27162. var pi = new BABYLON.PointerInfo(type, evt, pickResult);
  27163. this._setRayOnPointerInfo(pi);
  27164. this.onPointerObservable.notifyObservers(pi, type);
  27165. }
  27166. }
  27167. if (this.onPointerUp && !clickInfo.ignore) {
  27168. this.onPointerUp(evt, pickResult, type);
  27169. }
  27170. return this;
  27171. };
  27172. /**
  27173. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  27174. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  27175. * @returns true if the pointer was captured
  27176. */
  27177. Scene.prototype.isPointerCaptured = function (pointerId) {
  27178. if (pointerId === void 0) { pointerId = 0; }
  27179. return this._pointerCaptures[pointerId];
  27180. };
  27181. /** @hidden */
  27182. Scene.prototype._isPointerSwiping = function () {
  27183. return Math.abs(this._startingPointerPosition.x - this._pointerX) > Scene.DragMovementThreshold ||
  27184. Math.abs(this._startingPointerPosition.y - this._pointerY) > Scene.DragMovementThreshold;
  27185. };
  27186. /**
  27187. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  27188. * @param attachUp defines if you want to attach events to pointerup
  27189. * @param attachDown defines if you want to attach events to pointerdown
  27190. * @param attachMove defines if you want to attach events to pointermove
  27191. */
  27192. Scene.prototype.attachControl = function (attachUp, attachDown, attachMove) {
  27193. var _this = this;
  27194. if (attachUp === void 0) { attachUp = true; }
  27195. if (attachDown === void 0) { attachDown = true; }
  27196. if (attachMove === void 0) { attachMove = true; }
  27197. this._initActionManager = function (act, clickInfo) {
  27198. if (!_this._meshPickProceed) {
  27199. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27200. _this._currentPickResult = pickResult;
  27201. if (pickResult) {
  27202. act = (pickResult.hit && pickResult.pickedMesh) ? pickResult.pickedMesh.actionManager : null;
  27203. }
  27204. _this._meshPickProceed = true;
  27205. }
  27206. return act;
  27207. };
  27208. this._delayedSimpleClick = function (btn, clickInfo, cb) {
  27209. // double click delay is over and that no double click has been raised since, or the 2 consecutive keys pressed are different
  27210. if ((Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay && !_this._doubleClickOccured) ||
  27211. btn !== _this._previousButtonPressed) {
  27212. _this._doubleClickOccured = false;
  27213. clickInfo.singleClick = true;
  27214. clickInfo.ignore = false;
  27215. cb(clickInfo, _this._currentPickResult);
  27216. }
  27217. };
  27218. this._initClickEvent = function (obs1, obs2, evt, cb) {
  27219. var clickInfo = new ClickInfo();
  27220. _this._currentPickResult = null;
  27221. var act = null;
  27222. var checkPicking = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERPICK)
  27223. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)
  27224. || obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) || obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27225. if (!checkPicking && BABYLON.ActionManager && BABYLON.ActionManager.HasPickTriggers) {
  27226. act = _this._initActionManager(act, clickInfo);
  27227. if (act) {
  27228. checkPicking = act.hasPickTriggers;
  27229. }
  27230. }
  27231. var needToIgnoreNext = false;
  27232. if (checkPicking) {
  27233. var btn = evt.button;
  27234. clickInfo.hasSwiped = _this._isPointerSwiping();
  27235. if (!clickInfo.hasSwiped) {
  27236. var checkSingleClickImmediately = !Scene.ExclusiveDoubleClickMode;
  27237. if (!checkSingleClickImmediately) {
  27238. checkSingleClickImmediately = !obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) &&
  27239. !obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27240. if (checkSingleClickImmediately && !BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27241. act = _this._initActionManager(act, clickInfo);
  27242. if (act) {
  27243. checkSingleClickImmediately = !act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27244. }
  27245. }
  27246. }
  27247. if (checkSingleClickImmediately) {
  27248. // single click detected if double click delay is over or two different successive keys pressed without exclusive double click or no double click required
  27249. if (Date.now() - _this._previousStartingPointerTime > Scene.DoubleClickDelay ||
  27250. btn !== _this._previousButtonPressed) {
  27251. clickInfo.singleClick = true;
  27252. cb(clickInfo, _this._currentPickResult);
  27253. needToIgnoreNext = true;
  27254. }
  27255. }
  27256. // at least one double click is required to be check and exclusive double click is enabled
  27257. else {
  27258. // wait that no double click has been raised during the double click delay
  27259. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27260. _this._delayedSimpleClickTimeout = window.setTimeout(_this._delayedSimpleClick.bind(_this, btn, clickInfo, cb), Scene.DoubleClickDelay);
  27261. }
  27262. var checkDoubleClick = obs1.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP) ||
  27263. obs2.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  27264. if (!checkDoubleClick && BABYLON.ActionManager.HasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger)) {
  27265. act = _this._initActionManager(act, clickInfo);
  27266. if (act) {
  27267. checkDoubleClick = act.hasSpecificTrigger(BABYLON.ActionManager.OnDoublePickTrigger);
  27268. }
  27269. }
  27270. if (checkDoubleClick) {
  27271. // two successive keys pressed are equal, double click delay is not over and double click has not just occurred
  27272. if (btn === _this._previousButtonPressed &&
  27273. Date.now() - _this._previousStartingPointerTime < Scene.DoubleClickDelay &&
  27274. !_this._doubleClickOccured) {
  27275. // pointer has not moved for 2 clicks, it's a double click
  27276. if (!clickInfo.hasSwiped &&
  27277. !_this._isPointerSwiping()) {
  27278. _this._previousStartingPointerTime = 0;
  27279. _this._doubleClickOccured = true;
  27280. clickInfo.doubleClick = true;
  27281. clickInfo.ignore = false;
  27282. if (Scene.ExclusiveDoubleClickMode && _this._previousDelayedSimpleClickTimeout) {
  27283. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27284. }
  27285. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27286. cb(clickInfo, _this._currentPickResult);
  27287. }
  27288. // if the two successive clicks are too far, it's just two simple clicks
  27289. else {
  27290. _this._doubleClickOccured = false;
  27291. _this._previousStartingPointerTime = _this._startingPointerTime;
  27292. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27293. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27294. _this._previousButtonPressed = btn;
  27295. if (Scene.ExclusiveDoubleClickMode) {
  27296. if (_this._previousDelayedSimpleClickTimeout) {
  27297. clearTimeout(_this._previousDelayedSimpleClickTimeout);
  27298. }
  27299. _this._previousDelayedSimpleClickTimeout = _this._delayedSimpleClickTimeout;
  27300. cb(clickInfo, _this._previousPickResult);
  27301. }
  27302. else {
  27303. cb(clickInfo, _this._currentPickResult);
  27304. }
  27305. }
  27306. needToIgnoreNext = true;
  27307. }
  27308. // just the first click of the double has been raised
  27309. else {
  27310. _this._doubleClickOccured = false;
  27311. _this._previousStartingPointerTime = _this._startingPointerTime;
  27312. _this._previousStartingPointerPosition.x = _this._startingPointerPosition.x;
  27313. _this._previousStartingPointerPosition.y = _this._startingPointerPosition.y;
  27314. _this._previousButtonPressed = btn;
  27315. }
  27316. }
  27317. }
  27318. }
  27319. if (!needToIgnoreNext) {
  27320. cb(clickInfo, _this._currentPickResult);
  27321. }
  27322. };
  27323. this._onPointerMove = function (evt) {
  27324. _this._updatePointerPosition(evt);
  27325. // PreObservable support
  27326. if (_this._checkPrePointerObservable(null, evt, evt.type === _this._wheelEventName ? BABYLON.PointerEventTypes.POINTERWHEEL : BABYLON.PointerEventTypes.POINTERMOVE)) {
  27327. return;
  27328. }
  27329. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27330. return;
  27331. }
  27332. if (!_this.pointerMovePredicate) {
  27333. _this.pointerMovePredicate = function (mesh) { return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled() && (mesh.enablePointerMoveEvents || _this.constantlyUpdateMeshUnderPointer || (mesh.actionManager !== null && mesh.actionManager !== undefined)); };
  27334. }
  27335. // Meshes
  27336. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerMovePredicate, false, _this.cameraToUseForPointers);
  27337. _this._processPointerMove(pickResult, evt);
  27338. };
  27339. this._onPointerDown = function (evt) {
  27340. _this._totalPointersPressed++;
  27341. _this._pickedDownMesh = null;
  27342. _this._meshPickProceed = false;
  27343. _this._updatePointerPosition(evt);
  27344. if (_this.preventDefaultOnPointerDown && canvas) {
  27345. evt.preventDefault();
  27346. canvas.focus();
  27347. }
  27348. _this._startingPointerPosition.x = _this._pointerX;
  27349. _this._startingPointerPosition.y = _this._pointerY;
  27350. _this._startingPointerTime = Date.now();
  27351. // PreObservable support
  27352. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOWN)) {
  27353. return;
  27354. }
  27355. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27356. return;
  27357. }
  27358. _this._pointerCaptures[evt.pointerId] = true;
  27359. if (!_this.pointerDownPredicate) {
  27360. _this.pointerDownPredicate = function (mesh) {
  27361. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27362. };
  27363. }
  27364. // Meshes
  27365. _this._pickedDownMesh = null;
  27366. var pickResult = _this.pick(_this._unTranslatedPointerX, _this._unTranslatedPointerY, _this.pointerDownPredicate, false, _this.cameraToUseForPointers);
  27367. _this._processPointerDown(pickResult, evt);
  27368. };
  27369. this._onPointerUp = function (evt) {
  27370. if (_this._totalPointersPressed === 0) { // We are attaching the pointer up to windows because of a bug in FF
  27371. return; // So we need to test it the pointer down was pressed before.
  27372. }
  27373. _this._totalPointersPressed--;
  27374. _this._pickedUpMesh = null;
  27375. _this._meshPickProceed = false;
  27376. _this._updatePointerPosition(evt);
  27377. if (_this.preventDefaultOnPointerUp && canvas) {
  27378. evt.preventDefault();
  27379. canvas.focus();
  27380. }
  27381. _this._initClickEvent(_this.onPrePointerObservable, _this.onPointerObservable, evt, function (clickInfo, pickResult) {
  27382. _this._pointerCaptures[evt.pointerId] = false;
  27383. // PreObservable support
  27384. if (_this.onPrePointerObservable.hasObservers()) {
  27385. if (!clickInfo.ignore) {
  27386. if (!clickInfo.hasSwiped) {
  27387. if (clickInfo.singleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERTAP)) {
  27388. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERTAP)) {
  27389. return;
  27390. }
  27391. }
  27392. if (clickInfo.doubleClick && _this.onPrePointerObservable.hasSpecificMask(BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27393. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERDOUBLETAP)) {
  27394. return;
  27395. }
  27396. }
  27397. }
  27398. if (_this._checkPrePointerObservable(null, evt, BABYLON.PointerEventTypes.POINTERUP)) {
  27399. return;
  27400. }
  27401. }
  27402. }
  27403. if (!_this.cameraToUseForPointers && !_this.activeCamera) {
  27404. return;
  27405. }
  27406. if (!_this.pointerUpPredicate) {
  27407. _this.pointerUpPredicate = function (mesh) {
  27408. return mesh.isPickable && mesh.isVisible && mesh.isReady() && mesh.isEnabled();
  27409. };
  27410. }
  27411. // Meshes
  27412. if (!_this._meshPickProceed && (BABYLON.ActionManager && BABYLON.ActionManager.HasTriggers || _this.onPointerObservable.hasObservers())) {
  27413. _this._initActionManager(null, clickInfo);
  27414. }
  27415. if (!pickResult) {
  27416. pickResult = _this._currentPickResult;
  27417. }
  27418. _this._processPointerUp(pickResult, evt, clickInfo);
  27419. _this._previousPickResult = _this._currentPickResult;
  27420. });
  27421. };
  27422. this._onKeyDown = function (evt) {
  27423. var type = BABYLON.KeyboardEventTypes.KEYDOWN;
  27424. if (_this.onPreKeyboardObservable.hasObservers()) {
  27425. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27426. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27427. if (pi.skipOnPointerObservable) {
  27428. return;
  27429. }
  27430. }
  27431. if (_this.onKeyboardObservable.hasObservers()) {
  27432. var pi = new BABYLON.KeyboardInfo(type, evt);
  27433. _this.onKeyboardObservable.notifyObservers(pi, type);
  27434. }
  27435. if (_this.actionManager) {
  27436. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyDownTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27437. }
  27438. };
  27439. this._onKeyUp = function (evt) {
  27440. var type = BABYLON.KeyboardEventTypes.KEYUP;
  27441. if (_this.onPreKeyboardObservable.hasObservers()) {
  27442. var pi = new BABYLON.KeyboardInfoPre(type, evt);
  27443. _this.onPreKeyboardObservable.notifyObservers(pi, type);
  27444. if (pi.skipOnPointerObservable) {
  27445. return;
  27446. }
  27447. }
  27448. if (_this.onKeyboardObservable.hasObservers()) {
  27449. var pi = new BABYLON.KeyboardInfo(type, evt);
  27450. _this.onKeyboardObservable.notifyObservers(pi, type);
  27451. }
  27452. if (_this.actionManager) {
  27453. _this.actionManager.processTrigger(BABYLON.ActionManager.OnKeyUpTrigger, BABYLON.ActionEvent.CreateNewFromScene(_this, evt));
  27454. }
  27455. };
  27456. var engine = this.getEngine();
  27457. this._onCanvasFocusObserver = engine.onCanvasFocusObservable.add(function () {
  27458. if (!canvas) {
  27459. return;
  27460. }
  27461. canvas.addEventListener("keydown", _this._onKeyDown, false);
  27462. canvas.addEventListener("keyup", _this._onKeyUp, false);
  27463. });
  27464. this._onCanvasBlurObserver = engine.onCanvasBlurObservable.add(function () {
  27465. if (!canvas) {
  27466. return;
  27467. }
  27468. canvas.removeEventListener("keydown", _this._onKeyDown);
  27469. canvas.removeEventListener("keyup", _this._onKeyUp);
  27470. });
  27471. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27472. var canvas = this._engine.getRenderingCanvas();
  27473. if (!canvas) {
  27474. return;
  27475. }
  27476. if (attachMove) {
  27477. canvas.addEventListener(eventPrefix + "move", this._onPointerMove, false);
  27478. // Wheel
  27479. this._wheelEventName = "onwheel" in document.createElement("div") ? "wheel" : // Modern browsers support "wheel"
  27480. document.onmousewheel !== undefined ? "mousewheel" : // Webkit and IE support at least "mousewheel"
  27481. "DOMMouseScroll"; // let's assume that remaining browsers are older Firefox
  27482. canvas.addEventListener(this._wheelEventName, this._onPointerMove, false);
  27483. }
  27484. if (attachDown) {
  27485. canvas.addEventListener(eventPrefix + "down", this._onPointerDown, false);
  27486. }
  27487. if (attachUp) {
  27488. window.addEventListener(eventPrefix + "up", this._onPointerUp, false);
  27489. }
  27490. canvas.tabIndex = 1;
  27491. };
  27492. /** Detaches all event handlers*/
  27493. Scene.prototype.detachControl = function () {
  27494. var engine = this.getEngine();
  27495. var eventPrefix = BABYLON.Tools.GetPointerPrefix();
  27496. var canvas = engine.getRenderingCanvas();
  27497. if (!canvas) {
  27498. return;
  27499. }
  27500. canvas.removeEventListener(eventPrefix + "move", this._onPointerMove);
  27501. canvas.removeEventListener(eventPrefix + "down", this._onPointerDown);
  27502. window.removeEventListener(eventPrefix + "up", this._onPointerUp);
  27503. if (this._onCanvasBlurObserver) {
  27504. engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  27505. }
  27506. if (this._onCanvasFocusObserver) {
  27507. engine.onCanvasFocusObservable.remove(this._onCanvasFocusObserver);
  27508. }
  27509. // Wheel
  27510. canvas.removeEventListener(this._wheelEventName, this._onPointerMove);
  27511. // Keyboard
  27512. canvas.removeEventListener("keydown", this._onKeyDown);
  27513. canvas.removeEventListener("keyup", this._onKeyUp);
  27514. // Observables
  27515. this.onKeyboardObservable.clear();
  27516. this.onPreKeyboardObservable.clear();
  27517. this.onPointerObservable.clear();
  27518. this.onPrePointerObservable.clear();
  27519. };
  27520. /**
  27521. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  27522. * Delay loaded resources are not taking in account
  27523. * @return true if all required resources are ready
  27524. */
  27525. Scene.prototype.isReady = function () {
  27526. if (this._isDisposed) {
  27527. return false;
  27528. }
  27529. var index;
  27530. var engine = this.getEngine();
  27531. // Effects
  27532. if (!engine.areAllEffectsReady()) {
  27533. return false;
  27534. }
  27535. // Pending data
  27536. if (this._pendingData.length > 0) {
  27537. return false;
  27538. }
  27539. // Meshes
  27540. for (index = 0; index < this.meshes.length; index++) {
  27541. var mesh = this.meshes[index];
  27542. if (!mesh.isEnabled()) {
  27543. continue;
  27544. }
  27545. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  27546. continue;
  27547. }
  27548. if (!mesh.isReady(true)) {
  27549. return false;
  27550. }
  27551. var hardwareInstancedRendering = mesh.getClassName() === "InstancedMesh" || mesh.getClassName() === "InstancedLinesMesh" || engine.getCaps().instancedArrays && mesh.instances.length > 0;
  27552. // Is Ready For Mesh
  27553. for (var _i = 0, _a = this._isReadyForMeshStage; _i < _a.length; _i++) {
  27554. var step = _a[_i];
  27555. if (!step.action(mesh, hardwareInstancedRendering)) {
  27556. return false;
  27557. }
  27558. }
  27559. }
  27560. // Geometries
  27561. for (index = 0; index < this.geometries.length; index++) {
  27562. var geometry = this.geometries[index];
  27563. if (geometry.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  27564. return false;
  27565. }
  27566. }
  27567. // Post-processes
  27568. if (this.activeCameras && this.activeCameras.length > 0) {
  27569. for (var _b = 0, _c = this.activeCameras; _b < _c.length; _b++) {
  27570. var camera = _c[_b];
  27571. if (!camera.isReady(true)) {
  27572. return false;
  27573. }
  27574. }
  27575. }
  27576. else if (this.activeCamera) {
  27577. if (!this.activeCamera.isReady(true)) {
  27578. return false;
  27579. }
  27580. }
  27581. // Particles
  27582. for (var _d = 0, _e = this.particleSystems; _d < _e.length; _d++) {
  27583. var particleSystem = _e[_d];
  27584. if (!particleSystem.isReady()) {
  27585. return false;
  27586. }
  27587. }
  27588. return true;
  27589. };
  27590. /** Resets all cached information relative to material (including effect and visibility) */
  27591. Scene.prototype.resetCachedMaterial = function () {
  27592. this._cachedMaterial = null;
  27593. this._cachedEffect = null;
  27594. this._cachedVisibility = null;
  27595. };
  27596. /**
  27597. * Registers a function to be called before every frame render
  27598. * @param func defines the function to register
  27599. */
  27600. Scene.prototype.registerBeforeRender = function (func) {
  27601. this.onBeforeRenderObservable.add(func);
  27602. };
  27603. /**
  27604. * Unregisters a function called before every frame render
  27605. * @param func defines the function to unregister
  27606. */
  27607. Scene.prototype.unregisterBeforeRender = function (func) {
  27608. this.onBeforeRenderObservable.removeCallback(func);
  27609. };
  27610. /**
  27611. * Registers a function to be called after every frame render
  27612. * @param func defines the function to register
  27613. */
  27614. Scene.prototype.registerAfterRender = function (func) {
  27615. this.onAfterRenderObservable.add(func);
  27616. };
  27617. /**
  27618. * Unregisters a function called after every frame render
  27619. * @param func defines the function to unregister
  27620. */
  27621. Scene.prototype.unregisterAfterRender = function (func) {
  27622. this.onAfterRenderObservable.removeCallback(func);
  27623. };
  27624. Scene.prototype._executeOnceBeforeRender = function (func) {
  27625. var _this = this;
  27626. var execFunc = function () {
  27627. func();
  27628. setTimeout(function () {
  27629. _this.unregisterBeforeRender(execFunc);
  27630. });
  27631. };
  27632. this.registerBeforeRender(execFunc);
  27633. };
  27634. /**
  27635. * The provided function will run before render once and will be disposed afterwards.
  27636. * A timeout delay can be provided so that the function will be executed in N ms.
  27637. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  27638. * @param func The function to be executed.
  27639. * @param timeout optional delay in ms
  27640. */
  27641. Scene.prototype.executeOnceBeforeRender = function (func, timeout) {
  27642. var _this = this;
  27643. if (timeout !== undefined) {
  27644. setTimeout(function () {
  27645. _this._executeOnceBeforeRender(func);
  27646. }, timeout);
  27647. }
  27648. else {
  27649. this._executeOnceBeforeRender(func);
  27650. }
  27651. };
  27652. /** @hidden */
  27653. Scene.prototype._addPendingData = function (data) {
  27654. this._pendingData.push(data);
  27655. };
  27656. /** @hidden */
  27657. Scene.prototype._removePendingData = function (data) {
  27658. var wasLoading = this.isLoading;
  27659. var index = this._pendingData.indexOf(data);
  27660. if (index !== -1) {
  27661. this._pendingData.splice(index, 1);
  27662. }
  27663. if (wasLoading && !this.isLoading) {
  27664. this.onDataLoadedObservable.notifyObservers(this);
  27665. }
  27666. };
  27667. /**
  27668. * Returns the number of items waiting to be loaded
  27669. * @returns the number of items waiting to be loaded
  27670. */
  27671. Scene.prototype.getWaitingItemsCount = function () {
  27672. return this._pendingData.length;
  27673. };
  27674. Object.defineProperty(Scene.prototype, "isLoading", {
  27675. /**
  27676. * Returns a boolean indicating if the scene is still loading data
  27677. */
  27678. get: function () {
  27679. return this._pendingData.length > 0;
  27680. },
  27681. enumerable: true,
  27682. configurable: true
  27683. });
  27684. /**
  27685. * Registers a function to be executed when the scene is ready
  27686. * @param {Function} func - the function to be executed
  27687. */
  27688. Scene.prototype.executeWhenReady = function (func) {
  27689. var _this = this;
  27690. this.onReadyObservable.add(func);
  27691. if (this._executeWhenReadyTimeoutId !== -1) {
  27692. return;
  27693. }
  27694. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27695. _this._checkIsReady();
  27696. }, 150);
  27697. };
  27698. /**
  27699. * Returns a promise that resolves when the scene is ready
  27700. * @returns A promise that resolves when the scene is ready
  27701. */
  27702. Scene.prototype.whenReadyAsync = function () {
  27703. var _this = this;
  27704. return new Promise(function (resolve) {
  27705. _this.executeWhenReady(function () {
  27706. resolve();
  27707. });
  27708. });
  27709. };
  27710. /** @hidden */
  27711. Scene.prototype._checkIsReady = function () {
  27712. var _this = this;
  27713. this._registerTransientComponents();
  27714. if (this.isReady()) {
  27715. this.onReadyObservable.notifyObservers(this);
  27716. this.onReadyObservable.clear();
  27717. this._executeWhenReadyTimeoutId = -1;
  27718. return;
  27719. }
  27720. this._executeWhenReadyTimeoutId = setTimeout(function () {
  27721. _this._checkIsReady();
  27722. }, 150);
  27723. };
  27724. // Animations
  27725. /**
  27726. * Will start the animation sequence of a given target
  27727. * @param target defines the target
  27728. * @param from defines from which frame should animation start
  27729. * @param to defines until which frame should animation run.
  27730. * @param weight defines the weight to apply to the animation (1.0 by default)
  27731. * @param loop defines if the animation loops
  27732. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27733. * @param onAnimationEnd defines the function to be executed when the animation ends
  27734. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27735. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27736. * @param onAnimationLoop defines the callback to call when an animation loops
  27737. * @returns the animatable object created for this animation
  27738. */
  27739. Scene.prototype.beginWeightedAnimation = function (target, from, to, weight, loop, speedRatio, onAnimationEnd, animatable, targetMask, onAnimationLoop) {
  27740. if (weight === void 0) { weight = 1.0; }
  27741. if (speedRatio === void 0) { speedRatio = 1.0; }
  27742. var returnedAnimatable = this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, false, targetMask, onAnimationLoop);
  27743. returnedAnimatable.weight = weight;
  27744. return returnedAnimatable;
  27745. };
  27746. /**
  27747. * Will start the animation sequence of a given target
  27748. * @param target defines the target
  27749. * @param from defines from which frame should animation start
  27750. * @param to defines until which frame should animation run.
  27751. * @param loop defines if the animation loops
  27752. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27753. * @param onAnimationEnd defines the function to be executed when the animation ends
  27754. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27755. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27756. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  27757. * @param onAnimationLoop defines the callback to call when an animation loops
  27758. * @returns the animatable object created for this animation
  27759. */
  27760. Scene.prototype.beginAnimation = function (target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop) {
  27761. if (speedRatio === void 0) { speedRatio = 1.0; }
  27762. if (stopCurrent === void 0) { stopCurrent = true; }
  27763. if (from > to && speedRatio > 0) {
  27764. speedRatio *= -1;
  27765. }
  27766. if (stopCurrent) {
  27767. this.stopAnimation(target, undefined, targetMask);
  27768. }
  27769. if (!animatable) {
  27770. animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, undefined, onAnimationLoop);
  27771. }
  27772. var shouldRunTargetAnimations = targetMask ? targetMask(target) : true;
  27773. // Local animations
  27774. if (target.animations && shouldRunTargetAnimations) {
  27775. animatable.appendAnimations(target, target.animations);
  27776. }
  27777. // Children animations
  27778. if (target.getAnimatables) {
  27779. var animatables = target.getAnimatables();
  27780. for (var index = 0; index < animatables.length; index++) {
  27781. this.beginAnimation(animatables[index], from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop);
  27782. }
  27783. }
  27784. animatable.reset();
  27785. return animatable;
  27786. };
  27787. /**
  27788. * Will start the animation sequence of a given target and its hierarchy
  27789. * @param target defines the target
  27790. * @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.
  27791. * @param from defines from which frame should animation start
  27792. * @param to defines until which frame should animation run.
  27793. * @param loop defines if the animation loops
  27794. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  27795. * @param onAnimationEnd defines the function to be executed when the animation ends
  27796. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  27797. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  27798. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  27799. * @param onAnimationLoop defines the callback to call when an animation loops
  27800. * @returns the list of created animatables
  27801. */
  27802. Scene.prototype.beginHierarchyAnimation = function (target, directDescendantsOnly, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask, onAnimationLoop) {
  27803. if (speedRatio === void 0) { speedRatio = 1.0; }
  27804. if (stopCurrent === void 0) { stopCurrent = true; }
  27805. var children = target.getDescendants(directDescendantsOnly);
  27806. var result = [];
  27807. result.push(this.beginAnimation(target, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27808. for (var _i = 0, children_1 = children; _i < children_1.length; _i++) {
  27809. var child = children_1[_i];
  27810. result.push(this.beginAnimation(child, from, to, loop, speedRatio, onAnimationEnd, animatable, stopCurrent, targetMask));
  27811. }
  27812. return result;
  27813. };
  27814. /**
  27815. * Begin a new animation on a given node
  27816. * @param target defines the target where the animation will take place
  27817. * @param animations defines the list of animations to start
  27818. * @param from defines the initial value
  27819. * @param to defines the final value
  27820. * @param loop defines if you want animation to loop (off by default)
  27821. * @param speedRatio defines the speed ratio to apply to all animations
  27822. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27823. * @param onAnimationLoop defines the callback to call when an animation loops
  27824. * @returns the list of created animatables
  27825. */
  27826. Scene.prototype.beginDirectAnimation = function (target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop) {
  27827. if (speedRatio === undefined) {
  27828. speedRatio = 1.0;
  27829. }
  27830. var animatable = new BABYLON.Animatable(this, target, from, to, loop, speedRatio, onAnimationEnd, animations, onAnimationLoop);
  27831. return animatable;
  27832. };
  27833. /**
  27834. * Begin a new animation on a given node and its hierarchy
  27835. * @param target defines the root node where the animation will take place
  27836. * @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.
  27837. * @param animations defines the list of animations to start
  27838. * @param from defines the initial value
  27839. * @param to defines the final value
  27840. * @param loop defines if you want animation to loop (off by default)
  27841. * @param speedRatio defines the speed ratio to apply to all animations
  27842. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  27843. * @param onAnimationLoop defines the callback to call when an animation loops
  27844. * @returns the list of animatables created for all nodes
  27845. */
  27846. Scene.prototype.beginDirectHierarchyAnimation = function (target, directDescendantsOnly, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop) {
  27847. var children = target.getDescendants(directDescendantsOnly);
  27848. var result = [];
  27849. result.push(this.beginDirectAnimation(target, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop));
  27850. for (var _i = 0, children_2 = children; _i < children_2.length; _i++) {
  27851. var child = children_2[_i];
  27852. result.push(this.beginDirectAnimation(child, animations, from, to, loop, speedRatio, onAnimationEnd, onAnimationLoop));
  27853. }
  27854. return result;
  27855. };
  27856. /**
  27857. * Gets the animatable associated with a specific target
  27858. * @param target defines the target of the animatable
  27859. * @returns the required animatable if found
  27860. */
  27861. Scene.prototype.getAnimatableByTarget = function (target) {
  27862. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27863. if (this._activeAnimatables[index].target === target) {
  27864. return this._activeAnimatables[index];
  27865. }
  27866. }
  27867. return null;
  27868. };
  27869. /**
  27870. * Gets all animatables associated with a given target
  27871. * @param target defines the target to look animatables for
  27872. * @returns an array of Animatables
  27873. */
  27874. Scene.prototype.getAllAnimatablesByTarget = function (target) {
  27875. var result = [];
  27876. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27877. if (this._activeAnimatables[index].target === target) {
  27878. result.push(this._activeAnimatables[index]);
  27879. }
  27880. }
  27881. return result;
  27882. };
  27883. Object.defineProperty(Scene.prototype, "animatables", {
  27884. /**
  27885. * Gets all animatable attached to the scene
  27886. */
  27887. get: function () {
  27888. return this._activeAnimatables;
  27889. },
  27890. enumerable: true,
  27891. configurable: true
  27892. });
  27893. /**
  27894. * Will stop the animation of the given target
  27895. * @param target - the target
  27896. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  27897. * @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)
  27898. */
  27899. Scene.prototype.stopAnimation = function (target, animationName, targetMask) {
  27900. var animatables = this.getAllAnimatablesByTarget(target);
  27901. for (var _i = 0, animatables_1 = animatables; _i < animatables_1.length; _i++) {
  27902. var animatable = animatables_1[_i];
  27903. animatable.stop(animationName, targetMask);
  27904. }
  27905. };
  27906. /**
  27907. * Stops and removes all animations that have been applied to the scene
  27908. */
  27909. Scene.prototype.stopAllAnimations = function () {
  27910. if (this._activeAnimatables) {
  27911. for (var i = 0; i < this._activeAnimatables.length; i++) {
  27912. this._activeAnimatables[i].stop();
  27913. }
  27914. this._activeAnimatables = [];
  27915. }
  27916. for (var _i = 0, _a = this.animationGroups; _i < _a.length; _i++) {
  27917. var group = _a[_i];
  27918. group.stop();
  27919. }
  27920. };
  27921. Scene.prototype._animate = function () {
  27922. if (!this.animationsEnabled || this._activeAnimatables.length === 0) {
  27923. return;
  27924. }
  27925. // Getting time
  27926. var now = BABYLON.Tools.Now;
  27927. if (!this._animationTimeLast) {
  27928. if (this._pendingData.length > 0) {
  27929. return;
  27930. }
  27931. this._animationTimeLast = now;
  27932. }
  27933. var deltaTime = this.useConstantAnimationDeltaTime ? 16.0 : (now - this._animationTimeLast) * this.animationTimeScale;
  27934. this._animationTime += deltaTime;
  27935. this._animationTimeLast = now;
  27936. for (var index = 0; index < this._activeAnimatables.length; index++) {
  27937. this._activeAnimatables[index]._animate(this._animationTime);
  27938. }
  27939. // Late animation bindings
  27940. this._processLateAnimationBindings();
  27941. };
  27942. /** @hidden */
  27943. Scene.prototype._registerTargetForLateAnimationBinding = function (runtimeAnimation, originalValue) {
  27944. var target = runtimeAnimation.target;
  27945. this._registeredForLateAnimationBindings.pushNoDuplicate(target);
  27946. if (!target._lateAnimationHolders) {
  27947. target._lateAnimationHolders = {};
  27948. }
  27949. if (!target._lateAnimationHolders[runtimeAnimation.targetPath]) {
  27950. target._lateAnimationHolders[runtimeAnimation.targetPath] = {
  27951. totalWeight: 0,
  27952. animations: [],
  27953. originalValue: originalValue
  27954. };
  27955. }
  27956. target._lateAnimationHolders[runtimeAnimation.targetPath].animations.push(runtimeAnimation);
  27957. target._lateAnimationHolders[runtimeAnimation.targetPath].totalWeight += runtimeAnimation.weight;
  27958. };
  27959. Scene.prototype._processLateAnimationBindingsForMatrices = function (holder) {
  27960. var normalizer = 1.0;
  27961. var finalPosition = BABYLON.Tmp.Vector3[0];
  27962. var finalScaling = BABYLON.Tmp.Vector3[1];
  27963. var finalQuaternion = BABYLON.Tmp.Quaternion[0];
  27964. var startIndex = 0;
  27965. var originalAnimation = holder.animations[0];
  27966. var originalValue = holder.originalValue;
  27967. var scale = 1;
  27968. if (holder.totalWeight < 1.0) {
  27969. // We need to mix the original value in
  27970. originalValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27971. scale = 1.0 - holder.totalWeight;
  27972. }
  27973. else {
  27974. startIndex = 1;
  27975. // We need to normalize the weights
  27976. normalizer = holder.totalWeight;
  27977. originalAnimation.currentValue.decompose(finalScaling, finalQuaternion, finalPosition);
  27978. scale = originalAnimation.weight / normalizer;
  27979. if (scale == 1) {
  27980. return originalAnimation.currentValue;
  27981. }
  27982. }
  27983. finalScaling.scaleInPlace(scale);
  27984. finalPosition.scaleInPlace(scale);
  27985. finalQuaternion.scaleInPlace(scale);
  27986. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  27987. var runtimeAnimation = holder.animations[animIndex];
  27988. var scale = runtimeAnimation.weight / normalizer;
  27989. var currentPosition = BABYLON.Tmp.Vector3[2];
  27990. var currentScaling = BABYLON.Tmp.Vector3[3];
  27991. var currentQuaternion = BABYLON.Tmp.Quaternion[1];
  27992. runtimeAnimation.currentValue.decompose(currentScaling, currentQuaternion, currentPosition);
  27993. currentScaling.scaleAndAddToRef(scale, finalScaling);
  27994. currentQuaternion.scaleAndAddToRef(scale, finalQuaternion);
  27995. currentPosition.scaleAndAddToRef(scale, finalPosition);
  27996. }
  27997. BABYLON.Matrix.ComposeToRef(finalScaling, finalQuaternion, finalPosition, originalAnimation._workValue);
  27998. return originalAnimation._workValue;
  27999. };
  28000. Scene.prototype._processLateAnimationBindingsForQuaternions = function (holder, refQuaternion) {
  28001. var originalAnimation = holder.animations[0];
  28002. var originalValue = holder.originalValue;
  28003. if (holder.animations.length === 1) {
  28004. BABYLON.Quaternion.SlerpToRef(originalValue, originalAnimation.currentValue, Math.min(1.0, holder.totalWeight), refQuaternion);
  28005. return refQuaternion;
  28006. }
  28007. var normalizer = 1.0;
  28008. var quaternions;
  28009. var weights;
  28010. if (holder.totalWeight < 1.0) {
  28011. var scale = 1.0 - holder.totalWeight;
  28012. quaternions = [];
  28013. weights = [];
  28014. quaternions.push(originalValue);
  28015. weights.push(scale);
  28016. }
  28017. else {
  28018. if (holder.animations.length === 2) { // Slerp as soon as we can
  28019. BABYLON.Quaternion.SlerpToRef(holder.animations[0].currentValue, holder.animations[1].currentValue, holder.animations[1].weight / holder.totalWeight, refQuaternion);
  28020. return refQuaternion;
  28021. }
  28022. quaternions = [];
  28023. weights = [];
  28024. normalizer = holder.totalWeight;
  28025. }
  28026. for (var animIndex = 0; animIndex < holder.animations.length; animIndex++) {
  28027. var runtimeAnimation = holder.animations[animIndex];
  28028. quaternions.push(runtimeAnimation.currentValue);
  28029. weights.push(runtimeAnimation.weight / normalizer);
  28030. }
  28031. // https://gamedev.stackexchange.com/questions/62354/method-for-interpolation-between-3-quaternions
  28032. var cumulativeAmount = 0;
  28033. var cumulativeQuaternion = null;
  28034. for (var index = 0; index < quaternions.length;) {
  28035. if (!cumulativeQuaternion) {
  28036. BABYLON.Quaternion.SlerpToRef(quaternions[index], quaternions[index + 1], weights[index + 1] / (weights[index] + weights[index + 1]), refQuaternion);
  28037. cumulativeQuaternion = refQuaternion;
  28038. cumulativeAmount = weights[index] + weights[index + 1];
  28039. index += 2;
  28040. continue;
  28041. }
  28042. cumulativeAmount += weights[index];
  28043. BABYLON.Quaternion.SlerpToRef(cumulativeQuaternion, quaternions[index], weights[index] / cumulativeAmount, cumulativeQuaternion);
  28044. index++;
  28045. }
  28046. return cumulativeQuaternion;
  28047. };
  28048. Scene.prototype._processLateAnimationBindings = function () {
  28049. if (!this._registeredForLateAnimationBindings.length) {
  28050. return;
  28051. }
  28052. for (var index = 0; index < this._registeredForLateAnimationBindings.length; index++) {
  28053. var target = this._registeredForLateAnimationBindings.data[index];
  28054. for (var path in target._lateAnimationHolders) {
  28055. var holder = target._lateAnimationHolders[path];
  28056. var originalAnimation = holder.animations[0];
  28057. var originalValue = holder.originalValue;
  28058. var matrixDecomposeMode = BABYLON.Animation.AllowMatrixDecomposeForInterpolation && originalValue.m; // ie. data is matrix
  28059. var finalValue = target[path];
  28060. if (matrixDecomposeMode) {
  28061. finalValue = this._processLateAnimationBindingsForMatrices(holder);
  28062. }
  28063. else {
  28064. var quaternionMode = originalValue.w !== undefined;
  28065. if (quaternionMode) {
  28066. finalValue = this._processLateAnimationBindingsForQuaternions(holder, finalValue || BABYLON.Quaternion.Identity());
  28067. }
  28068. else {
  28069. var startIndex = 0;
  28070. var normalizer = 1.0;
  28071. if (holder.totalWeight < 1.0) {
  28072. // We need to mix the original value in
  28073. if (originalValue.scale) {
  28074. finalValue = originalValue.scale(1.0 - holder.totalWeight);
  28075. }
  28076. else {
  28077. finalValue = originalValue * (1.0 - holder.totalWeight);
  28078. }
  28079. }
  28080. else {
  28081. // We need to normalize the weights
  28082. normalizer = holder.totalWeight;
  28083. var scale_1 = originalAnimation.weight / normalizer;
  28084. if (scale_1 !== 1) {
  28085. if (originalAnimation.currentValue.scale) {
  28086. finalValue = originalAnimation.currentValue.scale(scale_1);
  28087. }
  28088. else {
  28089. finalValue = originalAnimation.currentValue * scale_1;
  28090. }
  28091. }
  28092. else {
  28093. finalValue = originalAnimation.currentValue;
  28094. }
  28095. startIndex = 1;
  28096. }
  28097. for (var animIndex = startIndex; animIndex < holder.animations.length; animIndex++) {
  28098. var runtimeAnimation = holder.animations[animIndex];
  28099. var scale = runtimeAnimation.weight / normalizer;
  28100. if (runtimeAnimation.currentValue.scaleAndAddToRef) {
  28101. runtimeAnimation.currentValue.scaleAndAddToRef(scale, finalValue);
  28102. }
  28103. else {
  28104. finalValue += runtimeAnimation.currentValue * scale;
  28105. }
  28106. }
  28107. }
  28108. }
  28109. target[path] = finalValue;
  28110. }
  28111. target._lateAnimationHolders = {};
  28112. }
  28113. this._registeredForLateAnimationBindings.reset();
  28114. };
  28115. // Matrix
  28116. /** @hidden */
  28117. Scene.prototype._switchToAlternateCameraConfiguration = function (active) {
  28118. this._useAlternateCameraConfiguration = active;
  28119. };
  28120. /**
  28121. * Gets the current view matrix
  28122. * @returns a Matrix
  28123. */
  28124. Scene.prototype.getViewMatrix = function () {
  28125. return this._useAlternateCameraConfiguration ? this._alternateViewMatrix : this._viewMatrix;
  28126. };
  28127. /**
  28128. * Gets the current projection matrix
  28129. * @returns a Matrix
  28130. */
  28131. Scene.prototype.getProjectionMatrix = function () {
  28132. return this._useAlternateCameraConfiguration ? this._alternateProjectionMatrix : this._projectionMatrix;
  28133. };
  28134. /**
  28135. * Gets the current transform matrix
  28136. * @returns a Matrix made of View * Projection
  28137. */
  28138. Scene.prototype.getTransformMatrix = function () {
  28139. return this._useAlternateCameraConfiguration ? this._alternateTransformMatrix : this._transformMatrix;
  28140. };
  28141. /**
  28142. * Sets the current transform matrix
  28143. * @param view defines the View matrix to use
  28144. * @param projection defines the Projection matrix to use
  28145. */
  28146. Scene.prototype.setTransformMatrix = function (view, projection) {
  28147. if (this._viewUpdateFlag === view.updateFlag && this._projectionUpdateFlag === projection.updateFlag) {
  28148. return;
  28149. }
  28150. this._viewUpdateFlag = view.updateFlag;
  28151. this._projectionUpdateFlag = projection.updateFlag;
  28152. this._viewMatrix = view;
  28153. this._projectionMatrix = projection;
  28154. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  28155. // Update frustum
  28156. if (!this._frustumPlanes) {
  28157. this._frustumPlanes = BABYLON.Frustum.GetPlanes(this._transformMatrix);
  28158. }
  28159. else {
  28160. BABYLON.Frustum.GetPlanesToRef(this._transformMatrix, this._frustumPlanes);
  28161. }
  28162. if (this.activeCamera && this.activeCamera._alternateCamera) {
  28163. var otherCamera = this.activeCamera._alternateCamera;
  28164. otherCamera.getViewMatrix().multiplyToRef(otherCamera.getProjectionMatrix(), BABYLON.Tmp.Matrix[0]);
  28165. BABYLON.Frustum.GetRightPlaneToRef(BABYLON.Tmp.Matrix[0], this._frustumPlanes[3]); // Replace right plane by second camera right plane
  28166. }
  28167. if (this._sceneUbo.useUbo) {
  28168. this._sceneUbo.updateMatrix("viewProjection", this._transformMatrix);
  28169. this._sceneUbo.updateMatrix("view", this._viewMatrix);
  28170. this._sceneUbo.update();
  28171. }
  28172. };
  28173. /** @hidden */
  28174. Scene.prototype._setAlternateTransformMatrix = function (view, projection) {
  28175. if (this._alternateViewUpdateFlag === view.updateFlag && this._alternateProjectionUpdateFlag === projection.updateFlag) {
  28176. return;
  28177. }
  28178. this._alternateViewUpdateFlag = view.updateFlag;
  28179. this._alternateProjectionUpdateFlag = projection.updateFlag;
  28180. this._alternateViewMatrix = view;
  28181. this._alternateProjectionMatrix = projection;
  28182. if (!this._alternateTransformMatrix) {
  28183. this._alternateTransformMatrix = BABYLON.Matrix.Zero();
  28184. }
  28185. this._alternateViewMatrix.multiplyToRef(this._alternateProjectionMatrix, this._alternateTransformMatrix);
  28186. if (!this._alternateSceneUbo) {
  28187. this._createAlternateUbo();
  28188. }
  28189. if (this._alternateSceneUbo.useUbo) {
  28190. this._alternateSceneUbo.updateMatrix("viewProjection", this._alternateTransformMatrix);
  28191. this._alternateSceneUbo.updateMatrix("view", this._alternateViewMatrix);
  28192. this._alternateSceneUbo.update();
  28193. }
  28194. };
  28195. /**
  28196. * Gets the uniform buffer used to store scene data
  28197. * @returns a UniformBuffer
  28198. */
  28199. Scene.prototype.getSceneUniformBuffer = function () {
  28200. return this._useAlternateCameraConfiguration ? this._alternateSceneUbo : this._sceneUbo;
  28201. };
  28202. /**
  28203. * Gets an unique (relatively to the current scene) Id
  28204. * @returns an unique number for the scene
  28205. */
  28206. Scene.prototype.getUniqueId = function () {
  28207. var result = Scene._uniqueIdCounter;
  28208. Scene._uniqueIdCounter++;
  28209. return result;
  28210. };
  28211. /**
  28212. * Add a mesh to the list of scene's meshes
  28213. * @param newMesh defines the mesh to add
  28214. * @param recursive if all child meshes should also be added to the scene
  28215. */
  28216. Scene.prototype.addMesh = function (newMesh, recursive) {
  28217. var _this = this;
  28218. if (recursive === void 0) { recursive = false; }
  28219. this.meshes.push(newMesh);
  28220. //notify the collision coordinator
  28221. if (this.collisionCoordinator) {
  28222. this.collisionCoordinator.onMeshAdded(newMesh);
  28223. }
  28224. newMesh._resyncLightSources();
  28225. this.onNewMeshAddedObservable.notifyObservers(newMesh);
  28226. if (recursive) {
  28227. newMesh.getChildMeshes().forEach(function (m) {
  28228. _this.addMesh(m);
  28229. });
  28230. }
  28231. };
  28232. /**
  28233. * Remove a mesh for the list of scene's meshes
  28234. * @param toRemove defines the mesh to remove
  28235. * @param recursive if all child meshes should also be removed from the scene
  28236. * @returns the index where the mesh was in the mesh list
  28237. */
  28238. Scene.prototype.removeMesh = function (toRemove, recursive) {
  28239. var _this = this;
  28240. if (recursive === void 0) { recursive = false; }
  28241. var index = this.meshes.indexOf(toRemove);
  28242. if (index !== -1) {
  28243. // Remove from the scene if mesh found
  28244. this.meshes[index] = this.meshes[this.meshes.length - 1];
  28245. this.meshes.pop();
  28246. }
  28247. this.onMeshRemovedObservable.notifyObservers(toRemove);
  28248. if (recursive) {
  28249. toRemove.getChildMeshes().forEach(function (m) {
  28250. _this.removeMesh(m);
  28251. });
  28252. }
  28253. return index;
  28254. };
  28255. /**
  28256. * Add a transform node to the list of scene's transform nodes
  28257. * @param newTransformNode defines the transform node to add
  28258. */
  28259. Scene.prototype.addTransformNode = function (newTransformNode) {
  28260. newTransformNode._indexInSceneTransformNodesArray = this.transformNodes.length;
  28261. this.transformNodes.push(newTransformNode);
  28262. this.onNewTransformNodeAddedObservable.notifyObservers(newTransformNode);
  28263. };
  28264. /**
  28265. * Remove a transform node for the list of scene's transform nodes
  28266. * @param toRemove defines the transform node to remove
  28267. * @returns the index where the transform node was in the transform node list
  28268. */
  28269. Scene.prototype.removeTransformNode = function (toRemove) {
  28270. var index = toRemove._indexInSceneTransformNodesArray;
  28271. if (index !== -1) {
  28272. if (index !== this.transformNodes.length - 1) {
  28273. var lastNode = this.transformNodes[this.transformNodes.length - 1];
  28274. this.transformNodes[index] = lastNode;
  28275. lastNode._indexInSceneTransformNodesArray = index;
  28276. }
  28277. toRemove._indexInSceneTransformNodesArray = -1;
  28278. this.transformNodes.pop();
  28279. }
  28280. this.onTransformNodeRemovedObservable.notifyObservers(toRemove);
  28281. return index;
  28282. };
  28283. /**
  28284. * Remove a skeleton for the list of scene's skeletons
  28285. * @param toRemove defines the skeleton to remove
  28286. * @returns the index where the skeleton was in the skeleton list
  28287. */
  28288. Scene.prototype.removeSkeleton = function (toRemove) {
  28289. var index = this.skeletons.indexOf(toRemove);
  28290. if (index !== -1) {
  28291. // Remove from the scene if found
  28292. this.skeletons.splice(index, 1);
  28293. }
  28294. return index;
  28295. };
  28296. /**
  28297. * Remove a morph target for the list of scene's morph targets
  28298. * @param toRemove defines the morph target to remove
  28299. * @returns the index where the morph target was in the morph target list
  28300. */
  28301. Scene.prototype.removeMorphTargetManager = function (toRemove) {
  28302. var index = this.morphTargetManagers.indexOf(toRemove);
  28303. if (index !== -1) {
  28304. // Remove from the scene if found
  28305. this.morphTargetManagers.splice(index, 1);
  28306. }
  28307. return index;
  28308. };
  28309. /**
  28310. * Remove a light for the list of scene's lights
  28311. * @param toRemove defines the light to remove
  28312. * @returns the index where the light was in the light list
  28313. */
  28314. Scene.prototype.removeLight = function (toRemove) {
  28315. var index = this.lights.indexOf(toRemove);
  28316. if (index !== -1) {
  28317. // Remove from meshes
  28318. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28319. var mesh = _a[_i];
  28320. mesh._removeLightSource(toRemove);
  28321. }
  28322. // Remove from the scene if mesh found
  28323. this.lights.splice(index, 1);
  28324. this.sortLightsByPriority();
  28325. }
  28326. this.onLightRemovedObservable.notifyObservers(toRemove);
  28327. return index;
  28328. };
  28329. /**
  28330. * Remove a camera for the list of scene's cameras
  28331. * @param toRemove defines the camera to remove
  28332. * @returns the index where the camera was in the camera list
  28333. */
  28334. Scene.prototype.removeCamera = function (toRemove) {
  28335. var index = this.cameras.indexOf(toRemove);
  28336. if (index !== -1) {
  28337. // Remove from the scene if mesh found
  28338. this.cameras.splice(index, 1);
  28339. }
  28340. // Remove from activeCameras
  28341. var index2 = this.activeCameras.indexOf(toRemove);
  28342. if (index2 !== -1) {
  28343. // Remove from the scene if mesh found
  28344. this.activeCameras.splice(index2, 1);
  28345. }
  28346. // Reset the activeCamera
  28347. if (this.activeCamera === toRemove) {
  28348. if (this.cameras.length > 0) {
  28349. this.activeCamera = this.cameras[0];
  28350. }
  28351. else {
  28352. this.activeCamera = null;
  28353. }
  28354. }
  28355. this.onCameraRemovedObservable.notifyObservers(toRemove);
  28356. return index;
  28357. };
  28358. /**
  28359. * Remove a particle system for the list of scene's particle systems
  28360. * @param toRemove defines the particle system to remove
  28361. * @returns the index where the particle system was in the particle system list
  28362. */
  28363. Scene.prototype.removeParticleSystem = function (toRemove) {
  28364. var index = this.particleSystems.indexOf(toRemove);
  28365. if (index !== -1) {
  28366. this.particleSystems.splice(index, 1);
  28367. }
  28368. return index;
  28369. };
  28370. /**
  28371. * Remove a animation for the list of scene's animations
  28372. * @param toRemove defines the animation to remove
  28373. * @returns the index where the animation was in the animation list
  28374. */
  28375. Scene.prototype.removeAnimation = function (toRemove) {
  28376. var index = this.animations.indexOf(toRemove);
  28377. if (index !== -1) {
  28378. this.animations.splice(index, 1);
  28379. }
  28380. return index;
  28381. };
  28382. /**
  28383. * Removes the given animation group from this scene.
  28384. * @param toRemove The animation group to remove
  28385. * @returns The index of the removed animation group
  28386. */
  28387. Scene.prototype.removeAnimationGroup = function (toRemove) {
  28388. var index = this.animationGroups.indexOf(toRemove);
  28389. if (index !== -1) {
  28390. this.animationGroups.splice(index, 1);
  28391. }
  28392. return index;
  28393. };
  28394. /**
  28395. * Removes the given multi-material from this scene.
  28396. * @param toRemove The multi-material to remove
  28397. * @returns The index of the removed multi-material
  28398. */
  28399. Scene.prototype.removeMultiMaterial = function (toRemove) {
  28400. var index = this.multiMaterials.indexOf(toRemove);
  28401. if (index !== -1) {
  28402. this.multiMaterials.splice(index, 1);
  28403. }
  28404. return index;
  28405. };
  28406. /**
  28407. * Removes the given material from this scene.
  28408. * @param toRemove The material to remove
  28409. * @returns The index of the removed material
  28410. */
  28411. Scene.prototype.removeMaterial = function (toRemove) {
  28412. var index = toRemove._indexInSceneMaterialArray;
  28413. if (index !== -1) {
  28414. if (index !== this.materials.length - 1) {
  28415. var lastMaterial = this.materials[this.materials.length - 1];
  28416. this.materials[index] = lastMaterial;
  28417. lastMaterial._indexInSceneMaterialArray = index;
  28418. }
  28419. toRemove._indexInSceneMaterialArray = -1;
  28420. this.materials.pop();
  28421. }
  28422. this.onMaterialRemovedObservable.notifyObservers(toRemove);
  28423. return index;
  28424. };
  28425. /**
  28426. * Removes the given action manager from this scene.
  28427. * @param toRemove The action manager to remove
  28428. * @returns The index of the removed action manager
  28429. */
  28430. Scene.prototype.removeActionManager = function (toRemove) {
  28431. var index = this.actionManagers.indexOf(toRemove);
  28432. if (index !== -1) {
  28433. this.actionManagers.splice(index, 1);
  28434. }
  28435. return index;
  28436. };
  28437. /**
  28438. * Removes the given texture from this scene.
  28439. * @param toRemove The texture to remove
  28440. * @returns The index of the removed texture
  28441. */
  28442. Scene.prototype.removeTexture = function (toRemove) {
  28443. var index = this.textures.indexOf(toRemove);
  28444. if (index !== -1) {
  28445. this.textures.splice(index, 1);
  28446. }
  28447. this.onTextureRemovedObservable.notifyObservers(toRemove);
  28448. return index;
  28449. };
  28450. /**
  28451. * Adds the given light to this scene
  28452. * @param newLight The light to add
  28453. */
  28454. Scene.prototype.addLight = function (newLight) {
  28455. this.lights.push(newLight);
  28456. this.sortLightsByPriority();
  28457. // Add light to all meshes (To support if the light is removed and then readded)
  28458. for (var _i = 0, _a = this.meshes; _i < _a.length; _i++) {
  28459. var mesh = _a[_i];
  28460. if (mesh._lightSources.indexOf(newLight) === -1) {
  28461. mesh._lightSources.push(newLight);
  28462. mesh._resyncLightSources();
  28463. }
  28464. }
  28465. this.onNewLightAddedObservable.notifyObservers(newLight);
  28466. };
  28467. /**
  28468. * Sorts the list list based on light priorities
  28469. */
  28470. Scene.prototype.sortLightsByPriority = function () {
  28471. if (this.requireLightSorting) {
  28472. this.lights.sort(BABYLON.Light.CompareLightsPriority);
  28473. }
  28474. };
  28475. /**
  28476. * Adds the given camera to this scene
  28477. * @param newCamera The camera to add
  28478. */
  28479. Scene.prototype.addCamera = function (newCamera) {
  28480. this.cameras.push(newCamera);
  28481. this.onNewCameraAddedObservable.notifyObservers(newCamera);
  28482. };
  28483. /**
  28484. * Adds the given skeleton to this scene
  28485. * @param newSkeleton The skeleton to add
  28486. */
  28487. Scene.prototype.addSkeleton = function (newSkeleton) {
  28488. this.skeletons.push(newSkeleton);
  28489. };
  28490. /**
  28491. * Adds the given particle system to this scene
  28492. * @param newParticleSystem The particle system to add
  28493. */
  28494. Scene.prototype.addParticleSystem = function (newParticleSystem) {
  28495. this.particleSystems.push(newParticleSystem);
  28496. };
  28497. /**
  28498. * Adds the given animation to this scene
  28499. * @param newAnimation The animation to add
  28500. */
  28501. Scene.prototype.addAnimation = function (newAnimation) {
  28502. this.animations.push(newAnimation);
  28503. };
  28504. /**
  28505. * Adds the given animation group to this scene.
  28506. * @param newAnimationGroup The animation group to add
  28507. */
  28508. Scene.prototype.addAnimationGroup = function (newAnimationGroup) {
  28509. this.animationGroups.push(newAnimationGroup);
  28510. };
  28511. /**
  28512. * Adds the given multi-material to this scene
  28513. * @param newMultiMaterial The multi-material to add
  28514. */
  28515. Scene.prototype.addMultiMaterial = function (newMultiMaterial) {
  28516. this.multiMaterials.push(newMultiMaterial);
  28517. };
  28518. /**
  28519. * Adds the given material to this scene
  28520. * @param newMaterial The material to add
  28521. */
  28522. Scene.prototype.addMaterial = function (newMaterial) {
  28523. newMaterial._indexInSceneMaterialArray = this.materials.length;
  28524. this.materials.push(newMaterial);
  28525. this.onNewMaterialAddedObservable.notifyObservers(newMaterial);
  28526. };
  28527. /**
  28528. * Adds the given morph target to this scene
  28529. * @param newMorphTargetManager The morph target to add
  28530. */
  28531. Scene.prototype.addMorphTargetManager = function (newMorphTargetManager) {
  28532. this.morphTargetManagers.push(newMorphTargetManager);
  28533. };
  28534. /**
  28535. * Adds the given geometry to this scene
  28536. * @param newGeometry The geometry to add
  28537. */
  28538. Scene.prototype.addGeometry = function (newGeometry) {
  28539. if (this.geometriesById) {
  28540. this.geometriesById[newGeometry.id] = this.geometries.length;
  28541. }
  28542. this.geometries.push(newGeometry);
  28543. };
  28544. /**
  28545. * Adds the given action manager to this scene
  28546. * @param newActionManager The action manager to add
  28547. */
  28548. Scene.prototype.addActionManager = function (newActionManager) {
  28549. this.actionManagers.push(newActionManager);
  28550. };
  28551. /**
  28552. * Adds the given texture to this scene.
  28553. * @param newTexture The texture to add
  28554. */
  28555. Scene.prototype.addTexture = function (newTexture) {
  28556. this.textures.push(newTexture);
  28557. this.onNewTextureAddedObservable.notifyObservers(newTexture);
  28558. };
  28559. /**
  28560. * Switch active camera
  28561. * @param newCamera defines the new active camera
  28562. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  28563. */
  28564. Scene.prototype.switchActiveCamera = function (newCamera, attachControl) {
  28565. if (attachControl === void 0) { attachControl = true; }
  28566. var canvas = this._engine.getRenderingCanvas();
  28567. if (!canvas) {
  28568. return;
  28569. }
  28570. if (this.activeCamera) {
  28571. this.activeCamera.detachControl(canvas);
  28572. }
  28573. this.activeCamera = newCamera;
  28574. if (attachControl) {
  28575. newCamera.attachControl(canvas);
  28576. }
  28577. };
  28578. /**
  28579. * sets the active camera of the scene using its ID
  28580. * @param id defines the camera's ID
  28581. * @return the new active camera or null if none found.
  28582. */
  28583. Scene.prototype.setActiveCameraByID = function (id) {
  28584. var camera = this.getCameraByID(id);
  28585. if (camera) {
  28586. this.activeCamera = camera;
  28587. return camera;
  28588. }
  28589. return null;
  28590. };
  28591. /**
  28592. * sets the active camera of the scene using its name
  28593. * @param name defines the camera's name
  28594. * @returns the new active camera or null if none found.
  28595. */
  28596. Scene.prototype.setActiveCameraByName = function (name) {
  28597. var camera = this.getCameraByName(name);
  28598. if (camera) {
  28599. this.activeCamera = camera;
  28600. return camera;
  28601. }
  28602. return null;
  28603. };
  28604. /**
  28605. * get an animation group using its name
  28606. * @param name defines the material's name
  28607. * @return the animation group or null if none found.
  28608. */
  28609. Scene.prototype.getAnimationGroupByName = function (name) {
  28610. for (var index = 0; index < this.animationGroups.length; index++) {
  28611. if (this.animationGroups[index].name === name) {
  28612. return this.animationGroups[index];
  28613. }
  28614. }
  28615. return null;
  28616. };
  28617. /**
  28618. * get a material using its id
  28619. * @param id defines the material's ID
  28620. * @return the material or null if none found.
  28621. */
  28622. Scene.prototype.getMaterialByID = function (id) {
  28623. for (var index = 0; index < this.materials.length; index++) {
  28624. if (this.materials[index].id === id) {
  28625. return this.materials[index];
  28626. }
  28627. }
  28628. return null;
  28629. };
  28630. /**
  28631. * Gets a material using its name
  28632. * @param name defines the material's name
  28633. * @return the material or null if none found.
  28634. */
  28635. Scene.prototype.getMaterialByName = function (name) {
  28636. for (var index = 0; index < this.materials.length; index++) {
  28637. if (this.materials[index].name === name) {
  28638. return this.materials[index];
  28639. }
  28640. }
  28641. return null;
  28642. };
  28643. /**
  28644. * Gets a camera using its id
  28645. * @param id defines the id to look for
  28646. * @returns the camera or null if not found
  28647. */
  28648. Scene.prototype.getCameraByID = function (id) {
  28649. for (var index = 0; index < this.cameras.length; index++) {
  28650. if (this.cameras[index].id === id) {
  28651. return this.cameras[index];
  28652. }
  28653. }
  28654. return null;
  28655. };
  28656. /**
  28657. * Gets a camera using its unique id
  28658. * @param uniqueId defines the unique id to look for
  28659. * @returns the camera or null if not found
  28660. */
  28661. Scene.prototype.getCameraByUniqueID = function (uniqueId) {
  28662. for (var index = 0; index < this.cameras.length; index++) {
  28663. if (this.cameras[index].uniqueId === uniqueId) {
  28664. return this.cameras[index];
  28665. }
  28666. }
  28667. return null;
  28668. };
  28669. /**
  28670. * Gets a camera using its name
  28671. * @param name defines the camera's name
  28672. * @return the camera or null if none found.
  28673. */
  28674. Scene.prototype.getCameraByName = function (name) {
  28675. for (var index = 0; index < this.cameras.length; index++) {
  28676. if (this.cameras[index].name === name) {
  28677. return this.cameras[index];
  28678. }
  28679. }
  28680. return null;
  28681. };
  28682. /**
  28683. * Gets a bone using its id
  28684. * @param id defines the bone's id
  28685. * @return the bone or null if not found
  28686. */
  28687. Scene.prototype.getBoneByID = function (id) {
  28688. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28689. var skeleton = this.skeletons[skeletonIndex];
  28690. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28691. if (skeleton.bones[boneIndex].id === id) {
  28692. return skeleton.bones[boneIndex];
  28693. }
  28694. }
  28695. }
  28696. return null;
  28697. };
  28698. /**
  28699. * Gets a bone using its id
  28700. * @param name defines the bone's name
  28701. * @return the bone or null if not found
  28702. */
  28703. Scene.prototype.getBoneByName = function (name) {
  28704. for (var skeletonIndex = 0; skeletonIndex < this.skeletons.length; skeletonIndex++) {
  28705. var skeleton = this.skeletons[skeletonIndex];
  28706. for (var boneIndex = 0; boneIndex < skeleton.bones.length; boneIndex++) {
  28707. if (skeleton.bones[boneIndex].name === name) {
  28708. return skeleton.bones[boneIndex];
  28709. }
  28710. }
  28711. }
  28712. return null;
  28713. };
  28714. /**
  28715. * Gets a light node using its name
  28716. * @param name defines the the light's name
  28717. * @return the light or null if none found.
  28718. */
  28719. Scene.prototype.getLightByName = function (name) {
  28720. for (var index = 0; index < this.lights.length; index++) {
  28721. if (this.lights[index].name === name) {
  28722. return this.lights[index];
  28723. }
  28724. }
  28725. return null;
  28726. };
  28727. /**
  28728. * Gets a light node using its id
  28729. * @param id defines the light's id
  28730. * @return the light or null if none found.
  28731. */
  28732. Scene.prototype.getLightByID = function (id) {
  28733. for (var index = 0; index < this.lights.length; index++) {
  28734. if (this.lights[index].id === id) {
  28735. return this.lights[index];
  28736. }
  28737. }
  28738. return null;
  28739. };
  28740. /**
  28741. * Gets a light node using its scene-generated unique ID
  28742. * @param uniqueId defines the light's unique id
  28743. * @return the light or null if none found.
  28744. */
  28745. Scene.prototype.getLightByUniqueID = function (uniqueId) {
  28746. for (var index = 0; index < this.lights.length; index++) {
  28747. if (this.lights[index].uniqueId === uniqueId) {
  28748. return this.lights[index];
  28749. }
  28750. }
  28751. return null;
  28752. };
  28753. /**
  28754. * Gets a particle system by id
  28755. * @param id defines the particle system id
  28756. * @return the corresponding system or null if none found
  28757. */
  28758. Scene.prototype.getParticleSystemByID = function (id) {
  28759. for (var index = 0; index < this.particleSystems.length; index++) {
  28760. if (this.particleSystems[index].id === id) {
  28761. return this.particleSystems[index];
  28762. }
  28763. }
  28764. return null;
  28765. };
  28766. /**
  28767. * Gets a geometry using its ID
  28768. * @param id defines the geometry's id
  28769. * @return the geometry or null if none found.
  28770. */
  28771. Scene.prototype.getGeometryByID = function (id) {
  28772. if (this.geometriesById) {
  28773. var index_1 = this.geometriesById[id];
  28774. if (index_1 !== undefined) {
  28775. return this.geometries[index_1];
  28776. }
  28777. }
  28778. else {
  28779. for (var index = 0; index < this.geometries.length; index++) {
  28780. if (this.geometries[index].id === id) {
  28781. return this.geometries[index];
  28782. }
  28783. }
  28784. }
  28785. return null;
  28786. };
  28787. Scene.prototype._getGeometryByUniqueID = function (id) {
  28788. for (var index = 0; index < this.geometries.length; index++) {
  28789. if (this.geometries[index].uniqueId === id) {
  28790. return this.geometries[index];
  28791. }
  28792. }
  28793. return null;
  28794. };
  28795. /**
  28796. * Add a new geometry to this scene
  28797. * @param geometry defines the geometry to be added to the scene.
  28798. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  28799. * @return a boolean defining if the geometry was added or not
  28800. */
  28801. Scene.prototype.pushGeometry = function (geometry, force) {
  28802. if (!force && this._getGeometryByUniqueID(geometry.uniqueId)) {
  28803. return false;
  28804. }
  28805. this.addGeometry(geometry);
  28806. //notify the collision coordinator
  28807. if (this.collisionCoordinator) {
  28808. this.collisionCoordinator.onGeometryAdded(geometry);
  28809. }
  28810. this.onNewGeometryAddedObservable.notifyObservers(geometry);
  28811. return true;
  28812. };
  28813. /**
  28814. * Removes an existing geometry
  28815. * @param geometry defines the geometry to be removed from the scene
  28816. * @return a boolean defining if the geometry was removed or not
  28817. */
  28818. Scene.prototype.removeGeometry = function (geometry) {
  28819. var index;
  28820. if (this.geometriesById) {
  28821. index = this.geometriesById[geometry.id];
  28822. if (index === undefined) {
  28823. return false;
  28824. }
  28825. }
  28826. else {
  28827. index = this.geometries.indexOf(geometry);
  28828. if (index < 0) {
  28829. return false;
  28830. }
  28831. }
  28832. if (index !== this.geometries.length - 1) {
  28833. var lastGeometry = this.geometries[this.geometries.length - 1];
  28834. this.geometries[index] = lastGeometry;
  28835. if (this.geometriesById) {
  28836. this.geometriesById[lastGeometry.id] = index;
  28837. this.geometriesById[geometry.id] = undefined;
  28838. }
  28839. }
  28840. this.geometries.pop();
  28841. //notify the collision coordinator
  28842. if (this.collisionCoordinator) {
  28843. this.collisionCoordinator.onGeometryDeleted(geometry);
  28844. }
  28845. this.onGeometryRemovedObservable.notifyObservers(geometry);
  28846. return true;
  28847. };
  28848. /**
  28849. * Gets the list of geometries attached to the scene
  28850. * @returns an array of Geometry
  28851. */
  28852. Scene.prototype.getGeometries = function () {
  28853. return this.geometries;
  28854. };
  28855. /**
  28856. * Gets the first added mesh found of a given ID
  28857. * @param id defines the id to search for
  28858. * @return the mesh found or null if not found at all
  28859. */
  28860. Scene.prototype.getMeshByID = function (id) {
  28861. for (var index = 0; index < this.meshes.length; index++) {
  28862. if (this.meshes[index].id === id) {
  28863. return this.meshes[index];
  28864. }
  28865. }
  28866. return null;
  28867. };
  28868. /**
  28869. * Gets a list of meshes using their id
  28870. * @param id defines the id to search for
  28871. * @returns a list of meshes
  28872. */
  28873. Scene.prototype.getMeshesByID = function (id) {
  28874. return this.meshes.filter(function (m) {
  28875. return m.id === id;
  28876. });
  28877. };
  28878. /**
  28879. * Gets the first added transform node found of a given ID
  28880. * @param id defines the id to search for
  28881. * @return the found transform node or null if not found at all.
  28882. */
  28883. Scene.prototype.getTransformNodeByID = function (id) {
  28884. for (var index = 0; index < this.transformNodes.length; index++) {
  28885. if (this.transformNodes[index].id === id) {
  28886. return this.transformNodes[index];
  28887. }
  28888. }
  28889. return null;
  28890. };
  28891. /**
  28892. * Gets a list of transform nodes using their id
  28893. * @param id defines the id to search for
  28894. * @returns a list of transform nodes
  28895. */
  28896. Scene.prototype.getTransformNodesByID = function (id) {
  28897. return this.transformNodes.filter(function (m) {
  28898. return m.id === id;
  28899. });
  28900. };
  28901. /**
  28902. * Gets a mesh with its auto-generated unique id
  28903. * @param uniqueId defines the unique id to search for
  28904. * @return the found mesh or null if not found at all.
  28905. */
  28906. Scene.prototype.getMeshByUniqueID = function (uniqueId) {
  28907. for (var index = 0; index < this.meshes.length; index++) {
  28908. if (this.meshes[index].uniqueId === uniqueId) {
  28909. return this.meshes[index];
  28910. }
  28911. }
  28912. return null;
  28913. };
  28914. /**
  28915. * Gets a the last added mesh using a given id
  28916. * @param id defines the id to search for
  28917. * @return the found mesh or null if not found at all.
  28918. */
  28919. Scene.prototype.getLastMeshByID = function (id) {
  28920. for (var index = this.meshes.length - 1; index >= 0; index--) {
  28921. if (this.meshes[index].id === id) {
  28922. return this.meshes[index];
  28923. }
  28924. }
  28925. return null;
  28926. };
  28927. /**
  28928. * Gets a the last added node (Mesh, Camera, Light) using a given id
  28929. * @param id defines the id to search for
  28930. * @return the found node or null if not found at all
  28931. */
  28932. Scene.prototype.getLastEntryByID = function (id) {
  28933. var index;
  28934. for (index = this.meshes.length - 1; index >= 0; index--) {
  28935. if (this.meshes[index].id === id) {
  28936. return this.meshes[index];
  28937. }
  28938. }
  28939. for (index = this.transformNodes.length - 1; index >= 0; index--) {
  28940. if (this.transformNodes[index].id === id) {
  28941. return this.transformNodes[index];
  28942. }
  28943. }
  28944. for (index = this.cameras.length - 1; index >= 0; index--) {
  28945. if (this.cameras[index].id === id) {
  28946. return this.cameras[index];
  28947. }
  28948. }
  28949. for (index = this.lights.length - 1; index >= 0; index--) {
  28950. if (this.lights[index].id === id) {
  28951. return this.lights[index];
  28952. }
  28953. }
  28954. return null;
  28955. };
  28956. /**
  28957. * Gets a node (Mesh, Camera, Light) using a given id
  28958. * @param id defines the id to search for
  28959. * @return the found node or null if not found at all
  28960. */
  28961. Scene.prototype.getNodeByID = function (id) {
  28962. var mesh = this.getMeshByID(id);
  28963. if (mesh) {
  28964. return mesh;
  28965. }
  28966. var transformNode = this.getTransformNodeByID(id);
  28967. if (transformNode) {
  28968. return transformNode;
  28969. }
  28970. var light = this.getLightByID(id);
  28971. if (light) {
  28972. return light;
  28973. }
  28974. var camera = this.getCameraByID(id);
  28975. if (camera) {
  28976. return camera;
  28977. }
  28978. var bone = this.getBoneByID(id);
  28979. if (bone) {
  28980. return bone;
  28981. }
  28982. return null;
  28983. };
  28984. /**
  28985. * Gets a node (Mesh, Camera, Light) using a given name
  28986. * @param name defines the name to search for
  28987. * @return the found node or null if not found at all.
  28988. */
  28989. Scene.prototype.getNodeByName = function (name) {
  28990. var mesh = this.getMeshByName(name);
  28991. if (mesh) {
  28992. return mesh;
  28993. }
  28994. var transformNode = this.getTransformNodeByName(name);
  28995. if (transformNode) {
  28996. return transformNode;
  28997. }
  28998. var light = this.getLightByName(name);
  28999. if (light) {
  29000. return light;
  29001. }
  29002. var camera = this.getCameraByName(name);
  29003. if (camera) {
  29004. return camera;
  29005. }
  29006. var bone = this.getBoneByName(name);
  29007. if (bone) {
  29008. return bone;
  29009. }
  29010. return null;
  29011. };
  29012. /**
  29013. * Gets a mesh using a given name
  29014. * @param name defines the name to search for
  29015. * @return the found mesh or null if not found at all.
  29016. */
  29017. Scene.prototype.getMeshByName = function (name) {
  29018. for (var index = 0; index < this.meshes.length; index++) {
  29019. if (this.meshes[index].name === name) {
  29020. return this.meshes[index];
  29021. }
  29022. }
  29023. return null;
  29024. };
  29025. /**
  29026. * Gets a transform node using a given name
  29027. * @param name defines the name to search for
  29028. * @return the found transform node or null if not found at all.
  29029. */
  29030. Scene.prototype.getTransformNodeByName = function (name) {
  29031. for (var index = 0; index < this.transformNodes.length; index++) {
  29032. if (this.transformNodes[index].name === name) {
  29033. return this.transformNodes[index];
  29034. }
  29035. }
  29036. return null;
  29037. };
  29038. /**
  29039. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  29040. * @param id defines the id to search for
  29041. * @return the found skeleton or null if not found at all.
  29042. */
  29043. Scene.prototype.getLastSkeletonByID = function (id) {
  29044. for (var index = this.skeletons.length - 1; index >= 0; index--) {
  29045. if (this.skeletons[index].id === id) {
  29046. return this.skeletons[index];
  29047. }
  29048. }
  29049. return null;
  29050. };
  29051. /**
  29052. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  29053. * @param id defines the id to search for
  29054. * @return the found skeleton or null if not found at all.
  29055. */
  29056. Scene.prototype.getSkeletonById = function (id) {
  29057. for (var index = 0; index < this.skeletons.length; index++) {
  29058. if (this.skeletons[index].id === id) {
  29059. return this.skeletons[index];
  29060. }
  29061. }
  29062. return null;
  29063. };
  29064. /**
  29065. * Gets a skeleton using a given name
  29066. * @param name defines the name to search for
  29067. * @return the found skeleton or null if not found at all.
  29068. */
  29069. Scene.prototype.getSkeletonByName = function (name) {
  29070. for (var index = 0; index < this.skeletons.length; index++) {
  29071. if (this.skeletons[index].name === name) {
  29072. return this.skeletons[index];
  29073. }
  29074. }
  29075. return null;
  29076. };
  29077. /**
  29078. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  29079. * @param id defines the id to search for
  29080. * @return the found morph target manager or null if not found at all.
  29081. */
  29082. Scene.prototype.getMorphTargetManagerById = function (id) {
  29083. for (var index = 0; index < this.morphTargetManagers.length; index++) {
  29084. if (this.morphTargetManagers[index].uniqueId === id) {
  29085. return this.morphTargetManagers[index];
  29086. }
  29087. }
  29088. return null;
  29089. };
  29090. /**
  29091. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  29092. * @param id defines the id to search for
  29093. * @return the found morph target or null if not found at all.
  29094. */
  29095. Scene.prototype.getMorphTargetById = function (id) {
  29096. for (var managerIndex = 0; managerIndex < this.morphTargetManagers.length; ++managerIndex) {
  29097. var morphTargetManager = this.morphTargetManagers[managerIndex];
  29098. for (var index = 0; index < morphTargetManager.numTargets; ++index) {
  29099. var target = morphTargetManager.getTarget(index);
  29100. if (target.id === id) {
  29101. return target;
  29102. }
  29103. }
  29104. }
  29105. return null;
  29106. };
  29107. /**
  29108. * Gets a boolean indicating if the given mesh is active
  29109. * @param mesh defines the mesh to look for
  29110. * @returns true if the mesh is in the active list
  29111. */
  29112. Scene.prototype.isActiveMesh = function (mesh) {
  29113. return (this._activeMeshes.indexOf(mesh) !== -1);
  29114. };
  29115. Object.defineProperty(Scene.prototype, "uid", {
  29116. /**
  29117. * Return a unique id as a string which can serve as an identifier for the scene
  29118. */
  29119. get: function () {
  29120. if (!this._uid) {
  29121. this._uid = BABYLON.Tools.RandomId();
  29122. }
  29123. return this._uid;
  29124. },
  29125. enumerable: true,
  29126. configurable: true
  29127. });
  29128. /**
  29129. * Add an externaly attached data from its key.
  29130. * This method call will fail and return false, if such key already exists.
  29131. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  29132. * @param key the unique key that identifies the data
  29133. * @param data the data object to associate to the key for this Engine instance
  29134. * @return true if no such key were already present and the data was added successfully, false otherwise
  29135. */
  29136. Scene.prototype.addExternalData = function (key, data) {
  29137. if (!this._externalData) {
  29138. this._externalData = new BABYLON.StringDictionary();
  29139. }
  29140. return this._externalData.add(key, data);
  29141. };
  29142. /**
  29143. * Get an externaly attached data from its key
  29144. * @param key the unique key that identifies the data
  29145. * @return the associated data, if present (can be null), or undefined if not present
  29146. */
  29147. Scene.prototype.getExternalData = function (key) {
  29148. if (!this._externalData) {
  29149. return null;
  29150. }
  29151. return this._externalData.get(key);
  29152. };
  29153. /**
  29154. * Get an externaly attached data from its key, create it using a factory if it's not already present
  29155. * @param key the unique key that identifies the data
  29156. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  29157. * @return the associated data, can be null if the factory returned null.
  29158. */
  29159. Scene.prototype.getOrAddExternalDataWithFactory = function (key, factory) {
  29160. if (!this._externalData) {
  29161. this._externalData = new BABYLON.StringDictionary();
  29162. }
  29163. return this._externalData.getOrAddWithFactory(key, factory);
  29164. };
  29165. /**
  29166. * Remove an externaly attached data from the Engine instance
  29167. * @param key the unique key that identifies the data
  29168. * @return true if the data was successfully removed, false if it doesn't exist
  29169. */
  29170. Scene.prototype.removeExternalData = function (key) {
  29171. return this._externalData.remove(key);
  29172. };
  29173. Scene.prototype._evaluateSubMesh = function (subMesh, mesh) {
  29174. if (this.dispatchAllSubMeshesOfActiveMeshes || mesh.alwaysSelectAsActiveMesh || mesh.subMeshes.length === 1 || subMesh.isInFrustum(this._frustumPlanes)) {
  29175. for (var _i = 0, _a = this._evaluateSubMeshStage; _i < _a.length; _i++) {
  29176. var step = _a[_i];
  29177. step.action(mesh, subMesh);
  29178. }
  29179. var material = subMesh.getMaterial();
  29180. if (material !== null && material !== undefined) {
  29181. // Render targets
  29182. if (material.hasRenderTargetTextures && material.getRenderTargetTextures !== undefined) {
  29183. if (this._processedMaterials.indexOf(material) === -1) {
  29184. this._processedMaterials.push(material);
  29185. this._renderTargets.concatWithNoDuplicate(material.getRenderTargetTextures());
  29186. }
  29187. }
  29188. // Dispatch
  29189. this._activeIndices.addCount(subMesh.indexCount, false);
  29190. this._renderingManager.dispatch(subMesh, mesh, material);
  29191. }
  29192. }
  29193. };
  29194. /**
  29195. * Clear the processed materials smart array preventing retention point in material dispose.
  29196. */
  29197. Scene.prototype.freeProcessedMaterials = function () {
  29198. this._processedMaterials.dispose();
  29199. };
  29200. Object.defineProperty(Scene.prototype, "blockfreeActiveMeshesAndRenderingGroups", {
  29201. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  29202. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  29203. * when disposing several meshes in a row or a hierarchy of meshes.
  29204. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  29205. */
  29206. get: function () {
  29207. return this._preventFreeActiveMeshesAndRenderingGroups;
  29208. },
  29209. set: function (value) {
  29210. if (this._preventFreeActiveMeshesAndRenderingGroups === value) {
  29211. return;
  29212. }
  29213. if (value) {
  29214. this.freeActiveMeshes();
  29215. this.freeRenderingGroups();
  29216. }
  29217. this._preventFreeActiveMeshesAndRenderingGroups = value;
  29218. },
  29219. enumerable: true,
  29220. configurable: true
  29221. });
  29222. /**
  29223. * Clear the active meshes smart array preventing retention point in mesh dispose.
  29224. */
  29225. Scene.prototype.freeActiveMeshes = function () {
  29226. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29227. return;
  29228. }
  29229. this._activeMeshes.dispose();
  29230. if (this.activeCamera && this.activeCamera._activeMeshes) {
  29231. this.activeCamera._activeMeshes.dispose();
  29232. }
  29233. if (this.activeCameras) {
  29234. for (var i = 0; i < this.activeCameras.length; i++) {
  29235. var activeCamera = this.activeCameras[i];
  29236. if (activeCamera && activeCamera._activeMeshes) {
  29237. activeCamera._activeMeshes.dispose();
  29238. }
  29239. }
  29240. }
  29241. };
  29242. /**
  29243. * Clear the info related to rendering groups preventing retention points during dispose.
  29244. */
  29245. Scene.prototype.freeRenderingGroups = function () {
  29246. if (this.blockfreeActiveMeshesAndRenderingGroups) {
  29247. return;
  29248. }
  29249. if (this._renderingManager) {
  29250. this._renderingManager.freeRenderingGroups();
  29251. }
  29252. if (this.textures) {
  29253. for (var i = 0; i < this.textures.length; i++) {
  29254. var texture = this.textures[i];
  29255. if (texture && texture.renderList) {
  29256. texture.freeRenderingGroups();
  29257. }
  29258. }
  29259. }
  29260. };
  29261. /** @hidden */
  29262. Scene.prototype._isInIntermediateRendering = function () {
  29263. return this._intermediateRendering;
  29264. };
  29265. /**
  29266. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  29267. * @returns the current scene
  29268. */
  29269. Scene.prototype.freezeActiveMeshes = function () {
  29270. if (!this.activeCamera) {
  29271. return this;
  29272. }
  29273. if (!this._frustumPlanes) {
  29274. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29275. }
  29276. this._evaluateActiveMeshes();
  29277. this._activeMeshesFrozen = true;
  29278. return this;
  29279. };
  29280. /**
  29281. * Use this function to restart evaluating active meshes on every frame
  29282. * @returns the current scene
  29283. */
  29284. Scene.prototype.unfreezeActiveMeshes = function () {
  29285. this._activeMeshesFrozen = false;
  29286. return this;
  29287. };
  29288. Scene.prototype._evaluateActiveMeshes = function () {
  29289. if (this._activeMeshesFrozen && this._activeMeshes.length) {
  29290. return;
  29291. }
  29292. if (!this.activeCamera) {
  29293. return;
  29294. }
  29295. this.onBeforeActiveMeshesEvaluationObservable.notifyObservers(this);
  29296. this.activeCamera._activeMeshes.reset();
  29297. this._activeMeshes.reset();
  29298. this._renderingManager.reset();
  29299. this._processedMaterials.reset();
  29300. this._activeParticleSystems.reset();
  29301. this._activeSkeletons.reset();
  29302. this._softwareSkinnedMeshes.reset();
  29303. for (var _i = 0, _a = this._beforeEvaluateActiveMeshStage; _i < _a.length; _i++) {
  29304. var step = _a[_i];
  29305. step.action();
  29306. }
  29307. // Determine mesh candidates
  29308. var meshes = this.getActiveMeshCandidates();
  29309. // Check each mesh
  29310. var len = meshes.length;
  29311. for (var i = 0; i < len; i++) {
  29312. var mesh = meshes.data[i];
  29313. if (mesh.isBlocked) {
  29314. continue;
  29315. }
  29316. this._totalVertices.addCount(mesh.getTotalVertices(), false);
  29317. if (!mesh.isReady() || !mesh.isEnabled()) {
  29318. continue;
  29319. }
  29320. mesh.computeWorldMatrix();
  29321. // Intersections
  29322. if (mesh.actionManager && mesh.actionManager.hasSpecificTriggers2(BABYLON.ActionManager.OnIntersectionEnterTrigger, BABYLON.ActionManager.OnIntersectionExitTrigger)) {
  29323. this._meshesForIntersections.pushNoDuplicate(mesh);
  29324. }
  29325. // Switch to current LOD
  29326. var meshLOD = mesh.getLOD(this.activeCamera);
  29327. if (meshLOD === undefined || meshLOD === null) {
  29328. continue;
  29329. }
  29330. mesh._preActivate();
  29331. if (mesh.isVisible && mesh.visibility > 0 && ((mesh.layerMask & this.activeCamera.layerMask) !== 0) && (mesh.alwaysSelectAsActiveMesh || mesh.isInFrustum(this._frustumPlanes))) {
  29332. this._activeMeshes.push(mesh);
  29333. this.activeCamera._activeMeshes.push(mesh);
  29334. mesh._activate(this._renderId);
  29335. if (meshLOD !== mesh) {
  29336. meshLOD._activate(this._renderId);
  29337. }
  29338. this._activeMesh(mesh, meshLOD);
  29339. }
  29340. }
  29341. this.onAfterActiveMeshesEvaluationObservable.notifyObservers(this);
  29342. // Particle systems
  29343. if (this.particlesEnabled) {
  29344. this.onBeforeParticlesRenderingObservable.notifyObservers(this);
  29345. for (var particleIndex = 0; particleIndex < this.particleSystems.length; particleIndex++) {
  29346. var particleSystem = this.particleSystems[particleIndex];
  29347. if (!particleSystem.isStarted() || !particleSystem.emitter) {
  29348. continue;
  29349. }
  29350. var emitter = particleSystem.emitter;
  29351. if (!emitter.position || emitter.isEnabled()) {
  29352. this._activeParticleSystems.push(particleSystem);
  29353. particleSystem.animate();
  29354. this._renderingManager.dispatchParticles(particleSystem);
  29355. }
  29356. }
  29357. this.onAfterParticlesRenderingObservable.notifyObservers(this);
  29358. }
  29359. };
  29360. Scene.prototype._activeMesh = function (sourceMesh, mesh) {
  29361. if (this._skeletonsEnabled && mesh.skeleton !== null && mesh.skeleton !== undefined) {
  29362. if (this._activeSkeletons.pushNoDuplicate(mesh.skeleton)) {
  29363. mesh.skeleton.prepare();
  29364. }
  29365. if (!mesh.computeBonesUsingShaders) {
  29366. this._softwareSkinnedMeshes.pushNoDuplicate(mesh);
  29367. }
  29368. }
  29369. for (var _i = 0, _a = this._activeMeshStage; _i < _a.length; _i++) {
  29370. var step = _a[_i];
  29371. step.action(sourceMesh, mesh);
  29372. }
  29373. if (mesh !== undefined && mesh !== null
  29374. && mesh.subMeshes !== undefined && mesh.subMeshes !== null && mesh.subMeshes.length > 0) {
  29375. var subMeshes = this.getActiveSubMeshCandidates(mesh);
  29376. var len = subMeshes.length;
  29377. for (var i = 0; i < len; i++) {
  29378. var subMesh = subMeshes.data[i];
  29379. this._evaluateSubMesh(subMesh, mesh);
  29380. }
  29381. }
  29382. };
  29383. /**
  29384. * Update the transform matrix to update from the current active camera
  29385. * @param force defines a boolean used to force the update even if cache is up to date
  29386. */
  29387. Scene.prototype.updateTransformMatrix = function (force) {
  29388. if (!this.activeCamera) {
  29389. return;
  29390. }
  29391. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(force));
  29392. };
  29393. /**
  29394. * 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)
  29395. * @param alternateCamera defines the camera to use
  29396. */
  29397. Scene.prototype.updateAlternateTransformMatrix = function (alternateCamera) {
  29398. this._setAlternateTransformMatrix(alternateCamera.getViewMatrix(), alternateCamera.getProjectionMatrix());
  29399. };
  29400. Scene.prototype._renderForCamera = function (camera, rigParent) {
  29401. if (camera && camera._skipRendering) {
  29402. return;
  29403. }
  29404. var engine = this._engine;
  29405. this.activeCamera = camera;
  29406. if (!this.activeCamera) {
  29407. throw new Error("Active camera not set");
  29408. }
  29409. // Viewport
  29410. engine.setViewport(this.activeCamera.viewport);
  29411. // Camera
  29412. this.resetCachedMaterial();
  29413. this._renderId++;
  29414. this.updateTransformMatrix();
  29415. if (camera._alternateCamera) {
  29416. this.updateAlternateTransformMatrix(camera._alternateCamera);
  29417. this._alternateRendering = true;
  29418. }
  29419. this.onBeforeCameraRenderObservable.notifyObservers(this.activeCamera);
  29420. // Meshes
  29421. this._evaluateActiveMeshes();
  29422. // Software skinning
  29423. for (var softwareSkinnedMeshIndex = 0; softwareSkinnedMeshIndex < this._softwareSkinnedMeshes.length; softwareSkinnedMeshIndex++) {
  29424. var mesh = this._softwareSkinnedMeshes.data[softwareSkinnedMeshIndex];
  29425. mesh.applySkeleton(mesh.skeleton);
  29426. }
  29427. // Render targets
  29428. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29429. if (camera.customRenderTargets && camera.customRenderTargets.length > 0) {
  29430. this._renderTargets.concatWithNoDuplicate(camera.customRenderTargets);
  29431. }
  29432. if (rigParent && rigParent.customRenderTargets && rigParent.customRenderTargets.length > 0) {
  29433. this._renderTargets.concatWithNoDuplicate(rigParent.customRenderTargets);
  29434. }
  29435. // Collects render targets from external components.
  29436. for (var _i = 0, _a = this._gatherActiveCameraRenderTargetsStage; _i < _a.length; _i++) {
  29437. var step = _a[_i];
  29438. step.action(this._renderTargets);
  29439. }
  29440. if (this.renderTargetsEnabled) {
  29441. this._intermediateRendering = true;
  29442. if (this._renderTargets.length > 0) {
  29443. BABYLON.Tools.StartPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29444. for (var renderIndex = 0; renderIndex < this._renderTargets.length; renderIndex++) {
  29445. var renderTarget = this._renderTargets.data[renderIndex];
  29446. if (renderTarget._shouldRender()) {
  29447. this._renderId++;
  29448. var hasSpecialRenderTargetCamera = renderTarget.activeCamera && renderTarget.activeCamera !== this.activeCamera;
  29449. renderTarget.render(hasSpecialRenderTargetCamera, this.dumpNextRenderTargets);
  29450. }
  29451. }
  29452. BABYLON.Tools.EndPerformanceCounter("Render targets", this._renderTargets.length > 0);
  29453. this._renderId++;
  29454. }
  29455. for (var _b = 0, _c = this._cameraDrawRenderTargetStage; _b < _c.length; _b++) {
  29456. var step = _c[_b];
  29457. step.action(this.activeCamera);
  29458. }
  29459. this._intermediateRendering = false;
  29460. if (this.activeCamera.outputRenderTarget) {
  29461. var internalTexture = this.activeCamera.outputRenderTarget.getInternalTexture();
  29462. if (internalTexture) {
  29463. engine.bindFramebuffer(internalTexture);
  29464. }
  29465. else {
  29466. BABYLON.Tools.Error("Camera contains invalid customDefaultRenderTarget");
  29467. }
  29468. }
  29469. else {
  29470. engine.restoreDefaultFramebuffer(); // Restore back buffer if needed
  29471. }
  29472. }
  29473. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29474. // Prepare Frame
  29475. if (this.postProcessManager) {
  29476. this.postProcessManager._prepareFrame();
  29477. }
  29478. // Before Camera Draw
  29479. for (var _d = 0, _e = this._beforeCameraDrawStage; _d < _e.length; _d++) {
  29480. var step = _e[_d];
  29481. step.action(this.activeCamera);
  29482. }
  29483. // Render
  29484. this.onBeforeDrawPhaseObservable.notifyObservers(this);
  29485. this._renderingManager.render(null, null, true, true);
  29486. this.onAfterDrawPhaseObservable.notifyObservers(this);
  29487. // After Camera Draw
  29488. for (var _f = 0, _g = this._afterCameraDrawStage; _f < _g.length; _f++) {
  29489. var step = _g[_f];
  29490. step.action(this.activeCamera);
  29491. }
  29492. // Finalize frame
  29493. if (this.postProcessManager) {
  29494. this.postProcessManager._finalizeFrame(camera.isIntermediate);
  29495. }
  29496. // Reset some special arrays
  29497. this._renderTargets.reset();
  29498. this._alternateRendering = false;
  29499. this.onAfterCameraRenderObservable.notifyObservers(this.activeCamera);
  29500. };
  29501. Scene.prototype._processSubCameras = function (camera) {
  29502. if (camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE) {
  29503. this._renderForCamera(camera);
  29504. return;
  29505. }
  29506. // rig cameras
  29507. for (var index = 0; index < camera._rigCameras.length; index++) {
  29508. this._renderForCamera(camera._rigCameras[index], camera);
  29509. }
  29510. this.activeCamera = camera;
  29511. this.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix());
  29512. };
  29513. Scene.prototype._checkIntersections = function () {
  29514. for (var index = 0; index < this._meshesForIntersections.length; index++) {
  29515. var sourceMesh = this._meshesForIntersections.data[index];
  29516. if (!sourceMesh.actionManager) {
  29517. continue;
  29518. }
  29519. for (var actionIndex = 0; actionIndex < sourceMesh.actionManager.actions.length; actionIndex++) {
  29520. var action = sourceMesh.actionManager.actions[actionIndex];
  29521. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29522. var parameters = action.getTriggerParameter();
  29523. var otherMesh = parameters instanceof BABYLON.AbstractMesh ? parameters : parameters.mesh;
  29524. var areIntersecting = otherMesh.intersectsMesh(sourceMesh, parameters.usePreciseIntersection);
  29525. var currentIntersectionInProgress = sourceMesh._intersectionsInProgress.indexOf(otherMesh);
  29526. if (areIntersecting && currentIntersectionInProgress === -1) {
  29527. if (action.trigger === BABYLON.ActionManager.OnIntersectionEnterTrigger) {
  29528. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29529. sourceMesh._intersectionsInProgress.push(otherMesh);
  29530. }
  29531. else if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29532. sourceMesh._intersectionsInProgress.push(otherMesh);
  29533. }
  29534. }
  29535. else if (!areIntersecting && currentIntersectionInProgress > -1) {
  29536. //They intersected, and now they don't.
  29537. //is this trigger an exit trigger? execute an event.
  29538. if (action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29539. action._executeCurrent(BABYLON.ActionEvent.CreateNew(sourceMesh, undefined, otherMesh));
  29540. }
  29541. //if this is an exit trigger, or no exit trigger exists, remove the id from the intersection in progress array.
  29542. if (!sourceMesh.actionManager.hasSpecificTrigger(BABYLON.ActionManager.OnIntersectionExitTrigger, function (parameter) {
  29543. var parameterMesh = parameter instanceof BABYLON.AbstractMesh ? parameter : parameter.mesh;
  29544. return otherMesh === parameterMesh;
  29545. }) || action.trigger === BABYLON.ActionManager.OnIntersectionExitTrigger) {
  29546. sourceMesh._intersectionsInProgress.splice(currentIntersectionInProgress, 1);
  29547. }
  29548. }
  29549. }
  29550. }
  29551. }
  29552. };
  29553. /** @hidden */
  29554. Scene.prototype._advancePhysicsEngineStep = function (step) {
  29555. // Do nothing. Code will be replaced if physics engine component is referenced
  29556. };
  29557. /**
  29558. * Render the scene
  29559. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  29560. */
  29561. Scene.prototype.render = function (updateCameras) {
  29562. if (updateCameras === void 0) { updateCameras = true; }
  29563. if (this.isDisposed) {
  29564. return;
  29565. }
  29566. this._frameId++;
  29567. // Register components that have been associated lately to the scene.
  29568. this._registerTransientComponents();
  29569. this._activeParticles.fetchNewFrame();
  29570. this._totalVertices.fetchNewFrame();
  29571. this._activeIndices.fetchNewFrame();
  29572. this._activeBones.fetchNewFrame();
  29573. this._meshesForIntersections.reset();
  29574. this.resetCachedMaterial();
  29575. this.onBeforeAnimationsObservable.notifyObservers(this);
  29576. // Actions
  29577. if (this.actionManager) {
  29578. this.actionManager.processTrigger(BABYLON.ActionManager.OnEveryFrameTrigger);
  29579. }
  29580. if (this._engine.isDeterministicLockStep()) {
  29581. var deltaTime = Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime)) + this._timeAccumulator;
  29582. var defaultFPS = (60.0 / 1000.0);
  29583. var defaultFrameTime = this.getDeterministicFrameTime();
  29584. var stepsTaken = 0;
  29585. var maxSubSteps = this._engine.getLockstepMaxSteps();
  29586. var internalSteps = Math.floor(deltaTime / (1000 * defaultFPS));
  29587. internalSteps = Math.min(internalSteps, maxSubSteps);
  29588. do {
  29589. this.onBeforeStepObservable.notifyObservers(this);
  29590. // Animations
  29591. this._animationRatio = defaultFrameTime * defaultFPS;
  29592. this._animate();
  29593. this.onAfterAnimationsObservable.notifyObservers(this);
  29594. // Physics
  29595. this._advancePhysicsEngineStep(defaultFrameTime);
  29596. this.onAfterStepObservable.notifyObservers(this);
  29597. this._currentStepId++;
  29598. stepsTaken++;
  29599. deltaTime -= defaultFrameTime;
  29600. } while (deltaTime > 0 && stepsTaken < internalSteps);
  29601. this._timeAccumulator = deltaTime < 0 ? 0 : deltaTime;
  29602. }
  29603. else {
  29604. // Animations
  29605. var deltaTime = this.useConstantAnimationDeltaTime ? 16 : Math.max(Scene.MinDeltaTime, Math.min(this._engine.getDeltaTime(), Scene.MaxDeltaTime));
  29606. this._animationRatio = deltaTime * (60.0 / 1000.0);
  29607. this._animate();
  29608. this.onAfterAnimationsObservable.notifyObservers(this);
  29609. // Physics
  29610. this._advancePhysicsEngineStep(deltaTime);
  29611. }
  29612. // Before camera update steps
  29613. for (var _i = 0, _a = this._beforeCameraUpdateStage; _i < _a.length; _i++) {
  29614. var step = _a[_i];
  29615. step.action();
  29616. }
  29617. // Update Cameras
  29618. if (updateCameras) {
  29619. if (this.activeCameras.length > 0) {
  29620. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29621. var camera = this.activeCameras[cameraIndex];
  29622. camera.update();
  29623. if (camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29624. // rig cameras
  29625. for (var index = 0; index < camera._rigCameras.length; index++) {
  29626. camera._rigCameras[index].update();
  29627. }
  29628. }
  29629. }
  29630. }
  29631. else if (this.activeCamera) {
  29632. this.activeCamera.update();
  29633. if (this.activeCamera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  29634. // rig cameras
  29635. for (var index = 0; index < this.activeCamera._rigCameras.length; index++) {
  29636. this.activeCamera._rigCameras[index].update();
  29637. }
  29638. }
  29639. }
  29640. }
  29641. // Before render
  29642. this.onBeforeRenderObservable.notifyObservers(this);
  29643. // Customs render targets
  29644. this.onBeforeRenderTargetsRenderObservable.notifyObservers(this);
  29645. var engine = this.getEngine();
  29646. var currentActiveCamera = this.activeCamera;
  29647. if (this.renderTargetsEnabled) {
  29648. BABYLON.Tools.StartPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29649. this._intermediateRendering = true;
  29650. for (var customIndex = 0; customIndex < this.customRenderTargets.length; customIndex++) {
  29651. var renderTarget = this.customRenderTargets[customIndex];
  29652. if (renderTarget._shouldRender()) {
  29653. this._renderId++;
  29654. this.activeCamera = renderTarget.activeCamera || this.activeCamera;
  29655. if (!this.activeCamera) {
  29656. throw new Error("Active camera not set");
  29657. }
  29658. // Viewport
  29659. engine.setViewport(this.activeCamera.viewport);
  29660. // Camera
  29661. this.updateTransformMatrix();
  29662. renderTarget.render(currentActiveCamera !== this.activeCamera, this.dumpNextRenderTargets);
  29663. }
  29664. }
  29665. BABYLON.Tools.EndPerformanceCounter("Custom render targets", this.customRenderTargets.length > 0);
  29666. this._intermediateRendering = false;
  29667. this._renderId++;
  29668. }
  29669. // Restore back buffer
  29670. if (this.customRenderTargets.length > 0) {
  29671. engine.restoreDefaultFramebuffer();
  29672. }
  29673. this.onAfterRenderTargetsRenderObservable.notifyObservers(this);
  29674. this.activeCamera = currentActiveCamera;
  29675. for (var _b = 0, _c = this._beforeClearStage; _b < _c.length; _b++) {
  29676. var step = _c[_b];
  29677. step.action();
  29678. }
  29679. // Clear
  29680. if (this.autoClearDepthAndStencil || this.autoClear) {
  29681. this._engine.clear(this.clearColor, this.autoClear || this.forceWireframe || this.forcePointsCloud, this.autoClearDepthAndStencil, this.autoClearDepthAndStencil);
  29682. }
  29683. // Collects render targets from external components.
  29684. for (var _d = 0, _e = this._gatherRenderTargetsStage; _d < _e.length; _d++) {
  29685. var step = _e[_d];
  29686. step.action(this._renderTargets);
  29687. }
  29688. // Multi-cameras?
  29689. if (this.activeCameras.length > 0) {
  29690. for (var cameraIndex = 0; cameraIndex < this.activeCameras.length; cameraIndex++) {
  29691. if (cameraIndex > 0) {
  29692. this._engine.clear(null, false, true, true);
  29693. }
  29694. this._processSubCameras(this.activeCameras[cameraIndex]);
  29695. }
  29696. }
  29697. else {
  29698. if (!this.activeCamera) {
  29699. throw new Error("No camera defined");
  29700. }
  29701. this._processSubCameras(this.activeCamera);
  29702. }
  29703. // Intersection checks
  29704. this._checkIntersections();
  29705. // Executes the after render stage actions.
  29706. for (var _f = 0, _g = this._afterRenderStage; _f < _g.length; _f++) {
  29707. var step = _g[_f];
  29708. step.action();
  29709. }
  29710. // After render
  29711. if (this.afterRender) {
  29712. this.afterRender();
  29713. }
  29714. this.onAfterRenderObservable.notifyObservers(this);
  29715. // Cleaning
  29716. if (this._toBeDisposed.length) {
  29717. for (var index = 0; index < this._toBeDisposed.length; index++) {
  29718. var data = this._toBeDisposed[index];
  29719. if (data) {
  29720. data.dispose();
  29721. }
  29722. }
  29723. this._toBeDisposed = [];
  29724. }
  29725. if (this.dumpNextRenderTargets) {
  29726. this.dumpNextRenderTargets = false;
  29727. }
  29728. this._activeBones.addCount(0, true);
  29729. this._activeIndices.addCount(0, true);
  29730. this._activeParticles.addCount(0, true);
  29731. };
  29732. /**
  29733. * Freeze all materials
  29734. * A frozen material will not be updatable but should be faster to render
  29735. */
  29736. Scene.prototype.freezeMaterials = function () {
  29737. for (var i = 0; i < this.materials.length; i++) {
  29738. this.materials[i].freeze();
  29739. }
  29740. };
  29741. /**
  29742. * Unfreeze all materials
  29743. * A frozen material will not be updatable but should be faster to render
  29744. */
  29745. Scene.prototype.unfreezeMaterials = function () {
  29746. for (var i = 0; i < this.materials.length; i++) {
  29747. this.materials[i].unfreeze();
  29748. }
  29749. };
  29750. /**
  29751. * Releases all held ressources
  29752. */
  29753. Scene.prototype.dispose = function () {
  29754. this.beforeRender = null;
  29755. this.afterRender = null;
  29756. this.skeletons = [];
  29757. this.morphTargetManagers = [];
  29758. this._transientComponents = [];
  29759. this._isReadyForMeshStage.clear();
  29760. this._beforeEvaluateActiveMeshStage.clear();
  29761. this._evaluateSubMeshStage.clear();
  29762. this._activeMeshStage.clear();
  29763. this._cameraDrawRenderTargetStage.clear();
  29764. this._beforeCameraDrawStage.clear();
  29765. this._beforeRenderTargetDrawStage.clear();
  29766. this._beforeRenderingGroupDrawStage.clear();
  29767. this._beforeRenderingMeshStage.clear();
  29768. this._afterRenderingMeshStage.clear();
  29769. this._afterRenderingGroupDrawStage.clear();
  29770. this._afterCameraDrawStage.clear();
  29771. this._afterRenderTargetDrawStage.clear();
  29772. this._afterRenderStage.clear();
  29773. this._beforeCameraUpdateStage.clear();
  29774. this._beforeClearStage.clear();
  29775. this._gatherRenderTargetsStage.clear();
  29776. this._gatherActiveCameraRenderTargetsStage.clear();
  29777. this._pointerMoveStage.clear();
  29778. this._pointerDownStage.clear();
  29779. this._pointerUpStage.clear();
  29780. for (var _i = 0, _a = this._components; _i < _a.length; _i++) {
  29781. var component = _a[_i];
  29782. component.dispose();
  29783. }
  29784. this.importedMeshesFiles = new Array();
  29785. this.stopAllAnimations();
  29786. this.resetCachedMaterial();
  29787. // Smart arrays
  29788. if (this.activeCamera) {
  29789. this.activeCamera._activeMeshes.dispose();
  29790. this.activeCamera = null;
  29791. }
  29792. this._activeMeshes.dispose();
  29793. this._renderingManager.dispose();
  29794. this._processedMaterials.dispose();
  29795. this._activeParticleSystems.dispose();
  29796. this._activeSkeletons.dispose();
  29797. this._softwareSkinnedMeshes.dispose();
  29798. this._renderTargets.dispose();
  29799. this._registeredForLateAnimationBindings.dispose();
  29800. this._meshesForIntersections.dispose();
  29801. this._toBeDisposed = [];
  29802. // Abort active requests
  29803. for (var _b = 0, _c = this._activeRequests; _b < _c.length; _b++) {
  29804. var request = _c[_b];
  29805. request.abort();
  29806. }
  29807. // Events
  29808. this.onDisposeObservable.notifyObservers(this);
  29809. this.onDisposeObservable.clear();
  29810. this.onBeforeRenderObservable.clear();
  29811. this.onAfterRenderObservable.clear();
  29812. this.onBeforeRenderTargetsRenderObservable.clear();
  29813. this.onAfterRenderTargetsRenderObservable.clear();
  29814. this.onAfterStepObservable.clear();
  29815. this.onBeforeStepObservable.clear();
  29816. this.onBeforeActiveMeshesEvaluationObservable.clear();
  29817. this.onAfterActiveMeshesEvaluationObservable.clear();
  29818. this.onBeforeParticlesRenderingObservable.clear();
  29819. this.onAfterParticlesRenderingObservable.clear();
  29820. this.onBeforeDrawPhaseObservable.clear();
  29821. this.onAfterDrawPhaseObservable.clear();
  29822. this.onBeforeAnimationsObservable.clear();
  29823. this.onAfterAnimationsObservable.clear();
  29824. this.onDataLoadedObservable.clear();
  29825. this.onBeforeRenderingGroupObservable.clear();
  29826. this.onAfterRenderingGroupObservable.clear();
  29827. this.onMeshImportedObservable.clear();
  29828. this.onBeforeCameraRenderObservable.clear();
  29829. this.onAfterCameraRenderObservable.clear();
  29830. this.onReadyObservable.clear();
  29831. this.onNewCameraAddedObservable.clear();
  29832. this.onCameraRemovedObservable.clear();
  29833. this.onNewLightAddedObservable.clear();
  29834. this.onLightRemovedObservable.clear();
  29835. this.onNewGeometryAddedObservable.clear();
  29836. this.onGeometryRemovedObservable.clear();
  29837. this.onNewTransformNodeAddedObservable.clear();
  29838. this.onTransformNodeRemovedObservable.clear();
  29839. this.onNewMeshAddedObservable.clear();
  29840. this.onMeshRemovedObservable.clear();
  29841. this.onNewMaterialAddedObservable.clear();
  29842. this.onMaterialRemovedObservable.clear();
  29843. this.onNewTextureAddedObservable.clear();
  29844. this.onTextureRemovedObservable.clear();
  29845. this.onPrePointerObservable.clear();
  29846. this.onPointerObservable.clear();
  29847. this.onPreKeyboardObservable.clear();
  29848. this.onKeyboardObservable.clear();
  29849. this.onActiveCameraChanged.clear();
  29850. this.detachControl();
  29851. // Detach cameras
  29852. var canvas = this._engine.getRenderingCanvas();
  29853. if (canvas) {
  29854. var index;
  29855. for (index = 0; index < this.cameras.length; index++) {
  29856. this.cameras[index].detachControl(canvas);
  29857. }
  29858. }
  29859. // Release animation groups
  29860. while (this.animationGroups.length) {
  29861. this.animationGroups[0].dispose();
  29862. }
  29863. // Release lights
  29864. while (this.lights.length) {
  29865. this.lights[0].dispose();
  29866. }
  29867. // Release meshes
  29868. while (this.meshes.length) {
  29869. this.meshes[0].dispose(true);
  29870. }
  29871. while (this.transformNodes.length) {
  29872. this.removeTransformNode(this.transformNodes[0]);
  29873. }
  29874. // Release cameras
  29875. while (this.cameras.length) {
  29876. this.cameras[0].dispose();
  29877. }
  29878. // Release materials
  29879. if (this.defaultMaterial) {
  29880. this.defaultMaterial.dispose();
  29881. }
  29882. while (this.multiMaterials.length) {
  29883. this.multiMaterials[0].dispose();
  29884. }
  29885. while (this.materials.length) {
  29886. this.materials[0].dispose();
  29887. }
  29888. // Release particles
  29889. while (this.particleSystems.length) {
  29890. this.particleSystems[0].dispose();
  29891. }
  29892. // Release postProcesses
  29893. while (this.postProcesses.length) {
  29894. this.postProcesses[0].dispose();
  29895. }
  29896. // Release textures
  29897. while (this.textures.length) {
  29898. this.textures[0].dispose();
  29899. }
  29900. // Release UBO
  29901. this._sceneUbo.dispose();
  29902. if (this._alternateSceneUbo) {
  29903. this._alternateSceneUbo.dispose();
  29904. }
  29905. // Post-processes
  29906. this.postProcessManager.dispose();
  29907. // Remove from engine
  29908. index = this._engine.scenes.indexOf(this);
  29909. if (index > -1) {
  29910. this._engine.scenes.splice(index, 1);
  29911. }
  29912. this._engine.wipeCaches(true);
  29913. this._isDisposed = true;
  29914. };
  29915. Object.defineProperty(Scene.prototype, "isDisposed", {
  29916. /**
  29917. * Gets if the scene is already disposed
  29918. */
  29919. get: function () {
  29920. return this._isDisposed;
  29921. },
  29922. enumerable: true,
  29923. configurable: true
  29924. });
  29925. /**
  29926. * Call this function to reduce memory footprint of the scene.
  29927. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  29928. */
  29929. Scene.prototype.clearCachedVertexData = function () {
  29930. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  29931. var mesh = this.meshes[meshIndex];
  29932. var geometry = mesh.geometry;
  29933. if (geometry) {
  29934. geometry._indices = [];
  29935. for (var vbName in geometry._vertexBuffers) {
  29936. if (!geometry._vertexBuffers.hasOwnProperty(vbName)) {
  29937. continue;
  29938. }
  29939. geometry._vertexBuffers[vbName]._buffer._data = null;
  29940. }
  29941. }
  29942. }
  29943. };
  29944. /**
  29945. * This function will remove the local cached buffer data from texture.
  29946. * It will save memory but will prevent the texture from being rebuilt
  29947. */
  29948. Scene.prototype.cleanCachedTextureBuffer = function () {
  29949. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  29950. var baseTexture = _a[_i];
  29951. var buffer = baseTexture._buffer;
  29952. if (buffer) {
  29953. baseTexture._buffer = null;
  29954. }
  29955. }
  29956. };
  29957. /**
  29958. * Get the world extend vectors with an optional filter
  29959. *
  29960. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  29961. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  29962. */
  29963. Scene.prototype.getWorldExtends = function (filterPredicate) {
  29964. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  29965. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  29966. filterPredicate = filterPredicate || (function () { return true; });
  29967. this.meshes.filter(filterPredicate).forEach(function (mesh) {
  29968. mesh.computeWorldMatrix(true);
  29969. if (!mesh.subMeshes || mesh.subMeshes.length === 0 || mesh.infiniteDistance) {
  29970. return;
  29971. }
  29972. var boundingInfo = mesh.getBoundingInfo();
  29973. var minBox = boundingInfo.boundingBox.minimumWorld;
  29974. var maxBox = boundingInfo.boundingBox.maximumWorld;
  29975. BABYLON.Tools.CheckExtends(minBox, min, max);
  29976. BABYLON.Tools.CheckExtends(maxBox, min, max);
  29977. });
  29978. return {
  29979. min: min,
  29980. max: max
  29981. };
  29982. };
  29983. // Picking
  29984. /**
  29985. * Creates a ray that can be used to pick in the scene
  29986. * @param x defines the x coordinate of the origin (on-screen)
  29987. * @param y defines the y coordinate of the origin (on-screen)
  29988. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  29989. * @param camera defines the camera to use for the picking
  29990. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  29991. * @returns a Ray
  29992. */
  29993. Scene.prototype.createPickingRay = function (x, y, world, camera, cameraViewSpace) {
  29994. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  29995. var result = BABYLON.Ray.Zero();
  29996. this.createPickingRayToRef(x, y, world, result, camera, cameraViewSpace);
  29997. return result;
  29998. };
  29999. /**
  30000. * Creates a ray that can be used to pick in the scene
  30001. * @param x defines the x coordinate of the origin (on-screen)
  30002. * @param y defines the y coordinate of the origin (on-screen)
  30003. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  30004. * @param result defines the ray where to store the picking ray
  30005. * @param camera defines the camera to use for the picking
  30006. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  30007. * @returns the current scene
  30008. */
  30009. Scene.prototype.createPickingRayToRef = function (x, y, world, result, camera, cameraViewSpace) {
  30010. if (cameraViewSpace === void 0) { cameraViewSpace = false; }
  30011. var engine = this._engine;
  30012. if (!camera) {
  30013. if (!this.activeCamera) {
  30014. throw new Error("Active camera not set");
  30015. }
  30016. camera = this.activeCamera;
  30017. }
  30018. var cameraViewport = camera.viewport;
  30019. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30020. // Moving coordinates to local viewport world
  30021. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30022. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30023. result.update(x, y, viewport.width, viewport.height, world ? world : BABYLON.Matrix.IdentityReadOnly, cameraViewSpace ? BABYLON.Matrix.IdentityReadOnly : camera.getViewMatrix(), camera.getProjectionMatrix());
  30024. return this;
  30025. };
  30026. /**
  30027. * Creates a ray that can be used to pick in the scene
  30028. * @param x defines the x coordinate of the origin (on-screen)
  30029. * @param y defines the y coordinate of the origin (on-screen)
  30030. * @param camera defines the camera to use for the picking
  30031. * @returns a Ray
  30032. */
  30033. Scene.prototype.createPickingRayInCameraSpace = function (x, y, camera) {
  30034. var result = BABYLON.Ray.Zero();
  30035. this.createPickingRayInCameraSpaceToRef(x, y, result, camera);
  30036. return result;
  30037. };
  30038. /**
  30039. * Creates a ray that can be used to pick in the scene
  30040. * @param x defines the x coordinate of the origin (on-screen)
  30041. * @param y defines the y coordinate of the origin (on-screen)
  30042. * @param result defines the ray where to store the picking ray
  30043. * @param camera defines the camera to use for the picking
  30044. * @returns the current scene
  30045. */
  30046. Scene.prototype.createPickingRayInCameraSpaceToRef = function (x, y, result, camera) {
  30047. if (!BABYLON.PickingInfo) {
  30048. return this;
  30049. }
  30050. var engine = this._engine;
  30051. if (!camera) {
  30052. if (!this.activeCamera) {
  30053. throw new Error("Active camera not set");
  30054. }
  30055. camera = this.activeCamera;
  30056. }
  30057. var cameraViewport = camera.viewport;
  30058. var viewport = cameraViewport.toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  30059. var identity = BABYLON.Matrix.Identity();
  30060. // Moving coordinates to local viewport world
  30061. x = x / this._engine.getHardwareScalingLevel() - viewport.x;
  30062. y = y / this._engine.getHardwareScalingLevel() - (this._engine.getRenderHeight() - viewport.y - viewport.height);
  30063. result.update(x, y, viewport.width, viewport.height, identity, identity, camera.getProjectionMatrix());
  30064. return this;
  30065. };
  30066. Scene.prototype._internalPick = function (rayFunction, predicate, fastCheck) {
  30067. if (!BABYLON.PickingInfo) {
  30068. return null;
  30069. }
  30070. var pickingInfo = null;
  30071. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30072. var mesh = this.meshes[meshIndex];
  30073. if (predicate) {
  30074. if (!predicate(mesh)) {
  30075. continue;
  30076. }
  30077. }
  30078. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30079. continue;
  30080. }
  30081. var world = mesh.getWorldMatrix();
  30082. var ray = rayFunction(world);
  30083. var result = mesh.intersects(ray, fastCheck);
  30084. if (!result || !result.hit) {
  30085. continue;
  30086. }
  30087. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  30088. continue;
  30089. }
  30090. pickingInfo = result;
  30091. if (fastCheck) {
  30092. break;
  30093. }
  30094. }
  30095. return pickingInfo || new BABYLON.PickingInfo();
  30096. };
  30097. Scene.prototype._internalMultiPick = function (rayFunction, predicate) {
  30098. if (!BABYLON.PickingInfo) {
  30099. return null;
  30100. }
  30101. var pickingInfos = new Array();
  30102. for (var meshIndex = 0; meshIndex < this.meshes.length; meshIndex++) {
  30103. var mesh = this.meshes[meshIndex];
  30104. if (predicate) {
  30105. if (!predicate(mesh)) {
  30106. continue;
  30107. }
  30108. }
  30109. else if (!mesh.isEnabled() || !mesh.isVisible || !mesh.isPickable) {
  30110. continue;
  30111. }
  30112. var world = mesh.getWorldMatrix();
  30113. var ray = rayFunction(world);
  30114. var result = mesh.intersects(ray, false);
  30115. if (!result || !result.hit) {
  30116. continue;
  30117. }
  30118. pickingInfos.push(result);
  30119. }
  30120. return pickingInfos;
  30121. };
  30122. /** Launch a ray to try to pick a mesh in the scene
  30123. * @param x position on screen
  30124. * @param y position on screen
  30125. * @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
  30126. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  30127. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30128. * @returns a PickingInfo
  30129. */
  30130. Scene.prototype.pick = function (x, y, predicate, fastCheck, camera) {
  30131. var _this = this;
  30132. if (!BABYLON.PickingInfo) {
  30133. return null;
  30134. }
  30135. var result = this._internalPick(function (world) {
  30136. _this.createPickingRayToRef(x, y, world, _this._tempPickingRay, camera || null);
  30137. return _this._tempPickingRay;
  30138. }, predicate, fastCheck);
  30139. if (result) {
  30140. result.ray = this.createPickingRay(x, y, BABYLON.Matrix.Identity(), camera || null);
  30141. }
  30142. return result;
  30143. };
  30144. /** Use the given ray to pick a mesh in the scene
  30145. * @param ray The ray to use to pick meshes
  30146. * @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
  30147. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  30148. * @returns a PickingInfo
  30149. */
  30150. Scene.prototype.pickWithRay = function (ray, predicate, fastCheck) {
  30151. var _this = this;
  30152. var result = this._internalPick(function (world) {
  30153. if (!_this._pickWithRayInverseMatrix) {
  30154. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30155. }
  30156. world.invertToRef(_this._pickWithRayInverseMatrix);
  30157. if (!_this._cachedRayForTransform) {
  30158. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30159. }
  30160. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30161. return _this._cachedRayForTransform;
  30162. }, predicate, fastCheck);
  30163. if (result) {
  30164. result.ray = ray;
  30165. }
  30166. return result;
  30167. };
  30168. /**
  30169. * Launch a ray to try to pick a mesh in the scene
  30170. * @param x X position on screen
  30171. * @param y Y position on screen
  30172. * @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
  30173. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  30174. * @returns an array of PickingInfo
  30175. */
  30176. Scene.prototype.multiPick = function (x, y, predicate, camera) {
  30177. var _this = this;
  30178. return this._internalMultiPick(function (world) { return _this.createPickingRay(x, y, world, camera || null); }, predicate);
  30179. };
  30180. /**
  30181. * Launch a ray to try to pick a mesh in the scene
  30182. * @param ray Ray to use
  30183. * @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
  30184. * @returns an array of PickingInfo
  30185. */
  30186. Scene.prototype.multiPickWithRay = function (ray, predicate) {
  30187. var _this = this;
  30188. return this._internalMultiPick(function (world) {
  30189. if (!_this._pickWithRayInverseMatrix) {
  30190. _this._pickWithRayInverseMatrix = BABYLON.Matrix.Identity();
  30191. }
  30192. world.invertToRef(_this._pickWithRayInverseMatrix);
  30193. if (!_this._cachedRayForTransform) {
  30194. _this._cachedRayForTransform = BABYLON.Ray.Zero();
  30195. }
  30196. BABYLON.Ray.TransformToRef(ray, _this._pickWithRayInverseMatrix, _this._cachedRayForTransform);
  30197. return _this._cachedRayForTransform;
  30198. }, predicate);
  30199. };
  30200. /**
  30201. * Force the value of meshUnderPointer
  30202. * @param mesh defines the mesh to use
  30203. */
  30204. Scene.prototype.setPointerOverMesh = function (mesh) {
  30205. if (this._pointerOverMesh === mesh) {
  30206. return;
  30207. }
  30208. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30209. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30210. }
  30211. this._pointerOverMesh = mesh;
  30212. if (this._pointerOverMesh && this._pointerOverMesh.actionManager) {
  30213. this._pointerOverMesh.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNew(this._pointerOverMesh));
  30214. }
  30215. };
  30216. /**
  30217. * Gets the mesh under the pointer
  30218. * @returns a Mesh or null if no mesh is under the pointer
  30219. */
  30220. Scene.prototype.getPointerOverMesh = function () {
  30221. return this._pointerOverMesh;
  30222. };
  30223. // Misc.
  30224. /** @hidden */
  30225. Scene.prototype._rebuildGeometries = function () {
  30226. for (var _i = 0, _a = this.geometries; _i < _a.length; _i++) {
  30227. var geometry = _a[_i];
  30228. geometry._rebuild();
  30229. }
  30230. for (var _b = 0, _c = this.meshes; _b < _c.length; _b++) {
  30231. var mesh = _c[_b];
  30232. mesh._rebuild();
  30233. }
  30234. if (this.postProcessManager) {
  30235. this.postProcessManager._rebuild();
  30236. }
  30237. for (var _d = 0, _e = this._components; _d < _e.length; _d++) {
  30238. var component = _e[_d];
  30239. component.rebuild();
  30240. }
  30241. for (var _f = 0, _g = this.particleSystems; _f < _g.length; _f++) {
  30242. var system = _g[_f];
  30243. system.rebuild();
  30244. }
  30245. };
  30246. /** @hidden */
  30247. Scene.prototype._rebuildTextures = function () {
  30248. for (var _i = 0, _a = this.textures; _i < _a.length; _i++) {
  30249. var texture = _a[_i];
  30250. texture._rebuild();
  30251. }
  30252. this.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  30253. };
  30254. // Tags
  30255. Scene.prototype._getByTags = function (list, tagsQuery, forEach) {
  30256. if (tagsQuery === undefined) {
  30257. // returns the complete list (could be done with BABYLON.Tags.MatchesQuery but no need to have a for-loop here)
  30258. return list;
  30259. }
  30260. var listByTags = [];
  30261. forEach = forEach || (function (item) { return; });
  30262. for (var i in list) {
  30263. var item = list[i];
  30264. if (BABYLON.Tags && BABYLON.Tags.MatchesQuery(item, tagsQuery)) {
  30265. listByTags.push(item);
  30266. forEach(item);
  30267. }
  30268. }
  30269. return listByTags;
  30270. };
  30271. /**
  30272. * Get a list of meshes by tags
  30273. * @param tagsQuery defines the tags query to use
  30274. * @param forEach defines a predicate used to filter results
  30275. * @returns an array of Mesh
  30276. */
  30277. Scene.prototype.getMeshesByTags = function (tagsQuery, forEach) {
  30278. return this._getByTags(this.meshes, tagsQuery, forEach);
  30279. };
  30280. /**
  30281. * Get a list of cameras by tags
  30282. * @param tagsQuery defines the tags query to use
  30283. * @param forEach defines a predicate used to filter results
  30284. * @returns an array of Camera
  30285. */
  30286. Scene.prototype.getCamerasByTags = function (tagsQuery, forEach) {
  30287. return this._getByTags(this.cameras, tagsQuery, forEach);
  30288. };
  30289. /**
  30290. * Get a list of lights by tags
  30291. * @param tagsQuery defines the tags query to use
  30292. * @param forEach defines a predicate used to filter results
  30293. * @returns an array of Light
  30294. */
  30295. Scene.prototype.getLightsByTags = function (tagsQuery, forEach) {
  30296. return this._getByTags(this.lights, tagsQuery, forEach);
  30297. };
  30298. /**
  30299. * Get a list of materials by tags
  30300. * @param tagsQuery defines the tags query to use
  30301. * @param forEach defines a predicate used to filter results
  30302. * @returns an array of Material
  30303. */
  30304. Scene.prototype.getMaterialByTags = function (tagsQuery, forEach) {
  30305. return this._getByTags(this.materials, tagsQuery, forEach).concat(this._getByTags(this.multiMaterials, tagsQuery, forEach));
  30306. };
  30307. /**
  30308. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  30309. * This allowed control for front to back rendering or reversly depending of the special needs.
  30310. *
  30311. * @param renderingGroupId The rendering group id corresponding to its index
  30312. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  30313. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  30314. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  30315. */
  30316. Scene.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  30317. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  30318. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  30319. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  30320. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  30321. };
  30322. /**
  30323. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  30324. *
  30325. * @param renderingGroupId The rendering group id corresponding to its index
  30326. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  30327. * @param depth Automatically clears depth between groups if true and autoClear is true.
  30328. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  30329. */
  30330. Scene.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil, depth, stencil) {
  30331. if (depth === void 0) { depth = true; }
  30332. if (stencil === void 0) { stencil = true; }
  30333. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil, depth, stencil);
  30334. };
  30335. /**
  30336. * Gets the current auto clear configuration for one rendering group of the rendering
  30337. * manager.
  30338. * @param index the rendering group index to get the information for
  30339. * @returns The auto clear setup for the requested rendering group
  30340. */
  30341. Scene.prototype.getAutoClearDepthStencilSetup = function (index) {
  30342. return this._renderingManager.getAutoClearDepthStencilSetup(index);
  30343. };
  30344. Object.defineProperty(Scene.prototype, "blockMaterialDirtyMechanism", {
  30345. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  30346. get: function () {
  30347. return this._blockMaterialDirtyMechanism;
  30348. },
  30349. set: function (value) {
  30350. if (this._blockMaterialDirtyMechanism === value) {
  30351. return;
  30352. }
  30353. this._blockMaterialDirtyMechanism = value;
  30354. if (!value) { // Do a complete update
  30355. this.markAllMaterialsAsDirty(BABYLON.Material.AllDirtyFlag);
  30356. }
  30357. },
  30358. enumerable: true,
  30359. configurable: true
  30360. });
  30361. /**
  30362. * Will flag all materials as dirty to trigger new shader compilation
  30363. * @param flag defines the flag used to specify which material part must be marked as dirty
  30364. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  30365. */
  30366. Scene.prototype.markAllMaterialsAsDirty = function (flag, predicate) {
  30367. if (this._blockMaterialDirtyMechanism) {
  30368. return;
  30369. }
  30370. for (var _i = 0, _a = this.materials; _i < _a.length; _i++) {
  30371. var material = _a[_i];
  30372. if (predicate && !predicate(material)) {
  30373. continue;
  30374. }
  30375. material.markAsDirty(flag);
  30376. }
  30377. };
  30378. /** @hidden */
  30379. Scene.prototype._loadFile = function (url, onSuccess, onProgress, useOfflineSupport, useArrayBuffer, onError) {
  30380. var _this = this;
  30381. var request = BABYLON.Tools.LoadFile(url, onSuccess, onProgress, useOfflineSupport ? this.offlineProvider : undefined, useArrayBuffer, onError);
  30382. this._activeRequests.push(request);
  30383. request.onCompleteObservable.add(function (request) {
  30384. _this._activeRequests.splice(_this._activeRequests.indexOf(request), 1);
  30385. });
  30386. return request;
  30387. };
  30388. /** @hidden */
  30389. Scene.prototype._loadFileAsync = function (url, useOfflineSupport, useArrayBuffer) {
  30390. var _this = this;
  30391. return new Promise(function (resolve, reject) {
  30392. _this._loadFile(url, function (data) {
  30393. resolve(data);
  30394. }, undefined, useOfflineSupport, useArrayBuffer, function (request, exception) {
  30395. reject(exception);
  30396. });
  30397. });
  30398. };
  30399. // Statics
  30400. Scene._uniqueIdCounter = 0;
  30401. /** The fog is deactivated */
  30402. Scene.FOGMODE_NONE = 0;
  30403. /** The fog density is following an exponential function */
  30404. Scene.FOGMODE_EXP = 1;
  30405. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  30406. Scene.FOGMODE_EXP2 = 2;
  30407. /** The fog density is following a linear function. */
  30408. Scene.FOGMODE_LINEAR = 3;
  30409. /**
  30410. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  30411. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30412. */
  30413. Scene.MinDeltaTime = 1.0;
  30414. /**
  30415. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  30416. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30417. */
  30418. Scene.MaxDeltaTime = 1000.0;
  30419. /** The distance in pixel that you have to move to prevent some events */
  30420. Scene.DragMovementThreshold = 10; // in pixels
  30421. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  30422. Scene.LongPressDelay = 500; // in milliseconds
  30423. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  30424. Scene.DoubleClickDelay = 300; // in milliseconds
  30425. /** If you need to check double click without raising a single click at first click, enable this flag */
  30426. Scene.ExclusiveDoubleClickMode = false;
  30427. return Scene;
  30428. }(BABYLON.AbstractScene));
  30429. BABYLON.Scene = Scene;
  30430. })(BABYLON || (BABYLON = {}));
  30431. //# sourceMappingURL=babylon.scene.js.map
  30432. var BABYLON;
  30433. (function (BABYLON) {
  30434. /**
  30435. * Set of assets to keep when moving a scene into an asset container.
  30436. */
  30437. var KeepAssets = /** @class */ (function (_super) {
  30438. __extends(KeepAssets, _super);
  30439. function KeepAssets() {
  30440. return _super !== null && _super.apply(this, arguments) || this;
  30441. }
  30442. return KeepAssets;
  30443. }(BABYLON.AbstractScene));
  30444. BABYLON.KeepAssets = KeepAssets;
  30445. /**
  30446. * Container with a set of assets that can be added or removed from a scene.
  30447. */
  30448. var AssetContainer = /** @class */ (function (_super) {
  30449. __extends(AssetContainer, _super);
  30450. /**
  30451. * Instantiates an AssetContainer.
  30452. * @param scene The scene the AssetContainer belongs to.
  30453. */
  30454. function AssetContainer(scene) {
  30455. var _this = _super.call(this) || this;
  30456. _this.scene = scene;
  30457. _this["sounds"] = [];
  30458. _this["effectLayers"] = [];
  30459. _this["layers"] = [];
  30460. _this["lensFlareSystems"] = [];
  30461. _this["proceduralTextures"] = [];
  30462. _this["reflectionProbes"] = [];
  30463. return _this;
  30464. }
  30465. /**
  30466. * Adds all the assets from the container to the scene.
  30467. */
  30468. AssetContainer.prototype.addAllToScene = function () {
  30469. var _this = this;
  30470. this.cameras.forEach(function (o) {
  30471. _this.scene.addCamera(o);
  30472. });
  30473. this.lights.forEach(function (o) {
  30474. _this.scene.addLight(o);
  30475. });
  30476. this.meshes.forEach(function (o) {
  30477. _this.scene.addMesh(o);
  30478. });
  30479. this.skeletons.forEach(function (o) {
  30480. _this.scene.addSkeleton(o);
  30481. });
  30482. this.animations.forEach(function (o) {
  30483. _this.scene.addAnimation(o);
  30484. });
  30485. this.animationGroups.forEach(function (o) {
  30486. _this.scene.addAnimationGroup(o);
  30487. });
  30488. this.multiMaterials.forEach(function (o) {
  30489. _this.scene.addMultiMaterial(o);
  30490. });
  30491. this.materials.forEach(function (o) {
  30492. _this.scene.addMaterial(o);
  30493. });
  30494. this.morphTargetManagers.forEach(function (o) {
  30495. _this.scene.addMorphTargetManager(o);
  30496. });
  30497. this.geometries.forEach(function (o) {
  30498. _this.scene.addGeometry(o);
  30499. });
  30500. this.transformNodes.forEach(function (o) {
  30501. _this.scene.addTransformNode(o);
  30502. });
  30503. this.actionManagers.forEach(function (o) {
  30504. _this.scene.addActionManager(o);
  30505. });
  30506. this.textures.forEach(function (o) {
  30507. _this.scene.addTexture(o);
  30508. });
  30509. this.reflectionProbes.forEach(function (o) {
  30510. _this.scene.addReflectionProbe(o);
  30511. });
  30512. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30513. var component = _a[_i];
  30514. component.addFromContainer(this);
  30515. }
  30516. };
  30517. /**
  30518. * Removes all the assets in the container from the scene
  30519. */
  30520. AssetContainer.prototype.removeAllFromScene = function () {
  30521. var _this = this;
  30522. this.cameras.forEach(function (o) {
  30523. _this.scene.removeCamera(o);
  30524. });
  30525. this.lights.forEach(function (o) {
  30526. _this.scene.removeLight(o);
  30527. });
  30528. this.meshes.forEach(function (o) {
  30529. _this.scene.removeMesh(o);
  30530. });
  30531. this.skeletons.forEach(function (o) {
  30532. _this.scene.removeSkeleton(o);
  30533. });
  30534. this.animations.forEach(function (o) {
  30535. _this.scene.removeAnimation(o);
  30536. });
  30537. this.animationGroups.forEach(function (o) {
  30538. _this.scene.removeAnimationGroup(o);
  30539. });
  30540. this.multiMaterials.forEach(function (o) {
  30541. _this.scene.removeMultiMaterial(o);
  30542. });
  30543. this.materials.forEach(function (o) {
  30544. _this.scene.removeMaterial(o);
  30545. });
  30546. this.morphTargetManagers.forEach(function (o) {
  30547. _this.scene.removeMorphTargetManager(o);
  30548. });
  30549. this.geometries.forEach(function (o) {
  30550. _this.scene.removeGeometry(o);
  30551. });
  30552. this.transformNodes.forEach(function (o) {
  30553. _this.scene.removeTransformNode(o);
  30554. });
  30555. this.actionManagers.forEach(function (o) {
  30556. _this.scene.removeActionManager(o);
  30557. });
  30558. this.textures.forEach(function (o) {
  30559. _this.scene.removeTexture(o);
  30560. });
  30561. this.reflectionProbes.forEach(function (o) {
  30562. _this.scene.removeReflectionProbe(o);
  30563. });
  30564. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30565. var component = _a[_i];
  30566. component.removeFromContainer(this);
  30567. }
  30568. };
  30569. /**
  30570. * Disposes all the assets in the container
  30571. */
  30572. AssetContainer.prototype.dispose = function () {
  30573. this.cameras.forEach(function (o) {
  30574. o.dispose();
  30575. });
  30576. this.lights.forEach(function (o) {
  30577. o.dispose();
  30578. });
  30579. this.meshes.forEach(function (o) {
  30580. o.dispose();
  30581. });
  30582. this.skeletons.forEach(function (o) {
  30583. o.dispose();
  30584. });
  30585. this.animationGroups.forEach(function (o) {
  30586. o.dispose();
  30587. });
  30588. this.multiMaterials.forEach(function (o) {
  30589. o.dispose();
  30590. });
  30591. this.materials.forEach(function (o) {
  30592. o.dispose();
  30593. });
  30594. this.geometries.forEach(function (o) {
  30595. o.dispose();
  30596. });
  30597. this.transformNodes.forEach(function (o) {
  30598. o.dispose();
  30599. });
  30600. this.actionManagers.forEach(function (o) {
  30601. o.dispose();
  30602. });
  30603. this.textures.forEach(function (o) {
  30604. o.dispose();
  30605. });
  30606. this.reflectionProbes.forEach(function (o) {
  30607. o.dispose();
  30608. });
  30609. for (var _i = 0, _a = this.scene._serializableComponents; _i < _a.length; _i++) {
  30610. var component = _a[_i];
  30611. component.dispose();
  30612. }
  30613. };
  30614. AssetContainer.prototype._moveAssets = function (sourceAssets, targetAssets, keepAssets) {
  30615. if (!sourceAssets) {
  30616. return;
  30617. }
  30618. for (var _i = 0, sourceAssets_1 = sourceAssets; _i < sourceAssets_1.length; _i++) {
  30619. var asset = sourceAssets_1[_i];
  30620. var move = true;
  30621. if (keepAssets) {
  30622. for (var _a = 0, keepAssets_1 = keepAssets; _a < keepAssets_1.length; _a++) {
  30623. var keepAsset = keepAssets_1[_a];
  30624. if (asset === keepAsset) {
  30625. move = false;
  30626. break;
  30627. }
  30628. }
  30629. }
  30630. if (move) {
  30631. targetAssets.push(asset);
  30632. }
  30633. }
  30634. };
  30635. /**
  30636. * Removes all the assets contained in the scene and adds them to the container.
  30637. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  30638. */
  30639. AssetContainer.prototype.moveAllFromScene = function (keepAssets) {
  30640. if (keepAssets === undefined) {
  30641. keepAssets = new KeepAssets();
  30642. }
  30643. for (var key in this) {
  30644. if (this.hasOwnProperty(key)) {
  30645. this[key] = this[key] || [];
  30646. this._moveAssets(this.scene[key], this[key], keepAssets[key]);
  30647. }
  30648. }
  30649. this.removeAllFromScene();
  30650. };
  30651. /**
  30652. * 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.
  30653. * @returns the root mesh
  30654. */
  30655. AssetContainer.prototype.createRootMesh = function () {
  30656. var rootMesh = new BABYLON.Mesh("assetContainerRootMesh", this.scene);
  30657. this.meshes.forEach(function (m) {
  30658. if (!m.parent) {
  30659. rootMesh.addChild(m);
  30660. }
  30661. });
  30662. this.meshes.unshift(rootMesh);
  30663. return rootMesh;
  30664. };
  30665. return AssetContainer;
  30666. }(BABYLON.AbstractScene));
  30667. BABYLON.AssetContainer = AssetContainer;
  30668. })(BABYLON || (BABYLON = {}));
  30669. //# sourceMappingURL=babylon.assetContainer.js.map
  30670. var BABYLON;
  30671. (function (BABYLON) {
  30672. /**
  30673. * Class used to store data that will be store in GPU memory
  30674. */
  30675. var Buffer = /** @class */ (function () {
  30676. /**
  30677. * Constructor
  30678. * @param engine the engine
  30679. * @param data the data to use for this buffer
  30680. * @param updatable whether the data is updatable
  30681. * @param stride the stride (optional)
  30682. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30683. * @param instanced whether the buffer is instanced (optional)
  30684. * @param useBytes set to true if the stride in in bytes (optional)
  30685. */
  30686. function Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes) {
  30687. if (stride === void 0) { stride = 0; }
  30688. if (postponeInternalCreation === void 0) { postponeInternalCreation = false; }
  30689. if (instanced === void 0) { instanced = false; }
  30690. if (useBytes === void 0) { useBytes = false; }
  30691. if (engine instanceof BABYLON.Mesh) { // old versions of BABYLON.VertexBuffer accepted 'mesh' instead of 'engine'
  30692. this._engine = engine.getScene().getEngine();
  30693. }
  30694. else {
  30695. this._engine = engine;
  30696. }
  30697. this._updatable = updatable;
  30698. this._instanced = instanced;
  30699. this._data = data;
  30700. this.byteStride = useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT;
  30701. if (!postponeInternalCreation) { // by default
  30702. this.create();
  30703. }
  30704. }
  30705. /**
  30706. * Create a new VertexBuffer based on the current buffer
  30707. * @param kind defines the vertex buffer kind (position, normal, etc.)
  30708. * @param offset defines offset in the buffer (0 by default)
  30709. * @param size defines the size in floats of attributes (position is 3 for instance)
  30710. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  30711. * @param instanced defines if the vertex buffer contains indexed data
  30712. * @param useBytes defines if the offset and stride are in bytes
  30713. * @returns the new vertex buffer
  30714. */
  30715. Buffer.prototype.createVertexBuffer = function (kind, offset, size, stride, instanced, useBytes) {
  30716. if (useBytes === void 0) { useBytes = false; }
  30717. var byteOffset = useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT;
  30718. var byteStride = stride ? (useBytes ? stride : stride * Float32Array.BYTES_PER_ELEMENT) : this.byteStride;
  30719. // a lot of these parameters are ignored as they are overriden by the buffer
  30720. return new BABYLON.VertexBuffer(this._engine, this, kind, this._updatable, true, byteStride, instanced === undefined ? this._instanced : instanced, byteOffset, size, undefined, undefined, true);
  30721. };
  30722. // Properties
  30723. /**
  30724. * Gets a boolean indicating if the Buffer is updatable?
  30725. * @returns true if the buffer is updatable
  30726. */
  30727. Buffer.prototype.isUpdatable = function () {
  30728. return this._updatable;
  30729. };
  30730. /**
  30731. * Gets current buffer's data
  30732. * @returns a DataArray or null
  30733. */
  30734. Buffer.prototype.getData = function () {
  30735. return this._data;
  30736. };
  30737. /**
  30738. * Gets underlying native buffer
  30739. * @returns underlying native buffer
  30740. */
  30741. Buffer.prototype.getBuffer = function () {
  30742. return this._buffer;
  30743. };
  30744. /**
  30745. * Gets the stride in float32 units (i.e. byte stride / 4).
  30746. * May not be an integer if the byte stride is not divisible by 4.
  30747. * DEPRECATED. Use byteStride instead.
  30748. * @returns the stride in float32 units
  30749. */
  30750. Buffer.prototype.getStrideSize = function () {
  30751. return this.byteStride / Float32Array.BYTES_PER_ELEMENT;
  30752. };
  30753. // Methods
  30754. /**
  30755. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30756. * @param data defines the data to store
  30757. */
  30758. Buffer.prototype.create = function (data) {
  30759. if (data === void 0) { data = null; }
  30760. if (!data && this._buffer) {
  30761. return; // nothing to do
  30762. }
  30763. data = data || this._data;
  30764. if (!data) {
  30765. return;
  30766. }
  30767. if (!this._buffer) { // create buffer
  30768. if (this._updatable) {
  30769. this._buffer = this._engine.createDynamicVertexBuffer(data);
  30770. this._data = data;
  30771. }
  30772. else {
  30773. this._buffer = this._engine.createVertexBuffer(data);
  30774. }
  30775. }
  30776. else if (this._updatable) { // update buffer
  30777. this._engine.updateDynamicVertexBuffer(this._buffer, data);
  30778. this._data = data;
  30779. }
  30780. };
  30781. /** @hidden */
  30782. Buffer.prototype._rebuild = function () {
  30783. this._buffer = null;
  30784. this.create(this._data);
  30785. };
  30786. /**
  30787. * Update current buffer data
  30788. * @param data defines the data to store
  30789. */
  30790. Buffer.prototype.update = function (data) {
  30791. this.create(data);
  30792. };
  30793. /**
  30794. * Updates the data directly.
  30795. * @param data the new data
  30796. * @param offset the new offset
  30797. * @param vertexCount the vertex count (optional)
  30798. * @param useBytes set to true if the offset is in bytes
  30799. */
  30800. Buffer.prototype.updateDirectly = function (data, offset, vertexCount, useBytes) {
  30801. if (useBytes === void 0) { useBytes = false; }
  30802. if (!this._buffer) {
  30803. return;
  30804. }
  30805. if (this._updatable) { // update buffer
  30806. this._engine.updateDynamicVertexBuffer(this._buffer, data, useBytes ? offset : offset * Float32Array.BYTES_PER_ELEMENT, (vertexCount ? vertexCount * this.byteStride : undefined));
  30807. this._data = null;
  30808. }
  30809. };
  30810. /**
  30811. * Release all resources
  30812. */
  30813. Buffer.prototype.dispose = function () {
  30814. if (!this._buffer) {
  30815. return;
  30816. }
  30817. if (this._engine._releaseBuffer(this._buffer)) {
  30818. this._buffer = null;
  30819. }
  30820. };
  30821. return Buffer;
  30822. }());
  30823. BABYLON.Buffer = Buffer;
  30824. })(BABYLON || (BABYLON = {}));
  30825. //# sourceMappingURL=babylon.buffer.js.map
  30826. var BABYLON;
  30827. (function (BABYLON) {
  30828. /**
  30829. * Specialized buffer used to store vertex data
  30830. */
  30831. var VertexBuffer = /** @class */ (function () {
  30832. /**
  30833. * Constructor
  30834. * @param engine the engine
  30835. * @param data the data to use for this vertex buffer
  30836. * @param kind the vertex buffer kind
  30837. * @param updatable whether the data is updatable
  30838. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  30839. * @param stride the stride (optional)
  30840. * @param instanced whether the buffer is instanced (optional)
  30841. * @param offset the offset of the data (optional)
  30842. * @param size the number of components (optional)
  30843. * @param type the type of the component (optional)
  30844. * @param normalized whether the data contains normalized data (optional)
  30845. * @param useBytes set to true if stride and offset are in bytes (optional)
  30846. */
  30847. function VertexBuffer(engine, data, kind, updatable, postponeInternalCreation, stride, instanced, offset, size, type, normalized, useBytes) {
  30848. if (normalized === void 0) { normalized = false; }
  30849. if (useBytes === void 0) { useBytes = false; }
  30850. if (data instanceof BABYLON.Buffer) {
  30851. this._buffer = data;
  30852. this._ownsBuffer = false;
  30853. }
  30854. else {
  30855. this._buffer = new BABYLON.Buffer(engine, data, updatable, stride, postponeInternalCreation, instanced, useBytes);
  30856. this._ownsBuffer = true;
  30857. }
  30858. this._kind = kind;
  30859. if (type == undefined) {
  30860. var data_1 = this.getData();
  30861. this.type = VertexBuffer.FLOAT;
  30862. if (data_1 instanceof Int8Array) {
  30863. this.type = VertexBuffer.BYTE;
  30864. }
  30865. else if (data_1 instanceof Uint8Array) {
  30866. this.type = VertexBuffer.UNSIGNED_BYTE;
  30867. }
  30868. else if (data_1 instanceof Int16Array) {
  30869. this.type = VertexBuffer.SHORT;
  30870. }
  30871. else if (data_1 instanceof Uint16Array) {
  30872. this.type = VertexBuffer.UNSIGNED_SHORT;
  30873. }
  30874. else if (data_1 instanceof Int32Array) {
  30875. this.type = VertexBuffer.INT;
  30876. }
  30877. else if (data_1 instanceof Uint32Array) {
  30878. this.type = VertexBuffer.UNSIGNED_INT;
  30879. }
  30880. }
  30881. else {
  30882. this.type = type;
  30883. }
  30884. var typeByteLength = VertexBuffer.GetTypeByteLength(this.type);
  30885. if (useBytes) {
  30886. this._size = size || (stride ? (stride / typeByteLength) : VertexBuffer.DeduceStride(kind));
  30887. this.byteStride = stride || this._buffer.byteStride || (this._size * typeByteLength);
  30888. this.byteOffset = offset || 0;
  30889. }
  30890. else {
  30891. this._size = size || stride || VertexBuffer.DeduceStride(kind);
  30892. this.byteStride = stride ? (stride * typeByteLength) : (this._buffer.byteStride || (this._size * typeByteLength));
  30893. this.byteOffset = (offset || 0) * typeByteLength;
  30894. }
  30895. this.normalized = normalized;
  30896. this._instanced = instanced !== undefined ? instanced : false;
  30897. this._instanceDivisor = instanced ? 1 : 0;
  30898. }
  30899. Object.defineProperty(VertexBuffer.prototype, "instanceDivisor", {
  30900. /**
  30901. * Gets or sets the instance divisor when in instanced mode
  30902. */
  30903. get: function () {
  30904. return this._instanceDivisor;
  30905. },
  30906. set: function (value) {
  30907. this._instanceDivisor = value;
  30908. if (value == 0) {
  30909. this._instanced = false;
  30910. }
  30911. else {
  30912. this._instanced = true;
  30913. }
  30914. },
  30915. enumerable: true,
  30916. configurable: true
  30917. });
  30918. /** @hidden */
  30919. VertexBuffer.prototype._rebuild = function () {
  30920. if (!this._buffer) {
  30921. return;
  30922. }
  30923. this._buffer._rebuild();
  30924. };
  30925. /**
  30926. * Returns the kind of the VertexBuffer (string)
  30927. * @returns a string
  30928. */
  30929. VertexBuffer.prototype.getKind = function () {
  30930. return this._kind;
  30931. };
  30932. // Properties
  30933. /**
  30934. * Gets a boolean indicating if the VertexBuffer is updatable?
  30935. * @returns true if the buffer is updatable
  30936. */
  30937. VertexBuffer.prototype.isUpdatable = function () {
  30938. return this._buffer.isUpdatable();
  30939. };
  30940. /**
  30941. * Gets current buffer's data
  30942. * @returns a DataArray or null
  30943. */
  30944. VertexBuffer.prototype.getData = function () {
  30945. return this._buffer.getData();
  30946. };
  30947. /**
  30948. * Gets underlying native buffer
  30949. * @returns underlying native buffer
  30950. */
  30951. VertexBuffer.prototype.getBuffer = function () {
  30952. return this._buffer.getBuffer();
  30953. };
  30954. /**
  30955. * Gets the stride in float32 units (i.e. byte stride / 4).
  30956. * May not be an integer if the byte stride is not divisible by 4.
  30957. * DEPRECATED. Use byteStride instead.
  30958. * @returns the stride in float32 units
  30959. */
  30960. VertexBuffer.prototype.getStrideSize = function () {
  30961. return this.byteStride / VertexBuffer.GetTypeByteLength(this.type);
  30962. };
  30963. /**
  30964. * Returns the offset as a multiple of the type byte length.
  30965. * DEPRECATED. Use byteOffset instead.
  30966. * @returns the offset in bytes
  30967. */
  30968. VertexBuffer.prototype.getOffset = function () {
  30969. return this.byteOffset / VertexBuffer.GetTypeByteLength(this.type);
  30970. };
  30971. /**
  30972. * Returns the number of components per vertex attribute (integer)
  30973. * @returns the size in float
  30974. */
  30975. VertexBuffer.prototype.getSize = function () {
  30976. return this._size;
  30977. };
  30978. /**
  30979. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  30980. * @returns true if this buffer is instanced
  30981. */
  30982. VertexBuffer.prototype.getIsInstanced = function () {
  30983. return this._instanced;
  30984. };
  30985. /**
  30986. * Returns the instancing divisor, zero for non-instanced (integer).
  30987. * @returns a number
  30988. */
  30989. VertexBuffer.prototype.getInstanceDivisor = function () {
  30990. return this._instanceDivisor;
  30991. };
  30992. // Methods
  30993. /**
  30994. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  30995. * @param data defines the data to store
  30996. */
  30997. VertexBuffer.prototype.create = function (data) {
  30998. this._buffer.create(data);
  30999. };
  31000. /**
  31001. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  31002. * This function will create a new buffer if the current one is not updatable
  31003. * @param data defines the data to store
  31004. */
  31005. VertexBuffer.prototype.update = function (data) {
  31006. this._buffer.update(data);
  31007. };
  31008. /**
  31009. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  31010. * Returns the directly updated WebGLBuffer.
  31011. * @param data the new data
  31012. * @param offset the new offset
  31013. * @param useBytes set to true if the offset is in bytes
  31014. */
  31015. VertexBuffer.prototype.updateDirectly = function (data, offset, useBytes) {
  31016. if (useBytes === void 0) { useBytes = false; }
  31017. this._buffer.updateDirectly(data, offset, undefined, useBytes);
  31018. };
  31019. /**
  31020. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  31021. */
  31022. VertexBuffer.prototype.dispose = function () {
  31023. if (this._ownsBuffer) {
  31024. this._buffer.dispose();
  31025. }
  31026. };
  31027. /**
  31028. * Enumerates each value of this vertex buffer as numbers.
  31029. * @param count the number of values to enumerate
  31030. * @param callback the callback function called for each value
  31031. */
  31032. VertexBuffer.prototype.forEach = function (count, callback) {
  31033. VertexBuffer.ForEach(this._buffer.getData(), this.byteOffset, this.byteStride, this._size, this.type, count, this.normalized, callback);
  31034. };
  31035. /**
  31036. * Deduces the stride given a kind.
  31037. * @param kind The kind string to deduce
  31038. * @returns The deduced stride
  31039. */
  31040. VertexBuffer.DeduceStride = function (kind) {
  31041. switch (kind) {
  31042. case VertexBuffer.UVKind:
  31043. case VertexBuffer.UV2Kind:
  31044. case VertexBuffer.UV3Kind:
  31045. case VertexBuffer.UV4Kind:
  31046. case VertexBuffer.UV5Kind:
  31047. case VertexBuffer.UV6Kind:
  31048. return 2;
  31049. case VertexBuffer.NormalKind:
  31050. case VertexBuffer.PositionKind:
  31051. return 3;
  31052. case VertexBuffer.ColorKind:
  31053. case VertexBuffer.MatricesIndicesKind:
  31054. case VertexBuffer.MatricesIndicesExtraKind:
  31055. case VertexBuffer.MatricesWeightsKind:
  31056. case VertexBuffer.MatricesWeightsExtraKind:
  31057. case VertexBuffer.TangentKind:
  31058. return 4;
  31059. default:
  31060. throw new Error("Invalid kind '" + kind + "'");
  31061. }
  31062. };
  31063. /**
  31064. * Gets the byte length of the given type.
  31065. * @param type the type
  31066. * @returns the number of bytes
  31067. */
  31068. VertexBuffer.GetTypeByteLength = function (type) {
  31069. switch (type) {
  31070. case VertexBuffer.BYTE:
  31071. case VertexBuffer.UNSIGNED_BYTE:
  31072. return 1;
  31073. case VertexBuffer.SHORT:
  31074. case VertexBuffer.UNSIGNED_SHORT:
  31075. return 2;
  31076. case VertexBuffer.INT:
  31077. case VertexBuffer.FLOAT:
  31078. return 4;
  31079. default:
  31080. throw new Error("Invalid type '" + type + "'");
  31081. }
  31082. };
  31083. /**
  31084. * Enumerates each value of the given parameters as numbers.
  31085. * @param data the data to enumerate
  31086. * @param byteOffset the byte offset of the data
  31087. * @param byteStride the byte stride of the data
  31088. * @param componentCount the number of components per element
  31089. * @param componentType the type of the component
  31090. * @param count the total number of components
  31091. * @param normalized whether the data is normalized
  31092. * @param callback the callback function called for each value
  31093. */
  31094. VertexBuffer.ForEach = function (data, byteOffset, byteStride, componentCount, componentType, count, normalized, callback) {
  31095. if (data instanceof Array) {
  31096. var offset = byteOffset / 4;
  31097. var stride = byteStride / 4;
  31098. for (var index = 0; index < count; index += componentCount) {
  31099. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31100. callback(data[offset + componentIndex], index + componentIndex);
  31101. }
  31102. offset += stride;
  31103. }
  31104. }
  31105. else {
  31106. var dataView = data instanceof ArrayBuffer ? new DataView(data) : new DataView(data.buffer, data.byteOffset, data.byteLength);
  31107. var componentByteLength = VertexBuffer.GetTypeByteLength(componentType);
  31108. for (var index = 0; index < count; index += componentCount) {
  31109. var componentByteOffset = byteOffset;
  31110. for (var componentIndex = 0; componentIndex < componentCount; componentIndex++) {
  31111. var value = VertexBuffer._GetFloatValue(dataView, componentType, componentByteOffset, normalized);
  31112. callback(value, index + componentIndex);
  31113. componentByteOffset += componentByteLength;
  31114. }
  31115. byteOffset += byteStride;
  31116. }
  31117. }
  31118. };
  31119. VertexBuffer._GetFloatValue = function (dataView, type, byteOffset, normalized) {
  31120. switch (type) {
  31121. case VertexBuffer.BYTE: {
  31122. var value = dataView.getInt8(byteOffset);
  31123. if (normalized) {
  31124. value = Math.max(value / 127, -1);
  31125. }
  31126. return value;
  31127. }
  31128. case VertexBuffer.UNSIGNED_BYTE: {
  31129. var value = dataView.getUint8(byteOffset);
  31130. if (normalized) {
  31131. value = value / 255;
  31132. }
  31133. return value;
  31134. }
  31135. case VertexBuffer.SHORT: {
  31136. var value = dataView.getInt16(byteOffset, true);
  31137. if (normalized) {
  31138. value = Math.max(value / 16383, -1);
  31139. }
  31140. return value;
  31141. }
  31142. case VertexBuffer.UNSIGNED_SHORT: {
  31143. var value = dataView.getUint16(byteOffset, true);
  31144. if (normalized) {
  31145. value = value / 65535;
  31146. }
  31147. return value;
  31148. }
  31149. case VertexBuffer.FLOAT: {
  31150. return dataView.getFloat32(byteOffset, true);
  31151. }
  31152. default: {
  31153. throw new Error("Invalid component type " + type);
  31154. }
  31155. }
  31156. };
  31157. /**
  31158. * The byte type.
  31159. */
  31160. VertexBuffer.BYTE = 5120;
  31161. /**
  31162. * The unsigned byte type.
  31163. */
  31164. VertexBuffer.UNSIGNED_BYTE = 5121;
  31165. /**
  31166. * The short type.
  31167. */
  31168. VertexBuffer.SHORT = 5122;
  31169. /**
  31170. * The unsigned short type.
  31171. */
  31172. VertexBuffer.UNSIGNED_SHORT = 5123;
  31173. /**
  31174. * The integer type.
  31175. */
  31176. VertexBuffer.INT = 5124;
  31177. /**
  31178. * The unsigned integer type.
  31179. */
  31180. VertexBuffer.UNSIGNED_INT = 5125;
  31181. /**
  31182. * The float type.
  31183. */
  31184. VertexBuffer.FLOAT = 5126;
  31185. // Enums
  31186. /**
  31187. * Positions
  31188. */
  31189. VertexBuffer.PositionKind = "position";
  31190. /**
  31191. * Normals
  31192. */
  31193. VertexBuffer.NormalKind = "normal";
  31194. /**
  31195. * Tangents
  31196. */
  31197. VertexBuffer.TangentKind = "tangent";
  31198. /**
  31199. * Texture coordinates
  31200. */
  31201. VertexBuffer.UVKind = "uv";
  31202. /**
  31203. * Texture coordinates 2
  31204. */
  31205. VertexBuffer.UV2Kind = "uv2";
  31206. /**
  31207. * Texture coordinates 3
  31208. */
  31209. VertexBuffer.UV3Kind = "uv3";
  31210. /**
  31211. * Texture coordinates 4
  31212. */
  31213. VertexBuffer.UV4Kind = "uv4";
  31214. /**
  31215. * Texture coordinates 5
  31216. */
  31217. VertexBuffer.UV5Kind = "uv5";
  31218. /**
  31219. * Texture coordinates 6
  31220. */
  31221. VertexBuffer.UV6Kind = "uv6";
  31222. /**
  31223. * Colors
  31224. */
  31225. VertexBuffer.ColorKind = "color";
  31226. /**
  31227. * Matrix indices (for bones)
  31228. */
  31229. VertexBuffer.MatricesIndicesKind = "matricesIndices";
  31230. /**
  31231. * Matrix weights (for bones)
  31232. */
  31233. VertexBuffer.MatricesWeightsKind = "matricesWeights";
  31234. /**
  31235. * Additional matrix indices (for bones)
  31236. */
  31237. VertexBuffer.MatricesIndicesExtraKind = "matricesIndicesExtra";
  31238. /**
  31239. * Additional matrix weights (for bones)
  31240. */
  31241. VertexBuffer.MatricesWeightsExtraKind = "matricesWeightsExtra";
  31242. return VertexBuffer;
  31243. }());
  31244. BABYLON.VertexBuffer = VertexBuffer;
  31245. })(BABYLON || (BABYLON = {}));
  31246. //# sourceMappingURL=babylon.vertexBuffer.js.map
  31247. //# sourceMappingURL=babylon.internalTextureLoader.js.map
  31248. var BABYLON;
  31249. (function (BABYLON) {
  31250. /**
  31251. * Internal class used by the engine to get list of InternalTexture already bound to the GL context
  31252. */
  31253. var DummyInternalTextureTracker = /** @class */ (function () {
  31254. function DummyInternalTextureTracker() {
  31255. /**
  31256. * Gets or set the previous tracker in the list
  31257. */
  31258. this.previous = null;
  31259. /**
  31260. * Gets or set the next tracker in the list
  31261. */
  31262. this.next = null;
  31263. }
  31264. return DummyInternalTextureTracker;
  31265. }());
  31266. BABYLON.DummyInternalTextureTracker = DummyInternalTextureTracker;
  31267. })(BABYLON || (BABYLON = {}));
  31268. //# sourceMappingURL=babylon.internalTextureTracker.js.map
  31269. var BABYLON;
  31270. (function (BABYLON) {
  31271. /**
  31272. * Class used to store data associated with WebGL texture data for the engine
  31273. * This class should not be used directly
  31274. */
  31275. var InternalTexture = /** @class */ (function () {
  31276. /**
  31277. * Creates a new InternalTexture
  31278. * @param engine defines the engine to use
  31279. * @param dataSource defines the type of data that will be used
  31280. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31281. */
  31282. function InternalTexture(engine, dataSource, delayAllocation) {
  31283. if (delayAllocation === void 0) { delayAllocation = false; }
  31284. /**
  31285. * Observable called when the texture is loaded
  31286. */
  31287. this.onLoadedObservable = new BABYLON.Observable();
  31288. /**
  31289. * Gets or set the previous tracker in the list
  31290. */
  31291. this.previous = null;
  31292. /**
  31293. * Gets or set the next tracker in the list
  31294. */
  31295. this.next = null;
  31296. // Private
  31297. /** @hidden */
  31298. this._invertVScale = false;
  31299. /** @hidden */
  31300. this._initialSlot = -1;
  31301. /** @hidden */
  31302. this._designatedSlot = -1;
  31303. /** @hidden */
  31304. this._dataSource = InternalTexture.DATASOURCE_UNKNOWN;
  31305. /** @hidden */
  31306. this._comparisonFunction = 0;
  31307. /** @hidden */
  31308. this._sphericalPolynomial = null;
  31309. /** @hidden */
  31310. this._lodGenerationScale = 0;
  31311. /** @hidden */
  31312. this._lodGenerationOffset = 0;
  31313. /** @hidden */
  31314. this._isRGBD = false;
  31315. /** @hidden */
  31316. this._references = 1;
  31317. this._engine = engine;
  31318. this._dataSource = dataSource;
  31319. if (!delayAllocation) {
  31320. this._webGLTexture = engine._createTexture();
  31321. }
  31322. }
  31323. /**
  31324. * Gets the Engine the texture belongs to.
  31325. * @returns The babylon engine
  31326. */
  31327. InternalTexture.prototype.getEngine = function () {
  31328. return this._engine;
  31329. };
  31330. Object.defineProperty(InternalTexture.prototype, "dataSource", {
  31331. /**
  31332. * Gets the data source type of the texture (can be one of the BABYLON.InternalTexture.DATASOURCE_XXXX)
  31333. */
  31334. get: function () {
  31335. return this._dataSource;
  31336. },
  31337. enumerable: true,
  31338. configurable: true
  31339. });
  31340. /**
  31341. * Increments the number of references (ie. the number of Texture that point to it)
  31342. */
  31343. InternalTexture.prototype.incrementReferences = function () {
  31344. this._references++;
  31345. };
  31346. /**
  31347. * Change the size of the texture (not the size of the content)
  31348. * @param width defines the new width
  31349. * @param height defines the new height
  31350. * @param depth defines the new depth (1 by default)
  31351. */
  31352. InternalTexture.prototype.updateSize = function (width, height, depth) {
  31353. if (depth === void 0) { depth = 1; }
  31354. this.width = width;
  31355. this.height = height;
  31356. this.depth = depth;
  31357. this.baseWidth = width;
  31358. this.baseHeight = height;
  31359. this.baseDepth = depth;
  31360. this._size = width * height * depth;
  31361. };
  31362. /** @hidden */
  31363. InternalTexture.prototype._rebuild = function () {
  31364. var _this = this;
  31365. var proxy;
  31366. this.isReady = false;
  31367. this._cachedCoordinatesMode = null;
  31368. this._cachedWrapU = null;
  31369. this._cachedWrapV = null;
  31370. this._cachedAnisotropicFilteringLevel = null;
  31371. switch (this._dataSource) {
  31372. case InternalTexture.DATASOURCE_TEMP:
  31373. return;
  31374. case InternalTexture.DATASOURCE_URL:
  31375. proxy = this._engine.createTexture(this.url, !this.generateMipMaps, this.invertY, null, this.samplingMode, function () {
  31376. proxy._swapAndDie(_this);
  31377. _this.isReady = true;
  31378. }, null, this._buffer, undefined, this.format);
  31379. return;
  31380. case InternalTexture.DATASOURCE_RAW:
  31381. proxy = this._engine.createRawTexture(this._bufferView, this.baseWidth, this.baseHeight, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31382. proxy._swapAndDie(this);
  31383. this.isReady = true;
  31384. return;
  31385. case InternalTexture.DATASOURCE_RAW3D:
  31386. proxy = this._engine.createRawTexture3D(this._bufferView, this.baseWidth, this.baseHeight, this.baseDepth, this.format, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31387. proxy._swapAndDie(this);
  31388. this.isReady = true;
  31389. return;
  31390. case InternalTexture.DATASOURCE_DYNAMIC:
  31391. proxy = this._engine.createDynamicTexture(this.baseWidth, this.baseHeight, this.generateMipMaps, this.samplingMode);
  31392. proxy._swapAndDie(this);
  31393. this._engine.updateDynamicTexture(this, this._engine.getRenderingCanvas(), this.invertY, undefined, undefined, true);
  31394. // The engine will make sure to update content so no need to flag it as isReady = true
  31395. return;
  31396. case InternalTexture.DATASOURCE_RENDERTARGET:
  31397. var options = new BABYLON.RenderTargetCreationOptions();
  31398. options.generateDepthBuffer = this._generateDepthBuffer;
  31399. options.generateMipMaps = this.generateMipMaps;
  31400. options.generateStencilBuffer = this._generateStencilBuffer;
  31401. options.samplingMode = this.samplingMode;
  31402. options.type = this.type;
  31403. if (this.isCube) {
  31404. proxy = this._engine.createRenderTargetCubeTexture(this.width, options);
  31405. }
  31406. else {
  31407. var size = {
  31408. width: this.width,
  31409. height: this.height
  31410. };
  31411. proxy = this._engine.createRenderTargetTexture(size, options);
  31412. }
  31413. proxy._swapAndDie(this);
  31414. this.isReady = true;
  31415. return;
  31416. case InternalTexture.DATASOURCE_DEPTHTEXTURE:
  31417. var depthTextureOptions = {
  31418. bilinearFiltering: this.samplingMode !== BABYLON.Texture.BILINEAR_SAMPLINGMODE,
  31419. comparisonFunction: this._comparisonFunction,
  31420. generateStencil: this._generateStencilBuffer,
  31421. isCube: this.isCube
  31422. };
  31423. proxy = this._engine.createDepthStencilTexture({ width: this.width, height: this.height }, depthTextureOptions);
  31424. proxy._swapAndDie(this);
  31425. this.isReady = true;
  31426. return;
  31427. case InternalTexture.DATASOURCE_CUBE:
  31428. proxy = this._engine.createCubeTexture(this.url, null, this._files, !this.generateMipMaps, function () {
  31429. proxy._swapAndDie(_this);
  31430. _this.isReady = true;
  31431. }, null, this.format, this._extension);
  31432. return;
  31433. case InternalTexture.DATASOURCE_CUBERAW:
  31434. proxy = this._engine.createRawCubeTexture(this._bufferViewArray, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31435. proxy._swapAndDie(this);
  31436. this.isReady = true;
  31437. return;
  31438. case InternalTexture.DATASOURCE_CUBERAW_RGBD:
  31439. proxy = this._engine.createRawCubeTexture(null, this.width, this.format, this.type, this.generateMipMaps, this.invertY, this.samplingMode, this._compression);
  31440. BABYLON.RawCubeTexture._UpdateRGBDAsync(proxy, this._bufferViewArrayArray, this._sphericalPolynomial, this._lodGenerationScale, this._lodGenerationOffset).then(function () {
  31441. proxy._swapAndDie(_this);
  31442. _this.isReady = true;
  31443. });
  31444. return;
  31445. case InternalTexture.DATASOURCE_CUBEPREFILTERED:
  31446. proxy = this._engine.createPrefilteredCubeTexture(this.url, null, this._lodGenerationScale, this._lodGenerationOffset, function (proxy) {
  31447. if (proxy) {
  31448. proxy._swapAndDie(_this);
  31449. }
  31450. _this.isReady = true;
  31451. }, null, this.format, this._extension);
  31452. proxy._sphericalPolynomial = this._sphericalPolynomial;
  31453. return;
  31454. }
  31455. };
  31456. /** @hidden */
  31457. InternalTexture.prototype._swapAndDie = function (target) {
  31458. target._webGLTexture = this._webGLTexture;
  31459. if (this._framebuffer) {
  31460. target._framebuffer = this._framebuffer;
  31461. }
  31462. if (this._depthStencilBuffer) {
  31463. target._depthStencilBuffer = this._depthStencilBuffer;
  31464. }
  31465. if (this._lodTextureHigh) {
  31466. if (target._lodTextureHigh) {
  31467. target._lodTextureHigh.dispose();
  31468. }
  31469. target._lodTextureHigh = this._lodTextureHigh;
  31470. }
  31471. if (this._lodTextureMid) {
  31472. if (target._lodTextureMid) {
  31473. target._lodTextureMid.dispose();
  31474. }
  31475. target._lodTextureMid = this._lodTextureMid;
  31476. }
  31477. if (this._lodTextureLow) {
  31478. if (target._lodTextureLow) {
  31479. target._lodTextureLow.dispose();
  31480. }
  31481. target._lodTextureLow = this._lodTextureLow;
  31482. }
  31483. var cache = this._engine.getLoadedTexturesCache();
  31484. var index = cache.indexOf(this);
  31485. if (index !== -1) {
  31486. cache.splice(index, 1);
  31487. }
  31488. };
  31489. /**
  31490. * Dispose the current allocated resources
  31491. */
  31492. InternalTexture.prototype.dispose = function () {
  31493. if (!this._webGLTexture) {
  31494. return;
  31495. }
  31496. this._references--;
  31497. if (this._references === 0) {
  31498. this._engine._releaseTexture(this);
  31499. this._webGLTexture = null;
  31500. this.previous = null;
  31501. this.next = null;
  31502. }
  31503. };
  31504. /**
  31505. * The source of the texture data is unknown
  31506. */
  31507. InternalTexture.DATASOURCE_UNKNOWN = 0;
  31508. /**
  31509. * Texture data comes from an URL
  31510. */
  31511. InternalTexture.DATASOURCE_URL = 1;
  31512. /**
  31513. * Texture data is only used for temporary storage
  31514. */
  31515. InternalTexture.DATASOURCE_TEMP = 2;
  31516. /**
  31517. * Texture data comes from raw data (ArrayBuffer)
  31518. */
  31519. InternalTexture.DATASOURCE_RAW = 3;
  31520. /**
  31521. * Texture content is dynamic (video or dynamic texture)
  31522. */
  31523. InternalTexture.DATASOURCE_DYNAMIC = 4;
  31524. /**
  31525. * Texture content is generated by rendering to it
  31526. */
  31527. InternalTexture.DATASOURCE_RENDERTARGET = 5;
  31528. /**
  31529. * Texture content is part of a multi render target process
  31530. */
  31531. InternalTexture.DATASOURCE_MULTIRENDERTARGET = 6;
  31532. /**
  31533. * Texture data comes from a cube data file
  31534. */
  31535. InternalTexture.DATASOURCE_CUBE = 7;
  31536. /**
  31537. * Texture data comes from a raw cube data
  31538. */
  31539. InternalTexture.DATASOURCE_CUBERAW = 8;
  31540. /**
  31541. * Texture data come from a prefiltered cube data file
  31542. */
  31543. InternalTexture.DATASOURCE_CUBEPREFILTERED = 9;
  31544. /**
  31545. * Texture content is raw 3D data
  31546. */
  31547. InternalTexture.DATASOURCE_RAW3D = 10;
  31548. /**
  31549. * Texture content is a depth texture
  31550. */
  31551. InternalTexture.DATASOURCE_DEPTHTEXTURE = 11;
  31552. /**
  31553. * Texture data comes from a raw cube data encoded with RGBD
  31554. */
  31555. InternalTexture.DATASOURCE_CUBERAW_RGBD = 12;
  31556. return InternalTexture;
  31557. }());
  31558. BABYLON.InternalTexture = InternalTexture;
  31559. })(BABYLON || (BABYLON = {}));
  31560. //# sourceMappingURL=babylon.internalTexture.js.map
  31561. var BABYLON;
  31562. (function (BABYLON) {
  31563. /**
  31564. * Base class of all the textures in babylon.
  31565. * It groups all the common properties the materials, post process, lights... might need
  31566. * in order to make a correct use of the texture.
  31567. */
  31568. var BaseTexture = /** @class */ (function () {
  31569. /**
  31570. * Instantiates a new BaseTexture.
  31571. * Base class of all the textures in babylon.
  31572. * It groups all the common properties the materials, post process, lights... might need
  31573. * in order to make a correct use of the texture.
  31574. * @param scene Define the scene the texture blongs to
  31575. */
  31576. function BaseTexture(scene) {
  31577. /**
  31578. * Gets or sets an object used to store user defined information.
  31579. */
  31580. this.metadata = null;
  31581. /**
  31582. * For internal use only. Please do not use.
  31583. */
  31584. this.reservedDataStore = null;
  31585. this._hasAlpha = false;
  31586. /**
  31587. * Defines if the alpha value should be determined via the rgb values.
  31588. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  31589. */
  31590. this.getAlphaFromRGB = false;
  31591. /**
  31592. * Intensity or strength of the texture.
  31593. * It is commonly used by materials to fine tune the intensity of the texture
  31594. */
  31595. this.level = 1;
  31596. /**
  31597. * Define the UV chanel to use starting from 0 and defaulting to 0.
  31598. * This is part of the texture as textures usually maps to one uv set.
  31599. */
  31600. this.coordinatesIndex = 0;
  31601. this._coordinatesMode = BABYLON.Texture.EXPLICIT_MODE;
  31602. /**
  31603. * | Value | Type | Description |
  31604. * | ----- | ------------------ | ----------- |
  31605. * | 0 | CLAMP_ADDRESSMODE | |
  31606. * | 1 | WRAP_ADDRESSMODE | |
  31607. * | 2 | MIRROR_ADDRESSMODE | |
  31608. */
  31609. this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  31610. /**
  31611. * | Value | Type | Description |
  31612. * | ----- | ------------------ | ----------- |
  31613. * | 0 | CLAMP_ADDRESSMODE | |
  31614. * | 1 | WRAP_ADDRESSMODE | |
  31615. * | 2 | MIRROR_ADDRESSMODE | |
  31616. */
  31617. this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  31618. /**
  31619. * | Value | Type | Description |
  31620. * | ----- | ------------------ | ----------- |
  31621. * | 0 | CLAMP_ADDRESSMODE | |
  31622. * | 1 | WRAP_ADDRESSMODE | |
  31623. * | 2 | MIRROR_ADDRESSMODE | |
  31624. */
  31625. this.wrapR = BABYLON.Texture.WRAP_ADDRESSMODE;
  31626. /**
  31627. * With compliant hardware and browser (supporting anisotropic filtering)
  31628. * this defines the level of anisotropic filtering in the texture.
  31629. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  31630. */
  31631. this.anisotropicFilteringLevel = BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL;
  31632. /**
  31633. * Define if the texture is a cube texture or if false a 2d texture.
  31634. */
  31635. this.isCube = false;
  31636. /**
  31637. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  31638. */
  31639. this.is3D = false;
  31640. /**
  31641. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  31642. * HDR texture are usually stored in linear space.
  31643. * This only impacts the PBR and Background materials
  31644. */
  31645. this.gammaSpace = true;
  31646. /**
  31647. * Is Z inverted in the texture (useful in a cube texture).
  31648. */
  31649. this.invertZ = false;
  31650. /**
  31651. * @hidden
  31652. */
  31653. this.lodLevelInAlpha = false;
  31654. /**
  31655. * Define if the texture is a render target.
  31656. */
  31657. this.isRenderTarget = false;
  31658. /**
  31659. * Define the list of animation attached to the texture.
  31660. */
  31661. this.animations = new Array();
  31662. /**
  31663. * An event triggered when the texture is disposed.
  31664. */
  31665. this.onDisposeObservable = new BABYLON.Observable();
  31666. /**
  31667. * Define the current state of the loading sequence when in delayed load mode.
  31668. */
  31669. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  31670. this._cachedSize = BABYLON.Size.Zero();
  31671. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  31672. if (this._scene) {
  31673. this.uniqueId = this._scene.getUniqueId();
  31674. this._scene.addTexture(this);
  31675. }
  31676. this._uid = null;
  31677. }
  31678. Object.defineProperty(BaseTexture.prototype, "hasAlpha", {
  31679. get: function () {
  31680. return this._hasAlpha;
  31681. },
  31682. /**
  31683. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  31684. */
  31685. set: function (value) {
  31686. if (this._hasAlpha === value) {
  31687. return;
  31688. }
  31689. this._hasAlpha = value;
  31690. if (this._scene) {
  31691. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  31692. }
  31693. },
  31694. enumerable: true,
  31695. configurable: true
  31696. });
  31697. Object.defineProperty(BaseTexture.prototype, "coordinatesMode", {
  31698. get: function () {
  31699. return this._coordinatesMode;
  31700. },
  31701. /**
  31702. * How a texture is mapped.
  31703. *
  31704. * | Value | Type | Description |
  31705. * | ----- | ----------------------------------- | ----------- |
  31706. * | 0 | EXPLICIT_MODE | |
  31707. * | 1 | SPHERICAL_MODE | |
  31708. * | 2 | PLANAR_MODE | |
  31709. * | 3 | CUBIC_MODE | |
  31710. * | 4 | PROJECTION_MODE | |
  31711. * | 5 | SKYBOX_MODE | |
  31712. * | 6 | INVCUBIC_MODE | |
  31713. * | 7 | EQUIRECTANGULAR_MODE | |
  31714. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  31715. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  31716. */
  31717. set: function (value) {
  31718. if (this._coordinatesMode === value) {
  31719. return;
  31720. }
  31721. this._coordinatesMode = value;
  31722. if (this._scene) {
  31723. this._scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  31724. }
  31725. },
  31726. enumerable: true,
  31727. configurable: true
  31728. });
  31729. Object.defineProperty(BaseTexture.prototype, "isRGBD", {
  31730. /**
  31731. * Gets whether or not the texture contains RGBD data.
  31732. */
  31733. get: function () {
  31734. return this._texture != null && this._texture._isRGBD;
  31735. },
  31736. enumerable: true,
  31737. configurable: true
  31738. });
  31739. Object.defineProperty(BaseTexture.prototype, "noMipmap", {
  31740. /**
  31741. * Are mip maps generated for this texture or not.
  31742. */
  31743. get: function () {
  31744. return false;
  31745. },
  31746. enumerable: true,
  31747. configurable: true
  31748. });
  31749. Object.defineProperty(BaseTexture.prototype, "lodGenerationOffset", {
  31750. /**
  31751. * With prefiltered texture, defined the offset used during the prefiltering steps.
  31752. */
  31753. get: function () {
  31754. if (this._texture) {
  31755. return this._texture._lodGenerationOffset;
  31756. }
  31757. return 0.0;
  31758. },
  31759. set: function (value) {
  31760. if (this._texture) {
  31761. this._texture._lodGenerationOffset = value;
  31762. }
  31763. },
  31764. enumerable: true,
  31765. configurable: true
  31766. });
  31767. Object.defineProperty(BaseTexture.prototype, "lodGenerationScale", {
  31768. /**
  31769. * With prefiltered texture, defined the scale used during the prefiltering steps.
  31770. */
  31771. get: function () {
  31772. if (this._texture) {
  31773. return this._texture._lodGenerationScale;
  31774. }
  31775. return 0.0;
  31776. },
  31777. set: function (value) {
  31778. if (this._texture) {
  31779. this._texture._lodGenerationScale = value;
  31780. }
  31781. },
  31782. enumerable: true,
  31783. configurable: true
  31784. });
  31785. Object.defineProperty(BaseTexture.prototype, "uid", {
  31786. /**
  31787. * Define the unique id of the texture in the scene.
  31788. */
  31789. get: function () {
  31790. if (!this._uid) {
  31791. this._uid = BABYLON.Tools.RandomId();
  31792. }
  31793. return this._uid;
  31794. },
  31795. enumerable: true,
  31796. configurable: true
  31797. });
  31798. /**
  31799. * Return a string representation of the texture.
  31800. * @returns the texture as a string
  31801. */
  31802. BaseTexture.prototype.toString = function () {
  31803. return this.name;
  31804. };
  31805. /**
  31806. * Get the class name of the texture.
  31807. * @returns "BaseTexture"
  31808. */
  31809. BaseTexture.prototype.getClassName = function () {
  31810. return "BaseTexture";
  31811. };
  31812. Object.defineProperty(BaseTexture.prototype, "onDispose", {
  31813. /**
  31814. * Callback triggered when the texture has been disposed.
  31815. * Kept for back compatibility, you can use the onDisposeObservable instead.
  31816. */
  31817. set: function (callback) {
  31818. if (this._onDisposeObserver) {
  31819. this.onDisposeObservable.remove(this._onDisposeObserver);
  31820. }
  31821. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  31822. },
  31823. enumerable: true,
  31824. configurable: true
  31825. });
  31826. Object.defineProperty(BaseTexture.prototype, "isBlocking", {
  31827. /**
  31828. * Define if the texture is preventinga material to render or not.
  31829. * If not and the texture is not ready, the engine will use a default black texture instead.
  31830. */
  31831. get: function () {
  31832. return true;
  31833. },
  31834. enumerable: true,
  31835. configurable: true
  31836. });
  31837. /**
  31838. * Get the scene the texture belongs to.
  31839. * @returns the scene or null if undefined
  31840. */
  31841. BaseTexture.prototype.getScene = function () {
  31842. return this._scene;
  31843. };
  31844. /**
  31845. * Get the texture transform matrix used to offset tile the texture for istance.
  31846. * @returns the transformation matrix
  31847. */
  31848. BaseTexture.prototype.getTextureMatrix = function () {
  31849. return BABYLON.Matrix.IdentityReadOnly;
  31850. };
  31851. /**
  31852. * Get the texture reflection matrix used to rotate/transform the reflection.
  31853. * @returns the reflection matrix
  31854. */
  31855. BaseTexture.prototype.getReflectionTextureMatrix = function () {
  31856. return BABYLON.Matrix.IdentityReadOnly;
  31857. };
  31858. /**
  31859. * Get the underlying lower level texture from Babylon.
  31860. * @returns the insternal texture
  31861. */
  31862. BaseTexture.prototype.getInternalTexture = function () {
  31863. return this._texture;
  31864. };
  31865. /**
  31866. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  31867. * @returns true if ready or not blocking
  31868. */
  31869. BaseTexture.prototype.isReadyOrNotBlocking = function () {
  31870. return !this.isBlocking || this.isReady();
  31871. };
  31872. /**
  31873. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  31874. * @returns true if fully ready
  31875. */
  31876. BaseTexture.prototype.isReady = function () {
  31877. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  31878. this.delayLoad();
  31879. return false;
  31880. }
  31881. if (this._texture) {
  31882. return this._texture.isReady;
  31883. }
  31884. return false;
  31885. };
  31886. /**
  31887. * Get the size of the texture.
  31888. * @returns the texture size.
  31889. */
  31890. BaseTexture.prototype.getSize = function () {
  31891. if (this._texture) {
  31892. if (this._texture.width) {
  31893. this._cachedSize.width = this._texture.width;
  31894. this._cachedSize.height = this._texture.height;
  31895. return this._cachedSize;
  31896. }
  31897. if (this._texture._size) {
  31898. this._cachedSize.width = this._texture._size;
  31899. this._cachedSize.height = this._texture._size;
  31900. return this._cachedSize;
  31901. }
  31902. }
  31903. return this._cachedSize;
  31904. };
  31905. /**
  31906. * Get the base size of the texture.
  31907. * It can be different from the size if the texture has been resized for POT for instance
  31908. * @returns the base size
  31909. */
  31910. BaseTexture.prototype.getBaseSize = function () {
  31911. if (!this.isReady() || !this._texture) {
  31912. return BABYLON.Size.Zero();
  31913. }
  31914. if (this._texture._size) {
  31915. return new BABYLON.Size(this._texture._size, this._texture._size);
  31916. }
  31917. return new BABYLON.Size(this._texture.baseWidth, this._texture.baseHeight);
  31918. };
  31919. /**
  31920. * Update the sampling mode of the texture.
  31921. * Default is Trilinear mode.
  31922. *
  31923. * | Value | Type | Description |
  31924. * | ----- | ------------------ | ----------- |
  31925. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  31926. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  31927. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  31928. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  31929. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  31930. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  31931. * | 7 | NEAREST_LINEAR | |
  31932. * | 8 | NEAREST_NEAREST | |
  31933. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  31934. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  31935. * | 11 | LINEAR_LINEAR | |
  31936. * | 12 | LINEAR_NEAREST | |
  31937. *
  31938. * > _mag_: magnification filter (close to the viewer)
  31939. * > _min_: minification filter (far from the viewer)
  31940. * > _mip_: filter used between mip map levels
  31941. *@param samplingMode Define the new sampling mode of the texture
  31942. */
  31943. BaseTexture.prototype.updateSamplingMode = function (samplingMode) {
  31944. if (!this._texture) {
  31945. return;
  31946. }
  31947. var scene = this.getScene();
  31948. if (!scene) {
  31949. return;
  31950. }
  31951. this._samplingMode = samplingMode;
  31952. scene.getEngine().updateTextureSamplingMode(samplingMode, this._texture);
  31953. };
  31954. /**
  31955. * Scales the texture if is `canRescale()`
  31956. * @param ratio the resize factor we want to use to rescale
  31957. */
  31958. BaseTexture.prototype.scale = function (ratio) {
  31959. };
  31960. Object.defineProperty(BaseTexture.prototype, "canRescale", {
  31961. /**
  31962. * Get if the texture can rescale.
  31963. */
  31964. get: function () {
  31965. return false;
  31966. },
  31967. enumerable: true,
  31968. configurable: true
  31969. });
  31970. /** @hidden */
  31971. BaseTexture.prototype._getFromCache = function (url, noMipmap, sampling) {
  31972. if (!this._scene) {
  31973. return null;
  31974. }
  31975. var texturesCache = this._scene.getEngine().getLoadedTexturesCache();
  31976. for (var index = 0; index < texturesCache.length; index++) {
  31977. var texturesCacheEntry = texturesCache[index];
  31978. if (texturesCacheEntry.url === url && texturesCacheEntry.generateMipMaps === !noMipmap) {
  31979. if (!sampling || sampling === texturesCacheEntry.samplingMode) {
  31980. texturesCacheEntry.incrementReferences();
  31981. return texturesCacheEntry;
  31982. }
  31983. }
  31984. }
  31985. return null;
  31986. };
  31987. /** @hidden */
  31988. BaseTexture.prototype._rebuild = function () {
  31989. };
  31990. /**
  31991. * Triggers the load sequence in delayed load mode.
  31992. */
  31993. BaseTexture.prototype.delayLoad = function () {
  31994. };
  31995. /**
  31996. * Clones the texture.
  31997. * @returns the cloned texture
  31998. */
  31999. BaseTexture.prototype.clone = function () {
  32000. return null;
  32001. };
  32002. Object.defineProperty(BaseTexture.prototype, "textureType", {
  32003. /**
  32004. * Get the texture underlying type (INT, FLOAT...)
  32005. */
  32006. get: function () {
  32007. if (!this._texture) {
  32008. return BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32009. }
  32010. return (this._texture.type !== undefined) ? this._texture.type : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  32011. },
  32012. enumerable: true,
  32013. configurable: true
  32014. });
  32015. Object.defineProperty(BaseTexture.prototype, "textureFormat", {
  32016. /**
  32017. * Get the texture underlying format (RGB, RGBA...)
  32018. */
  32019. get: function () {
  32020. if (!this._texture) {
  32021. return BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32022. }
  32023. return (this._texture.format !== undefined) ? this._texture.format : BABYLON.Engine.TEXTUREFORMAT_RGBA;
  32024. },
  32025. enumerable: true,
  32026. configurable: true
  32027. });
  32028. /**
  32029. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  32030. * This will returns an RGBA array buffer containing either in values (0-255) or
  32031. * float values (0-1) depending of the underlying buffer type.
  32032. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  32033. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  32034. * @param buffer defines a user defined buffer to fill with data (can be null)
  32035. * @returns The Array buffer containing the pixels data.
  32036. */
  32037. BaseTexture.prototype.readPixels = function (faceIndex, level, buffer) {
  32038. if (faceIndex === void 0) { faceIndex = 0; }
  32039. if (level === void 0) { level = 0; }
  32040. if (buffer === void 0) { buffer = null; }
  32041. if (!this._texture) {
  32042. return null;
  32043. }
  32044. var size = this.getSize();
  32045. var width = size.width;
  32046. var height = size.height;
  32047. var scene = this.getScene();
  32048. if (!scene) {
  32049. return null;
  32050. }
  32051. var engine = scene.getEngine();
  32052. if (level != 0) {
  32053. width = width / Math.pow(2, level);
  32054. height = height / Math.pow(2, level);
  32055. width = Math.round(width);
  32056. height = Math.round(height);
  32057. }
  32058. if (this._texture.isCube) {
  32059. return engine._readTexturePixels(this._texture, width, height, faceIndex, level, buffer);
  32060. }
  32061. return engine._readTexturePixels(this._texture, width, height, -1, level, buffer);
  32062. };
  32063. /**
  32064. * Release and destroy the underlying lower level texture aka internalTexture.
  32065. */
  32066. BaseTexture.prototype.releaseInternalTexture = function () {
  32067. if (this._texture) {
  32068. this._texture.dispose();
  32069. this._texture = null;
  32070. }
  32071. };
  32072. Object.defineProperty(BaseTexture.prototype, "sphericalPolynomial", {
  32073. /**
  32074. * Get the polynomial representation of the texture data.
  32075. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  32076. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  32077. */
  32078. get: function () {
  32079. if (!this._texture || !BABYLON.CubeMapToSphericalPolynomialTools || !this.isReady()) {
  32080. return null;
  32081. }
  32082. if (!this._texture._sphericalPolynomial) {
  32083. this._texture._sphericalPolynomial =
  32084. BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial(this);
  32085. }
  32086. return this._texture._sphericalPolynomial;
  32087. },
  32088. set: function (value) {
  32089. if (this._texture) {
  32090. this._texture._sphericalPolynomial = value;
  32091. }
  32092. },
  32093. enumerable: true,
  32094. configurable: true
  32095. });
  32096. Object.defineProperty(BaseTexture.prototype, "_lodTextureHigh", {
  32097. /** @hidden */
  32098. get: function () {
  32099. if (this._texture) {
  32100. return this._texture._lodTextureHigh;
  32101. }
  32102. return null;
  32103. },
  32104. enumerable: true,
  32105. configurable: true
  32106. });
  32107. Object.defineProperty(BaseTexture.prototype, "_lodTextureMid", {
  32108. /** @hidden */
  32109. get: function () {
  32110. if (this._texture) {
  32111. return this._texture._lodTextureMid;
  32112. }
  32113. return null;
  32114. },
  32115. enumerable: true,
  32116. configurable: true
  32117. });
  32118. Object.defineProperty(BaseTexture.prototype, "_lodTextureLow", {
  32119. /** @hidden */
  32120. get: function () {
  32121. if (this._texture) {
  32122. return this._texture._lodTextureLow;
  32123. }
  32124. return null;
  32125. },
  32126. enumerable: true,
  32127. configurable: true
  32128. });
  32129. /**
  32130. * Dispose the texture and release its associated resources.
  32131. */
  32132. BaseTexture.prototype.dispose = function () {
  32133. if (!this._scene) {
  32134. return;
  32135. }
  32136. // Animations
  32137. this._scene.stopAnimation(this);
  32138. // Remove from scene
  32139. this._scene._removePendingData(this);
  32140. var index = this._scene.textures.indexOf(this);
  32141. if (index >= 0) {
  32142. this._scene.textures.splice(index, 1);
  32143. }
  32144. this._scene.onTextureRemovedObservable.notifyObservers(this);
  32145. if (this._texture === undefined) {
  32146. return;
  32147. }
  32148. // Release
  32149. this.releaseInternalTexture();
  32150. // Callback
  32151. this.onDisposeObservable.notifyObservers(this);
  32152. this.onDisposeObservable.clear();
  32153. };
  32154. /**
  32155. * Serialize the texture into a JSON representation that can be parsed later on.
  32156. * @returns the JSON representation of the texture
  32157. */
  32158. BaseTexture.prototype.serialize = function () {
  32159. if (!this.name) {
  32160. return null;
  32161. }
  32162. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  32163. // Animations
  32164. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  32165. return serializationObject;
  32166. };
  32167. /**
  32168. * Helper function to be called back once a list of texture contains only ready textures.
  32169. * @param textures Define the list of textures to wait for
  32170. * @param callback Define the callback triggered once the entire list will be ready
  32171. */
  32172. BaseTexture.WhenAllReady = function (textures, callback) {
  32173. var numRemaining = textures.length;
  32174. if (numRemaining === 0) {
  32175. callback();
  32176. return;
  32177. }
  32178. var _loop_1 = function () {
  32179. texture = textures[i];
  32180. if (texture.isReady()) {
  32181. if (--numRemaining === 0) {
  32182. callback();
  32183. }
  32184. }
  32185. else {
  32186. onLoadObservable = texture.onLoadObservable;
  32187. var onLoadCallback_1 = function () {
  32188. onLoadObservable.removeCallback(onLoadCallback_1);
  32189. if (--numRemaining === 0) {
  32190. callback();
  32191. }
  32192. };
  32193. onLoadObservable.add(onLoadCallback_1);
  32194. }
  32195. };
  32196. var texture, onLoadObservable;
  32197. for (var i = 0; i < textures.length; i++) {
  32198. _loop_1();
  32199. }
  32200. };
  32201. /**
  32202. * Default anisotropic filtering level for the application.
  32203. * It is set to 4 as a good tradeoff between perf and quality.
  32204. */
  32205. BaseTexture.DEFAULT_ANISOTROPIC_FILTERING_LEVEL = 4;
  32206. __decorate([
  32207. BABYLON.serialize()
  32208. ], BaseTexture.prototype, "uniqueId", void 0);
  32209. __decorate([
  32210. BABYLON.serialize()
  32211. ], BaseTexture.prototype, "name", void 0);
  32212. __decorate([
  32213. BABYLON.serialize()
  32214. ], BaseTexture.prototype, "metadata", void 0);
  32215. __decorate([
  32216. BABYLON.serialize("hasAlpha")
  32217. ], BaseTexture.prototype, "_hasAlpha", void 0);
  32218. __decorate([
  32219. BABYLON.serialize()
  32220. ], BaseTexture.prototype, "getAlphaFromRGB", void 0);
  32221. __decorate([
  32222. BABYLON.serialize()
  32223. ], BaseTexture.prototype, "level", void 0);
  32224. __decorate([
  32225. BABYLON.serialize()
  32226. ], BaseTexture.prototype, "coordinatesIndex", void 0);
  32227. __decorate([
  32228. BABYLON.serialize("coordinatesMode")
  32229. ], BaseTexture.prototype, "_coordinatesMode", void 0);
  32230. __decorate([
  32231. BABYLON.serialize()
  32232. ], BaseTexture.prototype, "wrapU", void 0);
  32233. __decorate([
  32234. BABYLON.serialize()
  32235. ], BaseTexture.prototype, "wrapV", void 0);
  32236. __decorate([
  32237. BABYLON.serialize()
  32238. ], BaseTexture.prototype, "wrapR", void 0);
  32239. __decorate([
  32240. BABYLON.serialize()
  32241. ], BaseTexture.prototype, "anisotropicFilteringLevel", void 0);
  32242. __decorate([
  32243. BABYLON.serialize()
  32244. ], BaseTexture.prototype, "isCube", void 0);
  32245. __decorate([
  32246. BABYLON.serialize()
  32247. ], BaseTexture.prototype, "is3D", void 0);
  32248. __decorate([
  32249. BABYLON.serialize()
  32250. ], BaseTexture.prototype, "gammaSpace", void 0);
  32251. __decorate([
  32252. BABYLON.serialize()
  32253. ], BaseTexture.prototype, "invertZ", void 0);
  32254. __decorate([
  32255. BABYLON.serialize()
  32256. ], BaseTexture.prototype, "lodLevelInAlpha", void 0);
  32257. __decorate([
  32258. BABYLON.serialize()
  32259. ], BaseTexture.prototype, "lodGenerationOffset", null);
  32260. __decorate([
  32261. BABYLON.serialize()
  32262. ], BaseTexture.prototype, "lodGenerationScale", null);
  32263. __decorate([
  32264. BABYLON.serialize()
  32265. ], BaseTexture.prototype, "isRenderTarget", void 0);
  32266. return BaseTexture;
  32267. }());
  32268. BABYLON.BaseTexture = BaseTexture;
  32269. })(BABYLON || (BABYLON = {}));
  32270. //# sourceMappingURL=babylon.baseTexture.js.map
  32271. var BABYLON;
  32272. (function (BABYLON) {
  32273. /**
  32274. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32275. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32276. */
  32277. var Texture = /** @class */ (function (_super) {
  32278. __extends(Texture, _super);
  32279. /**
  32280. * Instantiates a new texture.
  32281. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  32282. * @see http://doc.babylonjs.com/babylon101/materials#texture
  32283. * @param url define the url of the picture to load as a texture
  32284. * @param scene define the scene the texture will belong to
  32285. * @param noMipmap define if the texture will require mip maps or not
  32286. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32287. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32288. * @param onLoad define a callback triggered when the texture has been loaded
  32289. * @param onError define a callback triggered when an error occurred during the loading session
  32290. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32291. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32292. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32293. */
  32294. function Texture(url, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format) {
  32295. if (noMipmap === void 0) { noMipmap = false; }
  32296. if (invertY === void 0) { invertY = true; }
  32297. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32298. if (onLoad === void 0) { onLoad = null; }
  32299. if (onError === void 0) { onError = null; }
  32300. if (buffer === void 0) { buffer = null; }
  32301. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32302. var _this = _super.call(this, scene) || this;
  32303. /**
  32304. * Define an offset on the texture to offset the u coordinates of the UVs
  32305. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32306. */
  32307. _this.uOffset = 0;
  32308. /**
  32309. * Define an offset on the texture to offset the v coordinates of the UVs
  32310. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  32311. */
  32312. _this.vOffset = 0;
  32313. /**
  32314. * Define an offset on the texture to scale the u coordinates of the UVs
  32315. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32316. */
  32317. _this.uScale = 1.0;
  32318. /**
  32319. * Define an offset on the texture to scale the v coordinates of the UVs
  32320. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  32321. */
  32322. _this.vScale = 1.0;
  32323. /**
  32324. * Define an offset on the texture to rotate around the u coordinates of the UVs
  32325. * @see http://doc.babylonjs.com/how_to/more_materials
  32326. */
  32327. _this.uAng = 0;
  32328. /**
  32329. * Define an offset on the texture to rotate around the v coordinates of the UVs
  32330. * @see http://doc.babylonjs.com/how_to/more_materials
  32331. */
  32332. _this.vAng = 0;
  32333. /**
  32334. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  32335. * @see http://doc.babylonjs.com/how_to/more_materials
  32336. */
  32337. _this.wAng = 0;
  32338. /**
  32339. * Defines the center of rotation (U)
  32340. */
  32341. _this.uRotationCenter = 0.5;
  32342. /**
  32343. * Defines the center of rotation (V)
  32344. */
  32345. _this.vRotationCenter = 0.5;
  32346. /**
  32347. * Defines the center of rotation (W)
  32348. */
  32349. _this.wRotationCenter = 0.5;
  32350. /**
  32351. * Observable triggered once the texture has been loaded.
  32352. */
  32353. _this.onLoadObservable = new BABYLON.Observable();
  32354. _this._isBlocking = true;
  32355. _this.name = url || "";
  32356. _this.url = url;
  32357. _this._noMipmap = noMipmap;
  32358. _this._invertY = invertY;
  32359. _this._samplingMode = samplingMode;
  32360. _this._buffer = buffer;
  32361. _this._deleteBuffer = deleteBuffer;
  32362. if (format) {
  32363. _this._format = format;
  32364. }
  32365. scene = _this.getScene();
  32366. if (!scene) {
  32367. return _this;
  32368. }
  32369. scene.getEngine().onBeforeTextureInitObservable.notifyObservers(_this);
  32370. var load = function () {
  32371. if (_this._texture && _this._texture._invertVScale) {
  32372. _this.vScale *= -1;
  32373. }
  32374. if (_this.onLoadObservable.hasObservers()) {
  32375. _this.onLoadObservable.notifyObservers(_this);
  32376. }
  32377. if (onLoad) {
  32378. onLoad();
  32379. }
  32380. if (!_this.isBlocking && scene) {
  32381. scene.resetCachedMaterial();
  32382. }
  32383. };
  32384. if (!_this.url) {
  32385. _this._delayedOnLoad = load;
  32386. _this._delayedOnError = onError;
  32387. return _this;
  32388. }
  32389. _this._texture = _this._getFromCache(_this.url, noMipmap, samplingMode);
  32390. if (!_this._texture) {
  32391. if (!scene.useDelayedTextureLoading) {
  32392. _this._texture = scene.getEngine().createTexture(_this.url, noMipmap, invertY, scene, _this._samplingMode, load, onError, _this._buffer, undefined, _this._format);
  32393. if (deleteBuffer) {
  32394. delete _this._buffer;
  32395. }
  32396. }
  32397. else {
  32398. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32399. _this._delayedOnLoad = load;
  32400. _this._delayedOnError = onError;
  32401. }
  32402. }
  32403. else {
  32404. if (_this._texture.isReady) {
  32405. BABYLON.Tools.SetImmediate(function () { return load(); });
  32406. }
  32407. else {
  32408. _this._texture.onLoadedObservable.add(load);
  32409. }
  32410. }
  32411. return _this;
  32412. }
  32413. Object.defineProperty(Texture.prototype, "noMipmap", {
  32414. /**
  32415. * Are mip maps generated for this texture or not.
  32416. */
  32417. get: function () {
  32418. return this._noMipmap;
  32419. },
  32420. enumerable: true,
  32421. configurable: true
  32422. });
  32423. Object.defineProperty(Texture.prototype, "isBlocking", {
  32424. get: function () {
  32425. return this._isBlocking;
  32426. },
  32427. /**
  32428. * Is the texture preventing material to render while loading.
  32429. * If false, a default texture will be used instead of the loading one during the preparation step.
  32430. */
  32431. set: function (value) {
  32432. this._isBlocking = value;
  32433. },
  32434. enumerable: true,
  32435. configurable: true
  32436. });
  32437. Object.defineProperty(Texture.prototype, "samplingMode", {
  32438. /**
  32439. * Get the current sampling mode associated with the texture.
  32440. */
  32441. get: function () {
  32442. return this._samplingMode;
  32443. },
  32444. enumerable: true,
  32445. configurable: true
  32446. });
  32447. Object.defineProperty(Texture.prototype, "invertY", {
  32448. /**
  32449. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  32450. */
  32451. get: function () {
  32452. return this._invertY;
  32453. },
  32454. enumerable: true,
  32455. configurable: true
  32456. });
  32457. /**
  32458. * Update the url (and optional buffer) of this texture if url was null during construction.
  32459. * @param url the url of the texture
  32460. * @param buffer the buffer of the texture (defaults to null)
  32461. * @param onLoad callback called when the texture is loaded (defaults to null)
  32462. */
  32463. Texture.prototype.updateURL = function (url, buffer, onLoad) {
  32464. if (buffer === void 0) { buffer = null; }
  32465. if (this.url) {
  32466. this.releaseInternalTexture();
  32467. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  32468. }
  32469. this.url = url;
  32470. this._buffer = buffer;
  32471. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  32472. if (onLoad) {
  32473. this._delayedOnLoad = onLoad;
  32474. }
  32475. this.delayLoad();
  32476. };
  32477. /**
  32478. * Finish the loading sequence of a texture flagged as delayed load.
  32479. * @hidden
  32480. */
  32481. Texture.prototype.delayLoad = function () {
  32482. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  32483. return;
  32484. }
  32485. var scene = this.getScene();
  32486. if (!scene) {
  32487. return;
  32488. }
  32489. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  32490. this._texture = this._getFromCache(this.url, this._noMipmap, this._samplingMode);
  32491. if (!this._texture) {
  32492. this._texture = scene.getEngine().createTexture(this.url, this._noMipmap, this._invertY, scene, this._samplingMode, this._delayedOnLoad, this._delayedOnError, this._buffer, null, this._format);
  32493. if (this._deleteBuffer) {
  32494. delete this._buffer;
  32495. }
  32496. }
  32497. else {
  32498. if (this._delayedOnLoad) {
  32499. if (this._texture.isReady) {
  32500. BABYLON.Tools.SetImmediate(this._delayedOnLoad);
  32501. }
  32502. else {
  32503. this._texture.onLoadedObservable.add(this._delayedOnLoad);
  32504. }
  32505. }
  32506. }
  32507. this._delayedOnLoad = null;
  32508. this._delayedOnError = null;
  32509. };
  32510. Texture.prototype._prepareRowForTextureGeneration = function (x, y, z, t) {
  32511. x *= this.uScale;
  32512. y *= this.vScale;
  32513. x -= this.uRotationCenter * this.uScale;
  32514. y -= this.vRotationCenter * this.vScale;
  32515. z -= this.wRotationCenter;
  32516. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, y, z, this._rowGenerationMatrix, t);
  32517. t.x += this.uRotationCenter * this.uScale + this.uOffset;
  32518. t.y += this.vRotationCenter * this.vScale + this.vOffset;
  32519. t.z += this.wRotationCenter;
  32520. };
  32521. /**
  32522. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  32523. * @returns the transform matrix of the texture.
  32524. */
  32525. Texture.prototype.getTextureMatrix = function () {
  32526. var _this = this;
  32527. if (this.uOffset === this._cachedUOffset &&
  32528. this.vOffset === this._cachedVOffset &&
  32529. this.uScale === this._cachedUScale &&
  32530. this.vScale === this._cachedVScale &&
  32531. this.uAng === this._cachedUAng &&
  32532. this.vAng === this._cachedVAng &&
  32533. this.wAng === this._cachedWAng) {
  32534. return this._cachedTextureMatrix;
  32535. }
  32536. this._cachedUOffset = this.uOffset;
  32537. this._cachedVOffset = this.vOffset;
  32538. this._cachedUScale = this.uScale;
  32539. this._cachedVScale = this.vScale;
  32540. this._cachedUAng = this.uAng;
  32541. this._cachedVAng = this.vAng;
  32542. this._cachedWAng = this.wAng;
  32543. if (!this._cachedTextureMatrix) {
  32544. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32545. this._rowGenerationMatrix = new BABYLON.Matrix();
  32546. this._t0 = BABYLON.Vector3.Zero();
  32547. this._t1 = BABYLON.Vector3.Zero();
  32548. this._t2 = BABYLON.Vector3.Zero();
  32549. }
  32550. BABYLON.Matrix.RotationYawPitchRollToRef(this.vAng, this.uAng, this.wAng, this._rowGenerationMatrix);
  32551. this._prepareRowForTextureGeneration(0, 0, 0, this._t0);
  32552. this._prepareRowForTextureGeneration(1.0, 0, 0, this._t1);
  32553. this._prepareRowForTextureGeneration(0, 1.0, 0, this._t2);
  32554. this._t1.subtractInPlace(this._t0);
  32555. this._t2.subtractInPlace(this._t0);
  32556. BABYLON.Matrix.FromValuesToRef(this._t1.x, this._t1.y, this._t1.z, 0.0, this._t2.x, this._t2.y, this._t2.z, 0.0, this._t0.x, this._t0.y, this._t0.z, 0.0, 0.0, 0.0, 0.0, 1.0, this._cachedTextureMatrix);
  32557. var scene = this.getScene();
  32558. if (!scene) {
  32559. return this._cachedTextureMatrix;
  32560. }
  32561. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32562. return mat.hasTexture(_this);
  32563. });
  32564. return this._cachedTextureMatrix;
  32565. };
  32566. /**
  32567. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  32568. * @returns The reflection texture transform
  32569. */
  32570. Texture.prototype.getReflectionTextureMatrix = function () {
  32571. var _this = this;
  32572. var scene = this.getScene();
  32573. if (!scene) {
  32574. return this._cachedTextureMatrix;
  32575. }
  32576. if (this.uOffset === this._cachedUOffset &&
  32577. this.vOffset === this._cachedVOffset &&
  32578. this.uScale === this._cachedUScale &&
  32579. this.vScale === this._cachedVScale &&
  32580. this.coordinatesMode === this._cachedCoordinatesMode) {
  32581. if (this.coordinatesMode === Texture.PROJECTION_MODE) {
  32582. if (this._cachedProjectionMatrixId === scene.getProjectionMatrix().updateFlag) {
  32583. return this._cachedTextureMatrix;
  32584. }
  32585. }
  32586. else {
  32587. return this._cachedTextureMatrix;
  32588. }
  32589. }
  32590. if (!this._cachedTextureMatrix) {
  32591. this._cachedTextureMatrix = BABYLON.Matrix.Zero();
  32592. }
  32593. if (!this._projectionModeMatrix) {
  32594. this._projectionModeMatrix = BABYLON.Matrix.Zero();
  32595. }
  32596. this._cachedUOffset = this.uOffset;
  32597. this._cachedVOffset = this.vOffset;
  32598. this._cachedUScale = this.uScale;
  32599. this._cachedVScale = this.vScale;
  32600. this._cachedCoordinatesMode = this.coordinatesMode;
  32601. switch (this.coordinatesMode) {
  32602. case Texture.PLANAR_MODE:
  32603. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32604. this._cachedTextureMatrix[0] = this.uScale;
  32605. this._cachedTextureMatrix[5] = this.vScale;
  32606. this._cachedTextureMatrix[12] = this.uOffset;
  32607. this._cachedTextureMatrix[13] = this.vOffset;
  32608. break;
  32609. case Texture.PROJECTION_MODE:
  32610. BABYLON.Matrix.FromValuesToRef(0.5, 0.0, 0.0, 0.0, 0.0, -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 1.0, 1.0, this._projectionModeMatrix);
  32611. var projectionMatrix = scene.getProjectionMatrix();
  32612. this._cachedProjectionMatrixId = projectionMatrix.updateFlag;
  32613. projectionMatrix.multiplyToRef(this._projectionModeMatrix, this._cachedTextureMatrix);
  32614. break;
  32615. default:
  32616. BABYLON.Matrix.IdentityToRef(this._cachedTextureMatrix);
  32617. break;
  32618. }
  32619. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) {
  32620. return (mat.getActiveTextures().indexOf(_this) !== -1);
  32621. });
  32622. return this._cachedTextureMatrix;
  32623. };
  32624. /**
  32625. * Clones the texture.
  32626. * @returns the cloned texture
  32627. */
  32628. Texture.prototype.clone = function () {
  32629. var _this = this;
  32630. return BABYLON.SerializationHelper.Clone(function () {
  32631. return new Texture(_this._texture ? _this._texture.url : null, _this.getScene(), _this._noMipmap, _this._invertY, _this._samplingMode);
  32632. }, this);
  32633. };
  32634. /**
  32635. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  32636. * @returns The JSON representation of the texture
  32637. */
  32638. Texture.prototype.serialize = function () {
  32639. var serializationObject = _super.prototype.serialize.call(this);
  32640. if (typeof this._buffer === "string" && this._buffer.substr(0, 5) === "data:") {
  32641. serializationObject.base64String = this._buffer;
  32642. serializationObject.name = serializationObject.name.replace("data:", "");
  32643. }
  32644. serializationObject.invertY = this._invertY;
  32645. serializationObject.samplingMode = this.samplingMode;
  32646. return serializationObject;
  32647. };
  32648. /**
  32649. * Get the current class name of the texture useful for serialization or dynamic coding.
  32650. * @returns "Texture"
  32651. */
  32652. Texture.prototype.getClassName = function () {
  32653. return "Texture";
  32654. };
  32655. /**
  32656. * Dispose the texture and release its associated resources.
  32657. */
  32658. Texture.prototype.dispose = function () {
  32659. _super.prototype.dispose.call(this);
  32660. this.onLoadObservable.clear();
  32661. this._delayedOnLoad = null;
  32662. this._delayedOnError = null;
  32663. };
  32664. /**
  32665. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  32666. * @param parsedTexture Define the JSON representation of the texture
  32667. * @param scene Define the scene the parsed texture should be instantiated in
  32668. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  32669. * @returns The parsed texture if successful
  32670. */
  32671. Texture.Parse = function (parsedTexture, scene, rootUrl) {
  32672. if (parsedTexture.customType) {
  32673. var customTexture = BABYLON.Tools.Instantiate(parsedTexture.customType);
  32674. // Update Sampling Mode
  32675. var parsedCustomTexture = customTexture.Parse(parsedTexture, scene, rootUrl);
  32676. if (parsedTexture.samplingMode && parsedCustomTexture.updateSamplingMode && parsedCustomTexture._samplingMode) {
  32677. if (parsedCustomTexture._samplingMode !== parsedTexture.samplingMode) {
  32678. parsedCustomTexture.updateSamplingMode(parsedTexture.samplingMode);
  32679. }
  32680. }
  32681. return parsedCustomTexture;
  32682. }
  32683. if (parsedTexture.isCube && !parsedTexture.isRenderTarget) {
  32684. return BABYLON.CubeTexture.Parse(parsedTexture, scene, rootUrl);
  32685. }
  32686. if (!parsedTexture.name && !parsedTexture.isRenderTarget) {
  32687. return null;
  32688. }
  32689. var texture = BABYLON.SerializationHelper.Parse(function () {
  32690. var generateMipMaps = true;
  32691. if (parsedTexture.noMipmap) {
  32692. generateMipMaps = false;
  32693. }
  32694. if (parsedTexture.mirrorPlane) {
  32695. var mirrorTexture = new BABYLON.MirrorTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32696. mirrorTexture._waitingRenderList = parsedTexture.renderList;
  32697. mirrorTexture.mirrorPlane = BABYLON.Plane.FromArray(parsedTexture.mirrorPlane);
  32698. return mirrorTexture;
  32699. }
  32700. else if (parsedTexture.isRenderTarget) {
  32701. var renderTargetTexture = null;
  32702. if (parsedTexture.isCube) {
  32703. // Search for an existing reflection probe (which contains a cube render target texture)
  32704. if (scene.reflectionProbes) {
  32705. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  32706. var probe = scene.reflectionProbes[index];
  32707. if (probe.name === parsedTexture.name) {
  32708. return probe.cubeTexture;
  32709. }
  32710. }
  32711. }
  32712. }
  32713. else {
  32714. renderTargetTexture = new BABYLON.RenderTargetTexture(parsedTexture.name, parsedTexture.renderTargetSize, scene, generateMipMaps);
  32715. renderTargetTexture._waitingRenderList = parsedTexture.renderList;
  32716. }
  32717. return renderTargetTexture;
  32718. }
  32719. else {
  32720. var texture;
  32721. if (parsedTexture.base64String) {
  32722. texture = Texture.CreateFromBase64String(parsedTexture.base64String, parsedTexture.name, scene, !generateMipMaps);
  32723. }
  32724. else {
  32725. var url = rootUrl + parsedTexture.name;
  32726. if (Texture.UseSerializedUrlIfAny && parsedTexture.url) {
  32727. url = parsedTexture.url;
  32728. }
  32729. texture = new Texture(url, scene, !generateMipMaps, parsedTexture.invertY);
  32730. }
  32731. return texture;
  32732. }
  32733. }, parsedTexture, scene);
  32734. // Update Sampling Mode
  32735. if (parsedTexture.samplingMode) {
  32736. var sampling = parsedTexture.samplingMode;
  32737. if (texture && texture._samplingMode !== sampling) {
  32738. texture.updateSamplingMode(sampling);
  32739. }
  32740. }
  32741. // Animations
  32742. if (texture && parsedTexture.animations) {
  32743. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  32744. var parsedAnimation = parsedTexture.animations[animationIndex];
  32745. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  32746. }
  32747. }
  32748. return texture;
  32749. };
  32750. /**
  32751. * Creates a texture from its base 64 representation.
  32752. * @param data Define the base64 payload without the data: prefix
  32753. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32754. * @param scene Define the scene the texture should belong to
  32755. * @param noMipmap Forces the texture to not create mip map information if true
  32756. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32757. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32758. * @param onLoad define a callback triggered when the texture has been loaded
  32759. * @param onError define a callback triggered when an error occurred during the loading session
  32760. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32761. * @returns the created texture
  32762. */
  32763. Texture.CreateFromBase64String = function (data, name, scene, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32764. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32765. if (onLoad === void 0) { onLoad = null; }
  32766. if (onError === void 0) { onError = null; }
  32767. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32768. return new Texture("data:" + name, scene, noMipmap, invertY, samplingMode, onLoad, onError, data, false, format);
  32769. };
  32770. /**
  32771. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  32772. * @param data Define the base64 payload without the data: prefix
  32773. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  32774. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  32775. * @param scene Define the scene the texture should belong to
  32776. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  32777. * @param noMipmap Forces the texture to not create mip map information if true
  32778. * @param invertY define if the texture needs to be inverted on the y axis during loading
  32779. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  32780. * @param onLoad define a callback triggered when the texture has been loaded
  32781. * @param onError define a callback triggered when an error occurred during the loading session
  32782. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  32783. * @returns the created texture
  32784. */
  32785. Texture.LoadFromDataString = function (name, buffer, scene, deleteBuffer, noMipmap, invertY, samplingMode, onLoad, onError, format) {
  32786. if (deleteBuffer === void 0) { deleteBuffer = false; }
  32787. if (noMipmap === void 0) { noMipmap = false; }
  32788. if (invertY === void 0) { invertY = true; }
  32789. if (samplingMode === void 0) { samplingMode = Texture.TRILINEAR_SAMPLINGMODE; }
  32790. if (onLoad === void 0) { onLoad = null; }
  32791. if (onError === void 0) { onError = null; }
  32792. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  32793. if (name.substr(0, 5) !== "data:") {
  32794. name = "data:" + name;
  32795. }
  32796. return new Texture(name, scene, noMipmap, invertY, samplingMode, onLoad, onError, buffer, deleteBuffer, format);
  32797. };
  32798. /** nearest is mag = nearest and min = nearest and mip = linear */
  32799. Texture.NEAREST_SAMPLINGMODE = BABYLON.Engine.TEXTURE_NEAREST_SAMPLINGMODE;
  32800. /** nearest is mag = nearest and min = nearest and mip = linear */
  32801. Texture.NEAREST_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPLINEAR; // nearest is mag = nearest and min = nearest and mip = linear
  32802. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32803. Texture.BILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_BILINEAR_SAMPLINGMODE;
  32804. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32805. Texture.LINEAR_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPNEAREST; // Bilinear is mag = linear and min = linear and mip = nearest
  32806. /** Trilinear is mag = linear and min = linear and mip = linear */
  32807. Texture.TRILINEAR_SAMPLINGMODE = BABYLON.Engine.TEXTURE_TRILINEAR_SAMPLINGMODE;
  32808. /** Trilinear is mag = linear and min = linear and mip = linear */
  32809. Texture.LINEAR_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR_MIPLINEAR; // Trilinear is mag = linear and min = linear and mip = linear
  32810. /** mag = nearest and min = nearest and mip = nearest */
  32811. Texture.NEAREST_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST_MIPNEAREST;
  32812. /** mag = nearest and min = linear and mip = nearest */
  32813. Texture.NEAREST_LINEAR_MIPNEAREST = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPNEAREST;
  32814. /** mag = nearest and min = linear and mip = linear */
  32815. Texture.NEAREST_LINEAR_MIPLINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR_MIPLINEAR;
  32816. /** mag = nearest and min = linear and mip = none */
  32817. Texture.NEAREST_LINEAR = BABYLON.Engine.TEXTURE_NEAREST_LINEAR;
  32818. /** mag = nearest and min = nearest and mip = none */
  32819. Texture.NEAREST_NEAREST = BABYLON.Engine.TEXTURE_NEAREST_NEAREST;
  32820. /** mag = linear and min = nearest and mip = nearest */
  32821. Texture.LINEAR_NEAREST_MIPNEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPNEAREST;
  32822. /** mag = linear and min = nearest and mip = linear */
  32823. Texture.LINEAR_NEAREST_MIPLINEAR = BABYLON.Engine.TEXTURE_LINEAR_NEAREST_MIPLINEAR;
  32824. /** mag = linear and min = linear and mip = none */
  32825. Texture.LINEAR_LINEAR = BABYLON.Engine.TEXTURE_LINEAR_LINEAR;
  32826. /** mag = linear and min = nearest and mip = none */
  32827. Texture.LINEAR_NEAREST = BABYLON.Engine.TEXTURE_LINEAR_NEAREST;
  32828. /** Explicit coordinates mode */
  32829. Texture.EXPLICIT_MODE = BABYLON.Engine.TEXTURE_EXPLICIT_MODE;
  32830. /** Spherical coordinates mode */
  32831. Texture.SPHERICAL_MODE = BABYLON.Engine.TEXTURE_SPHERICAL_MODE;
  32832. /** Planar coordinates mode */
  32833. Texture.PLANAR_MODE = BABYLON.Engine.TEXTURE_PLANAR_MODE;
  32834. /** Cubic coordinates mode */
  32835. Texture.CUBIC_MODE = BABYLON.Engine.TEXTURE_CUBIC_MODE;
  32836. /** Projection coordinates mode */
  32837. Texture.PROJECTION_MODE = BABYLON.Engine.TEXTURE_PROJECTION_MODE;
  32838. /** Inverse Cubic coordinates mode */
  32839. Texture.SKYBOX_MODE = BABYLON.Engine.TEXTURE_SKYBOX_MODE;
  32840. /** Inverse Cubic coordinates mode */
  32841. Texture.INVCUBIC_MODE = BABYLON.Engine.TEXTURE_INVCUBIC_MODE;
  32842. /** Equirectangular coordinates mode */
  32843. Texture.EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_EQUIRECTANGULAR_MODE;
  32844. /** Equirectangular Fixed coordinates mode */
  32845. Texture.FIXED_EQUIRECTANGULAR_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MODE;
  32846. /** Equirectangular Fixed Mirrored coordinates mode */
  32847. Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE = BABYLON.Engine.TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE;
  32848. /** Texture is not repeating outside of 0..1 UVs */
  32849. Texture.CLAMP_ADDRESSMODE = BABYLON.Engine.TEXTURE_CLAMP_ADDRESSMODE;
  32850. /** Texture is repeating outside of 0..1 UVs */
  32851. Texture.WRAP_ADDRESSMODE = BABYLON.Engine.TEXTURE_WRAP_ADDRESSMODE;
  32852. /** Texture is repeating and mirrored */
  32853. Texture.MIRROR_ADDRESSMODE = BABYLON.Engine.TEXTURE_MIRROR_ADDRESSMODE;
  32854. /**
  32855. * 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
  32856. */
  32857. Texture.UseSerializedUrlIfAny = false;
  32858. __decorate([
  32859. BABYLON.serialize()
  32860. ], Texture.prototype, "url", void 0);
  32861. __decorate([
  32862. BABYLON.serialize()
  32863. ], Texture.prototype, "uOffset", void 0);
  32864. __decorate([
  32865. BABYLON.serialize()
  32866. ], Texture.prototype, "vOffset", void 0);
  32867. __decorate([
  32868. BABYLON.serialize()
  32869. ], Texture.prototype, "uScale", void 0);
  32870. __decorate([
  32871. BABYLON.serialize()
  32872. ], Texture.prototype, "vScale", void 0);
  32873. __decorate([
  32874. BABYLON.serialize()
  32875. ], Texture.prototype, "uAng", void 0);
  32876. __decorate([
  32877. BABYLON.serialize()
  32878. ], Texture.prototype, "vAng", void 0);
  32879. __decorate([
  32880. BABYLON.serialize()
  32881. ], Texture.prototype, "wAng", void 0);
  32882. __decorate([
  32883. BABYLON.serialize()
  32884. ], Texture.prototype, "uRotationCenter", void 0);
  32885. __decorate([
  32886. BABYLON.serialize()
  32887. ], Texture.prototype, "vRotationCenter", void 0);
  32888. __decorate([
  32889. BABYLON.serialize()
  32890. ], Texture.prototype, "wRotationCenter", void 0);
  32891. __decorate([
  32892. BABYLON.serialize()
  32893. ], Texture.prototype, "isBlocking", null);
  32894. return Texture;
  32895. }(BABYLON.BaseTexture));
  32896. BABYLON.Texture = Texture;
  32897. })(BABYLON || (BABYLON = {}));
  32898. //# sourceMappingURL=babylon.texture.js.map
  32899. var BABYLON;
  32900. (function (BABYLON) {
  32901. /**
  32902. * @hidden
  32903. **/
  32904. var _CreationDataStorage = /** @class */ (function () {
  32905. function _CreationDataStorage() {
  32906. }
  32907. return _CreationDataStorage;
  32908. }());
  32909. BABYLON._CreationDataStorage = _CreationDataStorage;
  32910. /**
  32911. * @hidden
  32912. **/
  32913. var _InstanceDataStorage = /** @class */ (function () {
  32914. function _InstanceDataStorage() {
  32915. this.visibleInstances = {};
  32916. this.renderIdForInstances = new Array();
  32917. this.batchCache = new _InstancesBatch();
  32918. this.instancesBufferSize = 32 * 16 * 4; // let's start with a maximum of 32 instances
  32919. }
  32920. return _InstanceDataStorage;
  32921. }());
  32922. /**
  32923. * @hidden
  32924. **/
  32925. var _InstancesBatch = /** @class */ (function () {
  32926. function _InstancesBatch() {
  32927. this.mustReturn = false;
  32928. this.visibleInstances = new Array();
  32929. this.renderSelf = new Array();
  32930. }
  32931. return _InstancesBatch;
  32932. }());
  32933. BABYLON._InstancesBatch = _InstancesBatch;
  32934. /**
  32935. * Class used to represent renderable models
  32936. */
  32937. var Mesh = /** @class */ (function (_super) {
  32938. __extends(Mesh, _super);
  32939. /**
  32940. * @constructor
  32941. * @param name The value used by scene.getMeshByName() to do a lookup.
  32942. * @param scene The scene to add this mesh to.
  32943. * @param parent The parent of this mesh, if it has one
  32944. * @param source An optional Mesh from which geometry is shared, cloned.
  32945. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  32946. * When false, achieved by calling a clone(), also passing False.
  32947. * This will make creation of children, recursive.
  32948. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  32949. */
  32950. function Mesh(name, scene, parent, source, doNotCloneChildren, clonePhysicsImpostor) {
  32951. if (scene === void 0) { scene = null; }
  32952. if (parent === void 0) { parent = null; }
  32953. if (source === void 0) { source = null; }
  32954. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  32955. var _this = _super.call(this, name, scene) || this;
  32956. // Members
  32957. /**
  32958. * Gets the delay loading state of the mesh (when delay loading is turned on)
  32959. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  32960. */
  32961. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  32962. /**
  32963. * Gets the list of instances created from this mesh
  32964. * it is not supposed to be modified manually.
  32965. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  32966. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  32967. */
  32968. _this.instances = new Array();
  32969. _this._LODLevels = new Array();
  32970. /** @hidden */
  32971. _this._instanceDataStorage = new _InstanceDataStorage();
  32972. // Use by builder only to know what orientation were the mesh build in.
  32973. /** @hidden */
  32974. _this._originalBuilderSideOrientation = Mesh.DEFAULTSIDE;
  32975. /**
  32976. * Use this property to change the original side orientation defined at construction time
  32977. */
  32978. _this.overrideMaterialSideOrientation = null;
  32979. _this._areNormalsFrozen = false; // Will be used by ribbons mainly
  32980. // Will be used to save a source mesh reference, If any
  32981. _this._source = null;
  32982. scene = _this.getScene();
  32983. if (source) {
  32984. // Geometry
  32985. if (source._geometry) {
  32986. source._geometry.applyToMesh(_this);
  32987. }
  32988. // Deep copy
  32989. BABYLON.Tools.DeepCopy(source, _this, ["name", "material", "skeleton", "instances", "parent", "uniqueId",
  32990. "source", "metadata", "hasLODLevels", "geometry", "isBlocked", "areNormalsFrozen",
  32991. "onBeforeDrawObservable", "onBeforeRenderObservable", "onAfterRenderObservable", "onBeforeDraw"
  32992. ], ["_poseMatrix"]);
  32993. // Source mesh
  32994. _this._source = source;
  32995. if (scene.useClonedMeshhMap) {
  32996. if (!source.meshMap) {
  32997. source.meshMap = {};
  32998. }
  32999. source.meshMap[_this.uniqueId] = _this;
  33000. }
  33001. // Construction Params
  33002. // Clone parameters allowing mesh to be updated in case of parametric shapes.
  33003. _this._originalBuilderSideOrientation = source._originalBuilderSideOrientation;
  33004. _this._creationDataStorage = source._creationDataStorage;
  33005. // Animation ranges
  33006. if (_this._source._ranges) {
  33007. var ranges = _this._source._ranges;
  33008. for (var name in ranges) {
  33009. if (!ranges.hasOwnProperty(name)) {
  33010. continue;
  33011. }
  33012. if (!ranges[name]) {
  33013. continue;
  33014. }
  33015. _this.createAnimationRange(name, ranges[name].from, ranges[name].to);
  33016. }
  33017. }
  33018. // Metadata
  33019. if (source.metadata && source.metadata.clone) {
  33020. _this.metadata = source.metadata.clone();
  33021. }
  33022. else {
  33023. _this.metadata = source.metadata;
  33024. }
  33025. // Tags
  33026. if (BABYLON.Tags && BABYLON.Tags.HasTags(source)) {
  33027. BABYLON.Tags.AddTagsTo(_this, BABYLON.Tags.GetTags(source, true));
  33028. }
  33029. // Parent
  33030. _this.parent = source.parent;
  33031. // Pivot
  33032. _this.setPivotMatrix(source.getPivotMatrix());
  33033. _this.id = name + "." + source.id;
  33034. // Material
  33035. _this.material = source.material;
  33036. var index;
  33037. if (!doNotCloneChildren) {
  33038. // Children
  33039. var directDescendants = source.getDescendants(true);
  33040. for (var index_1 = 0; index_1 < directDescendants.length; index_1++) {
  33041. var child = directDescendants[index_1];
  33042. if (child.clone) {
  33043. child.clone(name + "." + child.name, _this);
  33044. }
  33045. }
  33046. }
  33047. // Physics clone
  33048. var physicsEngine = _this.getScene().getPhysicsEngine();
  33049. if (clonePhysicsImpostor && physicsEngine) {
  33050. var impostor = physicsEngine.getImpostorForPhysicsObject(source);
  33051. if (impostor) {
  33052. _this.physicsImpostor = impostor.clone(_this);
  33053. }
  33054. }
  33055. // Particles
  33056. for (index = 0; index < scene.particleSystems.length; index++) {
  33057. var system = scene.particleSystems[index];
  33058. if (system.emitter === source) {
  33059. system.clone(system.name, _this);
  33060. }
  33061. }
  33062. _this.refreshBoundingInfo();
  33063. _this.computeWorldMatrix(true);
  33064. }
  33065. // Parent
  33066. if (parent !== null) {
  33067. _this.parent = parent;
  33068. }
  33069. return _this;
  33070. }
  33071. Object.defineProperty(Mesh.prototype, "onBeforeRenderObservable", {
  33072. /**
  33073. * An event triggered before rendering the mesh
  33074. */
  33075. get: function () {
  33076. if (!this._onBeforeRenderObservable) {
  33077. this._onBeforeRenderObservable = new BABYLON.Observable();
  33078. }
  33079. return this._onBeforeRenderObservable;
  33080. },
  33081. enumerable: true,
  33082. configurable: true
  33083. });
  33084. Object.defineProperty(Mesh.prototype, "onAfterRenderObservable", {
  33085. /**
  33086. * An event triggered after rendering the mesh
  33087. */
  33088. get: function () {
  33089. if (!this._onAfterRenderObservable) {
  33090. this._onAfterRenderObservable = new BABYLON.Observable();
  33091. }
  33092. return this._onAfterRenderObservable;
  33093. },
  33094. enumerable: true,
  33095. configurable: true
  33096. });
  33097. Object.defineProperty(Mesh.prototype, "onBeforeDrawObservable", {
  33098. /**
  33099. * An event triggered before drawing the mesh
  33100. */
  33101. get: function () {
  33102. if (!this._onBeforeDrawObservable) {
  33103. this._onBeforeDrawObservable = new BABYLON.Observable();
  33104. }
  33105. return this._onBeforeDrawObservable;
  33106. },
  33107. enumerable: true,
  33108. configurable: true
  33109. });
  33110. Object.defineProperty(Mesh.prototype, "onBeforeDraw", {
  33111. /**
  33112. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  33113. */
  33114. set: function (callback) {
  33115. if (this._onBeforeDrawObserver) {
  33116. this.onBeforeDrawObservable.remove(this._onBeforeDrawObserver);
  33117. }
  33118. this._onBeforeDrawObserver = this.onBeforeDrawObservable.add(callback);
  33119. },
  33120. enumerable: true,
  33121. configurable: true
  33122. });
  33123. Object.defineProperty(Mesh.prototype, "morphTargetManager", {
  33124. /**
  33125. * Gets or sets the morph target manager
  33126. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  33127. */
  33128. get: function () {
  33129. return this._morphTargetManager;
  33130. },
  33131. set: function (value) {
  33132. if (this._morphTargetManager === value) {
  33133. return;
  33134. }
  33135. this._morphTargetManager = value;
  33136. this._syncGeometryWithMorphTargetManager();
  33137. },
  33138. enumerable: true,
  33139. configurable: true
  33140. });
  33141. Object.defineProperty(Mesh.prototype, "source", {
  33142. /**
  33143. * Gets the source mesh (the one used to clone this one from)
  33144. */
  33145. get: function () {
  33146. return this._source;
  33147. },
  33148. enumerable: true,
  33149. configurable: true
  33150. });
  33151. Object.defineProperty(Mesh.prototype, "isUnIndexed", {
  33152. /**
  33153. * Gets or sets a boolean indicating that this mesh does not use index buffer
  33154. */
  33155. get: function () {
  33156. return this._unIndexed;
  33157. },
  33158. set: function (value) {
  33159. if (this._unIndexed !== value) {
  33160. this._unIndexed = value;
  33161. this._markSubMeshesAsAttributesDirty();
  33162. }
  33163. },
  33164. enumerable: true,
  33165. configurable: true
  33166. });
  33167. // Methods
  33168. /**
  33169. * Gets the class name
  33170. * @returns the string "Mesh".
  33171. */
  33172. Mesh.prototype.getClassName = function () {
  33173. return "Mesh";
  33174. };
  33175. /**
  33176. * Returns a description of this mesh
  33177. * @param fullDetails define if full details about this mesh must be used
  33178. * @returns a descriptive string representing this mesh
  33179. */
  33180. Mesh.prototype.toString = function (fullDetails) {
  33181. var ret = _super.prototype.toString.call(this, fullDetails);
  33182. ret += ", n vertices: " + this.getTotalVertices();
  33183. ret += ", parent: " + (this._waitingParentId ? this._waitingParentId : (this.parent ? this.parent.name : "NONE"));
  33184. if (this.animations) {
  33185. for (var i = 0; i < this.animations.length; i++) {
  33186. ret += ", animation[0]: " + this.animations[i].toString(fullDetails);
  33187. }
  33188. }
  33189. if (fullDetails) {
  33190. if (this._geometry) {
  33191. var ib = this.getIndices();
  33192. var vb = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33193. if (vb && ib) {
  33194. ret += ", flat shading: " + (vb.length / 3 === ib.length ? "YES" : "NO");
  33195. }
  33196. }
  33197. else {
  33198. ret += ", flat shading: UNKNOWN";
  33199. }
  33200. }
  33201. return ret;
  33202. };
  33203. /** @hidden */
  33204. Mesh.prototype._unBindEffect = function () {
  33205. _super.prototype._unBindEffect.call(this);
  33206. for (var _i = 0, _a = this.instances; _i < _a.length; _i++) {
  33207. var instance = _a[_i];
  33208. instance._unBindEffect();
  33209. }
  33210. };
  33211. Object.defineProperty(Mesh.prototype, "hasLODLevels", {
  33212. /**
  33213. * Gets a boolean indicating if this mesh has LOD
  33214. */
  33215. get: function () {
  33216. return this._LODLevels.length > 0;
  33217. },
  33218. enumerable: true,
  33219. configurable: true
  33220. });
  33221. /**
  33222. * Gets the list of MeshLODLevel associated with the current mesh
  33223. * @returns an array of MeshLODLevel
  33224. */
  33225. Mesh.prototype.getLODLevels = function () {
  33226. return this._LODLevels;
  33227. };
  33228. Mesh.prototype._sortLODLevels = function () {
  33229. this._LODLevels.sort(function (a, b) {
  33230. if (a.distance < b.distance) {
  33231. return 1;
  33232. }
  33233. if (a.distance > b.distance) {
  33234. return -1;
  33235. }
  33236. return 0;
  33237. });
  33238. };
  33239. /**
  33240. * Add a mesh as LOD level triggered at the given distance.
  33241. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33242. * @param distance The distance from the center of the object to show this level
  33243. * @param mesh The mesh to be added as LOD level (can be null)
  33244. * @return This mesh (for chaining)
  33245. */
  33246. Mesh.prototype.addLODLevel = function (distance, mesh) {
  33247. if (mesh && mesh._masterMesh) {
  33248. BABYLON.Tools.Warn("You cannot use a mesh as LOD level twice");
  33249. return this;
  33250. }
  33251. var level = new BABYLON.MeshLODLevel(distance, mesh);
  33252. this._LODLevels.push(level);
  33253. if (mesh) {
  33254. mesh._masterMesh = this;
  33255. }
  33256. this._sortLODLevels();
  33257. return this;
  33258. };
  33259. /**
  33260. * Returns the LOD level mesh at the passed distance or null if not found.
  33261. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33262. * @param distance The distance from the center of the object to show this level
  33263. * @returns a Mesh or `null`
  33264. */
  33265. Mesh.prototype.getLODLevelAtDistance = function (distance) {
  33266. for (var index = 0; index < this._LODLevels.length; index++) {
  33267. var level = this._LODLevels[index];
  33268. if (level.distance === distance) {
  33269. return level.mesh;
  33270. }
  33271. }
  33272. return null;
  33273. };
  33274. /**
  33275. * Remove a mesh from the LOD array
  33276. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33277. * @param mesh defines the mesh to be removed
  33278. * @return This mesh (for chaining)
  33279. */
  33280. Mesh.prototype.removeLODLevel = function (mesh) {
  33281. for (var index = 0; index < this._LODLevels.length; index++) {
  33282. if (this._LODLevels[index].mesh === mesh) {
  33283. this._LODLevels.splice(index, 1);
  33284. if (mesh) {
  33285. mesh._masterMesh = null;
  33286. }
  33287. }
  33288. }
  33289. this._sortLODLevels();
  33290. return this;
  33291. };
  33292. /**
  33293. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  33294. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  33295. * @param camera defines the camera to use to compute distance
  33296. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  33297. * @return This mesh (for chaining)
  33298. */
  33299. Mesh.prototype.getLOD = function (camera, boundingSphere) {
  33300. if (!this._LODLevels || this._LODLevels.length === 0) {
  33301. return this;
  33302. }
  33303. var bSphere;
  33304. if (boundingSphere) {
  33305. bSphere = boundingSphere;
  33306. }
  33307. else {
  33308. var boundingInfo = this.getBoundingInfo();
  33309. bSphere = boundingInfo.boundingSphere;
  33310. }
  33311. var distanceToCamera = bSphere.centerWorld.subtract(camera.globalPosition).length();
  33312. if (this._LODLevels[this._LODLevels.length - 1].distance > distanceToCamera) {
  33313. if (this.onLODLevelSelection) {
  33314. this.onLODLevelSelection(distanceToCamera, this, this._LODLevels[this._LODLevels.length - 1].mesh);
  33315. }
  33316. return this;
  33317. }
  33318. for (var index = 0; index < this._LODLevels.length; index++) {
  33319. var level = this._LODLevels[index];
  33320. if (level.distance < distanceToCamera) {
  33321. if (level.mesh) {
  33322. level.mesh._preActivate();
  33323. level.mesh._updateSubMeshesBoundingInfo(this.worldMatrixFromCache);
  33324. }
  33325. if (this.onLODLevelSelection) {
  33326. this.onLODLevelSelection(distanceToCamera, this, level.mesh);
  33327. }
  33328. return level.mesh;
  33329. }
  33330. }
  33331. if (this.onLODLevelSelection) {
  33332. this.onLODLevelSelection(distanceToCamera, this, this);
  33333. }
  33334. return this;
  33335. };
  33336. Object.defineProperty(Mesh.prototype, "geometry", {
  33337. /**
  33338. * Gets the mesh internal Geometry object
  33339. */
  33340. get: function () {
  33341. return this._geometry;
  33342. },
  33343. enumerable: true,
  33344. configurable: true
  33345. });
  33346. /**
  33347. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  33348. * @returns the total number of vertices
  33349. */
  33350. Mesh.prototype.getTotalVertices = function () {
  33351. if (this._geometry === null || this._geometry === undefined) {
  33352. return 0;
  33353. }
  33354. return this._geometry.getTotalVertices();
  33355. };
  33356. /**
  33357. * Returns the content of an associated vertex buffer
  33358. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33359. * - BABYLON.VertexBuffer.PositionKind
  33360. * - BABYLON.VertexBuffer.UVKind
  33361. * - BABYLON.VertexBuffer.UV2Kind
  33362. * - BABYLON.VertexBuffer.UV3Kind
  33363. * - BABYLON.VertexBuffer.UV4Kind
  33364. * - BABYLON.VertexBuffer.UV5Kind
  33365. * - BABYLON.VertexBuffer.UV6Kind
  33366. * - BABYLON.VertexBuffer.ColorKind
  33367. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33368. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33369. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33370. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33371. * @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
  33372. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  33373. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  33374. */
  33375. Mesh.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  33376. if (!this._geometry) {
  33377. return null;
  33378. }
  33379. return this._geometry.getVerticesData(kind, copyWhenShared, forceCopy);
  33380. };
  33381. /**
  33382. * Returns the mesh VertexBuffer object from the requested `kind`
  33383. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33384. * - BABYLON.VertexBuffer.PositionKind
  33385. * - BABYLON.VertexBuffer.UVKind
  33386. * - BABYLON.VertexBuffer.UV2Kind
  33387. * - BABYLON.VertexBuffer.UV3Kind
  33388. * - BABYLON.VertexBuffer.UV4Kind
  33389. * - BABYLON.VertexBuffer.UV5Kind
  33390. * - BABYLON.VertexBuffer.UV6Kind
  33391. * - BABYLON.VertexBuffer.ColorKind
  33392. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33393. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33394. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33395. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33396. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  33397. */
  33398. Mesh.prototype.getVertexBuffer = function (kind) {
  33399. if (!this._geometry) {
  33400. return null;
  33401. }
  33402. return this._geometry.getVertexBuffer(kind);
  33403. };
  33404. /**
  33405. * Tests if a specific vertex buffer is associated with this mesh
  33406. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33407. * - BABYLON.VertexBuffer.PositionKind
  33408. * - BABYLON.VertexBuffer.UVKind
  33409. * - BABYLON.VertexBuffer.UV2Kind
  33410. * - BABYLON.VertexBuffer.UV3Kind
  33411. * - BABYLON.VertexBuffer.UV4Kind
  33412. * - BABYLON.VertexBuffer.UV5Kind
  33413. * - BABYLON.VertexBuffer.UV6Kind
  33414. * - BABYLON.VertexBuffer.ColorKind
  33415. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33416. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33417. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33418. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33419. * @returns a boolean
  33420. */
  33421. Mesh.prototype.isVerticesDataPresent = function (kind) {
  33422. if (!this._geometry) {
  33423. if (this._delayInfo) {
  33424. return this._delayInfo.indexOf(kind) !== -1;
  33425. }
  33426. return false;
  33427. }
  33428. return this._geometry.isVerticesDataPresent(kind);
  33429. };
  33430. /**
  33431. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  33432. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  33433. * - BABYLON.VertexBuffer.PositionKind
  33434. * - BABYLON.VertexBuffer.UVKind
  33435. * - BABYLON.VertexBuffer.UV2Kind
  33436. * - BABYLON.VertexBuffer.UV3Kind
  33437. * - BABYLON.VertexBuffer.UV4Kind
  33438. * - BABYLON.VertexBuffer.UV5Kind
  33439. * - BABYLON.VertexBuffer.UV6Kind
  33440. * - BABYLON.VertexBuffer.ColorKind
  33441. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33442. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33443. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33444. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33445. * @returns a boolean
  33446. */
  33447. Mesh.prototype.isVertexBufferUpdatable = function (kind) {
  33448. if (!this._geometry) {
  33449. if (this._delayInfo) {
  33450. return this._delayInfo.indexOf(kind) !== -1;
  33451. }
  33452. return false;
  33453. }
  33454. return this._geometry.isVertexBufferUpdatable(kind);
  33455. };
  33456. /**
  33457. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  33458. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  33459. * - BABYLON.VertexBuffer.PositionKind
  33460. * - BABYLON.VertexBuffer.UVKind
  33461. * - BABYLON.VertexBuffer.UV2Kind
  33462. * - BABYLON.VertexBuffer.UV3Kind
  33463. * - BABYLON.VertexBuffer.UV4Kind
  33464. * - BABYLON.VertexBuffer.UV5Kind
  33465. * - BABYLON.VertexBuffer.UV6Kind
  33466. * - BABYLON.VertexBuffer.ColorKind
  33467. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33468. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33469. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33470. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33471. * @returns an array of strings
  33472. */
  33473. Mesh.prototype.getVerticesDataKinds = function () {
  33474. if (!this._geometry) {
  33475. var result = new Array();
  33476. if (this._delayInfo) {
  33477. this._delayInfo.forEach(function (kind, index, array) {
  33478. result.push(kind);
  33479. });
  33480. }
  33481. return result;
  33482. }
  33483. return this._geometry.getVerticesDataKinds();
  33484. };
  33485. /**
  33486. * Returns a positive integer : the total number of indices in this mesh geometry.
  33487. * @returns the numner of indices or zero if the mesh has no geometry.
  33488. */
  33489. Mesh.prototype.getTotalIndices = function () {
  33490. if (!this._geometry) {
  33491. return 0;
  33492. }
  33493. return this._geometry.getTotalIndices();
  33494. };
  33495. /**
  33496. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  33497. * @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.
  33498. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  33499. * @returns the indices array or an empty array if the mesh has no geometry
  33500. */
  33501. Mesh.prototype.getIndices = function (copyWhenShared, forceCopy) {
  33502. if (!this._geometry) {
  33503. return [];
  33504. }
  33505. return this._geometry.getIndices(copyWhenShared, forceCopy);
  33506. };
  33507. Object.defineProperty(Mesh.prototype, "isBlocked", {
  33508. get: function () {
  33509. return this._masterMesh !== null && this._masterMesh !== undefined;
  33510. },
  33511. enumerable: true,
  33512. configurable: true
  33513. });
  33514. /**
  33515. * Determine if the current mesh is ready to be rendered
  33516. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  33517. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  33518. * @returns true if all associated assets are ready (material, textures, shaders)
  33519. */
  33520. Mesh.prototype.isReady = function (completeCheck, forceInstanceSupport) {
  33521. if (completeCheck === void 0) { completeCheck = false; }
  33522. if (forceInstanceSupport === void 0) { forceInstanceSupport = false; }
  33523. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  33524. return false;
  33525. }
  33526. if (!_super.prototype.isReady.call(this, completeCheck)) {
  33527. return false;
  33528. }
  33529. if (!this.subMeshes || this.subMeshes.length === 0) {
  33530. return true;
  33531. }
  33532. if (!completeCheck) {
  33533. return true;
  33534. }
  33535. var engine = this.getEngine();
  33536. var scene = this.getScene();
  33537. var hardwareInstancedRendering = forceInstanceSupport || engine.getCaps().instancedArrays && this.instances.length > 0;
  33538. this.computeWorldMatrix();
  33539. var mat = this.material || scene.defaultMaterial;
  33540. if (mat) {
  33541. if (mat._storeEffectOnSubMeshes) {
  33542. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33543. var subMesh = _a[_i];
  33544. var effectiveMaterial = subMesh.getMaterial();
  33545. if (effectiveMaterial) {
  33546. if (effectiveMaterial._storeEffectOnSubMeshes) {
  33547. if (!effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  33548. return false;
  33549. }
  33550. }
  33551. else {
  33552. if (!effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  33553. return false;
  33554. }
  33555. }
  33556. }
  33557. }
  33558. }
  33559. else {
  33560. if (!mat.isReady(this, hardwareInstancedRendering)) {
  33561. return false;
  33562. }
  33563. }
  33564. }
  33565. // Shadows
  33566. for (var _b = 0, _c = this._lightSources; _b < _c.length; _b++) {
  33567. var light = _c[_b];
  33568. var generator = light.getShadowGenerator();
  33569. if (generator) {
  33570. for (var _d = 0, _e = this.subMeshes; _d < _e.length; _d++) {
  33571. var subMesh = _e[_d];
  33572. if (!generator.isReady(subMesh, hardwareInstancedRendering)) {
  33573. return false;
  33574. }
  33575. }
  33576. }
  33577. }
  33578. // LOD
  33579. for (var _f = 0, _g = this._LODLevels; _f < _g.length; _f++) {
  33580. var lod = _g[_f];
  33581. if (lod.mesh && !lod.mesh.isReady(hardwareInstancedRendering)) {
  33582. return false;
  33583. }
  33584. }
  33585. return true;
  33586. };
  33587. Object.defineProperty(Mesh.prototype, "areNormalsFrozen", {
  33588. /**
  33589. * 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.
  33590. */
  33591. get: function () {
  33592. return this._areNormalsFrozen;
  33593. },
  33594. enumerable: true,
  33595. configurable: true
  33596. });
  33597. /**
  33598. * 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.
  33599. * @returns the current mesh
  33600. */
  33601. Mesh.prototype.freezeNormals = function () {
  33602. this._areNormalsFrozen = true;
  33603. return this;
  33604. };
  33605. /**
  33606. * 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
  33607. * @returns the current mesh
  33608. */
  33609. Mesh.prototype.unfreezeNormals = function () {
  33610. this._areNormalsFrozen = false;
  33611. return this;
  33612. };
  33613. Object.defineProperty(Mesh.prototype, "overridenInstanceCount", {
  33614. /**
  33615. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  33616. */
  33617. set: function (count) {
  33618. this._instanceDataStorage.overridenInstanceCount = count;
  33619. },
  33620. enumerable: true,
  33621. configurable: true
  33622. });
  33623. // Methods
  33624. /** @hidden */
  33625. Mesh.prototype._preActivate = function () {
  33626. var sceneRenderId = this.getScene().getRenderId();
  33627. if (this._preActivateId === sceneRenderId) {
  33628. return this;
  33629. }
  33630. this._preActivateId = sceneRenderId;
  33631. this._instanceDataStorage.visibleInstances = null;
  33632. return this;
  33633. };
  33634. /** @hidden */
  33635. Mesh.prototype._preActivateForIntermediateRendering = function (renderId) {
  33636. if (this._instanceDataStorage.visibleInstances) {
  33637. this._instanceDataStorage.visibleInstances.intermediateDefaultRenderId = renderId;
  33638. }
  33639. return this;
  33640. };
  33641. /** @hidden */
  33642. Mesh.prototype._registerInstanceForRenderId = function (instance, renderId) {
  33643. if (!this._instanceDataStorage.visibleInstances) {
  33644. this._instanceDataStorage.visibleInstances = {
  33645. defaultRenderId: renderId,
  33646. selfDefaultRenderId: this._renderId
  33647. };
  33648. }
  33649. if (!this._instanceDataStorage.visibleInstances[renderId]) {
  33650. this._instanceDataStorage.visibleInstances[renderId] = new Array();
  33651. }
  33652. this._instanceDataStorage.visibleInstances[renderId].push(instance);
  33653. return this;
  33654. };
  33655. /**
  33656. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  33657. * This means the mesh underlying bounding box and sphere are recomputed.
  33658. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  33659. * @returns the current mesh
  33660. */
  33661. Mesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  33662. if (applySkeleton === void 0) { applySkeleton = false; }
  33663. if (this._boundingInfo && this._boundingInfo.isLocked) {
  33664. return this;
  33665. }
  33666. var bias = this.geometry ? this.geometry.boundingBias : null;
  33667. this._refreshBoundingInfo(this._getPositionData(applySkeleton), bias);
  33668. return this;
  33669. };
  33670. /** @hidden */
  33671. Mesh.prototype._createGlobalSubMesh = function (force) {
  33672. var totalVertices = this.getTotalVertices();
  33673. if (!totalVertices || !this.getIndices()) {
  33674. return null;
  33675. }
  33676. // Check if we need to recreate the submeshes
  33677. if (this.subMeshes && this.subMeshes.length > 0) {
  33678. var ib = this.getIndices();
  33679. if (!ib) {
  33680. return null;
  33681. }
  33682. var totalIndices = ib.length;
  33683. var needToRecreate = false;
  33684. if (force) {
  33685. needToRecreate = true;
  33686. }
  33687. else {
  33688. for (var _i = 0, _a = this.subMeshes; _i < _a.length; _i++) {
  33689. var submesh = _a[_i];
  33690. if (submesh.indexStart + submesh.indexCount >= totalIndices) {
  33691. needToRecreate = true;
  33692. break;
  33693. }
  33694. if (submesh.verticesStart + submesh.verticesCount >= totalVertices) {
  33695. needToRecreate = true;
  33696. break;
  33697. }
  33698. }
  33699. }
  33700. if (!needToRecreate) {
  33701. return this.subMeshes[0];
  33702. }
  33703. }
  33704. this.releaseSubMeshes();
  33705. return new BABYLON.SubMesh(0, 0, totalVertices, 0, this.getTotalIndices(), this);
  33706. };
  33707. /**
  33708. * This function will subdivide the mesh into multiple submeshes
  33709. * @param count defines the expected number of submeshes
  33710. */
  33711. Mesh.prototype.subdivide = function (count) {
  33712. if (count < 1) {
  33713. return;
  33714. }
  33715. var totalIndices = this.getTotalIndices();
  33716. var subdivisionSize = (totalIndices / count) | 0;
  33717. var offset = 0;
  33718. // Ensure that subdivisionSize is a multiple of 3
  33719. while (subdivisionSize % 3 !== 0) {
  33720. subdivisionSize++;
  33721. }
  33722. this.releaseSubMeshes();
  33723. for (var index = 0; index < count; index++) {
  33724. if (offset >= totalIndices) {
  33725. break;
  33726. }
  33727. BABYLON.SubMesh.CreateFromIndices(0, offset, Math.min(subdivisionSize, totalIndices - offset), this);
  33728. offset += subdivisionSize;
  33729. }
  33730. this.synchronizeInstances();
  33731. };
  33732. /**
  33733. * Copy a FloatArray into a specific associated vertex buffer
  33734. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33735. * - BABYLON.VertexBuffer.PositionKind
  33736. * - BABYLON.VertexBuffer.UVKind
  33737. * - BABYLON.VertexBuffer.UV2Kind
  33738. * - BABYLON.VertexBuffer.UV3Kind
  33739. * - BABYLON.VertexBuffer.UV4Kind
  33740. * - BABYLON.VertexBuffer.UV5Kind
  33741. * - BABYLON.VertexBuffer.UV6Kind
  33742. * - BABYLON.VertexBuffer.ColorKind
  33743. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33744. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33745. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33746. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33747. * @param data defines the data source
  33748. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33749. * @param stride defines the data stride size (can be null)
  33750. * @returns the current mesh
  33751. */
  33752. Mesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  33753. if (updatable === void 0) { updatable = false; }
  33754. if (!this._geometry) {
  33755. var vertexData = new BABYLON.VertexData();
  33756. vertexData.set(data, kind);
  33757. var scene = this.getScene();
  33758. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33759. }
  33760. else {
  33761. this._geometry.setVerticesData(kind, data, updatable, stride);
  33762. }
  33763. return this;
  33764. };
  33765. /**
  33766. * Flags an associated vertex buffer as updatable
  33767. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  33768. * - BABYLON.VertexBuffer.PositionKind
  33769. * - BABYLON.VertexBuffer.UVKind
  33770. * - BABYLON.VertexBuffer.UV2Kind
  33771. * - BABYLON.VertexBuffer.UV3Kind
  33772. * - BABYLON.VertexBuffer.UV4Kind
  33773. * - BABYLON.VertexBuffer.UV5Kind
  33774. * - BABYLON.VertexBuffer.UV6Kind
  33775. * - BABYLON.VertexBuffer.ColorKind
  33776. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33777. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33778. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33779. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33780. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  33781. */
  33782. Mesh.prototype.markVerticesDataAsUpdatable = function (kind, updatable) {
  33783. if (updatable === void 0) { updatable = true; }
  33784. var vb = this.getVertexBuffer(kind);
  33785. if (!vb || vb.isUpdatable() === updatable) {
  33786. return;
  33787. }
  33788. this.setVerticesData(kind, this.getVerticesData(kind), updatable);
  33789. };
  33790. /**
  33791. * Sets the mesh global Vertex Buffer
  33792. * @param buffer defines the buffer to use
  33793. * @returns the current mesh
  33794. */
  33795. Mesh.prototype.setVerticesBuffer = function (buffer) {
  33796. if (!this._geometry) {
  33797. this._geometry = BABYLON.Geometry.CreateGeometryForMesh(this);
  33798. }
  33799. this._geometry.setVerticesBuffer(buffer);
  33800. return this;
  33801. };
  33802. /**
  33803. * Update a specific associated vertex buffer
  33804. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  33805. * - BABYLON.VertexBuffer.PositionKind
  33806. * - BABYLON.VertexBuffer.UVKind
  33807. * - BABYLON.VertexBuffer.UV2Kind
  33808. * - BABYLON.VertexBuffer.UV3Kind
  33809. * - BABYLON.VertexBuffer.UV4Kind
  33810. * - BABYLON.VertexBuffer.UV5Kind
  33811. * - BABYLON.VertexBuffer.UV6Kind
  33812. * - BABYLON.VertexBuffer.ColorKind
  33813. * - BABYLON.VertexBuffer.MatricesIndicesKind
  33814. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  33815. * - BABYLON.VertexBuffer.MatricesWeightsKind
  33816. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  33817. * @param data defines the data source
  33818. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  33819. * @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)
  33820. * @returns the current mesh
  33821. */
  33822. Mesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  33823. if (!this._geometry) {
  33824. return this;
  33825. }
  33826. if (!makeItUnique) {
  33827. this._geometry.updateVerticesData(kind, data, updateExtends);
  33828. }
  33829. else {
  33830. this.makeGeometryUnique();
  33831. this.updateVerticesData(kind, data, updateExtends, false);
  33832. }
  33833. return this;
  33834. };
  33835. /**
  33836. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  33837. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  33838. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  33839. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  33840. * @returns the current mesh
  33841. */
  33842. Mesh.prototype.updateMeshPositions = function (positionFunction, computeNormals) {
  33843. if (computeNormals === void 0) { computeNormals = true; }
  33844. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  33845. if (!positions) {
  33846. return this;
  33847. }
  33848. positionFunction(positions);
  33849. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  33850. if (computeNormals) {
  33851. var indices = this.getIndices();
  33852. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  33853. if (!normals) {
  33854. return this;
  33855. }
  33856. BABYLON.VertexData.ComputeNormals(positions, indices, normals);
  33857. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  33858. }
  33859. return this;
  33860. };
  33861. /**
  33862. * Creates a un-shared specific occurence of the geometry for the mesh.
  33863. * @returns the current mesh
  33864. */
  33865. Mesh.prototype.makeGeometryUnique = function () {
  33866. if (!this._geometry) {
  33867. return this;
  33868. }
  33869. var oldGeometry = this._geometry;
  33870. var geometry = this._geometry.copy(BABYLON.Geometry.RandomId());
  33871. oldGeometry.releaseForMesh(this, true);
  33872. geometry.applyToMesh(this);
  33873. return this;
  33874. };
  33875. /**
  33876. * Set the index buffer of this mesh
  33877. * @param indices defines the source data
  33878. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  33879. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  33880. * @returns the current mesh
  33881. */
  33882. Mesh.prototype.setIndices = function (indices, totalVertices, updatable) {
  33883. if (totalVertices === void 0) { totalVertices = null; }
  33884. if (updatable === void 0) { updatable = false; }
  33885. if (!this._geometry) {
  33886. var vertexData = new BABYLON.VertexData();
  33887. vertexData.indices = indices;
  33888. var scene = this.getScene();
  33889. new BABYLON.Geometry(BABYLON.Geometry.RandomId(), scene, vertexData, updatable, this);
  33890. }
  33891. else {
  33892. this._geometry.setIndices(indices, totalVertices, updatable);
  33893. }
  33894. return this;
  33895. };
  33896. /**
  33897. * Update the current index buffer
  33898. * @param indices defines the source data
  33899. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  33900. * @returns the current mesh
  33901. */
  33902. Mesh.prototype.updateIndices = function (indices, offset) {
  33903. if (!this._geometry) {
  33904. return this;
  33905. }
  33906. this._geometry.updateIndices(indices, offset);
  33907. return this;
  33908. };
  33909. /**
  33910. * Invert the geometry to move from a right handed system to a left handed one.
  33911. * @returns the current mesh
  33912. */
  33913. Mesh.prototype.toLeftHanded = function () {
  33914. if (!this._geometry) {
  33915. return this;
  33916. }
  33917. this._geometry.toLeftHanded();
  33918. return this;
  33919. };
  33920. /** @hidden */
  33921. Mesh.prototype._bind = function (subMesh, effect, fillMode) {
  33922. if (!this._geometry) {
  33923. return this;
  33924. }
  33925. var engine = this.getScene().getEngine();
  33926. // Wireframe
  33927. var indexToBind;
  33928. if (this._unIndexed) {
  33929. indexToBind = null;
  33930. }
  33931. else {
  33932. switch (fillMode) {
  33933. case BABYLON.Material.PointFillMode:
  33934. indexToBind = null;
  33935. break;
  33936. case BABYLON.Material.WireFrameFillMode:
  33937. indexToBind = subMesh._getLinesIndexBuffer(this.getIndices(), engine);
  33938. break;
  33939. default:
  33940. case BABYLON.Material.TriangleFillMode:
  33941. indexToBind = this._unIndexed ? null : this._geometry.getIndexBuffer();
  33942. break;
  33943. }
  33944. }
  33945. // VBOs
  33946. this._geometry._bind(effect, indexToBind);
  33947. return this;
  33948. };
  33949. /** @hidden */
  33950. Mesh.prototype._draw = function (subMesh, fillMode, instancesCount, alternate) {
  33951. if (alternate === void 0) { alternate = false; }
  33952. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  33953. return this;
  33954. }
  33955. if (this._onBeforeDrawObservable) {
  33956. this._onBeforeDrawObservable.notifyObservers(this);
  33957. }
  33958. var scene = this.getScene();
  33959. var engine = scene.getEngine();
  33960. if (this._unIndexed || fillMode == BABYLON.Material.PointFillMode) {
  33961. // or triangles as points
  33962. engine.drawArraysType(fillMode, subMesh.verticesStart, subMesh.verticesCount, instancesCount);
  33963. }
  33964. else if (fillMode == BABYLON.Material.WireFrameFillMode) {
  33965. // Triangles as wireframe
  33966. engine.drawElementsType(fillMode, 0, subMesh._linesIndexCount, instancesCount);
  33967. }
  33968. else {
  33969. engine.drawElementsType(fillMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  33970. }
  33971. if (scene._isAlternateRenderingEnabled && !alternate) {
  33972. var effect = subMesh.effect || this._effectiveMaterial.getEffect();
  33973. if (!effect || !scene.activeCamera) {
  33974. return this;
  33975. }
  33976. scene._switchToAlternateCameraConfiguration(true);
  33977. this._effectiveMaterial.bindView(effect);
  33978. this._effectiveMaterial.bindViewProjection(effect);
  33979. engine.setViewport(scene.activeCamera._alternateCamera.viewport);
  33980. this._draw(subMesh, fillMode, instancesCount, true);
  33981. engine.setViewport(scene.activeCamera.viewport);
  33982. scene._switchToAlternateCameraConfiguration(false);
  33983. this._effectiveMaterial.bindView(effect);
  33984. this._effectiveMaterial.bindViewProjection(effect);
  33985. }
  33986. return this;
  33987. };
  33988. /**
  33989. * Registers for this mesh a javascript function called just before the rendering process
  33990. * @param func defines the function to call before rendering this mesh
  33991. * @returns the current mesh
  33992. */
  33993. Mesh.prototype.registerBeforeRender = function (func) {
  33994. this.onBeforeRenderObservable.add(func);
  33995. return this;
  33996. };
  33997. /**
  33998. * Disposes a previously registered javascript function called before the rendering
  33999. * @param func defines the function to remove
  34000. * @returns the current mesh
  34001. */
  34002. Mesh.prototype.unregisterBeforeRender = function (func) {
  34003. this.onBeforeRenderObservable.removeCallback(func);
  34004. return this;
  34005. };
  34006. /**
  34007. * Registers for this mesh a javascript function called just after the rendering is complete
  34008. * @param func defines the function to call after rendering this mesh
  34009. * @returns the current mesh
  34010. */
  34011. Mesh.prototype.registerAfterRender = function (func) {
  34012. this.onAfterRenderObservable.add(func);
  34013. return this;
  34014. };
  34015. /**
  34016. * Disposes a previously registered javascript function called after the rendering.
  34017. * @param func defines the function to remove
  34018. * @returns the current mesh
  34019. */
  34020. Mesh.prototype.unregisterAfterRender = function (func) {
  34021. this.onAfterRenderObservable.removeCallback(func);
  34022. return this;
  34023. };
  34024. /** @hidden */
  34025. Mesh.prototype._getInstancesRenderList = function (subMeshId) {
  34026. var scene = this.getScene();
  34027. var batchCache = this._instanceDataStorage.batchCache;
  34028. batchCache.mustReturn = false;
  34029. batchCache.renderSelf[subMeshId] = this.isEnabled() && this.isVisible;
  34030. batchCache.visibleInstances[subMeshId] = null;
  34031. if (this._instanceDataStorage.visibleInstances) {
  34032. var visibleInstances = this._instanceDataStorage.visibleInstances;
  34033. var currentRenderId = scene.getRenderId();
  34034. var defaultRenderId = (scene._isInIntermediateRendering() ? visibleInstances.intermediateDefaultRenderId : visibleInstances.defaultRenderId);
  34035. batchCache.visibleInstances[subMeshId] = visibleInstances[currentRenderId];
  34036. var selfRenderId = this._renderId;
  34037. if (!batchCache.visibleInstances[subMeshId] && defaultRenderId) {
  34038. batchCache.visibleInstances[subMeshId] = visibleInstances[defaultRenderId];
  34039. currentRenderId = Math.max(defaultRenderId, currentRenderId);
  34040. selfRenderId = Math.max(visibleInstances.selfDefaultRenderId, currentRenderId);
  34041. }
  34042. var visibleInstancesForSubMesh = batchCache.visibleInstances[subMeshId];
  34043. if (visibleInstancesForSubMesh && visibleInstancesForSubMesh.length) {
  34044. if (this._instanceDataStorage.renderIdForInstances[subMeshId] === currentRenderId) {
  34045. batchCache.mustReturn = true;
  34046. return batchCache;
  34047. }
  34048. if (currentRenderId !== selfRenderId) {
  34049. batchCache.renderSelf[subMeshId] = false;
  34050. }
  34051. }
  34052. this._instanceDataStorage.renderIdForInstances[subMeshId] = currentRenderId;
  34053. }
  34054. return batchCache;
  34055. };
  34056. /** @hidden */
  34057. Mesh.prototype._renderWithInstances = function (subMesh, fillMode, batch, effect, engine) {
  34058. var visibleInstances = batch.visibleInstances[subMesh._id];
  34059. if (!visibleInstances) {
  34060. return this;
  34061. }
  34062. var matricesCount = visibleInstances.length + 1;
  34063. var bufferSize = matricesCount * 16 * 4;
  34064. var instanceStorage = this._instanceDataStorage;
  34065. var currentInstancesBufferSize = instanceStorage.instancesBufferSize;
  34066. var instancesBuffer = instanceStorage.instancesBuffer;
  34067. while (instanceStorage.instancesBufferSize < bufferSize) {
  34068. instanceStorage.instancesBufferSize *= 2;
  34069. }
  34070. if (!instanceStorage.instancesData || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34071. instanceStorage.instancesData = new Float32Array(instanceStorage.instancesBufferSize / 4);
  34072. }
  34073. var offset = 0;
  34074. var instancesCount = 0;
  34075. var world = this.getWorldMatrix();
  34076. if (batch.renderSelf[subMesh._id]) {
  34077. world.copyToArray(instanceStorage.instancesData, offset);
  34078. offset += 16;
  34079. instancesCount++;
  34080. }
  34081. if (visibleInstances) {
  34082. for (var instanceIndex = 0; instanceIndex < visibleInstances.length; instanceIndex++) {
  34083. var instance = visibleInstances[instanceIndex];
  34084. instance.getWorldMatrix().copyToArray(instanceStorage.instancesData, offset);
  34085. offset += 16;
  34086. instancesCount++;
  34087. }
  34088. }
  34089. if (!instancesBuffer || currentInstancesBufferSize != instanceStorage.instancesBufferSize) {
  34090. if (instancesBuffer) {
  34091. instancesBuffer.dispose();
  34092. }
  34093. instancesBuffer = new BABYLON.Buffer(engine, instanceStorage.instancesData, true, 16, false, true);
  34094. instanceStorage.instancesBuffer = instancesBuffer;
  34095. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world0", 0, 4));
  34096. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world1", 4, 4));
  34097. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world2", 8, 4));
  34098. this.setVerticesBuffer(instancesBuffer.createVertexBuffer("world3", 12, 4));
  34099. }
  34100. else {
  34101. instancesBuffer.updateDirectly(instanceStorage.instancesData, 0, instancesCount);
  34102. }
  34103. this._bind(subMesh, effect, fillMode);
  34104. this._draw(subMesh, fillMode, instancesCount);
  34105. engine.unbindInstanceAttributes();
  34106. return this;
  34107. };
  34108. /** @hidden */
  34109. Mesh.prototype._processRendering = function (subMesh, effect, fillMode, batch, hardwareInstancedRendering, onBeforeDraw, effectiveMaterial) {
  34110. var scene = this.getScene();
  34111. var engine = scene.getEngine();
  34112. if (hardwareInstancedRendering) {
  34113. this._renderWithInstances(subMesh, fillMode, batch, effect, engine);
  34114. }
  34115. else {
  34116. if (batch.renderSelf[subMesh._id]) {
  34117. // Draw
  34118. if (onBeforeDraw) {
  34119. onBeforeDraw(false, this.getWorldMatrix(), effectiveMaterial);
  34120. }
  34121. this._draw(subMesh, fillMode, this._instanceDataStorage.overridenInstanceCount);
  34122. }
  34123. var visibleInstancesForSubMesh = batch.visibleInstances[subMesh._id];
  34124. if (visibleInstancesForSubMesh) {
  34125. for (var instanceIndex = 0; instanceIndex < visibleInstancesForSubMesh.length; instanceIndex++) {
  34126. var instance = visibleInstancesForSubMesh[instanceIndex];
  34127. // World
  34128. var world = instance.getWorldMatrix();
  34129. if (onBeforeDraw) {
  34130. onBeforeDraw(true, world, effectiveMaterial);
  34131. }
  34132. // Draw
  34133. this._draw(subMesh, fillMode);
  34134. }
  34135. }
  34136. }
  34137. return this;
  34138. };
  34139. /**
  34140. * 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
  34141. * @param subMesh defines the subMesh to render
  34142. * @param enableAlphaMode defines if alpha mode can be changed
  34143. * @returns the current mesh
  34144. */
  34145. Mesh.prototype.render = function (subMesh, enableAlphaMode) {
  34146. if (this._checkOcclusionQuery()) {
  34147. return this;
  34148. }
  34149. var scene = this.getScene();
  34150. // Managing instances
  34151. var batch = this._getInstancesRenderList(subMesh._id);
  34152. if (batch.mustReturn) {
  34153. return this;
  34154. }
  34155. // Checking geometry state
  34156. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  34157. return this;
  34158. }
  34159. if (this._onBeforeRenderObservable) {
  34160. this._onBeforeRenderObservable.notifyObservers(this);
  34161. }
  34162. var engine = scene.getEngine();
  34163. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  34164. // Material
  34165. var material = subMesh.getMaterial();
  34166. if (!material) {
  34167. return this;
  34168. }
  34169. this._effectiveMaterial = material;
  34170. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34171. if (!this._effectiveMaterial.isReadyForSubMesh(this, subMesh, hardwareInstancedRendering)) {
  34172. return this;
  34173. }
  34174. }
  34175. else if (!this._effectiveMaterial.isReady(this, hardwareInstancedRendering)) {
  34176. return this;
  34177. }
  34178. // Alpha mode
  34179. if (enableAlphaMode) {
  34180. engine.setAlphaMode(this._effectiveMaterial.alphaMode);
  34181. }
  34182. for (var _i = 0, _a = scene._beforeRenderingMeshStage; _i < _a.length; _i++) {
  34183. var step = _a[_i];
  34184. step.action(this, subMesh, batch);
  34185. }
  34186. var effect;
  34187. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34188. effect = subMesh.effect;
  34189. }
  34190. else {
  34191. effect = this._effectiveMaterial.getEffect();
  34192. }
  34193. if (!effect) {
  34194. return this;
  34195. }
  34196. var effectiveMesh = (this.skeleton && this.skeleton.overrideMesh) || this;
  34197. var sideOrientation = this.overrideMaterialSideOrientation;
  34198. if (sideOrientation == null) {
  34199. sideOrientation = this._effectiveMaterial.sideOrientation;
  34200. if (effectiveMesh._getWorldMatrixDeterminant() < 0) {
  34201. sideOrientation = (sideOrientation === BABYLON.Material.ClockWiseSideOrientation ? BABYLON.Material.CounterClockWiseSideOrientation : BABYLON.Material.ClockWiseSideOrientation);
  34202. }
  34203. }
  34204. var reverse = this._effectiveMaterial._preBind(effect, sideOrientation);
  34205. if (this._effectiveMaterial.forceDepthWrite) {
  34206. engine.setDepthWrite(true);
  34207. }
  34208. // Bind
  34209. var fillMode = scene.forcePointsCloud ? BABYLON.Material.PointFillMode : (scene.forceWireframe ? BABYLON.Material.WireFrameFillMode : this._effectiveMaterial.fillMode);
  34210. if (!hardwareInstancedRendering) { // Binding will be done later because we need to add more info to the VB
  34211. this._bind(subMesh, effect, fillMode);
  34212. }
  34213. var world = effectiveMesh.getWorldMatrix();
  34214. if (this._effectiveMaterial._storeEffectOnSubMeshes) {
  34215. this._effectiveMaterial.bindForSubMesh(world, this, subMesh);
  34216. }
  34217. else {
  34218. this._effectiveMaterial.bind(world, this);
  34219. }
  34220. if (!this._effectiveMaterial.backFaceCulling && this._effectiveMaterial.separateCullingPass) {
  34221. engine.setState(true, this._effectiveMaterial.zOffset, false, !reverse);
  34222. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34223. engine.setState(true, this._effectiveMaterial.zOffset, false, reverse);
  34224. }
  34225. // Draw
  34226. this._processRendering(subMesh, effect, fillMode, batch, hardwareInstancedRendering, this._onBeforeDraw, this._effectiveMaterial);
  34227. // Unbind
  34228. this._effectiveMaterial.unbind();
  34229. for (var _b = 0, _c = scene._afterRenderingMeshStage; _b < _c.length; _b++) {
  34230. var step = _c[_b];
  34231. step.action(this, subMesh, batch);
  34232. }
  34233. if (this._onAfterRenderObservable) {
  34234. this._onAfterRenderObservable.notifyObservers(this);
  34235. }
  34236. return this;
  34237. };
  34238. Mesh.prototype._onBeforeDraw = function (isInstance, world, effectiveMaterial) {
  34239. if (isInstance && effectiveMaterial) {
  34240. effectiveMaterial.bindOnlyWorldMatrix(world);
  34241. }
  34242. };
  34243. /**
  34244. * Renormalize the mesh and patch it up if there are no weights
  34245. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  34246. * However in the case of zero weights then we set just a single influence to 1.
  34247. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  34248. */
  34249. Mesh.prototype.cleanMatrixWeights = function () {
  34250. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  34251. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  34252. this.normalizeSkinWeightsAndExtra();
  34253. }
  34254. else {
  34255. this.normalizeSkinFourWeights();
  34256. }
  34257. }
  34258. };
  34259. // faster 4 weight version.
  34260. Mesh.prototype.normalizeSkinFourWeights = function () {
  34261. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34262. var numWeights = matricesWeights.length;
  34263. for (var a = 0; a < numWeights; a += 4) {
  34264. // accumulate weights
  34265. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34266. // check for invalid weight and just set it to 1.
  34267. if (t === 0) {
  34268. matricesWeights[a] = 1;
  34269. }
  34270. else {
  34271. // renormalize so everything adds to 1 use reciprical
  34272. var recip = 1 / t;
  34273. matricesWeights[a] *= recip;
  34274. matricesWeights[a + 1] *= recip;
  34275. matricesWeights[a + 2] *= recip;
  34276. matricesWeights[a + 3] *= recip;
  34277. }
  34278. }
  34279. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34280. };
  34281. // handle special case of extra verts. (in theory gltf can handle 12 influences)
  34282. Mesh.prototype.normalizeSkinWeightsAndExtra = function () {
  34283. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34284. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34285. var numWeights = matricesWeights.length;
  34286. for (var a = 0; a < numWeights; a += 4) {
  34287. // accumulate weights
  34288. var t = matricesWeights[a] + matricesWeights[a + 1] + matricesWeights[a + 2] + matricesWeights[a + 3];
  34289. t += matricesWeightsExtra[a] + matricesWeightsExtra[a + 1] + matricesWeightsExtra[a + 2] + matricesWeightsExtra[a + 3];
  34290. // check for invalid weight and just set it to 1.
  34291. if (t === 0) {
  34292. matricesWeights[a] = 1;
  34293. }
  34294. else {
  34295. // renormalize so everything adds to 1 use reciprical
  34296. var recip = 1 / t;
  34297. matricesWeights[a] *= recip;
  34298. matricesWeights[a + 1] *= recip;
  34299. matricesWeights[a + 2] *= recip;
  34300. matricesWeights[a + 3] *= recip;
  34301. // same goes for extras
  34302. matricesWeightsExtra[a] *= recip;
  34303. matricesWeightsExtra[a + 1] *= recip;
  34304. matricesWeightsExtra[a + 2] *= recip;
  34305. matricesWeightsExtra[a + 3] *= recip;
  34306. }
  34307. }
  34308. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeights);
  34309. this.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsExtra);
  34310. };
  34311. /**
  34312. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  34313. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  34314. * the user know there was an issue with importing the mesh
  34315. * @returns a validation object with skinned, valid and report string
  34316. */
  34317. Mesh.prototype.validateSkinning = function () {
  34318. var matricesWeightsExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  34319. var matricesWeights = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  34320. if (matricesWeights === null || this.skeleton == null) {
  34321. return { skinned: false, valid: true, report: "not skinned" };
  34322. }
  34323. var numWeights = matricesWeights.length;
  34324. var numberNotSorted = 0;
  34325. var missingWeights = 0;
  34326. var maxUsedWeights = 0;
  34327. var numberNotNormalized = 0;
  34328. var numInfluences = matricesWeightsExtra === null ? 4 : 8;
  34329. var usedWeightCounts = new Array();
  34330. for (var a = 0; a <= numInfluences; a++) {
  34331. usedWeightCounts[a] = 0;
  34332. }
  34333. var toleranceEpsilon = 0.001;
  34334. for (var a = 0; a < numWeights; a += 4) {
  34335. var lastWeight = matricesWeights[a];
  34336. var t = lastWeight;
  34337. var usedWeights = t === 0 ? 0 : 1;
  34338. for (var b = 1; b < numInfluences; b++) {
  34339. var d = b < 4 ? matricesWeights[a + b] : matricesWeightsExtra[a + b - 4];
  34340. if (d > lastWeight) {
  34341. numberNotSorted++;
  34342. }
  34343. if (d !== 0) {
  34344. usedWeights++;
  34345. }
  34346. t += d;
  34347. lastWeight = d;
  34348. }
  34349. // count the buffer weights usage
  34350. usedWeightCounts[usedWeights]++;
  34351. // max influences
  34352. if (usedWeights > maxUsedWeights) {
  34353. maxUsedWeights = usedWeights;
  34354. }
  34355. // check for invalid weight and just set it to 1.
  34356. if (t === 0) {
  34357. missingWeights++;
  34358. }
  34359. else {
  34360. // renormalize so everything adds to 1 use reciprical
  34361. var recip = 1 / t;
  34362. var tolerance = 0;
  34363. for (b = 0; b < numInfluences; b++) {
  34364. if (b < 4) {
  34365. tolerance += Math.abs(matricesWeights[a + b] - (matricesWeights[a + b] * recip));
  34366. }
  34367. else {
  34368. tolerance += Math.abs(matricesWeightsExtra[a + b - 4] - (matricesWeightsExtra[a + b - 4] * recip));
  34369. }
  34370. }
  34371. // arbitary epsilon value for dicdating not normalized
  34372. if (tolerance > toleranceEpsilon) {
  34373. numberNotNormalized++;
  34374. }
  34375. }
  34376. }
  34377. // validate bone indices are in range of the skeleton
  34378. var numBones = this.skeleton.bones.length;
  34379. var matricesIndices = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  34380. var matricesIndicesExtra = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  34381. var numBadBoneIndices = 0;
  34382. for (var a = 0; a < numWeights; a++) {
  34383. for (var b = 0; b < numInfluences; b++) {
  34384. var index = b < 4 ? matricesIndices[b] : matricesIndicesExtra[b - 4];
  34385. if (index >= numBones || index < 0) {
  34386. numBadBoneIndices++;
  34387. }
  34388. }
  34389. }
  34390. // log mesh stats
  34391. var output = "Number of Weights = " + numWeights / 4 + "\nMaximum influences = " + maxUsedWeights +
  34392. "\nMissing Weights = " + missingWeights + "\nNot Sorted = " + numberNotSorted +
  34393. "\nNot Normalized = " + numberNotNormalized + "\nWeightCounts = [" + usedWeightCounts + "]" +
  34394. "\nNumber of bones = " + numBones + "\nBad Bone Indices = " + numBadBoneIndices;
  34395. return { skinned: true, valid: missingWeights === 0 && numberNotNormalized === 0 && numBadBoneIndices === 0, report: output };
  34396. };
  34397. /** @hidden */
  34398. Mesh.prototype._checkDelayState = function () {
  34399. var scene = this.getScene();
  34400. if (this._geometry) {
  34401. this._geometry.load(scene);
  34402. }
  34403. else if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  34404. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  34405. this._queueLoad(scene);
  34406. }
  34407. return this;
  34408. };
  34409. Mesh.prototype._queueLoad = function (scene) {
  34410. var _this = this;
  34411. scene._addPendingData(this);
  34412. var getBinaryData = (this.delayLoadingFile.indexOf(".babylonbinarymeshdata") !== -1);
  34413. BABYLON.Tools.LoadFile(this.delayLoadingFile, function (data) {
  34414. if (data instanceof ArrayBuffer) {
  34415. _this._delayLoadingFunction(data, _this);
  34416. }
  34417. else {
  34418. _this._delayLoadingFunction(JSON.parse(data), _this);
  34419. }
  34420. _this.instances.forEach(function (instance) {
  34421. instance._syncSubMeshes();
  34422. });
  34423. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  34424. scene._removePendingData(_this);
  34425. }, function () { }, scene.offlineProvider, getBinaryData);
  34426. return this;
  34427. };
  34428. /**
  34429. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  34430. * A mesh is in the frustum if its bounding box intersects the frustum
  34431. * @param frustumPlanes defines the frustum to test
  34432. * @returns true if the mesh is in the frustum planes
  34433. */
  34434. Mesh.prototype.isInFrustum = function (frustumPlanes) {
  34435. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  34436. return false;
  34437. }
  34438. if (!_super.prototype.isInFrustum.call(this, frustumPlanes)) {
  34439. return false;
  34440. }
  34441. this._checkDelayState();
  34442. return true;
  34443. };
  34444. /**
  34445. * Sets the mesh material by the material or multiMaterial `id` property
  34446. * @param id is a string identifying the material or the multiMaterial
  34447. * @returns the current mesh
  34448. */
  34449. Mesh.prototype.setMaterialByID = function (id) {
  34450. var materials = this.getScene().materials;
  34451. var index;
  34452. for (index = materials.length - 1; index > -1; index--) {
  34453. if (materials[index].id === id) {
  34454. this.material = materials[index];
  34455. return this;
  34456. }
  34457. }
  34458. // Multi
  34459. var multiMaterials = this.getScene().multiMaterials;
  34460. for (index = multiMaterials.length - 1; index > -1; index--) {
  34461. if (multiMaterials[index].id === id) {
  34462. this.material = multiMaterials[index];
  34463. return this;
  34464. }
  34465. }
  34466. return this;
  34467. };
  34468. /**
  34469. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  34470. * @returns an array of IAnimatable
  34471. */
  34472. Mesh.prototype.getAnimatables = function () {
  34473. var results = new Array();
  34474. if (this.material) {
  34475. results.push(this.material);
  34476. }
  34477. if (this.skeleton) {
  34478. results.push(this.skeleton);
  34479. }
  34480. return results;
  34481. };
  34482. /**
  34483. * Modifies the mesh geometry according to the passed transformation matrix.
  34484. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  34485. * The mesh normals are modified using the same transformation.
  34486. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34487. * @param transform defines the transform matrix to use
  34488. * @see http://doc.babylonjs.com/resources/baking_transformations
  34489. * @returns the current mesh
  34490. */
  34491. Mesh.prototype.bakeTransformIntoVertices = function (transform) {
  34492. // Position
  34493. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  34494. return this;
  34495. }
  34496. var submeshes = this.subMeshes.splice(0);
  34497. this._resetPointsArrayCache();
  34498. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34499. var temp = new Array();
  34500. var index;
  34501. for (index = 0; index < data.length; index += 3) {
  34502. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(data, index), transform).toArray(temp, index);
  34503. }
  34504. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.PositionKind).isUpdatable());
  34505. // Normals
  34506. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  34507. data = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34508. temp = [];
  34509. for (index = 0; index < data.length; index += 3) {
  34510. BABYLON.Vector3.TransformNormal(BABYLON.Vector3.FromArray(data, index), transform).normalize().toArray(temp, index);
  34511. }
  34512. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, temp, this.getVertexBuffer(BABYLON.VertexBuffer.NormalKind).isUpdatable());
  34513. }
  34514. // flip faces?
  34515. if (transform.m[0] * transform.m[5] * transform.m[10] < 0) {
  34516. this.flipFaces();
  34517. }
  34518. // Restore submeshes
  34519. this.releaseSubMeshes();
  34520. this.subMeshes = submeshes;
  34521. return this;
  34522. };
  34523. /**
  34524. * Modifies the mesh geometry according to its own current World Matrix.
  34525. * The mesh World Matrix is then reset.
  34526. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  34527. * Note that, under the hood, this method sets a new VertexBuffer each call.
  34528. * @see http://doc.babylonjs.com/resources/baking_transformations
  34529. * @returns the current mesh
  34530. */
  34531. Mesh.prototype.bakeCurrentTransformIntoVertices = function () {
  34532. this.bakeTransformIntoVertices(this.computeWorldMatrix(true));
  34533. this.scaling.copyFromFloats(1, 1, 1);
  34534. this.position.copyFromFloats(0, 0, 0);
  34535. this.rotation.copyFromFloats(0, 0, 0);
  34536. //only if quaternion is already set
  34537. if (this.rotationQuaternion) {
  34538. this.rotationQuaternion = BABYLON.Quaternion.Identity();
  34539. }
  34540. this._worldMatrix = BABYLON.Matrix.Identity();
  34541. return this;
  34542. };
  34543. Object.defineProperty(Mesh.prototype, "_positions", {
  34544. // Cache
  34545. /** @hidden */
  34546. get: function () {
  34547. if (this._geometry) {
  34548. return this._geometry._positions;
  34549. }
  34550. return null;
  34551. },
  34552. enumerable: true,
  34553. configurable: true
  34554. });
  34555. /** @hidden */
  34556. Mesh.prototype._resetPointsArrayCache = function () {
  34557. if (this._geometry) {
  34558. this._geometry._resetPointsArrayCache();
  34559. }
  34560. return this;
  34561. };
  34562. /** @hidden */
  34563. Mesh.prototype._generatePointsArray = function () {
  34564. if (this._geometry) {
  34565. return this._geometry._generatePointsArray();
  34566. }
  34567. return false;
  34568. };
  34569. /**
  34570. * Returns a new Mesh object generated from the current mesh properties.
  34571. * This method must not get confused with createInstance()
  34572. * @param name is a string, the name given to the new mesh
  34573. * @param newParent can be any Node object (default `null`)
  34574. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  34575. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  34576. * @returns a new mesh
  34577. */
  34578. Mesh.prototype.clone = function (name, newParent, doNotCloneChildren, clonePhysicsImpostor) {
  34579. if (name === void 0) { name = ""; }
  34580. if (clonePhysicsImpostor === void 0) { clonePhysicsImpostor = true; }
  34581. return new Mesh(name, this.getScene(), newParent, this, doNotCloneChildren, clonePhysicsImpostor);
  34582. };
  34583. /**
  34584. * Releases resources associated with this mesh.
  34585. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  34586. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  34587. */
  34588. Mesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  34589. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  34590. this.morphTargetManager = null;
  34591. if (this._geometry) {
  34592. this._geometry.releaseForMesh(this, true);
  34593. }
  34594. if (this._onBeforeDrawObservable) {
  34595. this._onBeforeDrawObservable.clear();
  34596. }
  34597. if (this._onBeforeRenderObservable) {
  34598. this._onBeforeRenderObservable.clear();
  34599. }
  34600. if (this._onAfterRenderObservable) {
  34601. this._onAfterRenderObservable.clear();
  34602. }
  34603. // Sources
  34604. if (this._scene.useClonedMeshhMap) {
  34605. if (this.meshMap) {
  34606. for (var uniqueId in this.meshMap) {
  34607. var mesh = this.meshMap[uniqueId];
  34608. if (mesh) {
  34609. mesh._source = null;
  34610. this.meshMap[uniqueId] = undefined;
  34611. }
  34612. }
  34613. }
  34614. if (this._source && this._source.meshMap) {
  34615. this._source.meshMap[this.uniqueId] = undefined;
  34616. }
  34617. }
  34618. else {
  34619. var meshes = this.getScene().meshes;
  34620. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  34621. var abstractMesh = meshes_1[_i];
  34622. var mesh = abstractMesh;
  34623. if (mesh._source && mesh._source === this) {
  34624. mesh._source = null;
  34625. }
  34626. }
  34627. }
  34628. this._source = null;
  34629. // Instances
  34630. if (this._instanceDataStorage.instancesBuffer) {
  34631. this._instanceDataStorage.instancesBuffer.dispose();
  34632. this._instanceDataStorage.instancesBuffer = null;
  34633. }
  34634. while (this.instances.length) {
  34635. this.instances[0].dispose();
  34636. }
  34637. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  34638. };
  34639. /**
  34640. * Modifies the mesh geometry according to a displacement map.
  34641. * 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.
  34642. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34643. * @param url is a string, the URL from the image file is to be downloaded.
  34644. * @param minHeight is the lower limit of the displacement.
  34645. * @param maxHeight is the upper limit of the displacement.
  34646. * @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.
  34647. * @param uvOffset is an optional vector2 used to offset UV.
  34648. * @param uvScale is an optional vector2 used to scale UV.
  34649. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34650. * @returns the Mesh.
  34651. */
  34652. Mesh.prototype.applyDisplacementMap = function (url, minHeight, maxHeight, onSuccess, uvOffset, uvScale, forceUpdate) {
  34653. var _this = this;
  34654. if (forceUpdate === void 0) { forceUpdate = false; }
  34655. var scene = this.getScene();
  34656. var onload = function (img) {
  34657. // Getting height map data
  34658. var canvas = document.createElement("canvas");
  34659. var context = canvas.getContext("2d");
  34660. var heightMapWidth = img.width;
  34661. var heightMapHeight = img.height;
  34662. canvas.width = heightMapWidth;
  34663. canvas.height = heightMapHeight;
  34664. context.drawImage(img, 0, 0);
  34665. // Create VertexData from map data
  34666. //Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  34667. var buffer = context.getImageData(0, 0, heightMapWidth, heightMapHeight).data;
  34668. _this.applyDisplacementMapFromBuffer(buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate);
  34669. //execute success callback, if set
  34670. if (onSuccess) {
  34671. onSuccess(_this);
  34672. }
  34673. };
  34674. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  34675. return this;
  34676. };
  34677. /**
  34678. * Modifies the mesh geometry according to a displacementMap buffer.
  34679. * 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.
  34680. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  34681. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  34682. * @param heightMapWidth is the width of the buffer image.
  34683. * @param heightMapHeight is the height of the buffer image.
  34684. * @param minHeight is the lower limit of the displacement.
  34685. * @param maxHeight is the upper limit of the displacement.
  34686. * @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.
  34687. * @param uvOffset is an optional vector2 used to offset UV.
  34688. * @param uvScale is an optional vector2 used to scale UV.
  34689. * @param forceUpdate defines whether or not to force an update of the generated buffers. This is useful to apply on a deserialized model for instance.
  34690. * @returns the Mesh.
  34691. */
  34692. Mesh.prototype.applyDisplacementMapFromBuffer = function (buffer, heightMapWidth, heightMapHeight, minHeight, maxHeight, uvOffset, uvScale, forceUpdate) {
  34693. if (forceUpdate === void 0) { forceUpdate = false; }
  34694. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)
  34695. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)
  34696. || !this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  34697. BABYLON.Tools.Warn("Cannot call applyDisplacementMap: Given mesh is not complete. Position, Normal or UV are missing");
  34698. return this;
  34699. }
  34700. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, true, true);
  34701. var normals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  34702. var uvs = this.getVerticesData(BABYLON.VertexBuffer.UVKind);
  34703. var position = BABYLON.Vector3.Zero();
  34704. var normal = BABYLON.Vector3.Zero();
  34705. var uv = BABYLON.Vector2.Zero();
  34706. uvOffset = uvOffset || BABYLON.Vector2.Zero();
  34707. uvScale = uvScale || new BABYLON.Vector2(1, 1);
  34708. for (var index = 0; index < positions.length; index += 3) {
  34709. BABYLON.Vector3.FromArrayToRef(positions, index, position);
  34710. BABYLON.Vector3.FromArrayToRef(normals, index, normal);
  34711. BABYLON.Vector2.FromArrayToRef(uvs, (index / 3) * 2, uv);
  34712. // Compute height
  34713. var u = ((Math.abs(uv.x * uvScale.x + uvOffset.x) * heightMapWidth) % heightMapWidth) | 0;
  34714. var v = ((Math.abs(uv.y * uvScale.y + uvOffset.y) * heightMapHeight) % heightMapHeight) | 0;
  34715. var pos = (u + v * heightMapWidth) * 4;
  34716. var r = buffer[pos] / 255.0;
  34717. var g = buffer[pos + 1] / 255.0;
  34718. var b = buffer[pos + 2] / 255.0;
  34719. var gradient = r * 0.3 + g * 0.59 + b * 0.11;
  34720. normal.normalize();
  34721. normal.scaleInPlace(minHeight + (maxHeight - minHeight) * gradient);
  34722. position = position.add(normal);
  34723. position.toArray(positions, index);
  34724. }
  34725. BABYLON.VertexData.ComputeNormals(positions, this.getIndices(), normals);
  34726. if (forceUpdate) {
  34727. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34728. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34729. }
  34730. else {
  34731. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions);
  34732. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  34733. }
  34734. return this;
  34735. };
  34736. /**
  34737. * Modify the mesh to get a flat shading rendering.
  34738. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  34739. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  34740. * @returns current mesh
  34741. */
  34742. Mesh.prototype.convertToFlatShadedMesh = function () {
  34743. var kinds = this.getVerticesDataKinds();
  34744. var vbs = {};
  34745. var data = {};
  34746. var newdata = {};
  34747. var updatableNormals = false;
  34748. var kindIndex;
  34749. var kind;
  34750. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34751. kind = kinds[kindIndex];
  34752. var vertexBuffer = this.getVertexBuffer(kind);
  34753. if (kind === BABYLON.VertexBuffer.NormalKind) {
  34754. updatableNormals = vertexBuffer.isUpdatable();
  34755. kinds.splice(kindIndex, 1);
  34756. kindIndex--;
  34757. continue;
  34758. }
  34759. vbs[kind] = vertexBuffer;
  34760. data[kind] = vbs[kind].getData();
  34761. newdata[kind] = [];
  34762. }
  34763. // Save previous submeshes
  34764. var previousSubmeshes = this.subMeshes.slice(0);
  34765. var indices = this.getIndices();
  34766. var totalIndices = this.getTotalIndices();
  34767. // Generating unique vertices per face
  34768. var index;
  34769. for (index = 0; index < totalIndices; index++) {
  34770. var vertexIndex = indices[index];
  34771. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34772. kind = kinds[kindIndex];
  34773. var stride = vbs[kind].getStrideSize();
  34774. for (var offset = 0; offset < stride; offset++) {
  34775. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34776. }
  34777. }
  34778. }
  34779. // Updating faces & normal
  34780. var normals = [];
  34781. var positions = newdata[BABYLON.VertexBuffer.PositionKind];
  34782. for (index = 0; index < totalIndices; index += 3) {
  34783. indices[index] = index;
  34784. indices[index + 1] = index + 1;
  34785. indices[index + 2] = index + 2;
  34786. var p1 = BABYLON.Vector3.FromArray(positions, index * 3);
  34787. var p2 = BABYLON.Vector3.FromArray(positions, (index + 1) * 3);
  34788. var p3 = BABYLON.Vector3.FromArray(positions, (index + 2) * 3);
  34789. var p1p2 = p1.subtract(p2);
  34790. var p3p2 = p3.subtract(p2);
  34791. var normal = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(p1p2, p3p2));
  34792. // Store same normals for every vertex
  34793. for (var localIndex = 0; localIndex < 3; localIndex++) {
  34794. normals.push(normal.x);
  34795. normals.push(normal.y);
  34796. normals.push(normal.z);
  34797. }
  34798. }
  34799. this.setIndices(indices);
  34800. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatableNormals);
  34801. // Updating vertex buffers
  34802. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34803. kind = kinds[kindIndex];
  34804. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34805. }
  34806. // Updating submeshes
  34807. this.releaseSubMeshes();
  34808. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34809. var previousOne = previousSubmeshes[submeshIndex];
  34810. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34811. }
  34812. this.synchronizeInstances();
  34813. return this;
  34814. };
  34815. /**
  34816. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  34817. * In other words, more vertices, no more indices and a single bigger VBO.
  34818. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  34819. * @returns current mesh
  34820. */
  34821. Mesh.prototype.convertToUnIndexedMesh = function () {
  34822. var kinds = this.getVerticesDataKinds();
  34823. var vbs = {};
  34824. var data = {};
  34825. var newdata = {};
  34826. var kindIndex;
  34827. var kind;
  34828. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34829. kind = kinds[kindIndex];
  34830. var vertexBuffer = this.getVertexBuffer(kind);
  34831. vbs[kind] = vertexBuffer;
  34832. data[kind] = vbs[kind].getData();
  34833. newdata[kind] = [];
  34834. }
  34835. // Save previous submeshes
  34836. var previousSubmeshes = this.subMeshes.slice(0);
  34837. var indices = this.getIndices();
  34838. var totalIndices = this.getTotalIndices();
  34839. // Generating unique vertices per face
  34840. var index;
  34841. for (index = 0; index < totalIndices; index++) {
  34842. var vertexIndex = indices[index];
  34843. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34844. kind = kinds[kindIndex];
  34845. var stride = vbs[kind].getStrideSize();
  34846. for (var offset = 0; offset < stride; offset++) {
  34847. newdata[kind].push(data[kind][vertexIndex * stride + offset]);
  34848. }
  34849. }
  34850. }
  34851. // Updating indices
  34852. for (index = 0; index < totalIndices; index += 3) {
  34853. indices[index] = index;
  34854. indices[index + 1] = index + 1;
  34855. indices[index + 2] = index + 2;
  34856. }
  34857. this.setIndices(indices);
  34858. // Updating vertex buffers
  34859. for (kindIndex = 0; kindIndex < kinds.length; kindIndex++) {
  34860. kind = kinds[kindIndex];
  34861. this.setVerticesData(kind, newdata[kind], vbs[kind].isUpdatable());
  34862. }
  34863. // Updating submeshes
  34864. this.releaseSubMeshes();
  34865. for (var submeshIndex = 0; submeshIndex < previousSubmeshes.length; submeshIndex++) {
  34866. var previousOne = previousSubmeshes[submeshIndex];
  34867. BABYLON.SubMesh.AddToMesh(previousOne.materialIndex, previousOne.indexStart, previousOne.indexCount, previousOne.indexStart, previousOne.indexCount, this);
  34868. }
  34869. this._unIndexed = true;
  34870. this.synchronizeInstances();
  34871. return this;
  34872. };
  34873. /**
  34874. * Inverses facet orientations.
  34875. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  34876. * @param flipNormals will also inverts the normals
  34877. * @returns current mesh
  34878. */
  34879. Mesh.prototype.flipFaces = function (flipNormals) {
  34880. if (flipNormals === void 0) { flipNormals = false; }
  34881. var vertex_data = BABYLON.VertexData.ExtractFromMesh(this);
  34882. var i;
  34883. if (flipNormals && this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind) && vertex_data.normals) {
  34884. for (i = 0; i < vertex_data.normals.length; i++) {
  34885. vertex_data.normals[i] *= -1;
  34886. }
  34887. }
  34888. if (vertex_data.indices) {
  34889. var temp;
  34890. for (i = 0; i < vertex_data.indices.length; i += 3) {
  34891. // reassign indices
  34892. temp = vertex_data.indices[i + 1];
  34893. vertex_data.indices[i + 1] = vertex_data.indices[i + 2];
  34894. vertex_data.indices[i + 2] = temp;
  34895. }
  34896. }
  34897. vertex_data.applyToMesh(this);
  34898. return this;
  34899. };
  34900. // Instances
  34901. /**
  34902. * Creates a new InstancedMesh object from the mesh model.
  34903. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  34904. * @param name defines the name of the new instance
  34905. * @returns a new InstancedMesh
  34906. */
  34907. Mesh.prototype.createInstance = function (name) {
  34908. return new BABYLON.InstancedMesh(name, this);
  34909. };
  34910. /**
  34911. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  34912. * After this call, all the mesh instances have the same submeshes than the current mesh.
  34913. * @returns the current mesh
  34914. */
  34915. Mesh.prototype.synchronizeInstances = function () {
  34916. for (var instanceIndex = 0; instanceIndex < this.instances.length; instanceIndex++) {
  34917. var instance = this.instances[instanceIndex];
  34918. instance._syncSubMeshes();
  34919. }
  34920. return this;
  34921. };
  34922. /**
  34923. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  34924. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  34925. * This should be used together with the simplification to avoid disappearing triangles.
  34926. * @param successCallback an optional success callback to be called after the optimization finished.
  34927. * @returns the current mesh
  34928. */
  34929. Mesh.prototype.optimizeIndices = function (successCallback) {
  34930. var _this = this;
  34931. var indices = this.getIndices();
  34932. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  34933. if (!positions || !indices) {
  34934. return this;
  34935. }
  34936. var vectorPositions = new Array();
  34937. for (var pos = 0; pos < positions.length; pos = pos + 3) {
  34938. vectorPositions.push(BABYLON.Vector3.FromArray(positions, pos));
  34939. }
  34940. var dupes = new Array();
  34941. BABYLON.AsyncLoop.SyncAsyncForLoop(vectorPositions.length, 40, function (iteration) {
  34942. var realPos = vectorPositions.length - 1 - iteration;
  34943. var testedPosition = vectorPositions[realPos];
  34944. for (var j = 0; j < realPos; ++j) {
  34945. var againstPosition = vectorPositions[j];
  34946. if (testedPosition.equals(againstPosition)) {
  34947. dupes[realPos] = j;
  34948. break;
  34949. }
  34950. }
  34951. }, function () {
  34952. for (var i = 0; i < indices.length; ++i) {
  34953. indices[i] = dupes[indices[i]] || indices[i];
  34954. }
  34955. //indices are now reordered
  34956. var originalSubMeshes = _this.subMeshes.slice(0);
  34957. _this.setIndices(indices);
  34958. _this.subMeshes = originalSubMeshes;
  34959. if (successCallback) {
  34960. successCallback(_this);
  34961. }
  34962. });
  34963. return this;
  34964. };
  34965. /**
  34966. * Serialize current mesh
  34967. * @param serializationObject defines the object which will receive the serialization data
  34968. */
  34969. Mesh.prototype.serialize = function (serializationObject) {
  34970. serializationObject.name = this.name;
  34971. serializationObject.id = this.id;
  34972. serializationObject.type = this.getClassName();
  34973. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  34974. serializationObject.tags = BABYLON.Tags.GetTags(this);
  34975. }
  34976. serializationObject.position = this.position.asArray();
  34977. if (this.rotationQuaternion) {
  34978. serializationObject.rotationQuaternion = this.rotationQuaternion.asArray();
  34979. }
  34980. else if (this.rotation) {
  34981. serializationObject.rotation = this.rotation.asArray();
  34982. }
  34983. serializationObject.scaling = this.scaling.asArray();
  34984. if (this._postMultiplyPivotMatrix) {
  34985. serializationObject.pivotMatrix = this.getPivotMatrix().asArray();
  34986. }
  34987. else {
  34988. serializationObject.localMatrix = this.getPivotMatrix().asArray();
  34989. }
  34990. serializationObject.isEnabled = this.isEnabled(false);
  34991. serializationObject.isVisible = this.isVisible;
  34992. serializationObject.infiniteDistance = this.infiniteDistance;
  34993. serializationObject.pickable = this.isPickable;
  34994. serializationObject.receiveShadows = this.receiveShadows;
  34995. serializationObject.billboardMode = this.billboardMode;
  34996. serializationObject.visibility = this.visibility;
  34997. serializationObject.checkCollisions = this.checkCollisions;
  34998. serializationObject.isBlocker = this.isBlocker;
  34999. // Parent
  35000. if (this.parent) {
  35001. serializationObject.parentId = this.parent.id;
  35002. }
  35003. // Geometry
  35004. serializationObject.isUnIndexed = this.isUnIndexed;
  35005. var geometry = this._geometry;
  35006. if (geometry) {
  35007. var geometryId = geometry.id;
  35008. serializationObject.geometryId = geometryId;
  35009. // SubMeshes
  35010. serializationObject.subMeshes = [];
  35011. for (var subIndex = 0; subIndex < this.subMeshes.length; subIndex++) {
  35012. var subMesh = this.subMeshes[subIndex];
  35013. serializationObject.subMeshes.push({
  35014. materialIndex: subMesh.materialIndex,
  35015. verticesStart: subMesh.verticesStart,
  35016. verticesCount: subMesh.verticesCount,
  35017. indexStart: subMesh.indexStart,
  35018. indexCount: subMesh.indexCount
  35019. });
  35020. }
  35021. }
  35022. // Material
  35023. if (this.material) {
  35024. serializationObject.materialId = this.material.id;
  35025. }
  35026. else {
  35027. this.material = null;
  35028. }
  35029. // Morph targets
  35030. if (this.morphTargetManager) {
  35031. serializationObject.morphTargetManagerId = this.morphTargetManager.uniqueId;
  35032. }
  35033. // Skeleton
  35034. if (this.skeleton) {
  35035. serializationObject.skeletonId = this.skeleton.id;
  35036. }
  35037. // Physics
  35038. //TODO implement correct serialization for physics impostors.
  35039. var impostor = this.getPhysicsImpostor();
  35040. if (impostor) {
  35041. serializationObject.physicsMass = impostor.getParam("mass");
  35042. serializationObject.physicsFriction = impostor.getParam("friction");
  35043. serializationObject.physicsRestitution = impostor.getParam("mass");
  35044. serializationObject.physicsImpostor = impostor.type;
  35045. }
  35046. // Metadata
  35047. if (this.metadata) {
  35048. serializationObject.metadata = this.metadata;
  35049. }
  35050. // Instances
  35051. serializationObject.instances = [];
  35052. for (var index = 0; index < this.instances.length; index++) {
  35053. var instance = this.instances[index];
  35054. if (instance.doNotSerialize) {
  35055. continue;
  35056. }
  35057. var serializationInstance = {
  35058. name: instance.name,
  35059. id: instance.id,
  35060. position: instance.position.asArray(),
  35061. scaling: instance.scaling.asArray()
  35062. };
  35063. if (instance.parent) {
  35064. serializationInstance.parentId = instance.parent.id;
  35065. }
  35066. if (instance.rotationQuaternion) {
  35067. serializationInstance.rotationQuaternion = instance.rotationQuaternion.asArray();
  35068. }
  35069. else if (instance.rotation) {
  35070. serializationInstance.rotation = instance.rotation.asArray();
  35071. }
  35072. serializationObject.instances.push(serializationInstance);
  35073. // Animations
  35074. BABYLON.Animation.AppendSerializedAnimations(instance, serializationInstance);
  35075. serializationInstance.ranges = instance.serializeAnimationRanges();
  35076. }
  35077. //
  35078. // Animations
  35079. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  35080. serializationObject.ranges = this.serializeAnimationRanges();
  35081. // Layer mask
  35082. serializationObject.layerMask = this.layerMask;
  35083. // Alpha
  35084. serializationObject.alphaIndex = this.alphaIndex;
  35085. serializationObject.hasVertexAlpha = this.hasVertexAlpha;
  35086. // Overlay
  35087. serializationObject.overlayAlpha = this.overlayAlpha;
  35088. serializationObject.overlayColor = this.overlayColor.asArray();
  35089. serializationObject.renderOverlay = this.renderOverlay;
  35090. // Fog
  35091. serializationObject.applyFog = this.applyFog;
  35092. // Action Manager
  35093. if (this.actionManager) {
  35094. serializationObject.actions = this.actionManager.serialize(this.name);
  35095. }
  35096. };
  35097. /** @hidden */
  35098. Mesh.prototype._syncGeometryWithMorphTargetManager = function () {
  35099. if (!this.geometry) {
  35100. return;
  35101. }
  35102. this._markSubMeshesAsAttributesDirty();
  35103. var morphTargetManager = this._morphTargetManager;
  35104. if (morphTargetManager && morphTargetManager.vertexCount) {
  35105. if (morphTargetManager.vertexCount !== this.getTotalVertices()) {
  35106. BABYLON.Tools.Error("Mesh is incompatible with morph targets. Targets and mesh must all have the same vertices count.");
  35107. this.morphTargetManager = null;
  35108. return;
  35109. }
  35110. for (var index = 0; index < morphTargetManager.numInfluencers; index++) {
  35111. var morphTarget = morphTargetManager.getActiveTarget(index);
  35112. var positions = morphTarget.getPositions();
  35113. if (!positions) {
  35114. BABYLON.Tools.Error("Invalid morph target. Target must have positions.");
  35115. return;
  35116. }
  35117. this.geometry.setVerticesData(BABYLON.VertexBuffer.PositionKind + index, positions, false, 3);
  35118. var normals = morphTarget.getNormals();
  35119. if (normals) {
  35120. this.geometry.setVerticesData(BABYLON.VertexBuffer.NormalKind + index, normals, false, 3);
  35121. }
  35122. var tangents = morphTarget.getTangents();
  35123. if (tangents) {
  35124. this.geometry.setVerticesData(BABYLON.VertexBuffer.TangentKind + index, tangents, false, 3);
  35125. }
  35126. }
  35127. }
  35128. else {
  35129. var index = 0;
  35130. // Positions
  35131. while (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind + index)) {
  35132. this.geometry.removeVerticesData(BABYLON.VertexBuffer.PositionKind + index);
  35133. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind + index)) {
  35134. this.geometry.removeVerticesData(BABYLON.VertexBuffer.NormalKind + index);
  35135. }
  35136. if (this.geometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind + index)) {
  35137. this.geometry.removeVerticesData(BABYLON.VertexBuffer.TangentKind + index);
  35138. }
  35139. index++;
  35140. }
  35141. }
  35142. };
  35143. // Statics
  35144. /**
  35145. * Returns a new Mesh object parsed from the source provided.
  35146. * @param parsedMesh is the source
  35147. * @param scene defines the hosting scene
  35148. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  35149. * @returns a new Mesh
  35150. */
  35151. Mesh.Parse = function (parsedMesh, scene, rootUrl) {
  35152. var mesh;
  35153. if (parsedMesh.type && parsedMesh.type === "GroundMesh") {
  35154. mesh = BABYLON.GroundMesh.Parse(parsedMesh, scene);
  35155. }
  35156. else {
  35157. mesh = new Mesh(parsedMesh.name, scene);
  35158. }
  35159. mesh.id = parsedMesh.id;
  35160. if (BABYLON.Tags) {
  35161. BABYLON.Tags.AddTagsTo(mesh, parsedMesh.tags);
  35162. }
  35163. mesh.position = BABYLON.Vector3.FromArray(parsedMesh.position);
  35164. if (parsedMesh.metadata !== undefined) {
  35165. mesh.metadata = parsedMesh.metadata;
  35166. }
  35167. if (parsedMesh.rotationQuaternion) {
  35168. mesh.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedMesh.rotationQuaternion);
  35169. }
  35170. else if (parsedMesh.rotation) {
  35171. mesh.rotation = BABYLON.Vector3.FromArray(parsedMesh.rotation);
  35172. }
  35173. mesh.scaling = BABYLON.Vector3.FromArray(parsedMesh.scaling);
  35174. if (parsedMesh.localMatrix) {
  35175. mesh.setPreTransformMatrix(BABYLON.Matrix.FromArray(parsedMesh.localMatrix));
  35176. }
  35177. else if (parsedMesh.pivotMatrix) {
  35178. mesh.setPivotMatrix(BABYLON.Matrix.FromArray(parsedMesh.pivotMatrix));
  35179. }
  35180. mesh.setEnabled(parsedMesh.isEnabled);
  35181. mesh.isVisible = parsedMesh.isVisible;
  35182. mesh.infiniteDistance = parsedMesh.infiniteDistance;
  35183. mesh.showBoundingBox = parsedMesh.showBoundingBox;
  35184. mesh.showSubMeshesBoundingBox = parsedMesh.showSubMeshesBoundingBox;
  35185. if (parsedMesh.applyFog !== undefined) {
  35186. mesh.applyFog = parsedMesh.applyFog;
  35187. }
  35188. if (parsedMesh.pickable !== undefined) {
  35189. mesh.isPickable = parsedMesh.pickable;
  35190. }
  35191. if (parsedMesh.alphaIndex !== undefined) {
  35192. mesh.alphaIndex = parsedMesh.alphaIndex;
  35193. }
  35194. mesh.receiveShadows = parsedMesh.receiveShadows;
  35195. mesh.billboardMode = parsedMesh.billboardMode;
  35196. if (parsedMesh.visibility !== undefined) {
  35197. mesh.visibility = parsedMesh.visibility;
  35198. }
  35199. mesh.checkCollisions = parsedMesh.checkCollisions;
  35200. if (parsedMesh.isBlocker !== undefined) {
  35201. mesh.isBlocker = parsedMesh.isBlocker;
  35202. }
  35203. mesh._shouldGenerateFlatShading = parsedMesh.useFlatShading;
  35204. // freezeWorldMatrix
  35205. if (parsedMesh.freezeWorldMatrix) {
  35206. mesh._waitingFreezeWorldMatrix = parsedMesh.freezeWorldMatrix;
  35207. }
  35208. // Parent
  35209. if (parsedMesh.parentId) {
  35210. mesh._waitingParentId = parsedMesh.parentId;
  35211. }
  35212. // Actions
  35213. if (parsedMesh.actions !== undefined) {
  35214. mesh._waitingActions = parsedMesh.actions;
  35215. }
  35216. // Overlay
  35217. if (parsedMesh.overlayAlpha !== undefined) {
  35218. mesh.overlayAlpha = parsedMesh.overlayAlpha;
  35219. }
  35220. if (parsedMesh.overlayColor !== undefined) {
  35221. mesh.overlayColor = BABYLON.Color3.FromArray(parsedMesh.overlayColor);
  35222. }
  35223. if (parsedMesh.renderOverlay !== undefined) {
  35224. mesh.renderOverlay = parsedMesh.renderOverlay;
  35225. }
  35226. // Geometry
  35227. mesh.isUnIndexed = !!parsedMesh.isUnIndexed;
  35228. mesh.hasVertexAlpha = parsedMesh.hasVertexAlpha;
  35229. if (parsedMesh.delayLoadingFile) {
  35230. mesh.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  35231. mesh.delayLoadingFile = rootUrl + parsedMesh.delayLoadingFile;
  35232. mesh._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedMesh.boundingBoxMaximum));
  35233. if (parsedMesh._binaryInfo) {
  35234. mesh._binaryInfo = parsedMesh._binaryInfo;
  35235. }
  35236. mesh._delayInfo = [];
  35237. if (parsedMesh.hasUVs) {
  35238. mesh._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  35239. }
  35240. if (parsedMesh.hasUVs2) {
  35241. mesh._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  35242. }
  35243. if (parsedMesh.hasUVs3) {
  35244. mesh._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  35245. }
  35246. if (parsedMesh.hasUVs4) {
  35247. mesh._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  35248. }
  35249. if (parsedMesh.hasUVs5) {
  35250. mesh._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  35251. }
  35252. if (parsedMesh.hasUVs6) {
  35253. mesh._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  35254. }
  35255. if (parsedMesh.hasColors) {
  35256. mesh._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  35257. }
  35258. if (parsedMesh.hasMatricesIndices) {
  35259. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  35260. }
  35261. if (parsedMesh.hasMatricesWeights) {
  35262. mesh._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  35263. }
  35264. mesh._delayLoadingFunction = BABYLON.Geometry._ImportGeometry;
  35265. if (BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental) {
  35266. mesh._checkDelayState();
  35267. }
  35268. }
  35269. else {
  35270. BABYLON.Geometry._ImportGeometry(parsedMesh, mesh);
  35271. }
  35272. // Material
  35273. if (parsedMesh.materialId) {
  35274. mesh.setMaterialByID(parsedMesh.materialId);
  35275. }
  35276. else {
  35277. mesh.material = null;
  35278. }
  35279. // Morph targets
  35280. if (parsedMesh.morphTargetManagerId > -1) {
  35281. mesh.morphTargetManager = scene.getMorphTargetManagerById(parsedMesh.morphTargetManagerId);
  35282. }
  35283. // Skeleton
  35284. if (parsedMesh.skeletonId > -1) {
  35285. mesh.skeleton = scene.getLastSkeletonByID(parsedMesh.skeletonId);
  35286. if (parsedMesh.numBoneInfluencers) {
  35287. mesh.numBoneInfluencers = parsedMesh.numBoneInfluencers;
  35288. }
  35289. }
  35290. // Animations
  35291. if (parsedMesh.animations) {
  35292. for (var animationIndex = 0; animationIndex < parsedMesh.animations.length; animationIndex++) {
  35293. var parsedAnimation = parsedMesh.animations[animationIndex];
  35294. mesh.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35295. }
  35296. BABYLON.Node.ParseAnimationRanges(mesh, parsedMesh, scene);
  35297. }
  35298. if (parsedMesh.autoAnimate) {
  35299. scene.beginAnimation(mesh, parsedMesh.autoAnimateFrom, parsedMesh.autoAnimateTo, parsedMesh.autoAnimateLoop, parsedMesh.autoAnimateSpeed || 1.0);
  35300. }
  35301. // Layer Mask
  35302. if (parsedMesh.layerMask && (!isNaN(parsedMesh.layerMask))) {
  35303. mesh.layerMask = Math.abs(parseInt(parsedMesh.layerMask));
  35304. }
  35305. else {
  35306. mesh.layerMask = 0x0FFFFFFF;
  35307. }
  35308. // Physics
  35309. if (parsedMesh.physicsImpostor) {
  35310. mesh.physicsImpostor = new BABYLON.PhysicsImpostor(mesh, parsedMesh.physicsImpostor, {
  35311. mass: parsedMesh.physicsMass,
  35312. friction: parsedMesh.physicsFriction,
  35313. restitution: parsedMesh.physicsRestitution
  35314. }, scene);
  35315. }
  35316. // Instances
  35317. if (parsedMesh.instances) {
  35318. for (var index = 0; index < parsedMesh.instances.length; index++) {
  35319. var parsedInstance = parsedMesh.instances[index];
  35320. var instance = mesh.createInstance(parsedInstance.name);
  35321. if (parsedInstance.id) {
  35322. instance.id = parsedInstance.id;
  35323. }
  35324. if (BABYLON.Tags) {
  35325. if (parsedInstance.tags) {
  35326. BABYLON.Tags.AddTagsTo(instance, parsedInstance.tags);
  35327. }
  35328. else {
  35329. BABYLON.Tags.AddTagsTo(instance, parsedMesh.tags);
  35330. }
  35331. }
  35332. instance.position = BABYLON.Vector3.FromArray(parsedInstance.position);
  35333. if (parsedInstance.parentId) {
  35334. instance._waitingParentId = parsedInstance.parentId;
  35335. }
  35336. if (parsedInstance.rotationQuaternion) {
  35337. instance.rotationQuaternion = BABYLON.Quaternion.FromArray(parsedInstance.rotationQuaternion);
  35338. }
  35339. else if (parsedInstance.rotation) {
  35340. instance.rotation = BABYLON.Vector3.FromArray(parsedInstance.rotation);
  35341. }
  35342. instance.scaling = BABYLON.Vector3.FromArray(parsedInstance.scaling);
  35343. if (parsedInstance.checkCollisions != undefined && parsedInstance.checkCollisions != null) {
  35344. instance.checkCollisions = parsedInstance.checkCollisions;
  35345. }
  35346. if (parsedInstance.pickable != undefined && parsedInstance.pickable != null) {
  35347. instance.isPickable = parsedInstance.pickable;
  35348. }
  35349. if (parsedInstance.showBoundingBox != undefined && parsedInstance.showBoundingBox != null) {
  35350. instance.showBoundingBox = parsedInstance.showBoundingBox;
  35351. }
  35352. if (parsedInstance.showSubMeshesBoundingBox != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35353. instance.showSubMeshesBoundingBox = parsedInstance.showSubMeshesBoundingBox;
  35354. }
  35355. if (parsedInstance.alphaIndex != undefined && parsedInstance.showSubMeshesBoundingBox != null) {
  35356. instance.alphaIndex = parsedInstance.alphaIndex;
  35357. }
  35358. // Physics
  35359. if (parsedInstance.physicsImpostor) {
  35360. instance.physicsImpostor = new BABYLON.PhysicsImpostor(instance, parsedInstance.physicsImpostor, {
  35361. mass: parsedInstance.physicsMass,
  35362. friction: parsedInstance.physicsFriction,
  35363. restitution: parsedInstance.physicsRestitution
  35364. }, scene);
  35365. }
  35366. // Animation
  35367. if (parsedInstance.animations) {
  35368. for (animationIndex = 0; animationIndex < parsedInstance.animations.length; animationIndex++) {
  35369. parsedAnimation = parsedInstance.animations[animationIndex];
  35370. instance.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  35371. }
  35372. BABYLON.Node.ParseAnimationRanges(instance, parsedInstance, scene);
  35373. if (parsedInstance.autoAnimate) {
  35374. scene.beginAnimation(instance, parsedInstance.autoAnimateFrom, parsedInstance.autoAnimateTo, parsedInstance.autoAnimateLoop, parsedInstance.autoAnimateSpeed || 1.0);
  35375. }
  35376. }
  35377. }
  35378. }
  35379. return mesh;
  35380. };
  35381. /**
  35382. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  35383. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35384. * @param name defines the name of the mesh to create
  35385. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  35386. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  35387. * @param closePath creates a seam between the first and the last points of each path of the path array
  35388. * @param offset is taken in account only if the `pathArray` is containing a single path
  35389. * @param scene defines the hosting scene
  35390. * @param updatable defines if the mesh must be flagged as updatable
  35391. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35392. * @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)
  35393. * @returns a new Mesh
  35394. */
  35395. Mesh.CreateRibbon = function (name, pathArray, closeArray, closePath, offset, scene, updatable, sideOrientation, instance) {
  35396. if (closeArray === void 0) { closeArray = false; }
  35397. if (updatable === void 0) { updatable = false; }
  35398. return BABYLON.MeshBuilder.CreateRibbon(name, {
  35399. pathArray: pathArray,
  35400. closeArray: closeArray,
  35401. closePath: closePath,
  35402. offset: offset,
  35403. updatable: updatable,
  35404. sideOrientation: sideOrientation,
  35405. instance: instance
  35406. }, scene);
  35407. };
  35408. /**
  35409. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  35410. * @param name defines the name of the mesh to create
  35411. * @param radius sets the radius size (float) of the polygon (default 0.5)
  35412. * @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
  35413. * @param scene defines the hosting scene
  35414. * @param updatable defines if the mesh must be flagged as updatable
  35415. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35416. * @returns a new Mesh
  35417. */
  35418. Mesh.CreateDisc = function (name, radius, tessellation, scene, updatable, sideOrientation) {
  35419. if (scene === void 0) { scene = null; }
  35420. var options = {
  35421. radius: radius,
  35422. tessellation: tessellation,
  35423. sideOrientation: sideOrientation,
  35424. updatable: updatable
  35425. };
  35426. return BABYLON.MeshBuilder.CreateDisc(name, options, scene);
  35427. };
  35428. /**
  35429. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  35430. * @param name defines the name of the mesh to create
  35431. * @param size sets the size (float) of each box side (default 1)
  35432. * @param scene defines the hosting scene
  35433. * @param updatable defines if the mesh must be flagged as updatable
  35434. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35435. * @returns a new Mesh
  35436. */
  35437. Mesh.CreateBox = function (name, size, scene, updatable, sideOrientation) {
  35438. if (scene === void 0) { scene = null; }
  35439. var options = {
  35440. size: size,
  35441. sideOrientation: sideOrientation,
  35442. updatable: updatable
  35443. };
  35444. return BABYLON.MeshBuilder.CreateBox(name, options, scene);
  35445. };
  35446. /**
  35447. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  35448. * @param name defines the name of the mesh to create
  35449. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  35450. * @param diameter sets the diameter size (float) of the sphere (default 1)
  35451. * @param scene defines the hosting scene
  35452. * @param updatable defines if the mesh must be flagged as updatable
  35453. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35454. * @returns a new Mesh
  35455. */
  35456. Mesh.CreateSphere = function (name, segments, diameter, scene, updatable, sideOrientation) {
  35457. var options = {
  35458. segments: segments,
  35459. diameterX: diameter,
  35460. diameterY: diameter,
  35461. diameterZ: diameter,
  35462. sideOrientation: sideOrientation,
  35463. updatable: updatable
  35464. };
  35465. return BABYLON.MeshBuilder.CreateSphere(name, options, scene);
  35466. };
  35467. /**
  35468. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  35469. * @param name defines the name of the mesh to create
  35470. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  35471. * @param diameterTop set the top cap diameter (floats, default 1)
  35472. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  35473. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  35474. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  35475. * @param scene defines the hosting scene
  35476. * @param updatable defines if the mesh must be flagged as updatable
  35477. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35478. * @returns a new Mesh
  35479. */
  35480. Mesh.CreateCylinder = function (name, height, diameterTop, diameterBottom, tessellation, subdivisions, scene, updatable, sideOrientation) {
  35481. if (scene === undefined || !(scene instanceof BABYLON.Scene)) {
  35482. if (scene !== undefined) {
  35483. sideOrientation = updatable || Mesh.DEFAULTSIDE;
  35484. updatable = scene;
  35485. }
  35486. scene = subdivisions;
  35487. subdivisions = 1;
  35488. }
  35489. var options = {
  35490. height: height,
  35491. diameterTop: diameterTop,
  35492. diameterBottom: diameterBottom,
  35493. tessellation: tessellation,
  35494. subdivisions: subdivisions,
  35495. sideOrientation: sideOrientation,
  35496. updatable: updatable
  35497. };
  35498. return BABYLON.MeshBuilder.CreateCylinder(name, options, scene);
  35499. };
  35500. // Torus (Code from SharpDX.org)
  35501. /**
  35502. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  35503. * @param name defines the name of the mesh to create
  35504. * @param diameter sets the diameter size (float) of the torus (default 1)
  35505. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  35506. * @param tessellation sets the number of torus sides (postive integer, default 16)
  35507. * @param scene defines the hosting scene
  35508. * @param updatable defines if the mesh must be flagged as updatable
  35509. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35510. * @returns a new Mesh
  35511. */
  35512. Mesh.CreateTorus = function (name, diameter, thickness, tessellation, scene, updatable, sideOrientation) {
  35513. var options = {
  35514. diameter: diameter,
  35515. thickness: thickness,
  35516. tessellation: tessellation,
  35517. sideOrientation: sideOrientation,
  35518. updatable: updatable
  35519. };
  35520. return BABYLON.MeshBuilder.CreateTorus(name, options, scene);
  35521. };
  35522. /**
  35523. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  35524. * @param name defines the name of the mesh to create
  35525. * @param radius sets the global radius size (float) of the torus knot (default 2)
  35526. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  35527. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  35528. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  35529. * @param p the number of windings on X axis (positive integers, default 2)
  35530. * @param q the number of windings on Y axis (positive integers, default 3)
  35531. * @param scene defines the hosting scene
  35532. * @param updatable defines if the mesh must be flagged as updatable
  35533. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35534. * @returns a new Mesh
  35535. */
  35536. Mesh.CreateTorusKnot = function (name, radius, tube, radialSegments, tubularSegments, p, q, scene, updatable, sideOrientation) {
  35537. var options = {
  35538. radius: radius,
  35539. tube: tube,
  35540. radialSegments: radialSegments,
  35541. tubularSegments: tubularSegments,
  35542. p: p,
  35543. q: q,
  35544. sideOrientation: sideOrientation,
  35545. updatable: updatable
  35546. };
  35547. return BABYLON.MeshBuilder.CreateTorusKnot(name, options, scene);
  35548. };
  35549. /**
  35550. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  35551. * @param name defines the name of the mesh to create
  35552. * @param points is an array successive Vector3
  35553. * @param scene defines the hosting scene
  35554. * @param updatable defines if the mesh must be flagged as updatable
  35555. * @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).
  35556. * @returns a new Mesh
  35557. */
  35558. Mesh.CreateLines = function (name, points, scene, updatable, instance) {
  35559. if (scene === void 0) { scene = null; }
  35560. if (updatable === void 0) { updatable = false; }
  35561. if (instance === void 0) { instance = null; }
  35562. var options = {
  35563. points: points,
  35564. updatable: updatable,
  35565. instance: instance
  35566. };
  35567. return BABYLON.MeshBuilder.CreateLines(name, options, scene);
  35568. };
  35569. /**
  35570. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  35571. * @param name defines the name of the mesh to create
  35572. * @param points is an array successive Vector3
  35573. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  35574. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  35575. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  35576. * @param scene defines the hosting scene
  35577. * @param updatable defines if the mesh must be flagged as updatable
  35578. * @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)
  35579. * @returns a new Mesh
  35580. */
  35581. Mesh.CreateDashedLines = function (name, points, dashSize, gapSize, dashNb, scene, updatable, instance) {
  35582. if (scene === void 0) { scene = null; }
  35583. var options = {
  35584. points: points,
  35585. dashSize: dashSize,
  35586. gapSize: gapSize,
  35587. dashNb: dashNb,
  35588. updatable: updatable,
  35589. instance: instance
  35590. };
  35591. return BABYLON.MeshBuilder.CreateDashedLines(name, options, scene);
  35592. };
  35593. /**
  35594. * Creates a polygon mesh.
  35595. * Please consider using the same method from the MeshBuilder class instead.
  35596. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  35597. * 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.
  35598. * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35599. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  35600. * Remember you can only change the shape positions, not their number when updating a polygon.
  35601. */
  35602. /**
  35603. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  35604. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  35605. * @param name defines the name of the mesh to create
  35606. * @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
  35607. * @param scene defines the hosting scene
  35608. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35609. * @param updatable defines if the mesh must be flagged as updatable
  35610. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35611. * @returns a new Mesh
  35612. */
  35613. Mesh.CreatePolygon = function (name, shape, scene, holes, updatable, sideOrientation) {
  35614. var options = {
  35615. shape: shape,
  35616. holes: holes,
  35617. updatable: updatable,
  35618. sideOrientation: sideOrientation
  35619. };
  35620. return BABYLON.MeshBuilder.CreatePolygon(name, options, scene);
  35621. };
  35622. /**
  35623. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  35624. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  35625. * @param name defines the name of the mesh to create
  35626. * @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
  35627. * @param depth defines the height of extrusion
  35628. * @param scene defines the hosting scene
  35629. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  35630. * @param updatable defines if the mesh must be flagged as updatable
  35631. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35632. * @returns a new Mesh
  35633. */
  35634. Mesh.ExtrudePolygon = function (name, shape, depth, scene, holes, updatable, sideOrientation) {
  35635. var options = {
  35636. shape: shape,
  35637. holes: holes,
  35638. depth: depth,
  35639. updatable: updatable,
  35640. sideOrientation: sideOrientation
  35641. };
  35642. return BABYLON.MeshBuilder.ExtrudePolygon(name, options, scene);
  35643. };
  35644. /**
  35645. * Creates an extruded shape mesh.
  35646. * 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
  35647. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35648. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35649. * @param name defines the name of the mesh to create
  35650. * @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
  35651. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35652. * @param scale is the value to scale the shape
  35653. * @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
  35654. * @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
  35655. * @param scene defines the hosting scene
  35656. * @param updatable defines if the mesh must be flagged as updatable
  35657. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35658. * @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)
  35659. * @returns a new Mesh
  35660. */
  35661. Mesh.ExtrudeShape = function (name, shape, path, scale, rotation, cap, scene, updatable, sideOrientation, instance) {
  35662. if (scene === void 0) { scene = null; }
  35663. var options = {
  35664. shape: shape,
  35665. path: path,
  35666. scale: scale,
  35667. rotation: rotation,
  35668. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35669. sideOrientation: sideOrientation,
  35670. instance: instance,
  35671. updatable: updatable
  35672. };
  35673. return BABYLON.MeshBuilder.ExtrudeShape(name, options, scene);
  35674. };
  35675. /**
  35676. * Creates an custom extruded shape mesh.
  35677. * The custom extrusion is a parametric shape.
  35678. * It has no predefined shape. Its final shape will depend on the input parameters.
  35679. * Please consider using the same method from the MeshBuilder class instead
  35680. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  35681. * @param name defines the name of the mesh to create
  35682. * @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
  35683. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  35684. * @param scaleFunction is a custom Javascript function called on each path point
  35685. * @param rotationFunction is a custom Javascript function called on each path point
  35686. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  35687. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  35688. * @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
  35689. * @param scene defines the hosting scene
  35690. * @param updatable defines if the mesh must be flagged as updatable
  35691. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35692. * @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)
  35693. * @returns a new Mesh
  35694. */
  35695. Mesh.ExtrudeShapeCustom = function (name, shape, path, scaleFunction, rotationFunction, ribbonCloseArray, ribbonClosePath, cap, scene, updatable, sideOrientation, instance) {
  35696. var options = {
  35697. shape: shape,
  35698. path: path,
  35699. scaleFunction: scaleFunction,
  35700. rotationFunction: rotationFunction,
  35701. ribbonCloseArray: ribbonCloseArray,
  35702. ribbonClosePath: ribbonClosePath,
  35703. cap: (cap === 0) ? 0 : cap || Mesh.NO_CAP,
  35704. sideOrientation: sideOrientation,
  35705. instance: instance,
  35706. updatable: updatable
  35707. };
  35708. return BABYLON.MeshBuilder.ExtrudeShapeCustom(name, options, scene);
  35709. };
  35710. /**
  35711. * Creates lathe mesh.
  35712. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  35713. * Please consider using the same method from the MeshBuilder class instead
  35714. * @param name defines the name of the mesh to create
  35715. * @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
  35716. * @param radius is the radius value of the lathe
  35717. * @param tessellation is the side number of the lathe.
  35718. * @param scene defines the hosting scene
  35719. * @param updatable defines if the mesh must be flagged as updatable
  35720. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35721. * @returns a new Mesh
  35722. */
  35723. Mesh.CreateLathe = function (name, shape, radius, tessellation, scene, updatable, sideOrientation) {
  35724. var options = {
  35725. shape: shape,
  35726. radius: radius,
  35727. tessellation: tessellation,
  35728. sideOrientation: sideOrientation,
  35729. updatable: updatable
  35730. };
  35731. return BABYLON.MeshBuilder.CreateLathe(name, options, scene);
  35732. };
  35733. /**
  35734. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  35735. * @param name defines the name of the mesh to create
  35736. * @param size sets the size (float) of both sides of the plane at once (default 1)
  35737. * @param scene defines the hosting scene
  35738. * @param updatable defines if the mesh must be flagged as updatable
  35739. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35740. * @returns a new Mesh
  35741. */
  35742. Mesh.CreatePlane = function (name, size, scene, updatable, sideOrientation) {
  35743. var options = {
  35744. size: size,
  35745. width: size,
  35746. height: size,
  35747. sideOrientation: sideOrientation,
  35748. updatable: updatable
  35749. };
  35750. return BABYLON.MeshBuilder.CreatePlane(name, options, scene);
  35751. };
  35752. /**
  35753. * Creates a ground mesh.
  35754. * Please consider using the same method from the MeshBuilder class instead
  35755. * @param name defines the name of the mesh to create
  35756. * @param width set the width of the ground
  35757. * @param height set the height of the ground
  35758. * @param subdivisions sets the number of subdivisions per side
  35759. * @param scene defines the hosting scene
  35760. * @param updatable defines if the mesh must be flagged as updatable
  35761. * @returns a new Mesh
  35762. */
  35763. Mesh.CreateGround = function (name, width, height, subdivisions, scene, updatable) {
  35764. var options = {
  35765. width: width,
  35766. height: height,
  35767. subdivisions: subdivisions,
  35768. updatable: updatable
  35769. };
  35770. return BABYLON.MeshBuilder.CreateGround(name, options, scene);
  35771. };
  35772. /**
  35773. * Creates a tiled ground mesh.
  35774. * Please consider using the same method from the MeshBuilder class instead
  35775. * @param name defines the name of the mesh to create
  35776. * @param xmin set the ground minimum X coordinate
  35777. * @param zmin set the ground minimum Y coordinate
  35778. * @param xmax set the ground maximum X coordinate
  35779. * @param zmax set the ground maximum Z coordinate
  35780. * @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
  35781. * @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
  35782. * @param scene defines the hosting scene
  35783. * @param updatable defines if the mesh must be flagged as updatable
  35784. * @returns a new Mesh
  35785. */
  35786. Mesh.CreateTiledGround = function (name, xmin, zmin, xmax, zmax, subdivisions, precision, scene, updatable) {
  35787. var options = {
  35788. xmin: xmin,
  35789. zmin: zmin,
  35790. xmax: xmax,
  35791. zmax: zmax,
  35792. subdivisions: subdivisions,
  35793. precision: precision,
  35794. updatable: updatable
  35795. };
  35796. return BABYLON.MeshBuilder.CreateTiledGround(name, options, scene);
  35797. };
  35798. /**
  35799. * Creates a ground mesh from a height map.
  35800. * Please consider using the same method from the MeshBuilder class instead
  35801. * @see http://doc.babylonjs.com/babylon101/height_map
  35802. * @param name defines the name of the mesh to create
  35803. * @param url sets the URL of the height map image resource
  35804. * @param width set the ground width size
  35805. * @param height set the ground height size
  35806. * @param subdivisions sets the number of subdivision per side
  35807. * @param minHeight is the minimum altitude on the ground
  35808. * @param maxHeight is the maximum altitude on the ground
  35809. * @param scene defines the hosting scene
  35810. * @param updatable defines if the mesh must be flagged as updatable
  35811. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  35812. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  35813. * @returns a new Mesh
  35814. */
  35815. Mesh.CreateGroundFromHeightMap = function (name, url, width, height, subdivisions, minHeight, maxHeight, scene, updatable, onReady, alphaFilter) {
  35816. var options = {
  35817. width: width,
  35818. height: height,
  35819. subdivisions: subdivisions,
  35820. minHeight: minHeight,
  35821. maxHeight: maxHeight,
  35822. updatable: updatable,
  35823. onReady: onReady,
  35824. alphaFilter: alphaFilter
  35825. };
  35826. return BABYLON.MeshBuilder.CreateGroundFromHeightMap(name, url, options, scene);
  35827. };
  35828. /**
  35829. * Creates a tube mesh.
  35830. * The tube is a parametric shape.
  35831. * It has no predefined shape. Its final shape will depend on the input parameters.
  35832. * Please consider using the same method from the MeshBuilder class instead
  35833. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  35834. * @param name defines the name of the mesh to create
  35835. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  35836. * @param radius sets the tube radius size
  35837. * @param tessellation is the number of sides on the tubular surface
  35838. * @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
  35839. * @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
  35840. * @param scene defines the hosting scene
  35841. * @param updatable defines if the mesh must be flagged as updatable
  35842. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  35843. * @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)
  35844. * @returns a new Mesh
  35845. */
  35846. Mesh.CreateTube = function (name, path, radius, tessellation, radiusFunction, cap, scene, updatable, sideOrientation, instance) {
  35847. var options = {
  35848. path: path,
  35849. radius: radius,
  35850. tessellation: tessellation,
  35851. radiusFunction: radiusFunction,
  35852. arc: 1,
  35853. cap: cap,
  35854. updatable: updatable,
  35855. sideOrientation: sideOrientation,
  35856. instance: instance
  35857. };
  35858. return BABYLON.MeshBuilder.CreateTube(name, options, scene);
  35859. };
  35860. /**
  35861. * Creates a polyhedron mesh.
  35862. * Please consider using the same method from the MeshBuilder class instead.
  35863. * * 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
  35864. * * The parameter `size` (positive float, default 1) sets the polygon size
  35865. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  35866. * * 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`
  35867. * * 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
  35868. * * 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)`)
  35869. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  35870. * * 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
  35871. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35872. * * 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
  35873. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35874. * @param name defines the name of the mesh to create
  35875. * @param options defines the options used to create the mesh
  35876. * @param scene defines the hosting scene
  35877. * @returns a new Mesh
  35878. */
  35879. Mesh.CreatePolyhedron = function (name, options, scene) {
  35880. return BABYLON.MeshBuilder.CreatePolyhedron(name, options, scene);
  35881. };
  35882. /**
  35883. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  35884. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  35885. * * 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`)
  35886. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  35887. * * 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
  35888. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  35889. * * 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
  35890. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  35891. * @param name defines the name of the mesh
  35892. * @param options defines the options used to create the mesh
  35893. * @param scene defines the hosting scene
  35894. * @returns a new Mesh
  35895. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  35896. */
  35897. Mesh.CreateIcoSphere = function (name, options, scene) {
  35898. return BABYLON.MeshBuilder.CreateIcoSphere(name, options, scene);
  35899. };
  35900. /**
  35901. * Creates a decal mesh.
  35902. * Please consider using the same method from the MeshBuilder class instead.
  35903. * A decal is a mesh usually applied as a model onto the surface of another mesh
  35904. * @param name defines the name of the mesh
  35905. * @param sourceMesh defines the mesh receiving the decal
  35906. * @param position sets the position of the decal in world coordinates
  35907. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  35908. * @param size sets the decal scaling
  35909. * @param angle sets the angle to rotate the decal
  35910. * @returns a new Mesh
  35911. */
  35912. Mesh.CreateDecal = function (name, sourceMesh, position, normal, size, angle) {
  35913. var options = {
  35914. position: position,
  35915. normal: normal,
  35916. size: size,
  35917. angle: angle
  35918. };
  35919. return BABYLON.MeshBuilder.CreateDecal(name, sourceMesh, options);
  35920. };
  35921. // Skeletons
  35922. /**
  35923. * Prepare internal position array for software CPU skinning
  35924. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  35925. */
  35926. Mesh.prototype.setPositionsForCPUSkinning = function () {
  35927. if (!this._sourcePositions) {
  35928. var source = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35929. if (!source) {
  35930. return this._sourcePositions;
  35931. }
  35932. this._sourcePositions = new Float32Array(source);
  35933. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  35934. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, source, true);
  35935. }
  35936. }
  35937. return this._sourcePositions;
  35938. };
  35939. /**
  35940. * Prepare internal normal array for software CPU skinning
  35941. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  35942. */
  35943. Mesh.prototype.setNormalsForCPUSkinning = function () {
  35944. if (!this._sourceNormals) {
  35945. var source = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35946. if (!source) {
  35947. return this._sourceNormals;
  35948. }
  35949. this._sourceNormals = new Float32Array(source);
  35950. if (!this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  35951. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, source, true);
  35952. }
  35953. }
  35954. return this._sourceNormals;
  35955. };
  35956. /**
  35957. * Updates the vertex buffer by applying transformation from the bones
  35958. * @param skeleton defines the skeleton to apply to current mesh
  35959. * @returns the current mesh
  35960. */
  35961. Mesh.prototype.applySkeleton = function (skeleton) {
  35962. if (!this.geometry) {
  35963. return this;
  35964. }
  35965. if (this.geometry._softwareSkinningFrameId == this.getScene().getFrameId()) {
  35966. return this;
  35967. }
  35968. this.geometry._softwareSkinningFrameId = this.getScene().getFrameId();
  35969. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  35970. return this;
  35971. }
  35972. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  35973. return this;
  35974. }
  35975. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  35976. return this;
  35977. }
  35978. if (!this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  35979. return this;
  35980. }
  35981. if (!this._sourcePositions) {
  35982. var submeshes = this.subMeshes.slice();
  35983. this.setPositionsForCPUSkinning();
  35984. this.subMeshes = submeshes;
  35985. }
  35986. if (!this._sourceNormals) {
  35987. this.setNormalsForCPUSkinning();
  35988. }
  35989. // positionsData checks for not being Float32Array will only pass at most once
  35990. var positionsData = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  35991. if (!positionsData) {
  35992. return this;
  35993. }
  35994. if (!(positionsData instanceof Float32Array)) {
  35995. positionsData = new Float32Array(positionsData);
  35996. }
  35997. // normalsData checks for not being Float32Array will only pass at most once
  35998. var normalsData = this.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  35999. if (!normalsData) {
  36000. return this;
  36001. }
  36002. if (!(normalsData instanceof Float32Array)) {
  36003. normalsData = new Float32Array(normalsData);
  36004. }
  36005. var matricesIndicesData = this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  36006. var matricesWeightsData = this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind);
  36007. if (!matricesWeightsData || !matricesIndicesData) {
  36008. return this;
  36009. }
  36010. var needExtras = this.numBoneInfluencers > 4;
  36011. var matricesIndicesExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind) : null;
  36012. var matricesWeightsExtraData = needExtras ? this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind) : null;
  36013. var skeletonMatrices = skeleton.getTransformMatrices(this);
  36014. var tempVector3 = BABYLON.Vector3.Zero();
  36015. var finalMatrix = new BABYLON.Matrix();
  36016. var tempMatrix = new BABYLON.Matrix();
  36017. var matWeightIdx = 0;
  36018. var inf;
  36019. for (var index = 0; index < positionsData.length; index += 3, matWeightIdx += 4) {
  36020. var weight;
  36021. for (inf = 0; inf < 4; inf++) {
  36022. weight = matricesWeightsData[matWeightIdx + inf];
  36023. if (weight > 0) {
  36024. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36025. finalMatrix.addToSelf(tempMatrix);
  36026. }
  36027. }
  36028. if (needExtras) {
  36029. for (inf = 0; inf < 4; inf++) {
  36030. weight = matricesWeightsExtraData[matWeightIdx + inf];
  36031. if (weight > 0) {
  36032. BABYLON.Matrix.FromFloat32ArrayToRefScaled(skeletonMatrices, Math.floor(matricesIndicesExtraData[matWeightIdx + inf] * 16), weight, tempMatrix);
  36033. finalMatrix.addToSelf(tempMatrix);
  36034. }
  36035. }
  36036. }
  36037. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(this._sourcePositions[index], this._sourcePositions[index + 1], this._sourcePositions[index + 2], finalMatrix, tempVector3);
  36038. tempVector3.toArray(positionsData, index);
  36039. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._sourceNormals[index], this._sourceNormals[index + 1], this._sourceNormals[index + 2], finalMatrix, tempVector3);
  36040. tempVector3.toArray(normalsData, index);
  36041. finalMatrix.reset();
  36042. }
  36043. this.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData);
  36044. this.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData);
  36045. return this;
  36046. };
  36047. // Tools
  36048. /**
  36049. * 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
  36050. * @param meshes defines the list of meshes to scan
  36051. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  36052. */
  36053. Mesh.MinMax = function (meshes) {
  36054. var minVector = null;
  36055. var maxVector = null;
  36056. meshes.forEach(function (mesh, index, array) {
  36057. var boundingInfo = mesh.getBoundingInfo();
  36058. var boundingBox = boundingInfo.boundingBox;
  36059. if (!minVector || !maxVector) {
  36060. minVector = boundingBox.minimumWorld;
  36061. maxVector = boundingBox.maximumWorld;
  36062. }
  36063. else {
  36064. minVector.minimizeInPlace(boundingBox.minimumWorld);
  36065. maxVector.maximizeInPlace(boundingBox.maximumWorld);
  36066. }
  36067. });
  36068. if (!minVector || !maxVector) {
  36069. return {
  36070. min: BABYLON.Vector3.Zero(),
  36071. max: BABYLON.Vector3.Zero()
  36072. };
  36073. }
  36074. return {
  36075. min: minVector,
  36076. max: maxVector
  36077. };
  36078. };
  36079. /**
  36080. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  36081. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  36082. * @returns a vector3
  36083. */
  36084. Mesh.Center = function (meshesOrMinMaxVector) {
  36085. var minMaxVector = (meshesOrMinMaxVector instanceof Array) ? Mesh.MinMax(meshesOrMinMaxVector) : meshesOrMinMaxVector;
  36086. return BABYLON.Vector3.Center(minMaxVector.min, minMaxVector.max);
  36087. };
  36088. /**
  36089. * Merge the array of meshes into a single mesh for performance reasons.
  36090. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  36091. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  36092. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  36093. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  36094. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  36095. * @returns a new mesh
  36096. */
  36097. Mesh.MergeMeshes = function (meshes, disposeSource, allow32BitsIndices, meshSubclass, subdivideWithSubMeshes) {
  36098. if (disposeSource === void 0) { disposeSource = true; }
  36099. var index;
  36100. if (!allow32BitsIndices) {
  36101. var totalVertices = 0;
  36102. // Counting vertices
  36103. for (index = 0; index < meshes.length; index++) {
  36104. if (meshes[index]) {
  36105. totalVertices += meshes[index].getTotalVertices();
  36106. if (totalVertices > 65536) {
  36107. BABYLON.Tools.Warn("Cannot merge meshes because resulting mesh will have more than 65536 vertices. Please use allow32BitsIndices = true to use 32 bits indices");
  36108. return null;
  36109. }
  36110. }
  36111. }
  36112. }
  36113. // Merge
  36114. var vertexData = null;
  36115. var otherVertexData;
  36116. var indiceArray = new Array();
  36117. var source = null;
  36118. for (index = 0; index < meshes.length; index++) {
  36119. if (meshes[index]) {
  36120. var wm = meshes[index].computeWorldMatrix(true);
  36121. otherVertexData = BABYLON.VertexData.ExtractFromMesh(meshes[index], true, true);
  36122. otherVertexData.transform(wm);
  36123. if (vertexData) {
  36124. vertexData.merge(otherVertexData, allow32BitsIndices);
  36125. }
  36126. else {
  36127. vertexData = otherVertexData;
  36128. source = meshes[index];
  36129. }
  36130. if (subdivideWithSubMeshes) {
  36131. indiceArray.push(meshes[index].getTotalIndices());
  36132. }
  36133. }
  36134. }
  36135. source = source;
  36136. if (!meshSubclass) {
  36137. meshSubclass = new Mesh(source.name + "_merged", source.getScene());
  36138. }
  36139. vertexData.applyToMesh(meshSubclass);
  36140. // Setting properties
  36141. meshSubclass.material = source.material;
  36142. meshSubclass.checkCollisions = source.checkCollisions;
  36143. // Cleaning
  36144. if (disposeSource) {
  36145. for (index = 0; index < meshes.length; index++) {
  36146. if (meshes[index]) {
  36147. meshes[index].dispose();
  36148. }
  36149. }
  36150. }
  36151. // Subdivide
  36152. if (subdivideWithSubMeshes) {
  36153. //-- removal of global submesh
  36154. meshSubclass.releaseSubMeshes();
  36155. index = 0;
  36156. var offset = 0;
  36157. //-- apply subdivision according to index table
  36158. while (index < indiceArray.length) {
  36159. BABYLON.SubMesh.CreateFromIndices(0, offset, indiceArray[index], meshSubclass);
  36160. offset += indiceArray[index];
  36161. index++;
  36162. }
  36163. }
  36164. return meshSubclass;
  36165. };
  36166. /** @hidden */
  36167. Mesh.prototype.addInstance = function (instance) {
  36168. instance._indexInSourceMeshInstanceArray = this.instances.length;
  36169. this.instances.push(instance);
  36170. };
  36171. /** @hidden */
  36172. Mesh.prototype.removeInstance = function (instance) {
  36173. // Remove from mesh
  36174. var index = instance._indexInSourceMeshInstanceArray;
  36175. if (index != -1) {
  36176. if (index !== this.instances.length - 1) {
  36177. var last = this.instances[this.instances.length - 1];
  36178. this.instances[index] = last;
  36179. last._indexInSourceMeshInstanceArray = index;
  36180. }
  36181. instance._indexInSourceMeshInstanceArray = -1;
  36182. this.instances.pop();
  36183. }
  36184. };
  36185. // Consts
  36186. /**
  36187. * Mesh side orientation : usually the external or front surface
  36188. */
  36189. Mesh.FRONTSIDE = 0;
  36190. /**
  36191. * Mesh side orientation : usually the internal or back surface
  36192. */
  36193. Mesh.BACKSIDE = 1;
  36194. /**
  36195. * Mesh side orientation : both internal and external or front and back surfaces
  36196. */
  36197. Mesh.DOUBLESIDE = 2;
  36198. /**
  36199. * Mesh side orientation : by default, `FRONTSIDE`
  36200. */
  36201. Mesh.DEFAULTSIDE = 0;
  36202. /**
  36203. * Mesh cap setting : no cap
  36204. */
  36205. Mesh.NO_CAP = 0;
  36206. /**
  36207. * Mesh cap setting : one cap at the beginning of the mesh
  36208. */
  36209. Mesh.CAP_START = 1;
  36210. /**
  36211. * Mesh cap setting : one cap at the end of the mesh
  36212. */
  36213. Mesh.CAP_END = 2;
  36214. /**
  36215. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  36216. */
  36217. Mesh.CAP_ALL = 3;
  36218. return Mesh;
  36219. }(BABYLON.AbstractMesh));
  36220. BABYLON.Mesh = Mesh;
  36221. })(BABYLON || (BABYLON = {}));
  36222. //# sourceMappingURL=babylon.mesh.js.map
  36223. var BABYLON;
  36224. (function (BABYLON) {
  36225. /**
  36226. * Base class for submeshes
  36227. */
  36228. var BaseSubMesh = /** @class */ (function () {
  36229. function BaseSubMesh() {
  36230. }
  36231. Object.defineProperty(BaseSubMesh.prototype, "effect", {
  36232. /**
  36233. * Gets associated effect
  36234. */
  36235. get: function () {
  36236. return this._materialEffect;
  36237. },
  36238. enumerable: true,
  36239. configurable: true
  36240. });
  36241. /**
  36242. * Sets associated effect (effect used to render this submesh)
  36243. * @param effect defines the effect to associate with
  36244. * @param defines defines the set of defines used to compile this effect
  36245. */
  36246. BaseSubMesh.prototype.setEffect = function (effect, defines) {
  36247. if (defines === void 0) { defines = null; }
  36248. if (this._materialEffect === effect) {
  36249. if (!effect) {
  36250. this._materialDefines = null;
  36251. }
  36252. return;
  36253. }
  36254. this._materialDefines = defines;
  36255. this._materialEffect = effect;
  36256. };
  36257. return BaseSubMesh;
  36258. }());
  36259. BABYLON.BaseSubMesh = BaseSubMesh;
  36260. /**
  36261. * Defines a subdivision inside a mesh
  36262. */
  36263. var SubMesh = /** @class */ (function (_super) {
  36264. __extends(SubMesh, _super);
  36265. /**
  36266. * Creates a new submesh
  36267. * @param materialIndex defines the material index to use
  36268. * @param verticesStart defines vertex index start
  36269. * @param verticesCount defines vertices count
  36270. * @param indexStart defines index start
  36271. * @param indexCount defines indices count
  36272. * @param mesh defines the parent mesh
  36273. * @param renderingMesh defines an optional rendering mesh
  36274. * @param createBoundingBox defines if bounding box should be created for this submesh
  36275. */
  36276. function SubMesh(
  36277. /** the material index to use */
  36278. materialIndex,
  36279. /** vertex index start */
  36280. verticesStart,
  36281. /** vertices count */
  36282. verticesCount,
  36283. /** index start */
  36284. indexStart,
  36285. /** indices count */
  36286. indexCount, mesh, renderingMesh, createBoundingBox) {
  36287. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36288. var _this = _super.call(this) || this;
  36289. _this.materialIndex = materialIndex;
  36290. _this.verticesStart = verticesStart;
  36291. _this.verticesCount = verticesCount;
  36292. _this.indexStart = indexStart;
  36293. _this.indexCount = indexCount;
  36294. /** @hidden */
  36295. _this._renderId = 0;
  36296. _this._mesh = mesh;
  36297. _this._renderingMesh = renderingMesh || mesh;
  36298. mesh.subMeshes.push(_this);
  36299. _this._trianglePlanes = [];
  36300. _this._id = mesh.subMeshes.length - 1;
  36301. if (createBoundingBox) {
  36302. _this.refreshBoundingInfo();
  36303. mesh.computeWorldMatrix(true);
  36304. }
  36305. return _this;
  36306. }
  36307. /**
  36308. * Add a new submesh to a mesh
  36309. * @param materialIndex defines the material index to use
  36310. * @param verticesStart defines vertex index start
  36311. * @param verticesCount defines vertices count
  36312. * @param indexStart defines index start
  36313. * @param indexCount defines indices count
  36314. * @param mesh defines the parent mesh
  36315. * @param renderingMesh defines an optional rendering mesh
  36316. * @param createBoundingBox defines if bounding box should be created for this submesh
  36317. * @returns the new submesh
  36318. */
  36319. SubMesh.AddToMesh = function (materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox) {
  36320. if (createBoundingBox === void 0) { createBoundingBox = true; }
  36321. return new SubMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh, renderingMesh, createBoundingBox);
  36322. };
  36323. Object.defineProperty(SubMesh.prototype, "IsGlobal", {
  36324. /**
  36325. * Returns true if this submesh covers the entire parent mesh
  36326. * @ignorenaming
  36327. */
  36328. get: function () {
  36329. return (this.verticesStart === 0 && this.verticesCount === this._mesh.getTotalVertices());
  36330. },
  36331. enumerable: true,
  36332. configurable: true
  36333. });
  36334. /**
  36335. * Returns the submesh BoudingInfo object
  36336. * @returns current bounding info (or mesh's one if the submesh is global)
  36337. */
  36338. SubMesh.prototype.getBoundingInfo = function () {
  36339. if (this.IsGlobal) {
  36340. return this._mesh.getBoundingInfo();
  36341. }
  36342. return this._boundingInfo;
  36343. };
  36344. /**
  36345. * Sets the submesh BoundingInfo
  36346. * @param boundingInfo defines the new bounding info to use
  36347. * @returns the SubMesh
  36348. */
  36349. SubMesh.prototype.setBoundingInfo = function (boundingInfo) {
  36350. this._boundingInfo = boundingInfo;
  36351. return this;
  36352. };
  36353. /**
  36354. * Returns the mesh of the current submesh
  36355. * @return the parent mesh
  36356. */
  36357. SubMesh.prototype.getMesh = function () {
  36358. return this._mesh;
  36359. };
  36360. /**
  36361. * Returns the rendering mesh of the submesh
  36362. * @returns the rendering mesh (could be different from parent mesh)
  36363. */
  36364. SubMesh.prototype.getRenderingMesh = function () {
  36365. return this._renderingMesh;
  36366. };
  36367. /**
  36368. * Returns the submesh material
  36369. * @returns null or the current material
  36370. */
  36371. SubMesh.prototype.getMaterial = function () {
  36372. var rootMaterial = this._renderingMesh.material;
  36373. if (rootMaterial === null || rootMaterial === undefined) {
  36374. return this._mesh.getScene().defaultMaterial;
  36375. }
  36376. else if (rootMaterial.getSubMaterial) {
  36377. var multiMaterial = rootMaterial;
  36378. var effectiveMaterial = multiMaterial.getSubMaterial(this.materialIndex);
  36379. if (this._currentMaterial !== effectiveMaterial) {
  36380. this._currentMaterial = effectiveMaterial;
  36381. this._materialDefines = null;
  36382. }
  36383. return effectiveMaterial;
  36384. }
  36385. return rootMaterial;
  36386. };
  36387. // Methods
  36388. /**
  36389. * Sets a new updated BoundingInfo object to the submesh
  36390. * @returns the SubMesh
  36391. */
  36392. SubMesh.prototype.refreshBoundingInfo = function () {
  36393. this._lastColliderWorldVertices = null;
  36394. if (this.IsGlobal || !this._renderingMesh || !this._renderingMesh.geometry) {
  36395. return this;
  36396. }
  36397. var data = this._renderingMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  36398. if (!data) {
  36399. this._boundingInfo = this._mesh.getBoundingInfo();
  36400. return this;
  36401. }
  36402. var indices = this._renderingMesh.getIndices();
  36403. var extend;
  36404. //is this the only submesh?
  36405. if (this.indexStart === 0 && this.indexCount === indices.length) {
  36406. var boundingInfo = this._renderingMesh.getBoundingInfo();
  36407. //the rendering mesh's bounding info can be used, it is the standard submesh for all indices.
  36408. extend = { minimum: boundingInfo.minimum.clone(), maximum: boundingInfo.maximum.clone() };
  36409. }
  36410. else {
  36411. extend = BABYLON.Tools.ExtractMinAndMaxIndexed(data, indices, this.indexStart, this.indexCount, this._renderingMesh.geometry.boundingBias);
  36412. }
  36413. if (this._boundingInfo) {
  36414. this._boundingInfo.reConstruct(extend.minimum, extend.maximum);
  36415. }
  36416. else {
  36417. this._boundingInfo = new BABYLON.BoundingInfo(extend.minimum, extend.maximum);
  36418. }
  36419. return this;
  36420. };
  36421. /** @hidden */
  36422. SubMesh.prototype._checkCollision = function (collider) {
  36423. var boundingInfo = this.getBoundingInfo();
  36424. return boundingInfo._checkCollision(collider);
  36425. };
  36426. /**
  36427. * Updates the submesh BoundingInfo
  36428. * @param world defines the world matrix to use to update the bounding info
  36429. * @returns the submesh
  36430. */
  36431. SubMesh.prototype.updateBoundingInfo = function (world) {
  36432. var boundingInfo = this.getBoundingInfo();
  36433. if (!boundingInfo) {
  36434. this.refreshBoundingInfo();
  36435. boundingInfo = this.getBoundingInfo();
  36436. }
  36437. boundingInfo.update(world);
  36438. return this;
  36439. };
  36440. /**
  36441. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  36442. * @param frustumPlanes defines the frustum planes
  36443. * @returns true if the submesh is intersecting with the frustum
  36444. */
  36445. SubMesh.prototype.isInFrustum = function (frustumPlanes) {
  36446. var boundingInfo = this.getBoundingInfo();
  36447. if (!boundingInfo) {
  36448. return false;
  36449. }
  36450. return boundingInfo.isInFrustum(frustumPlanes, this._mesh.cullingStrategy);
  36451. };
  36452. /**
  36453. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  36454. * @param frustumPlanes defines the frustum planes
  36455. * @returns true if the submesh is inside the frustum
  36456. */
  36457. SubMesh.prototype.isCompletelyInFrustum = function (frustumPlanes) {
  36458. var boundingInfo = this.getBoundingInfo();
  36459. if (!boundingInfo) {
  36460. return false;
  36461. }
  36462. return boundingInfo.isCompletelyInFrustum(frustumPlanes);
  36463. };
  36464. /**
  36465. * Renders the submesh
  36466. * @param enableAlphaMode defines if alpha needs to be used
  36467. * @returns the submesh
  36468. */
  36469. SubMesh.prototype.render = function (enableAlphaMode) {
  36470. this._renderingMesh.render(this, enableAlphaMode);
  36471. return this;
  36472. };
  36473. /**
  36474. * @hidden
  36475. */
  36476. SubMesh.prototype._getLinesIndexBuffer = function (indices, engine) {
  36477. if (!this._linesIndexBuffer) {
  36478. var linesIndices = [];
  36479. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36480. linesIndices.push(indices[index], indices[index + 1], indices[index + 1], indices[index + 2], indices[index + 2], indices[index]);
  36481. }
  36482. this._linesIndexBuffer = engine.createIndexBuffer(linesIndices);
  36483. this._linesIndexCount = linesIndices.length;
  36484. }
  36485. return this._linesIndexBuffer;
  36486. };
  36487. /**
  36488. * Checks if the submesh intersects with a ray
  36489. * @param ray defines the ray to test
  36490. * @returns true is the passed ray intersects the submesh bounding box
  36491. */
  36492. SubMesh.prototype.canIntersects = function (ray) {
  36493. var boundingInfo = this.getBoundingInfo();
  36494. if (!boundingInfo) {
  36495. return false;
  36496. }
  36497. return ray.intersectsBox(boundingInfo.boundingBox);
  36498. };
  36499. /**
  36500. * Intersects current submesh with a ray
  36501. * @param ray defines the ray to test
  36502. * @param positions defines mesh's positions array
  36503. * @param indices defines mesh's indices array
  36504. * @param fastCheck defines if only bounding info should be used
  36505. * @returns intersection info or null if no intersection
  36506. */
  36507. SubMesh.prototype.intersects = function (ray, positions, indices, fastCheck) {
  36508. var material = this.getMaterial();
  36509. if (!material) {
  36510. return null;
  36511. }
  36512. switch (material.fillMode) {
  36513. case BABYLON.Material.PointListDrawMode:
  36514. case BABYLON.Material.LineListDrawMode:
  36515. case BABYLON.Material.LineLoopDrawMode:
  36516. case BABYLON.Material.LineStripDrawMode:
  36517. case BABYLON.Material.TriangleFanDrawMode:
  36518. case BABYLON.Material.TriangleStripDrawMode:
  36519. return null;
  36520. }
  36521. // LineMesh first as it's also a Mesh...
  36522. if (BABYLON.LinesMesh) {
  36523. if (this._mesh.getClassName() === "InstancedLinesMesh" || this._mesh.getClassName() === "LinesMesh") {
  36524. return this._intersectLines(ray, positions, indices, this._mesh.intersectionThreshold, fastCheck);
  36525. }
  36526. }
  36527. return this._intersectTriangles(ray, positions, indices, fastCheck);
  36528. };
  36529. /** @hidden */
  36530. SubMesh.prototype._intersectLines = function (ray, positions, indices, intersectionThreshold, fastCheck) {
  36531. var intersectInfo = null;
  36532. // Line test
  36533. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 2) {
  36534. var p0 = positions[indices[index]];
  36535. var p1 = positions[indices[index + 1]];
  36536. var length = ray.intersectionSegment(p0, p1, intersectionThreshold);
  36537. if (length < 0) {
  36538. continue;
  36539. }
  36540. if (fastCheck || !intersectInfo || length < intersectInfo.distance) {
  36541. intersectInfo = new BABYLON.IntersectionInfo(null, null, length);
  36542. if (fastCheck) {
  36543. break;
  36544. }
  36545. }
  36546. }
  36547. return intersectInfo;
  36548. };
  36549. /** @hidden */
  36550. SubMesh.prototype._intersectTriangles = function (ray, positions, indices, fastCheck) {
  36551. var intersectInfo = null;
  36552. // Triangles test
  36553. for (var index = this.indexStart; index < this.indexStart + this.indexCount; index += 3) {
  36554. var p0 = positions[indices[index]];
  36555. var p1 = positions[indices[index + 1]];
  36556. var p2 = positions[indices[index + 2]];
  36557. var currentIntersectInfo = ray.intersectsTriangle(p0, p1, p2);
  36558. if (currentIntersectInfo) {
  36559. if (currentIntersectInfo.distance < 0) {
  36560. continue;
  36561. }
  36562. if (fastCheck || !intersectInfo || currentIntersectInfo.distance < intersectInfo.distance) {
  36563. intersectInfo = currentIntersectInfo;
  36564. intersectInfo.faceId = index / 3;
  36565. if (fastCheck) {
  36566. break;
  36567. }
  36568. }
  36569. }
  36570. }
  36571. return intersectInfo;
  36572. };
  36573. /** @hidden */
  36574. SubMesh.prototype._rebuild = function () {
  36575. if (this._linesIndexBuffer) {
  36576. this._linesIndexBuffer = null;
  36577. }
  36578. };
  36579. // Clone
  36580. /**
  36581. * Creates a new submesh from the passed mesh
  36582. * @param newMesh defines the new hosting mesh
  36583. * @param newRenderingMesh defines an optional rendering mesh
  36584. * @returns the new submesh
  36585. */
  36586. SubMesh.prototype.clone = function (newMesh, newRenderingMesh) {
  36587. var result = new SubMesh(this.materialIndex, this.verticesStart, this.verticesCount, this.indexStart, this.indexCount, newMesh, newRenderingMesh, false);
  36588. if (!this.IsGlobal) {
  36589. var boundingInfo = this.getBoundingInfo();
  36590. if (!boundingInfo) {
  36591. return result;
  36592. }
  36593. result._boundingInfo = new BABYLON.BoundingInfo(boundingInfo.minimum, boundingInfo.maximum);
  36594. }
  36595. return result;
  36596. };
  36597. // Dispose
  36598. /**
  36599. * Release associated resources
  36600. */
  36601. SubMesh.prototype.dispose = function () {
  36602. if (this._linesIndexBuffer) {
  36603. this._mesh.getScene().getEngine()._releaseBuffer(this._linesIndexBuffer);
  36604. this._linesIndexBuffer = null;
  36605. }
  36606. // Remove from mesh
  36607. var index = this._mesh.subMeshes.indexOf(this);
  36608. this._mesh.subMeshes.splice(index, 1);
  36609. };
  36610. // Statics
  36611. /**
  36612. * Creates a new submesh from indices data
  36613. * @param materialIndex the index of the main mesh material
  36614. * @param startIndex the index where to start the copy in the mesh indices array
  36615. * @param indexCount the number of indices to copy then from the startIndex
  36616. * @param mesh the main mesh to create the submesh from
  36617. * @param renderingMesh the optional rendering mesh
  36618. * @returns a new submesh
  36619. */
  36620. SubMesh.CreateFromIndices = function (materialIndex, startIndex, indexCount, mesh, renderingMesh) {
  36621. var minVertexIndex = Number.MAX_VALUE;
  36622. var maxVertexIndex = -Number.MAX_VALUE;
  36623. renderingMesh = (renderingMesh || mesh);
  36624. var indices = renderingMesh.getIndices();
  36625. for (var index = startIndex; index < startIndex + indexCount; index++) {
  36626. var vertexIndex = indices[index];
  36627. if (vertexIndex < minVertexIndex) {
  36628. minVertexIndex = vertexIndex;
  36629. }
  36630. if (vertexIndex > maxVertexIndex) {
  36631. maxVertexIndex = vertexIndex;
  36632. }
  36633. }
  36634. return new SubMesh(materialIndex, minVertexIndex, maxVertexIndex - minVertexIndex + 1, startIndex, indexCount, mesh, renderingMesh);
  36635. };
  36636. return SubMesh;
  36637. }(BaseSubMesh));
  36638. BABYLON.SubMesh = SubMesh;
  36639. })(BABYLON || (BABYLON = {}));
  36640. //# sourceMappingURL=babylon.subMesh.js.map
  36641. var __assign = (this && this.__assign) || function () {
  36642. __assign = Object.assign || function(t) {
  36643. for (var s, i = 1, n = arguments.length; i < n; i++) {
  36644. s = arguments[i];
  36645. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  36646. t[p] = s[p];
  36647. }
  36648. return t;
  36649. };
  36650. return __assign.apply(this, arguments);
  36651. };
  36652. var BABYLON;
  36653. (function (BABYLON) {
  36654. /**
  36655. * Manages the defines for the Material
  36656. */
  36657. var MaterialDefines = /** @class */ (function () {
  36658. function MaterialDefines() {
  36659. this._isDirty = true;
  36660. /** @hidden */
  36661. this._areLightsDirty = true;
  36662. /** @hidden */
  36663. this._areAttributesDirty = true;
  36664. /** @hidden */
  36665. this._areTexturesDirty = true;
  36666. /** @hidden */
  36667. this._areFresnelDirty = true;
  36668. /** @hidden */
  36669. this._areMiscDirty = true;
  36670. /** @hidden */
  36671. this._areImageProcessingDirty = true;
  36672. /** @hidden */
  36673. this._normals = false;
  36674. /** @hidden */
  36675. this._uvs = false;
  36676. /** @hidden */
  36677. this._needNormals = false;
  36678. /** @hidden */
  36679. this._needUVs = false;
  36680. }
  36681. Object.defineProperty(MaterialDefines.prototype, "isDirty", {
  36682. /**
  36683. * Specifies if the material needs to be re-calculated
  36684. */
  36685. get: function () {
  36686. return this._isDirty;
  36687. },
  36688. enumerable: true,
  36689. configurable: true
  36690. });
  36691. /**
  36692. * Marks the material to indicate that it has been re-calculated
  36693. */
  36694. MaterialDefines.prototype.markAsProcessed = function () {
  36695. this._isDirty = false;
  36696. this._areAttributesDirty = false;
  36697. this._areTexturesDirty = false;
  36698. this._areFresnelDirty = false;
  36699. this._areLightsDirty = false;
  36700. this._areMiscDirty = false;
  36701. this._areImageProcessingDirty = false;
  36702. };
  36703. /**
  36704. * Marks the material to indicate that it needs to be re-calculated
  36705. */
  36706. MaterialDefines.prototype.markAsUnprocessed = function () {
  36707. this._isDirty = true;
  36708. };
  36709. /**
  36710. * Marks the material to indicate all of its defines need to be re-calculated
  36711. */
  36712. MaterialDefines.prototype.markAllAsDirty = function () {
  36713. this._areTexturesDirty = true;
  36714. this._areAttributesDirty = true;
  36715. this._areLightsDirty = true;
  36716. this._areFresnelDirty = true;
  36717. this._areMiscDirty = true;
  36718. this._areImageProcessingDirty = true;
  36719. this._isDirty = true;
  36720. };
  36721. /**
  36722. * Marks the material to indicate that image processing needs to be re-calculated
  36723. */
  36724. MaterialDefines.prototype.markAsImageProcessingDirty = function () {
  36725. this._areImageProcessingDirty = true;
  36726. this._isDirty = true;
  36727. };
  36728. /**
  36729. * Marks the material to indicate the lights need to be re-calculated
  36730. */
  36731. MaterialDefines.prototype.markAsLightDirty = function () {
  36732. this._areLightsDirty = true;
  36733. this._isDirty = true;
  36734. };
  36735. /**
  36736. * Marks the attribute state as changed
  36737. */
  36738. MaterialDefines.prototype.markAsAttributesDirty = function () {
  36739. this._areAttributesDirty = true;
  36740. this._isDirty = true;
  36741. };
  36742. /**
  36743. * Marks the texture state as changed
  36744. */
  36745. MaterialDefines.prototype.markAsTexturesDirty = function () {
  36746. this._areTexturesDirty = true;
  36747. this._isDirty = true;
  36748. };
  36749. /**
  36750. * Marks the fresnel state as changed
  36751. */
  36752. MaterialDefines.prototype.markAsFresnelDirty = function () {
  36753. this._areFresnelDirty = true;
  36754. this._isDirty = true;
  36755. };
  36756. /**
  36757. * Marks the misc state as changed
  36758. */
  36759. MaterialDefines.prototype.markAsMiscDirty = function () {
  36760. this._areMiscDirty = true;
  36761. this._isDirty = true;
  36762. };
  36763. /**
  36764. * Rebuilds the material defines
  36765. */
  36766. MaterialDefines.prototype.rebuild = function () {
  36767. if (this._keys) {
  36768. delete this._keys;
  36769. }
  36770. this._keys = [];
  36771. for (var _i = 0, _a = Object.keys(this); _i < _a.length; _i++) {
  36772. var key = _a[_i];
  36773. if (key[0] === "_") {
  36774. continue;
  36775. }
  36776. this._keys.push(key);
  36777. }
  36778. };
  36779. /**
  36780. * Specifies if two material defines are equal
  36781. * @param other - A material define instance to compare to
  36782. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  36783. */
  36784. MaterialDefines.prototype.isEqual = function (other) {
  36785. if (this._keys.length !== other._keys.length) {
  36786. return false;
  36787. }
  36788. for (var index = 0; index < this._keys.length; index++) {
  36789. var prop = this._keys[index];
  36790. if (this[prop] !== other[prop]) {
  36791. return false;
  36792. }
  36793. }
  36794. return true;
  36795. };
  36796. /**
  36797. * Clones this instance's defines to another instance
  36798. * @param other - material defines to clone values to
  36799. */
  36800. MaterialDefines.prototype.cloneTo = function (other) {
  36801. if (this._keys.length !== other._keys.length) {
  36802. other._keys = this._keys.slice(0);
  36803. }
  36804. for (var index = 0; index < this._keys.length; index++) {
  36805. var prop = this._keys[index];
  36806. other[prop] = this[prop];
  36807. }
  36808. };
  36809. /**
  36810. * Resets the material define values
  36811. */
  36812. MaterialDefines.prototype.reset = function () {
  36813. for (var index = 0; index < this._keys.length; index++) {
  36814. var prop = this._keys[index];
  36815. var type = typeof this[prop];
  36816. switch (type) {
  36817. case "number":
  36818. this[prop] = 0;
  36819. break;
  36820. case "string":
  36821. this[prop] = "";
  36822. break;
  36823. default:
  36824. this[prop] = false;
  36825. break;
  36826. }
  36827. }
  36828. };
  36829. /**
  36830. * Converts the material define values to a string
  36831. * @returns - String of material define information
  36832. */
  36833. MaterialDefines.prototype.toString = function () {
  36834. var result = "";
  36835. for (var index = 0; index < this._keys.length; index++) {
  36836. var prop = this._keys[index];
  36837. var value = this[prop];
  36838. var type = typeof value;
  36839. switch (type) {
  36840. case "number":
  36841. case "string":
  36842. result += "#define " + prop + " " + value + "\n";
  36843. break;
  36844. default:
  36845. if (value) {
  36846. result += "#define " + prop + "\n";
  36847. }
  36848. break;
  36849. }
  36850. }
  36851. return result;
  36852. };
  36853. return MaterialDefines;
  36854. }());
  36855. BABYLON.MaterialDefines = MaterialDefines;
  36856. /**
  36857. * Base class for the main features of a material in Babylon.js
  36858. */
  36859. var Material = /** @class */ (function () {
  36860. /**
  36861. * Creates a material instance
  36862. * @param name defines the name of the material
  36863. * @param scene defines the scene to reference
  36864. * @param doNotAdd specifies if the material should be added to the scene
  36865. */
  36866. function Material(name, scene, doNotAdd) {
  36867. /**
  36868. * Gets or sets user defined metadata
  36869. */
  36870. this.metadata = null;
  36871. /**
  36872. * For internal use only. Please do not use.
  36873. */
  36874. this.reservedDataStore = null;
  36875. /**
  36876. * Specifies if the ready state should be checked on each call
  36877. */
  36878. this.checkReadyOnEveryCall = false;
  36879. /**
  36880. * Specifies if the ready state should be checked once
  36881. */
  36882. this.checkReadyOnlyOnce = false;
  36883. /**
  36884. * The state of the material
  36885. */
  36886. this.state = "";
  36887. /**
  36888. * The alpha value of the material
  36889. */
  36890. this._alpha = 1.0;
  36891. /**
  36892. * Specifies if back face culling is enabled
  36893. */
  36894. this._backFaceCulling = true;
  36895. /**
  36896. * Specifies if the material should be serialized
  36897. */
  36898. this.doNotSerialize = false;
  36899. /**
  36900. * @hidden
  36901. */
  36902. this._storeEffectOnSubMeshes = false;
  36903. /**
  36904. * An event triggered when the material is disposed
  36905. */
  36906. this.onDisposeObservable = new BABYLON.Observable();
  36907. /**
  36908. * Stores the value of the alpha mode
  36909. */
  36910. this._alphaMode = BABYLON.Engine.ALPHA_COMBINE;
  36911. /**
  36912. * Stores the state of the need depth pre-pass value
  36913. */
  36914. this._needDepthPrePass = false;
  36915. /**
  36916. * Specifies if depth writing should be disabled
  36917. */
  36918. this.disableDepthWrite = false;
  36919. /**
  36920. * Specifies if depth writing should be forced
  36921. */
  36922. this.forceDepthWrite = false;
  36923. /**
  36924. * Specifies if there should be a separate pass for culling
  36925. */
  36926. this.separateCullingPass = false;
  36927. /**
  36928. * Stores the state specifing if fog should be enabled
  36929. */
  36930. this._fogEnabled = true;
  36931. /**
  36932. * Stores the size of points
  36933. */
  36934. this.pointSize = 1.0;
  36935. /**
  36936. * Stores the z offset value
  36937. */
  36938. this.zOffset = 0;
  36939. /**
  36940. * @hidden
  36941. * Specifies if the material was previously ready
  36942. */
  36943. this._wasPreviouslyReady = false;
  36944. /**
  36945. * Stores the fill mode state
  36946. */
  36947. this._fillMode = Material.TriangleFillMode;
  36948. /** @hidden */
  36949. this._indexInSceneMaterialArray = -1;
  36950. this.name = name;
  36951. this.id = name || BABYLON.Tools.RandomId();
  36952. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  36953. this.uniqueId = this._scene.getUniqueId();
  36954. if (this._scene.useRightHandedSystem) {
  36955. this.sideOrientation = Material.ClockWiseSideOrientation;
  36956. }
  36957. else {
  36958. this.sideOrientation = Material.CounterClockWiseSideOrientation;
  36959. }
  36960. this._uniformBuffer = new BABYLON.UniformBuffer(this._scene.getEngine());
  36961. this._useUBO = this.getScene().getEngine().supportsUniformBuffers;
  36962. if (!doNotAdd) {
  36963. this._scene.addMaterial(this);
  36964. }
  36965. if (this._scene.useMaterialMeshMap) {
  36966. this.meshMap = {};
  36967. }
  36968. }
  36969. Object.defineProperty(Material, "TriangleFillMode", {
  36970. /**
  36971. * Returns the triangle fill mode
  36972. */
  36973. get: function () {
  36974. return Material._TriangleFillMode;
  36975. },
  36976. enumerable: true,
  36977. configurable: true
  36978. });
  36979. Object.defineProperty(Material, "WireFrameFillMode", {
  36980. /**
  36981. * Returns the wireframe mode
  36982. */
  36983. get: function () {
  36984. return Material._WireFrameFillMode;
  36985. },
  36986. enumerable: true,
  36987. configurable: true
  36988. });
  36989. Object.defineProperty(Material, "PointFillMode", {
  36990. /**
  36991. * Returns the point fill mode
  36992. */
  36993. get: function () {
  36994. return Material._PointFillMode;
  36995. },
  36996. enumerable: true,
  36997. configurable: true
  36998. });
  36999. Object.defineProperty(Material, "PointListDrawMode", {
  37000. /**
  37001. * Returns the point list draw mode
  37002. */
  37003. get: function () {
  37004. return Material._PointListDrawMode;
  37005. },
  37006. enumerable: true,
  37007. configurable: true
  37008. });
  37009. Object.defineProperty(Material, "LineListDrawMode", {
  37010. /**
  37011. * Returns the line list draw mode
  37012. */
  37013. get: function () {
  37014. return Material._LineListDrawMode;
  37015. },
  37016. enumerable: true,
  37017. configurable: true
  37018. });
  37019. Object.defineProperty(Material, "LineLoopDrawMode", {
  37020. /**
  37021. * Returns the line loop draw mode
  37022. */
  37023. get: function () {
  37024. return Material._LineLoopDrawMode;
  37025. },
  37026. enumerable: true,
  37027. configurable: true
  37028. });
  37029. Object.defineProperty(Material, "LineStripDrawMode", {
  37030. /**
  37031. * Returns the line strip draw mode
  37032. */
  37033. get: function () {
  37034. return Material._LineStripDrawMode;
  37035. },
  37036. enumerable: true,
  37037. configurable: true
  37038. });
  37039. Object.defineProperty(Material, "TriangleStripDrawMode", {
  37040. /**
  37041. * Returns the triangle strip draw mode
  37042. */
  37043. get: function () {
  37044. return Material._TriangleStripDrawMode;
  37045. },
  37046. enumerable: true,
  37047. configurable: true
  37048. });
  37049. Object.defineProperty(Material, "TriangleFanDrawMode", {
  37050. /**
  37051. * Returns the triangle fan draw mode
  37052. */
  37053. get: function () {
  37054. return Material._TriangleFanDrawMode;
  37055. },
  37056. enumerable: true,
  37057. configurable: true
  37058. });
  37059. Object.defineProperty(Material, "ClockWiseSideOrientation", {
  37060. /**
  37061. * Returns the clock-wise side orientation
  37062. */
  37063. get: function () {
  37064. return Material._ClockWiseSideOrientation;
  37065. },
  37066. enumerable: true,
  37067. configurable: true
  37068. });
  37069. Object.defineProperty(Material, "CounterClockWiseSideOrientation", {
  37070. /**
  37071. * Returns the counter clock-wise side orientation
  37072. */
  37073. get: function () {
  37074. return Material._CounterClockWiseSideOrientation;
  37075. },
  37076. enumerable: true,
  37077. configurable: true
  37078. });
  37079. Object.defineProperty(Material.prototype, "alpha", {
  37080. /**
  37081. * Gets the alpha value of the material
  37082. */
  37083. get: function () {
  37084. return this._alpha;
  37085. },
  37086. /**
  37087. * Sets the alpha value of the material
  37088. */
  37089. set: function (value) {
  37090. if (this._alpha === value) {
  37091. return;
  37092. }
  37093. this._alpha = value;
  37094. this.markAsDirty(Material.MiscDirtyFlag);
  37095. },
  37096. enumerable: true,
  37097. configurable: true
  37098. });
  37099. Object.defineProperty(Material.prototype, "backFaceCulling", {
  37100. /**
  37101. * Gets the back-face culling state
  37102. */
  37103. get: function () {
  37104. return this._backFaceCulling;
  37105. },
  37106. /**
  37107. * Sets the back-face culling state
  37108. */
  37109. set: function (value) {
  37110. if (this._backFaceCulling === value) {
  37111. return;
  37112. }
  37113. this._backFaceCulling = value;
  37114. this.markAsDirty(Material.TextureDirtyFlag);
  37115. },
  37116. enumerable: true,
  37117. configurable: true
  37118. });
  37119. Object.defineProperty(Material.prototype, "hasRenderTargetTextures", {
  37120. /**
  37121. * Gets a boolean indicating that current material needs to register RTT
  37122. */
  37123. get: function () {
  37124. return false;
  37125. },
  37126. enumerable: true,
  37127. configurable: true
  37128. });
  37129. Object.defineProperty(Material.prototype, "onDispose", {
  37130. /**
  37131. * Called during a dispose event
  37132. */
  37133. set: function (callback) {
  37134. if (this._onDisposeObserver) {
  37135. this.onDisposeObservable.remove(this._onDisposeObserver);
  37136. }
  37137. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  37138. },
  37139. enumerable: true,
  37140. configurable: true
  37141. });
  37142. Object.defineProperty(Material.prototype, "onBindObservable", {
  37143. /**
  37144. * An event triggered when the material is bound
  37145. */
  37146. get: function () {
  37147. if (!this._onBindObservable) {
  37148. this._onBindObservable = new BABYLON.Observable();
  37149. }
  37150. return this._onBindObservable;
  37151. },
  37152. enumerable: true,
  37153. configurable: true
  37154. });
  37155. Object.defineProperty(Material.prototype, "onBind", {
  37156. /**
  37157. * Called during a bind event
  37158. */
  37159. set: function (callback) {
  37160. if (this._onBindObserver) {
  37161. this.onBindObservable.remove(this._onBindObserver);
  37162. }
  37163. this._onBindObserver = this.onBindObservable.add(callback);
  37164. },
  37165. enumerable: true,
  37166. configurable: true
  37167. });
  37168. Object.defineProperty(Material.prototype, "onUnBindObservable", {
  37169. /**
  37170. * An event triggered when the material is unbound
  37171. */
  37172. get: function () {
  37173. if (!this._onUnBindObservable) {
  37174. this._onUnBindObservable = new BABYLON.Observable();
  37175. }
  37176. return this._onUnBindObservable;
  37177. },
  37178. enumerable: true,
  37179. configurable: true
  37180. });
  37181. Object.defineProperty(Material.prototype, "alphaMode", {
  37182. /**
  37183. * Gets the value of the alpha mode
  37184. */
  37185. get: function () {
  37186. return this._alphaMode;
  37187. },
  37188. /**
  37189. * Sets the value of the alpha mode.
  37190. *
  37191. * | Value | Type | Description |
  37192. * | --- | --- | --- |
  37193. * | 0 | ALPHA_DISABLE | |
  37194. * | 1 | ALPHA_ADD | |
  37195. * | 2 | ALPHA_COMBINE | |
  37196. * | 3 | ALPHA_SUBTRACT | |
  37197. * | 4 | ALPHA_MULTIPLY | |
  37198. * | 5 | ALPHA_MAXIMIZED | |
  37199. * | 6 | ALPHA_ONEONE | |
  37200. * | 7 | ALPHA_PREMULTIPLIED | |
  37201. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  37202. * | 9 | ALPHA_INTERPOLATE | |
  37203. * | 10 | ALPHA_SCREENMODE | |
  37204. *
  37205. */
  37206. set: function (value) {
  37207. if (this._alphaMode === value) {
  37208. return;
  37209. }
  37210. this._alphaMode = value;
  37211. this.markAsDirty(Material.TextureDirtyFlag);
  37212. },
  37213. enumerable: true,
  37214. configurable: true
  37215. });
  37216. Object.defineProperty(Material.prototype, "needDepthPrePass", {
  37217. /**
  37218. * Gets the depth pre-pass value
  37219. */
  37220. get: function () {
  37221. return this._needDepthPrePass;
  37222. },
  37223. /**
  37224. * Sets the need depth pre-pass value
  37225. */
  37226. set: function (value) {
  37227. if (this._needDepthPrePass === value) {
  37228. return;
  37229. }
  37230. this._needDepthPrePass = value;
  37231. if (this._needDepthPrePass) {
  37232. this.checkReadyOnEveryCall = true;
  37233. }
  37234. },
  37235. enumerable: true,
  37236. configurable: true
  37237. });
  37238. Object.defineProperty(Material.prototype, "fogEnabled", {
  37239. /**
  37240. * Gets the value of the fog enabled state
  37241. */
  37242. get: function () {
  37243. return this._fogEnabled;
  37244. },
  37245. /**
  37246. * Sets the state for enabling fog
  37247. */
  37248. set: function (value) {
  37249. if (this._fogEnabled === value) {
  37250. return;
  37251. }
  37252. this._fogEnabled = value;
  37253. this.markAsDirty(Material.MiscDirtyFlag);
  37254. },
  37255. enumerable: true,
  37256. configurable: true
  37257. });
  37258. Object.defineProperty(Material.prototype, "wireframe", {
  37259. /**
  37260. * Gets a value specifying if wireframe mode is enabled
  37261. */
  37262. get: function () {
  37263. switch (this._fillMode) {
  37264. case Material.WireFrameFillMode:
  37265. case Material.LineListDrawMode:
  37266. case Material.LineLoopDrawMode:
  37267. case Material.LineStripDrawMode:
  37268. return true;
  37269. }
  37270. return this._scene.forceWireframe;
  37271. },
  37272. /**
  37273. * Sets the state of wireframe mode
  37274. */
  37275. set: function (value) {
  37276. this.fillMode = (value ? Material.WireFrameFillMode : Material.TriangleFillMode);
  37277. },
  37278. enumerable: true,
  37279. configurable: true
  37280. });
  37281. Object.defineProperty(Material.prototype, "pointsCloud", {
  37282. /**
  37283. * Gets the value specifying if point clouds are enabled
  37284. */
  37285. get: function () {
  37286. switch (this._fillMode) {
  37287. case Material.PointFillMode:
  37288. case Material.PointListDrawMode:
  37289. return true;
  37290. }
  37291. return this._scene.forcePointsCloud;
  37292. },
  37293. /**
  37294. * Sets the state of point cloud mode
  37295. */
  37296. set: function (value) {
  37297. this.fillMode = (value ? Material.PointFillMode : Material.TriangleFillMode);
  37298. },
  37299. enumerable: true,
  37300. configurable: true
  37301. });
  37302. Object.defineProperty(Material.prototype, "fillMode", {
  37303. /**
  37304. * Gets the material fill mode
  37305. */
  37306. get: function () {
  37307. return this._fillMode;
  37308. },
  37309. /**
  37310. * Sets the material fill mode
  37311. */
  37312. set: function (value) {
  37313. if (this._fillMode === value) {
  37314. return;
  37315. }
  37316. this._fillMode = value;
  37317. this.markAsDirty(Material.MiscDirtyFlag);
  37318. },
  37319. enumerable: true,
  37320. configurable: true
  37321. });
  37322. /**
  37323. * Returns a string representation of the current material
  37324. * @param fullDetails defines a boolean indicating which levels of logging is desired
  37325. * @returns a string with material information
  37326. */
  37327. Material.prototype.toString = function (fullDetails) {
  37328. var ret = "Name: " + this.name;
  37329. if (fullDetails) {
  37330. }
  37331. return ret;
  37332. };
  37333. /**
  37334. * Gets the class name of the material
  37335. * @returns a string with the class name of the material
  37336. */
  37337. Material.prototype.getClassName = function () {
  37338. return "Material";
  37339. };
  37340. Object.defineProperty(Material.prototype, "isFrozen", {
  37341. /**
  37342. * Specifies if updates for the material been locked
  37343. */
  37344. get: function () {
  37345. return this.checkReadyOnlyOnce;
  37346. },
  37347. enumerable: true,
  37348. configurable: true
  37349. });
  37350. /**
  37351. * Locks updates for the material
  37352. */
  37353. Material.prototype.freeze = function () {
  37354. this.checkReadyOnlyOnce = true;
  37355. };
  37356. /**
  37357. * Unlocks updates for the material
  37358. */
  37359. Material.prototype.unfreeze = function () {
  37360. this.checkReadyOnlyOnce = false;
  37361. };
  37362. /**
  37363. * Specifies if the material is ready to be used
  37364. * @param mesh defines the mesh to check
  37365. * @param useInstances specifies if instances should be used
  37366. * @returns a boolean indicating if the material is ready to be used
  37367. */
  37368. Material.prototype.isReady = function (mesh, useInstances) {
  37369. return true;
  37370. };
  37371. /**
  37372. * Specifies that the submesh is ready to be used
  37373. * @param mesh defines the mesh to check
  37374. * @param subMesh defines which submesh to check
  37375. * @param useInstances specifies that instances should be used
  37376. * @returns a boolean indicating that the submesh is ready or not
  37377. */
  37378. Material.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  37379. return false;
  37380. };
  37381. /**
  37382. * Returns the material effect
  37383. * @returns the effect associated with the material
  37384. */
  37385. Material.prototype.getEffect = function () {
  37386. return this._effect;
  37387. };
  37388. /**
  37389. * Returns the current scene
  37390. * @returns a Scene
  37391. */
  37392. Material.prototype.getScene = function () {
  37393. return this._scene;
  37394. };
  37395. /**
  37396. * Specifies if the material will require alpha blending
  37397. * @returns a boolean specifying if alpha blending is needed
  37398. */
  37399. Material.prototype.needAlphaBlending = function () {
  37400. return (this.alpha < 1.0);
  37401. };
  37402. /**
  37403. * Specifies if the mesh will require alpha blending
  37404. * @param mesh defines the mesh to check
  37405. * @returns a boolean specifying if alpha blending is needed for the mesh
  37406. */
  37407. Material.prototype.needAlphaBlendingForMesh = function (mesh) {
  37408. return this.needAlphaBlending() || (mesh.visibility < 1.0) || mesh.hasVertexAlpha;
  37409. };
  37410. /**
  37411. * Specifies if this material should be rendered in alpha test mode
  37412. * @returns a boolean specifying if an alpha test is needed.
  37413. */
  37414. Material.prototype.needAlphaTesting = function () {
  37415. return false;
  37416. };
  37417. /**
  37418. * Gets the texture used for the alpha test
  37419. * @returns the texture to use for alpha testing
  37420. */
  37421. Material.prototype.getAlphaTestTexture = function () {
  37422. return null;
  37423. };
  37424. /**
  37425. * Marks the material to indicate that it needs to be re-calculated
  37426. */
  37427. Material.prototype.markDirty = function () {
  37428. this._wasPreviouslyReady = false;
  37429. };
  37430. /** @hidden */
  37431. Material.prototype._preBind = function (effect, overrideOrientation) {
  37432. if (overrideOrientation === void 0) { overrideOrientation = null; }
  37433. var engine = this._scene.getEngine();
  37434. var orientation = (overrideOrientation == null) ? this.sideOrientation : overrideOrientation;
  37435. var reverse = orientation === Material.ClockWiseSideOrientation;
  37436. engine.enableEffect(effect ? effect : this._effect);
  37437. engine.setState(this.backFaceCulling, this.zOffset, false, reverse);
  37438. return reverse;
  37439. };
  37440. /**
  37441. * Binds the material to the mesh
  37442. * @param world defines the world transformation matrix
  37443. * @param mesh defines the mesh to bind the material to
  37444. */
  37445. Material.prototype.bind = function (world, mesh) {
  37446. };
  37447. /**
  37448. * Binds the submesh to the material
  37449. * @param world defines the world transformation matrix
  37450. * @param mesh defines the mesh containing the submesh
  37451. * @param subMesh defines the submesh to bind the material to
  37452. */
  37453. Material.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  37454. };
  37455. /**
  37456. * Binds the world matrix to the material
  37457. * @param world defines the world transformation matrix
  37458. */
  37459. Material.prototype.bindOnlyWorldMatrix = function (world) {
  37460. };
  37461. /**
  37462. * Binds the scene's uniform buffer to the effect.
  37463. * @param effect defines the effect to bind to the scene uniform buffer
  37464. * @param sceneUbo defines the uniform buffer storing scene data
  37465. */
  37466. Material.prototype.bindSceneUniformBuffer = function (effect, sceneUbo) {
  37467. sceneUbo.bindToEffect(effect, "Scene");
  37468. };
  37469. /**
  37470. * Binds the view matrix to the effect
  37471. * @param effect defines the effect to bind the view matrix to
  37472. */
  37473. Material.prototype.bindView = function (effect) {
  37474. if (!this._useUBO) {
  37475. effect.setMatrix("view", this.getScene().getViewMatrix());
  37476. }
  37477. else {
  37478. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37479. }
  37480. };
  37481. /**
  37482. * Binds the view projection matrix to the effect
  37483. * @param effect defines the effect to bind the view projection matrix to
  37484. */
  37485. Material.prototype.bindViewProjection = function (effect) {
  37486. if (!this._useUBO) {
  37487. effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  37488. }
  37489. else {
  37490. this.bindSceneUniformBuffer(effect, this.getScene().getSceneUniformBuffer());
  37491. }
  37492. };
  37493. /**
  37494. * Specifies if material alpha testing should be turned on for the mesh
  37495. * @param mesh defines the mesh to check
  37496. */
  37497. Material.prototype._shouldTurnAlphaTestOn = function (mesh) {
  37498. return (!this.needAlphaBlendingForMesh(mesh) && this.needAlphaTesting());
  37499. };
  37500. /**
  37501. * Processes to execute after binding the material to a mesh
  37502. * @param mesh defines the rendered mesh
  37503. */
  37504. Material.prototype._afterBind = function (mesh) {
  37505. this._scene._cachedMaterial = this;
  37506. if (mesh) {
  37507. this._scene._cachedVisibility = mesh.visibility;
  37508. }
  37509. else {
  37510. this._scene._cachedVisibility = 1;
  37511. }
  37512. if (this._onBindObservable && mesh) {
  37513. this._onBindObservable.notifyObservers(mesh);
  37514. }
  37515. if (this.disableDepthWrite) {
  37516. var engine = this._scene.getEngine();
  37517. this._cachedDepthWriteState = engine.getDepthWrite();
  37518. engine.setDepthWrite(false);
  37519. }
  37520. };
  37521. /**
  37522. * Unbinds the material from the mesh
  37523. */
  37524. Material.prototype.unbind = function () {
  37525. if (this._onUnBindObservable) {
  37526. this._onUnBindObservable.notifyObservers(this);
  37527. }
  37528. if (this.disableDepthWrite) {
  37529. var engine = this._scene.getEngine();
  37530. engine.setDepthWrite(this._cachedDepthWriteState);
  37531. }
  37532. };
  37533. /**
  37534. * Gets the active textures from the material
  37535. * @returns an array of textures
  37536. */
  37537. Material.prototype.getActiveTextures = function () {
  37538. return [];
  37539. };
  37540. /**
  37541. * Specifies if the material uses a texture
  37542. * @param texture defines the texture to check against the material
  37543. * @returns a boolean specifying if the material uses the texture
  37544. */
  37545. Material.prototype.hasTexture = function (texture) {
  37546. return false;
  37547. };
  37548. /**
  37549. * Makes a duplicate of the material, and gives it a new name
  37550. * @param name defines the new name for the duplicated material
  37551. * @returns the cloned material
  37552. */
  37553. Material.prototype.clone = function (name) {
  37554. return null;
  37555. };
  37556. /**
  37557. * Gets the meshes bound to the material
  37558. * @returns an array of meshes bound to the material
  37559. */
  37560. Material.prototype.getBindedMeshes = function () {
  37561. var _this = this;
  37562. if (this.meshMap) {
  37563. var result = new Array();
  37564. for (var meshId in this.meshMap) {
  37565. var mesh = this.meshMap[meshId];
  37566. if (mesh) {
  37567. result.push(mesh);
  37568. }
  37569. }
  37570. return result;
  37571. }
  37572. else {
  37573. var meshes = this._scene.meshes;
  37574. return meshes.filter(function (mesh) { return mesh.material === _this; });
  37575. }
  37576. };
  37577. /**
  37578. * Force shader compilation
  37579. * @param mesh defines the mesh associated with this material
  37580. * @param onCompiled defines a function to execute once the material is compiled
  37581. * @param options defines the options to configure the compilation
  37582. */
  37583. Material.prototype.forceCompilation = function (mesh, onCompiled, options) {
  37584. var _this = this;
  37585. var localOptions = __assign({ clipPlane: false }, options);
  37586. var subMesh = new BABYLON.BaseSubMesh();
  37587. var scene = this.getScene();
  37588. var checkReady = function () {
  37589. if (!_this._scene || !_this._scene.getEngine()) {
  37590. return;
  37591. }
  37592. if (subMesh._materialDefines) {
  37593. subMesh._materialDefines._renderId = -1;
  37594. }
  37595. var clipPlaneState = scene.clipPlane;
  37596. if (localOptions.clipPlane) {
  37597. scene.clipPlane = new BABYLON.Plane(0, 0, 0, 1);
  37598. }
  37599. if (_this._storeEffectOnSubMeshes) {
  37600. if (_this.isReadyForSubMesh(mesh, subMesh)) {
  37601. if (onCompiled) {
  37602. onCompiled(_this);
  37603. }
  37604. }
  37605. else {
  37606. setTimeout(checkReady, 16);
  37607. }
  37608. }
  37609. else {
  37610. if (_this.isReady(mesh)) {
  37611. if (onCompiled) {
  37612. onCompiled(_this);
  37613. }
  37614. }
  37615. else {
  37616. setTimeout(checkReady, 16);
  37617. }
  37618. }
  37619. if (localOptions.clipPlane) {
  37620. scene.clipPlane = clipPlaneState;
  37621. }
  37622. };
  37623. checkReady();
  37624. };
  37625. /**
  37626. * Force shader compilation
  37627. * @param mesh defines the mesh that will use this material
  37628. * @param options defines additional options for compiling the shaders
  37629. * @returns a promise that resolves when the compilation completes
  37630. */
  37631. Material.prototype.forceCompilationAsync = function (mesh, options) {
  37632. var _this = this;
  37633. return new Promise(function (resolve) {
  37634. _this.forceCompilation(mesh, function () {
  37635. resolve();
  37636. }, options);
  37637. });
  37638. };
  37639. /**
  37640. * Marks a define in the material to indicate that it needs to be re-computed
  37641. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  37642. */
  37643. Material.prototype.markAsDirty = function (flag) {
  37644. if (this.getScene().blockMaterialDirtyMechanism) {
  37645. return;
  37646. }
  37647. Material._DirtyCallbackArray.length = 0;
  37648. if (flag & Material.TextureDirtyFlag) {
  37649. Material._DirtyCallbackArray.push(Material._TextureDirtyCallBack);
  37650. }
  37651. if (flag & Material.LightDirtyFlag) {
  37652. Material._DirtyCallbackArray.push(Material._LightsDirtyCallBack);
  37653. }
  37654. if (flag & Material.FresnelDirtyFlag) {
  37655. Material._DirtyCallbackArray.push(Material._FresnelDirtyCallBack);
  37656. }
  37657. if (flag & Material.AttributesDirtyFlag) {
  37658. Material._DirtyCallbackArray.push(Material._AttributeDirtyCallBack);
  37659. }
  37660. if (flag & Material.MiscDirtyFlag) {
  37661. Material._DirtyCallbackArray.push(Material._MiscDirtyCallBack);
  37662. }
  37663. if (Material._DirtyCallbackArray.length) {
  37664. this._markAllSubMeshesAsDirty(Material._RunDirtyCallBacks);
  37665. }
  37666. this.getScene().resetCachedMaterial();
  37667. };
  37668. /**
  37669. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  37670. * @param func defines a function which checks material defines against the submeshes
  37671. */
  37672. Material.prototype._markAllSubMeshesAsDirty = function (func) {
  37673. if (this.getScene().blockMaterialDirtyMechanism) {
  37674. return;
  37675. }
  37676. var meshes = this.getScene().meshes;
  37677. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  37678. var mesh = meshes_1[_i];
  37679. if (!mesh.subMeshes) {
  37680. continue;
  37681. }
  37682. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  37683. var subMesh = _b[_a];
  37684. if (subMesh.getMaterial() !== this) {
  37685. continue;
  37686. }
  37687. if (!subMesh._materialDefines) {
  37688. continue;
  37689. }
  37690. func(subMesh._materialDefines);
  37691. }
  37692. }
  37693. };
  37694. /**
  37695. * Indicates that image processing needs to be re-calculated for all submeshes
  37696. */
  37697. Material.prototype._markAllSubMeshesAsImageProcessingDirty = function () {
  37698. this._markAllSubMeshesAsDirty(Material._ImageProcessingDirtyCallBack);
  37699. };
  37700. /**
  37701. * Indicates that textures need to be re-calculated for all submeshes
  37702. */
  37703. Material.prototype._markAllSubMeshesAsTexturesDirty = function () {
  37704. this._markAllSubMeshesAsDirty(Material._TextureDirtyCallBack);
  37705. };
  37706. /**
  37707. * Indicates that fresnel needs to be re-calculated for all submeshes
  37708. */
  37709. Material.prototype._markAllSubMeshesAsFresnelDirty = function () {
  37710. this._markAllSubMeshesAsDirty(Material._FresnelDirtyCallBack);
  37711. };
  37712. /**
  37713. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  37714. */
  37715. Material.prototype._markAllSubMeshesAsFresnelAndMiscDirty = function () {
  37716. this._markAllSubMeshesAsDirty(Material._FresnelAndMiscDirtyCallBack);
  37717. };
  37718. /**
  37719. * Indicates that lights need to be re-calculated for all submeshes
  37720. */
  37721. Material.prototype._markAllSubMeshesAsLightsDirty = function () {
  37722. this._markAllSubMeshesAsDirty(Material._LightsDirtyCallBack);
  37723. };
  37724. /**
  37725. * Indicates that attributes need to be re-calculated for all submeshes
  37726. */
  37727. Material.prototype._markAllSubMeshesAsAttributesDirty = function () {
  37728. this._markAllSubMeshesAsDirty(Material._AttributeDirtyCallBack);
  37729. };
  37730. /**
  37731. * Indicates that misc needs to be re-calculated for all submeshes
  37732. */
  37733. Material.prototype._markAllSubMeshesAsMiscDirty = function () {
  37734. this._markAllSubMeshesAsDirty(Material._MiscDirtyCallBack);
  37735. };
  37736. /**
  37737. * Indicates that textures and misc need to be re-calculated for all submeshes
  37738. */
  37739. Material.prototype._markAllSubMeshesAsTexturesAndMiscDirty = function () {
  37740. this._markAllSubMeshesAsDirty(Material._TextureAndMiscDirtyCallBack);
  37741. };
  37742. /**
  37743. * Disposes the material
  37744. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  37745. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  37746. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  37747. */
  37748. Material.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  37749. var scene = this.getScene();
  37750. // Animations
  37751. scene.stopAnimation(this);
  37752. scene.freeProcessedMaterials();
  37753. // Remove from scene
  37754. scene.removeMaterial(this);
  37755. if (notBoundToMesh !== true) {
  37756. // Remove from meshes
  37757. if (this.meshMap) {
  37758. for (var meshId in this.meshMap) {
  37759. var mesh = this.meshMap[meshId];
  37760. if (mesh) {
  37761. mesh.material = null; // will set the entry in the map to undefined
  37762. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37763. }
  37764. }
  37765. }
  37766. else {
  37767. var meshes = scene.meshes;
  37768. for (var _i = 0, meshes_2 = meshes; _i < meshes_2.length; _i++) {
  37769. var mesh = meshes_2[_i];
  37770. if (mesh.material === this) {
  37771. mesh.material = null;
  37772. this.releaseVertexArrayObject(mesh, forceDisposeEffect);
  37773. }
  37774. }
  37775. }
  37776. }
  37777. this._uniformBuffer.dispose();
  37778. // Shader are kept in cache for further use but we can get rid of this by using forceDisposeEffect
  37779. if (forceDisposeEffect && this._effect) {
  37780. if (!this._storeEffectOnSubMeshes) {
  37781. scene.getEngine()._releaseEffect(this._effect);
  37782. }
  37783. this._effect = null;
  37784. }
  37785. // Callback
  37786. this.onDisposeObservable.notifyObservers(this);
  37787. this.onDisposeObservable.clear();
  37788. if (this._onBindObservable) {
  37789. this._onBindObservable.clear();
  37790. }
  37791. if (this._onUnBindObservable) {
  37792. this._onUnBindObservable.clear();
  37793. }
  37794. };
  37795. /** @hidden */
  37796. Material.prototype.releaseVertexArrayObject = function (mesh, forceDisposeEffect) {
  37797. if (mesh.geometry) {
  37798. var geometry = (mesh.geometry);
  37799. var scene = this.getScene();
  37800. if (this._storeEffectOnSubMeshes) {
  37801. for (var _i = 0, _a = mesh.subMeshes; _i < _a.length; _i++) {
  37802. var subMesh = _a[_i];
  37803. geometry._releaseVertexArrayObject(subMesh._materialEffect);
  37804. if (forceDisposeEffect && subMesh._materialEffect) {
  37805. scene.getEngine()._releaseEffect(subMesh._materialEffect);
  37806. }
  37807. }
  37808. }
  37809. else {
  37810. geometry._releaseVertexArrayObject(this._effect);
  37811. }
  37812. }
  37813. };
  37814. /**
  37815. * Serializes this material
  37816. * @returns the serialized material object
  37817. */
  37818. Material.prototype.serialize = function () {
  37819. return BABYLON.SerializationHelper.Serialize(this);
  37820. };
  37821. /**
  37822. * Creates a MultiMaterial from parsed MultiMaterial data.
  37823. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  37824. * @param scene defines the hosting scene
  37825. * @returns a new MultiMaterial
  37826. */
  37827. Material.ParseMultiMaterial = function (parsedMultiMaterial, scene) {
  37828. var multiMaterial = new BABYLON.MultiMaterial(parsedMultiMaterial.name, scene);
  37829. multiMaterial.id = parsedMultiMaterial.id;
  37830. if (BABYLON.Tags) {
  37831. BABYLON.Tags.AddTagsTo(multiMaterial, parsedMultiMaterial.tags);
  37832. }
  37833. for (var matIndex = 0; matIndex < parsedMultiMaterial.materials.length; matIndex++) {
  37834. var subMatId = parsedMultiMaterial.materials[matIndex];
  37835. if (subMatId) {
  37836. multiMaterial.subMaterials.push(scene.getMaterialByID(subMatId));
  37837. }
  37838. else {
  37839. multiMaterial.subMaterials.push(null);
  37840. }
  37841. }
  37842. return multiMaterial;
  37843. };
  37844. /**
  37845. * Creates a material from parsed material data
  37846. * @param parsedMaterial defines parsed material data
  37847. * @param scene defines the hosting scene
  37848. * @param rootUrl defines the root URL to use to load textures
  37849. * @returns a new material
  37850. */
  37851. Material.Parse = function (parsedMaterial, scene, rootUrl) {
  37852. if (!parsedMaterial.customType || parsedMaterial.customType === "BABYLON.StandardMaterial") {
  37853. return BABYLON.StandardMaterial.Parse(parsedMaterial, scene, rootUrl);
  37854. }
  37855. if (parsedMaterial.customType === "BABYLON.PBRMaterial" && parsedMaterial.overloadedAlbedo) {
  37856. parsedMaterial.customType = "BABYLON.LegacyPBRMaterial";
  37857. if (!BABYLON.LegacyPBRMaterial) {
  37858. BABYLON.Tools.Error("Your scene is trying to load a legacy version of the PBRMaterial, please, include it from the materials library.");
  37859. return;
  37860. }
  37861. }
  37862. var materialType = BABYLON.Tools.Instantiate(parsedMaterial.customType);
  37863. return materialType.Parse(parsedMaterial, scene, rootUrl);
  37864. };
  37865. // Triangle views
  37866. Material._TriangleFillMode = 0;
  37867. Material._WireFrameFillMode = 1;
  37868. Material._PointFillMode = 2;
  37869. // Draw modes
  37870. Material._PointListDrawMode = 3;
  37871. Material._LineListDrawMode = 4;
  37872. Material._LineLoopDrawMode = 5;
  37873. Material._LineStripDrawMode = 6;
  37874. Material._TriangleStripDrawMode = 7;
  37875. Material._TriangleFanDrawMode = 8;
  37876. /**
  37877. * Stores the clock-wise side orientation
  37878. */
  37879. Material._ClockWiseSideOrientation = 0;
  37880. /**
  37881. * Stores the counter clock-wise side orientation
  37882. */
  37883. Material._CounterClockWiseSideOrientation = 1;
  37884. /**
  37885. * The dirty texture flag value
  37886. */
  37887. Material.TextureDirtyFlag = 1;
  37888. /**
  37889. * The dirty light flag value
  37890. */
  37891. Material.LightDirtyFlag = 2;
  37892. /**
  37893. * The dirty fresnel flag value
  37894. */
  37895. Material.FresnelDirtyFlag = 4;
  37896. /**
  37897. * The dirty attribute flag value
  37898. */
  37899. Material.AttributesDirtyFlag = 8;
  37900. /**
  37901. * The dirty misc flag value
  37902. */
  37903. Material.MiscDirtyFlag = 16;
  37904. /**
  37905. * The all dirty flag value
  37906. */
  37907. Material.AllDirtyFlag = 31;
  37908. Material._ImageProcessingDirtyCallBack = function (defines) { return defines.markAsImageProcessingDirty(); };
  37909. Material._TextureDirtyCallBack = function (defines) { return defines.markAsTexturesDirty(); };
  37910. Material._FresnelDirtyCallBack = function (defines) { return defines.markAsFresnelDirty(); };
  37911. Material._MiscDirtyCallBack = function (defines) { return defines.markAsMiscDirty(); };
  37912. Material._LightsDirtyCallBack = function (defines) { return defines.markAsLightDirty(); };
  37913. Material._AttributeDirtyCallBack = function (defines) { return defines.markAsAttributesDirty(); };
  37914. Material._FresnelAndMiscDirtyCallBack = function (defines) {
  37915. Material._FresnelDirtyCallBack(defines);
  37916. Material._MiscDirtyCallBack(defines);
  37917. };
  37918. Material._TextureAndMiscDirtyCallBack = function (defines) {
  37919. Material._TextureDirtyCallBack(defines);
  37920. Material._MiscDirtyCallBack(defines);
  37921. };
  37922. Material._DirtyCallbackArray = [];
  37923. Material._RunDirtyCallBacks = function (defines) {
  37924. for (var _i = 0, _a = Material._DirtyCallbackArray; _i < _a.length; _i++) {
  37925. var cb = _a[_i];
  37926. cb(defines);
  37927. }
  37928. };
  37929. __decorate([
  37930. BABYLON.serialize()
  37931. ], Material.prototype, "id", void 0);
  37932. __decorate([
  37933. BABYLON.serialize()
  37934. ], Material.prototype, "uniqueId", void 0);
  37935. __decorate([
  37936. BABYLON.serialize()
  37937. ], Material.prototype, "name", void 0);
  37938. __decorate([
  37939. BABYLON.serialize()
  37940. ], Material.prototype, "checkReadyOnEveryCall", void 0);
  37941. __decorate([
  37942. BABYLON.serialize()
  37943. ], Material.prototype, "checkReadyOnlyOnce", void 0);
  37944. __decorate([
  37945. BABYLON.serialize()
  37946. ], Material.prototype, "state", void 0);
  37947. __decorate([
  37948. BABYLON.serialize("alpha")
  37949. ], Material.prototype, "_alpha", void 0);
  37950. __decorate([
  37951. BABYLON.serialize("backFaceCulling")
  37952. ], Material.prototype, "_backFaceCulling", void 0);
  37953. __decorate([
  37954. BABYLON.serialize()
  37955. ], Material.prototype, "sideOrientation", void 0);
  37956. __decorate([
  37957. BABYLON.serialize("alphaMode")
  37958. ], Material.prototype, "_alphaMode", void 0);
  37959. __decorate([
  37960. BABYLON.serialize()
  37961. ], Material.prototype, "_needDepthPrePass", void 0);
  37962. __decorate([
  37963. BABYLON.serialize()
  37964. ], Material.prototype, "disableDepthWrite", void 0);
  37965. __decorate([
  37966. BABYLON.serialize()
  37967. ], Material.prototype, "forceDepthWrite", void 0);
  37968. __decorate([
  37969. BABYLON.serialize()
  37970. ], Material.prototype, "separateCullingPass", void 0);
  37971. __decorate([
  37972. BABYLON.serialize("fogEnabled")
  37973. ], Material.prototype, "_fogEnabled", void 0);
  37974. __decorate([
  37975. BABYLON.serialize()
  37976. ], Material.prototype, "pointSize", void 0);
  37977. __decorate([
  37978. BABYLON.serialize()
  37979. ], Material.prototype, "zOffset", void 0);
  37980. __decorate([
  37981. BABYLON.serialize()
  37982. ], Material.prototype, "wireframe", null);
  37983. __decorate([
  37984. BABYLON.serialize()
  37985. ], Material.prototype, "pointsCloud", null);
  37986. __decorate([
  37987. BABYLON.serialize()
  37988. ], Material.prototype, "fillMode", null);
  37989. return Material;
  37990. }());
  37991. BABYLON.Material = Material;
  37992. })(BABYLON || (BABYLON = {}));
  37993. //# sourceMappingURL=babylon.material.js.map
  37994. var BABYLON;
  37995. (function (BABYLON) {
  37996. /**
  37997. * Uniform buffer objects.
  37998. *
  37999. * Handles blocks of uniform on the GPU.
  38000. *
  38001. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38002. *
  38003. * For more information, please refer to :
  38004. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38005. */
  38006. var UniformBuffer = /** @class */ (function () {
  38007. /**
  38008. * Instantiates a new Uniform buffer objects.
  38009. *
  38010. * Handles blocks of uniform on the GPU.
  38011. *
  38012. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  38013. *
  38014. * For more information, please refer to :
  38015. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  38016. * @param engine Define the engine the buffer is associated with
  38017. * @param data Define the data contained in the buffer
  38018. * @param dynamic Define if the buffer is updatable
  38019. */
  38020. function UniformBuffer(engine, data, dynamic) {
  38021. this._engine = engine;
  38022. this._noUBO = !engine.supportsUniformBuffers;
  38023. this._dynamic = dynamic;
  38024. this._data = data || [];
  38025. this._uniformLocations = {};
  38026. this._uniformSizes = {};
  38027. this._uniformLocationPointer = 0;
  38028. this._needSync = false;
  38029. if (this._noUBO) {
  38030. this.updateMatrix3x3 = this._updateMatrix3x3ForEffect;
  38031. this.updateMatrix2x2 = this._updateMatrix2x2ForEffect;
  38032. this.updateFloat = this._updateFloatForEffect;
  38033. this.updateFloat2 = this._updateFloat2ForEffect;
  38034. this.updateFloat3 = this._updateFloat3ForEffect;
  38035. this.updateFloat4 = this._updateFloat4ForEffect;
  38036. this.updateMatrix = this._updateMatrixForEffect;
  38037. this.updateVector3 = this._updateVector3ForEffect;
  38038. this.updateVector4 = this._updateVector4ForEffect;
  38039. this.updateColor3 = this._updateColor3ForEffect;
  38040. this.updateColor4 = this._updateColor4ForEffect;
  38041. }
  38042. else {
  38043. this._engine._uniformBuffers.push(this);
  38044. this.updateMatrix3x3 = this._updateMatrix3x3ForUniform;
  38045. this.updateMatrix2x2 = this._updateMatrix2x2ForUniform;
  38046. this.updateFloat = this._updateFloatForUniform;
  38047. this.updateFloat2 = this._updateFloat2ForUniform;
  38048. this.updateFloat3 = this._updateFloat3ForUniform;
  38049. this.updateFloat4 = this._updateFloat4ForUniform;
  38050. this.updateMatrix = this._updateMatrixForUniform;
  38051. this.updateVector3 = this._updateVector3ForUniform;
  38052. this.updateVector4 = this._updateVector4ForUniform;
  38053. this.updateColor3 = this._updateColor3ForUniform;
  38054. this.updateColor4 = this._updateColor4ForUniform;
  38055. }
  38056. }
  38057. Object.defineProperty(UniformBuffer.prototype, "useUbo", {
  38058. /**
  38059. * Indicates if the buffer is using the WebGL2 UBO implementation,
  38060. * or just falling back on setUniformXXX calls.
  38061. */
  38062. get: function () {
  38063. return !this._noUBO;
  38064. },
  38065. enumerable: true,
  38066. configurable: true
  38067. });
  38068. Object.defineProperty(UniformBuffer.prototype, "isSync", {
  38069. /**
  38070. * Indicates if the WebGL underlying uniform buffer is in sync
  38071. * with the javascript cache data.
  38072. */
  38073. get: function () {
  38074. return !this._needSync;
  38075. },
  38076. enumerable: true,
  38077. configurable: true
  38078. });
  38079. /**
  38080. * Indicates if the WebGL underlying uniform buffer is dynamic.
  38081. * Also, a dynamic UniformBuffer will disable cache verification and always
  38082. * update the underlying WebGL uniform buffer to the GPU.
  38083. * @returns if Dynamic, otherwise false
  38084. */
  38085. UniformBuffer.prototype.isDynamic = function () {
  38086. return this._dynamic !== undefined;
  38087. };
  38088. /**
  38089. * The data cache on JS side.
  38090. * @returns the underlying data as a float array
  38091. */
  38092. UniformBuffer.prototype.getData = function () {
  38093. return this._bufferData;
  38094. };
  38095. /**
  38096. * The underlying WebGL Uniform buffer.
  38097. * @returns the webgl buffer
  38098. */
  38099. UniformBuffer.prototype.getBuffer = function () {
  38100. return this._buffer;
  38101. };
  38102. /**
  38103. * std140 layout specifies how to align data within an UBO structure.
  38104. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  38105. * for specs.
  38106. */
  38107. UniformBuffer.prototype._fillAlignment = function (size) {
  38108. // This code has been simplified because we only use floats, vectors of 1, 2, 3, 4 components
  38109. // and 4x4 matrices
  38110. // TODO : change if other types are used
  38111. var alignment;
  38112. if (size <= 2) {
  38113. alignment = size;
  38114. }
  38115. else {
  38116. alignment = 4;
  38117. }
  38118. if ((this._uniformLocationPointer % alignment) !== 0) {
  38119. var oldPointer = this._uniformLocationPointer;
  38120. this._uniformLocationPointer += alignment - (this._uniformLocationPointer % alignment);
  38121. var diff = this._uniformLocationPointer - oldPointer;
  38122. for (var i = 0; i < diff; i++) {
  38123. this._data.push(0);
  38124. }
  38125. }
  38126. };
  38127. /**
  38128. * Adds an uniform in the buffer.
  38129. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  38130. * for the layout to be correct !
  38131. * @param name Name of the uniform, as used in the uniform block in the shader.
  38132. * @param size Data size, or data directly.
  38133. */
  38134. UniformBuffer.prototype.addUniform = function (name, size) {
  38135. if (this._noUBO) {
  38136. return;
  38137. }
  38138. if (this._uniformLocations[name] !== undefined) {
  38139. // Already existing uniform
  38140. return;
  38141. }
  38142. // This function must be called in the order of the shader layout !
  38143. // size can be the size of the uniform, or data directly
  38144. var data;
  38145. if (size instanceof Array) {
  38146. data = size;
  38147. size = data.length;
  38148. }
  38149. else {
  38150. size = size;
  38151. data = [];
  38152. // Fill with zeros
  38153. for (var i = 0; i < size; i++) {
  38154. data.push(0);
  38155. }
  38156. }
  38157. this._fillAlignment(size);
  38158. this._uniformSizes[name] = size;
  38159. this._uniformLocations[name] = this._uniformLocationPointer;
  38160. this._uniformLocationPointer += size;
  38161. for (var i = 0; i < size; i++) {
  38162. this._data.push(data[i]);
  38163. }
  38164. this._needSync = true;
  38165. };
  38166. /**
  38167. * Adds a Matrix 4x4 to the uniform buffer.
  38168. * @param name Name of the uniform, as used in the uniform block in the shader.
  38169. * @param mat A 4x4 matrix.
  38170. */
  38171. UniformBuffer.prototype.addMatrix = function (name, mat) {
  38172. this.addUniform(name, Array.prototype.slice.call(mat.toArray()));
  38173. };
  38174. /**
  38175. * Adds a vec2 to the uniform buffer.
  38176. * @param name Name of the uniform, as used in the uniform block in the shader.
  38177. * @param x Define the x component value of the vec2
  38178. * @param y Define the y component value of the vec2
  38179. */
  38180. UniformBuffer.prototype.addFloat2 = function (name, x, y) {
  38181. var temp = [x, y];
  38182. this.addUniform(name, temp);
  38183. };
  38184. /**
  38185. * Adds a vec3 to the uniform buffer.
  38186. * @param name Name of the uniform, as used in the uniform block in the shader.
  38187. * @param x Define the x component value of the vec3
  38188. * @param y Define the y component value of the vec3
  38189. * @param z Define the z component value of the vec3
  38190. */
  38191. UniformBuffer.prototype.addFloat3 = function (name, x, y, z) {
  38192. var temp = [x, y, z];
  38193. this.addUniform(name, temp);
  38194. };
  38195. /**
  38196. * Adds a vec3 to the uniform buffer.
  38197. * @param name Name of the uniform, as used in the uniform block in the shader.
  38198. * @param color Define the vec3 from a Color
  38199. */
  38200. UniformBuffer.prototype.addColor3 = function (name, color) {
  38201. var temp = new Array();
  38202. color.toArray(temp);
  38203. this.addUniform(name, temp);
  38204. };
  38205. /**
  38206. * Adds a vec4 to the uniform buffer.
  38207. * @param name Name of the uniform, as used in the uniform block in the shader.
  38208. * @param color Define the rgb components from a Color
  38209. * @param alpha Define the a component of the vec4
  38210. */
  38211. UniformBuffer.prototype.addColor4 = function (name, color, alpha) {
  38212. var temp = new Array();
  38213. color.toArray(temp);
  38214. temp.push(alpha);
  38215. this.addUniform(name, temp);
  38216. };
  38217. /**
  38218. * Adds a vec3 to the uniform buffer.
  38219. * @param name Name of the uniform, as used in the uniform block in the shader.
  38220. * @param vector Define the vec3 components from a Vector
  38221. */
  38222. UniformBuffer.prototype.addVector3 = function (name, vector) {
  38223. var temp = new Array();
  38224. vector.toArray(temp);
  38225. this.addUniform(name, temp);
  38226. };
  38227. /**
  38228. * Adds a Matrix 3x3 to the uniform buffer.
  38229. * @param name Name of the uniform, as used in the uniform block in the shader.
  38230. */
  38231. UniformBuffer.prototype.addMatrix3x3 = function (name) {
  38232. this.addUniform(name, 12);
  38233. };
  38234. /**
  38235. * Adds a Matrix 2x2 to the uniform buffer.
  38236. * @param name Name of the uniform, as used in the uniform block in the shader.
  38237. */
  38238. UniformBuffer.prototype.addMatrix2x2 = function (name) {
  38239. this.addUniform(name, 8);
  38240. };
  38241. /**
  38242. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  38243. */
  38244. UniformBuffer.prototype.create = function () {
  38245. if (this._noUBO) {
  38246. return;
  38247. }
  38248. if (this._buffer) {
  38249. return; // nothing to do
  38250. }
  38251. // See spec, alignment must be filled as a vec4
  38252. this._fillAlignment(4);
  38253. this._bufferData = new Float32Array(this._data);
  38254. this._rebuild();
  38255. this._needSync = true;
  38256. };
  38257. /** @hidden */
  38258. UniformBuffer.prototype._rebuild = function () {
  38259. if (this._noUBO) {
  38260. return;
  38261. }
  38262. if (this._dynamic) {
  38263. this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
  38264. }
  38265. else {
  38266. this._buffer = this._engine.createUniformBuffer(this._bufferData);
  38267. }
  38268. };
  38269. /**
  38270. * Updates the WebGL Uniform Buffer on the GPU.
  38271. * If the `dynamic` flag is set to true, no cache comparison is done.
  38272. * Otherwise, the buffer will be updated only if the cache differs.
  38273. */
  38274. UniformBuffer.prototype.update = function () {
  38275. if (!this._buffer) {
  38276. this.create();
  38277. return;
  38278. }
  38279. if (!this._dynamic && !this._needSync) {
  38280. return;
  38281. }
  38282. this._engine.updateUniformBuffer(this._buffer, this._bufferData);
  38283. this._needSync = false;
  38284. };
  38285. /**
  38286. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  38287. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38288. * @param data Define the flattened data
  38289. * @param size Define the size of the data.
  38290. */
  38291. UniformBuffer.prototype.updateUniform = function (uniformName, data, size) {
  38292. var location = this._uniformLocations[uniformName];
  38293. if (location === undefined) {
  38294. if (this._buffer) {
  38295. // Cannot add an uniform if the buffer is already created
  38296. BABYLON.Tools.Error("Cannot add an uniform after UBO has been created.");
  38297. return;
  38298. }
  38299. this.addUniform(uniformName, size);
  38300. location = this._uniformLocations[uniformName];
  38301. }
  38302. if (!this._buffer) {
  38303. this.create();
  38304. }
  38305. if (!this._dynamic) {
  38306. // Cache for static uniform buffers
  38307. var changed = false;
  38308. for (var i = 0; i < size; i++) {
  38309. if (this._bufferData[location + i] !== data[i]) {
  38310. changed = true;
  38311. this._bufferData[location + i] = data[i];
  38312. }
  38313. }
  38314. this._needSync = this._needSync || changed;
  38315. }
  38316. else {
  38317. // No cache for dynamic
  38318. for (var i = 0; i < size; i++) {
  38319. this._bufferData[location + i] = data[i];
  38320. }
  38321. }
  38322. };
  38323. // Update methods
  38324. UniformBuffer.prototype._updateMatrix3x3ForUniform = function (name, matrix) {
  38325. // To match std140, matrix must be realigned
  38326. for (var i = 0; i < 3; i++) {
  38327. UniformBuffer._tempBuffer[i * 4] = matrix[i * 3];
  38328. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 3 + 1];
  38329. UniformBuffer._tempBuffer[i * 4 + 2] = matrix[i * 3 + 2];
  38330. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38331. }
  38332. this.updateUniform(name, UniformBuffer._tempBuffer, 12);
  38333. };
  38334. UniformBuffer.prototype._updateMatrix3x3ForEffect = function (name, matrix) {
  38335. this._currentEffect.setMatrix3x3(name, matrix);
  38336. };
  38337. UniformBuffer.prototype._updateMatrix2x2ForEffect = function (name, matrix) {
  38338. this._currentEffect.setMatrix2x2(name, matrix);
  38339. };
  38340. UniformBuffer.prototype._updateMatrix2x2ForUniform = function (name, matrix) {
  38341. // To match std140, matrix must be realigned
  38342. for (var i = 0; i < 2; i++) {
  38343. UniformBuffer._tempBuffer[i * 4] = matrix[i * 2];
  38344. UniformBuffer._tempBuffer[i * 4 + 1] = matrix[i * 2 + 1];
  38345. UniformBuffer._tempBuffer[i * 4 + 2] = 0.0;
  38346. UniformBuffer._tempBuffer[i * 4 + 3] = 0.0;
  38347. }
  38348. this.updateUniform(name, UniformBuffer._tempBuffer, 8);
  38349. };
  38350. UniformBuffer.prototype._updateFloatForEffect = function (name, x) {
  38351. this._currentEffect.setFloat(name, x);
  38352. };
  38353. UniformBuffer.prototype._updateFloatForUniform = function (name, x) {
  38354. UniformBuffer._tempBuffer[0] = x;
  38355. this.updateUniform(name, UniformBuffer._tempBuffer, 1);
  38356. };
  38357. UniformBuffer.prototype._updateFloat2ForEffect = function (name, x, y, suffix) {
  38358. if (suffix === void 0) { suffix = ""; }
  38359. this._currentEffect.setFloat2(name + suffix, x, y);
  38360. };
  38361. UniformBuffer.prototype._updateFloat2ForUniform = function (name, x, y, suffix) {
  38362. if (suffix === void 0) { suffix = ""; }
  38363. UniformBuffer._tempBuffer[0] = x;
  38364. UniformBuffer._tempBuffer[1] = y;
  38365. this.updateUniform(name, UniformBuffer._tempBuffer, 2);
  38366. };
  38367. UniformBuffer.prototype._updateFloat3ForEffect = function (name, x, y, z, suffix) {
  38368. if (suffix === void 0) { suffix = ""; }
  38369. this._currentEffect.setFloat3(name + suffix, x, y, z);
  38370. };
  38371. UniformBuffer.prototype._updateFloat3ForUniform = function (name, x, y, z, suffix) {
  38372. if (suffix === void 0) { suffix = ""; }
  38373. UniformBuffer._tempBuffer[0] = x;
  38374. UniformBuffer._tempBuffer[1] = y;
  38375. UniformBuffer._tempBuffer[2] = z;
  38376. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38377. };
  38378. UniformBuffer.prototype._updateFloat4ForEffect = function (name, x, y, z, w, suffix) {
  38379. if (suffix === void 0) { suffix = ""; }
  38380. this._currentEffect.setFloat4(name + suffix, x, y, z, w);
  38381. };
  38382. UniformBuffer.prototype._updateFloat4ForUniform = function (name, x, y, z, w, suffix) {
  38383. if (suffix === void 0) { suffix = ""; }
  38384. UniformBuffer._tempBuffer[0] = x;
  38385. UniformBuffer._tempBuffer[1] = y;
  38386. UniformBuffer._tempBuffer[2] = z;
  38387. UniformBuffer._tempBuffer[3] = w;
  38388. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38389. };
  38390. UniformBuffer.prototype._updateMatrixForEffect = function (name, mat) {
  38391. this._currentEffect.setMatrix(name, mat);
  38392. };
  38393. UniformBuffer.prototype._updateMatrixForUniform = function (name, mat) {
  38394. this.updateUniform(name, mat.toArray(), 16);
  38395. };
  38396. UniformBuffer.prototype._updateVector3ForEffect = function (name, vector) {
  38397. this._currentEffect.setVector3(name, vector);
  38398. };
  38399. UniformBuffer.prototype._updateVector3ForUniform = function (name, vector) {
  38400. vector.toArray(UniformBuffer._tempBuffer);
  38401. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38402. };
  38403. UniformBuffer.prototype._updateVector4ForEffect = function (name, vector) {
  38404. this._currentEffect.setVector4(name, vector);
  38405. };
  38406. UniformBuffer.prototype._updateVector4ForUniform = function (name, vector) {
  38407. vector.toArray(UniformBuffer._tempBuffer);
  38408. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38409. };
  38410. UniformBuffer.prototype._updateColor3ForEffect = function (name, color, suffix) {
  38411. if (suffix === void 0) { suffix = ""; }
  38412. this._currentEffect.setColor3(name + suffix, color);
  38413. };
  38414. UniformBuffer.prototype._updateColor3ForUniform = function (name, color, suffix) {
  38415. if (suffix === void 0) { suffix = ""; }
  38416. color.toArray(UniformBuffer._tempBuffer);
  38417. this.updateUniform(name, UniformBuffer._tempBuffer, 3);
  38418. };
  38419. UniformBuffer.prototype._updateColor4ForEffect = function (name, color, alpha, suffix) {
  38420. if (suffix === void 0) { suffix = ""; }
  38421. this._currentEffect.setColor4(name + suffix, color, alpha);
  38422. };
  38423. UniformBuffer.prototype._updateColor4ForUniform = function (name, color, alpha, suffix) {
  38424. if (suffix === void 0) { suffix = ""; }
  38425. color.toArray(UniformBuffer._tempBuffer);
  38426. UniformBuffer._tempBuffer[3] = alpha;
  38427. this.updateUniform(name, UniformBuffer._tempBuffer, 4);
  38428. };
  38429. /**
  38430. * Sets a sampler uniform on the effect.
  38431. * @param name Define the name of the sampler.
  38432. * @param texture Define the texture to set in the sampler
  38433. */
  38434. UniformBuffer.prototype.setTexture = function (name, texture) {
  38435. this._currentEffect.setTexture(name, texture);
  38436. };
  38437. /**
  38438. * Directly updates the value of the uniform in the cache AND on the GPU.
  38439. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  38440. * @param data Define the flattened data
  38441. */
  38442. UniformBuffer.prototype.updateUniformDirectly = function (uniformName, data) {
  38443. this.updateUniform(uniformName, data, data.length);
  38444. this.update();
  38445. };
  38446. /**
  38447. * Binds this uniform buffer to an effect.
  38448. * @param effect Define the effect to bind the buffer to
  38449. * @param name Name of the uniform block in the shader.
  38450. */
  38451. UniformBuffer.prototype.bindToEffect = function (effect, name) {
  38452. this._currentEffect = effect;
  38453. if (this._noUBO || !this._buffer) {
  38454. return;
  38455. }
  38456. effect.bindUniformBuffer(this._buffer, name);
  38457. };
  38458. /**
  38459. * Disposes the uniform buffer.
  38460. */
  38461. UniformBuffer.prototype.dispose = function () {
  38462. if (this._noUBO) {
  38463. return;
  38464. }
  38465. var uniformBuffers = this._engine._uniformBuffers;
  38466. var index = uniformBuffers.indexOf(this);
  38467. if (index !== -1) {
  38468. uniformBuffers[index] = uniformBuffers[uniformBuffers.length - 1];
  38469. uniformBuffers.pop();
  38470. }
  38471. if (!this._buffer) {
  38472. return;
  38473. }
  38474. if (this._engine._releaseBuffer(this._buffer)) {
  38475. this._buffer = null;
  38476. }
  38477. };
  38478. // Pool for avoiding memory leaks
  38479. UniformBuffer._MAX_UNIFORM_SIZE = 256;
  38480. UniformBuffer._tempBuffer = new Float32Array(UniformBuffer._MAX_UNIFORM_SIZE);
  38481. return UniformBuffer;
  38482. }());
  38483. BABYLON.UniformBuffer = UniformBuffer;
  38484. })(BABYLON || (BABYLON = {}));
  38485. //# sourceMappingURL=babylon.uniformBuffer.js.map
  38486. var BABYLON;
  38487. (function (BABYLON) {
  38488. /**
  38489. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  38490. */
  38491. var VertexData = /** @class */ (function () {
  38492. function VertexData() {
  38493. }
  38494. /**
  38495. * Uses the passed data array to set the set the values for the specified kind of data
  38496. * @param data a linear array of floating numbers
  38497. * @param kind the type of data that is being set, eg positions, colors etc
  38498. */
  38499. VertexData.prototype.set = function (data, kind) {
  38500. switch (kind) {
  38501. case BABYLON.VertexBuffer.PositionKind:
  38502. this.positions = data;
  38503. break;
  38504. case BABYLON.VertexBuffer.NormalKind:
  38505. this.normals = data;
  38506. break;
  38507. case BABYLON.VertexBuffer.TangentKind:
  38508. this.tangents = data;
  38509. break;
  38510. case BABYLON.VertexBuffer.UVKind:
  38511. this.uvs = data;
  38512. break;
  38513. case BABYLON.VertexBuffer.UV2Kind:
  38514. this.uvs2 = data;
  38515. break;
  38516. case BABYLON.VertexBuffer.UV3Kind:
  38517. this.uvs3 = data;
  38518. break;
  38519. case BABYLON.VertexBuffer.UV4Kind:
  38520. this.uvs4 = data;
  38521. break;
  38522. case BABYLON.VertexBuffer.UV5Kind:
  38523. this.uvs5 = data;
  38524. break;
  38525. case BABYLON.VertexBuffer.UV6Kind:
  38526. this.uvs6 = data;
  38527. break;
  38528. case BABYLON.VertexBuffer.ColorKind:
  38529. this.colors = data;
  38530. break;
  38531. case BABYLON.VertexBuffer.MatricesIndicesKind:
  38532. this.matricesIndices = data;
  38533. break;
  38534. case BABYLON.VertexBuffer.MatricesWeightsKind:
  38535. this.matricesWeights = data;
  38536. break;
  38537. case BABYLON.VertexBuffer.MatricesIndicesExtraKind:
  38538. this.matricesIndicesExtra = data;
  38539. break;
  38540. case BABYLON.VertexBuffer.MatricesWeightsExtraKind:
  38541. this.matricesWeightsExtra = data;
  38542. break;
  38543. }
  38544. };
  38545. /**
  38546. * Associates the vertexData to the passed Mesh.
  38547. * Sets it as updatable or not (default `false`)
  38548. * @param mesh the mesh the vertexData is applied to
  38549. * @param updatable when used and having the value true allows new data to update the vertexData
  38550. * @returns the VertexData
  38551. */
  38552. VertexData.prototype.applyToMesh = function (mesh, updatable) {
  38553. this._applyTo(mesh, updatable);
  38554. return this;
  38555. };
  38556. /**
  38557. * Associates the vertexData to the passed Geometry.
  38558. * Sets it as updatable or not (default `false`)
  38559. * @param geometry the geometry the vertexData is applied to
  38560. * @param updatable when used and having the value true allows new data to update the vertexData
  38561. * @returns VertexData
  38562. */
  38563. VertexData.prototype.applyToGeometry = function (geometry, updatable) {
  38564. this._applyTo(geometry, updatable);
  38565. return this;
  38566. };
  38567. /**
  38568. * Updates the associated mesh
  38569. * @param mesh the mesh to be updated
  38570. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38571. * @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
  38572. * @returns VertexData
  38573. */
  38574. VertexData.prototype.updateMesh = function (mesh, updateExtends, makeItUnique) {
  38575. this._update(mesh);
  38576. return this;
  38577. };
  38578. /**
  38579. * Updates the associated geometry
  38580. * @param geometry the geometry to be updated
  38581. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  38582. * @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
  38583. * @returns VertexData.
  38584. */
  38585. VertexData.prototype.updateGeometry = function (geometry, updateExtends, makeItUnique) {
  38586. this._update(geometry);
  38587. return this;
  38588. };
  38589. VertexData.prototype._applyTo = function (meshOrGeometry, updatable) {
  38590. if (updatable === void 0) { updatable = false; }
  38591. if (this.positions) {
  38592. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updatable);
  38593. }
  38594. if (this.normals) {
  38595. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updatable);
  38596. }
  38597. if (this.tangents) {
  38598. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updatable);
  38599. }
  38600. if (this.uvs) {
  38601. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updatable);
  38602. }
  38603. if (this.uvs2) {
  38604. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updatable);
  38605. }
  38606. if (this.uvs3) {
  38607. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updatable);
  38608. }
  38609. if (this.uvs4) {
  38610. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updatable);
  38611. }
  38612. if (this.uvs5) {
  38613. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updatable);
  38614. }
  38615. if (this.uvs6) {
  38616. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updatable);
  38617. }
  38618. if (this.colors) {
  38619. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updatable);
  38620. }
  38621. if (this.matricesIndices) {
  38622. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updatable);
  38623. }
  38624. if (this.matricesWeights) {
  38625. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updatable);
  38626. }
  38627. if (this.matricesIndicesExtra) {
  38628. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updatable);
  38629. }
  38630. if (this.matricesWeightsExtra) {
  38631. meshOrGeometry.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updatable);
  38632. }
  38633. if (this.indices) {
  38634. meshOrGeometry.setIndices(this.indices, null, updatable);
  38635. }
  38636. else {
  38637. meshOrGeometry.setIndices([], null);
  38638. }
  38639. return this;
  38640. };
  38641. VertexData.prototype._update = function (meshOrGeometry, updateExtends, makeItUnique) {
  38642. if (this.positions) {
  38643. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this.positions, updateExtends, makeItUnique);
  38644. }
  38645. if (this.normals) {
  38646. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.NormalKind, this.normals, updateExtends, makeItUnique);
  38647. }
  38648. if (this.tangents) {
  38649. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.TangentKind, this.tangents, updateExtends, makeItUnique);
  38650. }
  38651. if (this.uvs) {
  38652. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UVKind, this.uvs, updateExtends, makeItUnique);
  38653. }
  38654. if (this.uvs2) {
  38655. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV2Kind, this.uvs2, updateExtends, makeItUnique);
  38656. }
  38657. if (this.uvs3) {
  38658. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV3Kind, this.uvs3, updateExtends, makeItUnique);
  38659. }
  38660. if (this.uvs4) {
  38661. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV4Kind, this.uvs4, updateExtends, makeItUnique);
  38662. }
  38663. if (this.uvs5) {
  38664. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV5Kind, this.uvs5, updateExtends, makeItUnique);
  38665. }
  38666. if (this.uvs6) {
  38667. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.UV6Kind, this.uvs6, updateExtends, makeItUnique);
  38668. }
  38669. if (this.colors) {
  38670. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.ColorKind, this.colors, updateExtends, makeItUnique);
  38671. }
  38672. if (this.matricesIndices) {
  38673. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices, updateExtends, makeItUnique);
  38674. }
  38675. if (this.matricesWeights) {
  38676. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights, updateExtends, makeItUnique);
  38677. }
  38678. if (this.matricesIndicesExtra) {
  38679. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra, updateExtends, makeItUnique);
  38680. }
  38681. if (this.matricesWeightsExtra) {
  38682. meshOrGeometry.updateVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra, updateExtends, makeItUnique);
  38683. }
  38684. if (this.indices) {
  38685. meshOrGeometry.setIndices(this.indices, null);
  38686. }
  38687. return this;
  38688. };
  38689. /**
  38690. * Transforms each position and each normal of the vertexData according to the passed Matrix
  38691. * @param matrix the transforming matrix
  38692. * @returns the VertexData
  38693. */
  38694. VertexData.prototype.transform = function (matrix) {
  38695. var flip = matrix.m[0] * matrix.m[5] * matrix.m[10] < 0;
  38696. var transformed = BABYLON.Vector3.Zero();
  38697. var index;
  38698. if (this.positions) {
  38699. var position = BABYLON.Vector3.Zero();
  38700. for (index = 0; index < this.positions.length; index += 3) {
  38701. BABYLON.Vector3.FromArrayToRef(this.positions, index, position);
  38702. BABYLON.Vector3.TransformCoordinatesToRef(position, matrix, transformed);
  38703. this.positions[index] = transformed.x;
  38704. this.positions[index + 1] = transformed.y;
  38705. this.positions[index + 2] = transformed.z;
  38706. }
  38707. }
  38708. if (this.normals) {
  38709. var normal = BABYLON.Vector3.Zero();
  38710. for (index = 0; index < this.normals.length; index += 3) {
  38711. BABYLON.Vector3.FromArrayToRef(this.normals, index, normal);
  38712. BABYLON.Vector3.TransformNormalToRef(normal, matrix, transformed);
  38713. this.normals[index] = transformed.x;
  38714. this.normals[index + 1] = transformed.y;
  38715. this.normals[index + 2] = transformed.z;
  38716. }
  38717. }
  38718. if (this.tangents) {
  38719. var tangent = BABYLON.Vector4.Zero();
  38720. var tangentTransformed = BABYLON.Vector4.Zero();
  38721. for (index = 0; index < this.tangents.length; index += 4) {
  38722. BABYLON.Vector4.FromArrayToRef(this.tangents, index, tangent);
  38723. BABYLON.Vector4.TransformNormalToRef(tangent, matrix, tangentTransformed);
  38724. this.tangents[index] = tangentTransformed.x;
  38725. this.tangents[index + 1] = tangentTransformed.y;
  38726. this.tangents[index + 2] = tangentTransformed.z;
  38727. this.tangents[index + 3] = tangentTransformed.w;
  38728. }
  38729. }
  38730. if (flip && this.indices) {
  38731. for (index = 0; index < this.indices.length; index += 3) {
  38732. var tmp = this.indices[index + 1];
  38733. this.indices[index + 1] = this.indices[index + 2];
  38734. this.indices[index + 2] = tmp;
  38735. }
  38736. }
  38737. return this;
  38738. };
  38739. /**
  38740. * Merges the passed VertexData into the current one
  38741. * @param other the VertexData to be merged into the current one
  38742. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  38743. * @returns the modified VertexData
  38744. */
  38745. VertexData.prototype.merge = function (other, use32BitsIndices) {
  38746. if (use32BitsIndices === void 0) { use32BitsIndices = false; }
  38747. this._validate();
  38748. other._validate();
  38749. if (!this.normals !== !other.normals ||
  38750. !this.tangents !== !other.tangents ||
  38751. !this.uvs !== !other.uvs ||
  38752. !this.uvs2 !== !other.uvs2 ||
  38753. !this.uvs3 !== !other.uvs3 ||
  38754. !this.uvs4 !== !other.uvs4 ||
  38755. !this.uvs5 !== !other.uvs5 ||
  38756. !this.uvs6 !== !other.uvs6 ||
  38757. !this.colors !== !other.colors ||
  38758. !this.matricesIndices !== !other.matricesIndices ||
  38759. !this.matricesWeights !== !other.matricesWeights ||
  38760. !this.matricesIndicesExtra !== !other.matricesIndicesExtra ||
  38761. !this.matricesWeightsExtra !== !other.matricesWeightsExtra) {
  38762. throw new Error("Cannot merge vertex data that do not have the same set of attributes");
  38763. }
  38764. if (other.indices) {
  38765. if (!this.indices) {
  38766. this.indices = [];
  38767. }
  38768. var offset = this.positions ? this.positions.length / 3 : 0;
  38769. var isSrcTypedArray = this.indices.BYTES_PER_ELEMENT !== undefined;
  38770. if (isSrcTypedArray) {
  38771. var len = this.indices.length + other.indices.length;
  38772. var temp = use32BitsIndices || this.indices instanceof Uint32Array ? new Uint32Array(len) : new Uint16Array(len);
  38773. temp.set(this.indices);
  38774. var decal = this.indices.length;
  38775. for (var index = 0; index < other.indices.length; index++) {
  38776. temp[decal + index] = other.indices[index] + offset;
  38777. }
  38778. this.indices = temp;
  38779. }
  38780. else {
  38781. for (var index = 0; index < other.indices.length; index++) {
  38782. this.indices.push(other.indices[index] + offset);
  38783. }
  38784. }
  38785. }
  38786. this.positions = this._mergeElement(this.positions, other.positions);
  38787. this.normals = this._mergeElement(this.normals, other.normals);
  38788. this.tangents = this._mergeElement(this.tangents, other.tangents);
  38789. this.uvs = this._mergeElement(this.uvs, other.uvs);
  38790. this.uvs2 = this._mergeElement(this.uvs2, other.uvs2);
  38791. this.uvs3 = this._mergeElement(this.uvs3, other.uvs3);
  38792. this.uvs4 = this._mergeElement(this.uvs4, other.uvs4);
  38793. this.uvs5 = this._mergeElement(this.uvs5, other.uvs5);
  38794. this.uvs6 = this._mergeElement(this.uvs6, other.uvs6);
  38795. this.colors = this._mergeElement(this.colors, other.colors);
  38796. this.matricesIndices = this._mergeElement(this.matricesIndices, other.matricesIndices);
  38797. this.matricesWeights = this._mergeElement(this.matricesWeights, other.matricesWeights);
  38798. this.matricesIndicesExtra = this._mergeElement(this.matricesIndicesExtra, other.matricesIndicesExtra);
  38799. this.matricesWeightsExtra = this._mergeElement(this.matricesWeightsExtra, other.matricesWeightsExtra);
  38800. return this;
  38801. };
  38802. VertexData.prototype._mergeElement = function (source, other) {
  38803. if (!source) {
  38804. return other;
  38805. }
  38806. if (!other) {
  38807. return source;
  38808. }
  38809. var len = other.length + source.length;
  38810. var isSrcTypedArray = source instanceof Float32Array;
  38811. var isOthTypedArray = other instanceof Float32Array;
  38812. // use non-loop method when the source is Float32Array
  38813. if (isSrcTypedArray) {
  38814. var ret32 = new Float32Array(len);
  38815. ret32.set(source);
  38816. ret32.set(other, source.length);
  38817. return ret32;
  38818. // source is number[], when other is also use concat
  38819. }
  38820. else if (!isOthTypedArray) {
  38821. return source.concat(other);
  38822. // source is a number[], but other is a Float32Array, loop required
  38823. }
  38824. else {
  38825. var ret = source.slice(0); // copy source to a separate array
  38826. for (var i = 0, len = other.length; i < len; i++) {
  38827. ret.push(other[i]);
  38828. }
  38829. return ret;
  38830. }
  38831. };
  38832. VertexData.prototype._validate = function () {
  38833. if (!this.positions) {
  38834. throw new Error("Positions are required");
  38835. }
  38836. var getElementCount = function (kind, values) {
  38837. var stride = BABYLON.VertexBuffer.DeduceStride(kind);
  38838. if ((values.length % stride) !== 0) {
  38839. throw new Error("The " + kind + "s array count must be a multiple of " + stride);
  38840. }
  38841. return values.length / stride;
  38842. };
  38843. var positionsElementCount = getElementCount(BABYLON.VertexBuffer.PositionKind, this.positions);
  38844. var validateElementCount = function (kind, values) {
  38845. var elementCount = getElementCount(kind, values);
  38846. if (elementCount !== positionsElementCount) {
  38847. throw new Error("The " + kind + "s element count (" + elementCount + ") does not match the positions count (" + positionsElementCount + ")");
  38848. }
  38849. };
  38850. if (this.normals) {
  38851. validateElementCount(BABYLON.VertexBuffer.NormalKind, this.normals);
  38852. }
  38853. if (this.tangents) {
  38854. validateElementCount(BABYLON.VertexBuffer.TangentKind, this.tangents);
  38855. }
  38856. if (this.uvs) {
  38857. validateElementCount(BABYLON.VertexBuffer.UVKind, this.uvs);
  38858. }
  38859. if (this.uvs2) {
  38860. validateElementCount(BABYLON.VertexBuffer.UV2Kind, this.uvs2);
  38861. }
  38862. if (this.uvs3) {
  38863. validateElementCount(BABYLON.VertexBuffer.UV3Kind, this.uvs3);
  38864. }
  38865. if (this.uvs4) {
  38866. validateElementCount(BABYLON.VertexBuffer.UV4Kind, this.uvs4);
  38867. }
  38868. if (this.uvs5) {
  38869. validateElementCount(BABYLON.VertexBuffer.UV5Kind, this.uvs5);
  38870. }
  38871. if (this.uvs6) {
  38872. validateElementCount(BABYLON.VertexBuffer.UV6Kind, this.uvs6);
  38873. }
  38874. if (this.colors) {
  38875. validateElementCount(BABYLON.VertexBuffer.ColorKind, this.colors);
  38876. }
  38877. if (this.matricesIndices) {
  38878. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesKind, this.matricesIndices);
  38879. }
  38880. if (this.matricesWeights) {
  38881. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsKind, this.matricesWeights);
  38882. }
  38883. if (this.matricesIndicesExtra) {
  38884. validateElementCount(BABYLON.VertexBuffer.MatricesIndicesExtraKind, this.matricesIndicesExtra);
  38885. }
  38886. if (this.matricesWeightsExtra) {
  38887. validateElementCount(BABYLON.VertexBuffer.MatricesWeightsExtraKind, this.matricesWeightsExtra);
  38888. }
  38889. };
  38890. /**
  38891. * Serializes the VertexData
  38892. * @returns a serialized object
  38893. */
  38894. VertexData.prototype.serialize = function () {
  38895. var serializationObject = this.serialize();
  38896. if (this.positions) {
  38897. serializationObject.positions = this.positions;
  38898. }
  38899. if (this.normals) {
  38900. serializationObject.normals = this.normals;
  38901. }
  38902. if (this.tangents) {
  38903. serializationObject.tangents = this.tangents;
  38904. }
  38905. if (this.uvs) {
  38906. serializationObject.uvs = this.uvs;
  38907. }
  38908. if (this.uvs2) {
  38909. serializationObject.uvs2 = this.uvs2;
  38910. }
  38911. if (this.uvs3) {
  38912. serializationObject.uvs3 = this.uvs3;
  38913. }
  38914. if (this.uvs4) {
  38915. serializationObject.uvs4 = this.uvs4;
  38916. }
  38917. if (this.uvs5) {
  38918. serializationObject.uvs5 = this.uvs5;
  38919. }
  38920. if (this.uvs6) {
  38921. serializationObject.uvs6 = this.uvs6;
  38922. }
  38923. if (this.colors) {
  38924. serializationObject.colors = this.colors;
  38925. }
  38926. if (this.matricesIndices) {
  38927. serializationObject.matricesIndices = this.matricesIndices;
  38928. serializationObject.matricesIndices._isExpanded = true;
  38929. }
  38930. if (this.matricesWeights) {
  38931. serializationObject.matricesWeights = this.matricesWeights;
  38932. }
  38933. if (this.matricesIndicesExtra) {
  38934. serializationObject.matricesIndicesExtra = this.matricesIndicesExtra;
  38935. serializationObject.matricesIndicesExtra._isExpanded = true;
  38936. }
  38937. if (this.matricesWeightsExtra) {
  38938. serializationObject.matricesWeightsExtra = this.matricesWeightsExtra;
  38939. }
  38940. serializationObject.indices = this.indices;
  38941. return serializationObject;
  38942. };
  38943. // Statics
  38944. /**
  38945. * Extracts the vertexData from a mesh
  38946. * @param mesh the mesh from which to extract the VertexData
  38947. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  38948. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38949. * @returns the object VertexData associated to the passed mesh
  38950. */
  38951. VertexData.ExtractFromMesh = function (mesh, copyWhenShared, forceCopy) {
  38952. return VertexData._ExtractFrom(mesh, copyWhenShared, forceCopy);
  38953. };
  38954. /**
  38955. * Extracts the vertexData from the geometry
  38956. * @param geometry the geometry from which to extract the VertexData
  38957. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  38958. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  38959. * @returns the object VertexData associated to the passed mesh
  38960. */
  38961. VertexData.ExtractFromGeometry = function (geometry, copyWhenShared, forceCopy) {
  38962. return VertexData._ExtractFrom(geometry, copyWhenShared, forceCopy);
  38963. };
  38964. VertexData._ExtractFrom = function (meshOrGeometry, copyWhenShared, forceCopy) {
  38965. var result = new VertexData();
  38966. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  38967. result.positions = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.PositionKind, copyWhenShared, forceCopy);
  38968. }
  38969. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  38970. result.normals = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.NormalKind, copyWhenShared, forceCopy);
  38971. }
  38972. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  38973. result.tangents = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.TangentKind, copyWhenShared, forceCopy);
  38974. }
  38975. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  38976. result.uvs = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UVKind, copyWhenShared, forceCopy);
  38977. }
  38978. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  38979. result.uvs2 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV2Kind, copyWhenShared, forceCopy);
  38980. }
  38981. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  38982. result.uvs3 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV3Kind, copyWhenShared, forceCopy);
  38983. }
  38984. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  38985. result.uvs4 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV4Kind, copyWhenShared, forceCopy);
  38986. }
  38987. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  38988. result.uvs5 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV5Kind, copyWhenShared, forceCopy);
  38989. }
  38990. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  38991. result.uvs6 = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.UV6Kind, copyWhenShared, forceCopy);
  38992. }
  38993. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  38994. result.colors = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.ColorKind, copyWhenShared, forceCopy);
  38995. }
  38996. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  38997. result.matricesIndices = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, copyWhenShared, forceCopy);
  38998. }
  38999. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  39000. result.matricesWeights = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, copyWhenShared, forceCopy);
  39001. }
  39002. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesExtraKind)) {
  39003. result.matricesIndicesExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, copyWhenShared, forceCopy);
  39004. }
  39005. if (meshOrGeometry.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsExtraKind)) {
  39006. result.matricesWeightsExtra = meshOrGeometry.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, copyWhenShared, forceCopy);
  39007. }
  39008. result.indices = meshOrGeometry.getIndices(copyWhenShared, forceCopy);
  39009. return result;
  39010. };
  39011. /**
  39012. * Creates the VertexData for a Ribbon
  39013. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  39014. * * pathArray array of paths, each of which an array of successive Vector3
  39015. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  39016. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  39017. * * 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
  39018. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39019. * * 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)
  39020. * * 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)
  39021. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  39022. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  39023. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  39024. * @returns the VertexData of the ribbon
  39025. */
  39026. VertexData.CreateRibbon = function (options) {
  39027. var pathArray = options.pathArray;
  39028. var closeArray = options.closeArray || false;
  39029. var closePath = options.closePath || false;
  39030. var invertUV = options.invertUV || false;
  39031. var defaultOffset = Math.floor(pathArray[0].length / 2);
  39032. var offset = options.offset || defaultOffset;
  39033. offset = offset > defaultOffset ? defaultOffset : Math.floor(offset); // offset max allowed : defaultOffset
  39034. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39035. var customUV = options.uvs;
  39036. var customColors = options.colors;
  39037. var positions = [];
  39038. var indices = [];
  39039. var normals = [];
  39040. var uvs = [];
  39041. var us = []; // us[path_id] = [uDist1, uDist2, uDist3 ... ] distances between points on path path_id
  39042. var vs = []; // vs[i] = [vDist1, vDist2, vDist3, ... ] distances between points i of consecutives paths from pathArray
  39043. var uTotalDistance = []; // uTotalDistance[p] : total distance of path p
  39044. var vTotalDistance = []; // vTotalDistance[i] : total distance between points i of first and last path from pathArray
  39045. var minlg; // minimal length among all paths from pathArray
  39046. var lg = []; // array of path lengths : nb of vertex per path
  39047. var idx = []; // array of path indexes : index of each path (first vertex) in the total vertex number
  39048. var p; // path iterator
  39049. var i; // point iterator
  39050. var j; // point iterator
  39051. // if single path in pathArray
  39052. if (pathArray.length < 2) {
  39053. var ar1 = [];
  39054. var ar2 = [];
  39055. for (i = 0; i < pathArray[0].length - offset; i++) {
  39056. ar1.push(pathArray[0][i]);
  39057. ar2.push(pathArray[0][i + offset]);
  39058. }
  39059. pathArray = [ar1, ar2];
  39060. }
  39061. // positions and horizontal distances (u)
  39062. var idc = 0;
  39063. var closePathCorr = (closePath) ? 1 : 0; // the final index will be +1 if closePath
  39064. var path;
  39065. var l;
  39066. minlg = pathArray[0].length;
  39067. var vectlg;
  39068. var dist;
  39069. for (p = 0; p < pathArray.length; p++) {
  39070. uTotalDistance[p] = 0;
  39071. us[p] = [0];
  39072. path = pathArray[p];
  39073. l = path.length;
  39074. minlg = (minlg < l) ? minlg : l;
  39075. j = 0;
  39076. while (j < l) {
  39077. positions.push(path[j].x, path[j].y, path[j].z);
  39078. if (j > 0) {
  39079. vectlg = path[j].subtract(path[j - 1]).length();
  39080. dist = vectlg + uTotalDistance[p];
  39081. us[p].push(dist);
  39082. uTotalDistance[p] = dist;
  39083. }
  39084. j++;
  39085. }
  39086. if (closePath) { // an extra hidden vertex is added in the "positions" array
  39087. j--;
  39088. positions.push(path[0].x, path[0].y, path[0].z);
  39089. vectlg = path[j].subtract(path[0]).length();
  39090. dist = vectlg + uTotalDistance[p];
  39091. us[p].push(dist);
  39092. uTotalDistance[p] = dist;
  39093. }
  39094. lg[p] = l + closePathCorr;
  39095. idx[p] = idc;
  39096. idc += (l + closePathCorr);
  39097. }
  39098. // vertical distances (v)
  39099. var path1;
  39100. var path2;
  39101. var vertex1 = null;
  39102. var vertex2 = null;
  39103. for (i = 0; i < minlg + closePathCorr; i++) {
  39104. vTotalDistance[i] = 0;
  39105. vs[i] = [0];
  39106. for (p = 0; p < pathArray.length - 1; p++) {
  39107. path1 = pathArray[p];
  39108. path2 = pathArray[p + 1];
  39109. if (i === minlg) { // closePath
  39110. vertex1 = path1[0];
  39111. vertex2 = path2[0];
  39112. }
  39113. else {
  39114. vertex1 = path1[i];
  39115. vertex2 = path2[i];
  39116. }
  39117. vectlg = vertex2.subtract(vertex1).length();
  39118. dist = vectlg + vTotalDistance[i];
  39119. vs[i].push(dist);
  39120. vTotalDistance[i] = dist;
  39121. }
  39122. if (closeArray && vertex2 && vertex1) {
  39123. path1 = pathArray[p];
  39124. path2 = pathArray[0];
  39125. if (i === minlg) { // closePath
  39126. vertex2 = path2[0];
  39127. }
  39128. vectlg = vertex2.subtract(vertex1).length();
  39129. dist = vectlg + vTotalDistance[i];
  39130. vTotalDistance[i] = dist;
  39131. }
  39132. }
  39133. // uvs
  39134. var u;
  39135. var v;
  39136. if (customUV) {
  39137. for (p = 0; p < customUV.length; p++) {
  39138. uvs.push(customUV[p].x, customUV[p].y);
  39139. }
  39140. }
  39141. else {
  39142. for (p = 0; p < pathArray.length; p++) {
  39143. for (i = 0; i < minlg + closePathCorr; i++) {
  39144. u = (uTotalDistance[p] != 0.0) ? us[p][i] / uTotalDistance[p] : 0.0;
  39145. v = (vTotalDistance[i] != 0.0) ? vs[i][p] / vTotalDistance[i] : 0.0;
  39146. if (invertUV) {
  39147. uvs.push(v, u);
  39148. }
  39149. else {
  39150. uvs.push(u, v);
  39151. }
  39152. }
  39153. }
  39154. }
  39155. // indices
  39156. p = 0; // path index
  39157. var pi = 0; // positions array index
  39158. var l1 = lg[p] - 1; // path1 length
  39159. var l2 = lg[p + 1] - 1; // path2 length
  39160. var min = (l1 < l2) ? l1 : l2; // current path stop index
  39161. var shft = idx[1] - idx[0]; // shift
  39162. var path1nb = closeArray ? lg.length : lg.length - 1; // number of path1 to iterate on
  39163. while (pi <= min && p < path1nb) { // stay under min and don't go over next to last path
  39164. // 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
  39165. indices.push(pi, pi + shft, pi + 1);
  39166. indices.push(pi + shft + 1, pi + 1, pi + shft);
  39167. pi += 1;
  39168. if (pi === min) { // if end of one of two consecutive paths reached, go to next existing path
  39169. p++;
  39170. if (p === lg.length - 1) { // last path of pathArray reached <=> closeArray == true
  39171. shft = idx[0] - idx[p];
  39172. l1 = lg[p] - 1;
  39173. l2 = lg[0] - 1;
  39174. }
  39175. else {
  39176. shft = idx[p + 1] - idx[p];
  39177. l1 = lg[p] - 1;
  39178. l2 = lg[p + 1] - 1;
  39179. }
  39180. pi = idx[p];
  39181. min = (l1 < l2) ? l1 + pi : l2 + pi;
  39182. }
  39183. }
  39184. // normals
  39185. VertexData.ComputeNormals(positions, indices, normals);
  39186. if (closePath) { // update both the first and last vertex normals to their average value
  39187. var indexFirst = 0;
  39188. var indexLast = 0;
  39189. for (p = 0; p < pathArray.length; p++) {
  39190. indexFirst = idx[p] * 3;
  39191. if (p + 1 < pathArray.length) {
  39192. indexLast = (idx[p + 1] - 1) * 3;
  39193. }
  39194. else {
  39195. indexLast = normals.length - 3;
  39196. }
  39197. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  39198. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  39199. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  39200. normals[indexLast] = normals[indexFirst];
  39201. normals[indexLast + 1] = normals[indexFirst + 1];
  39202. normals[indexLast + 2] = normals[indexFirst + 2];
  39203. }
  39204. }
  39205. // sides
  39206. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39207. // Colors
  39208. var colors = null;
  39209. if (customColors) {
  39210. colors = new Float32Array(customColors.length * 4);
  39211. for (var c = 0; c < customColors.length; c++) {
  39212. colors[c * 4] = customColors[c].r;
  39213. colors[c * 4 + 1] = customColors[c].g;
  39214. colors[c * 4 + 2] = customColors[c].b;
  39215. colors[c * 4 + 3] = customColors[c].a;
  39216. }
  39217. }
  39218. // Result
  39219. var vertexData = new VertexData();
  39220. var positions32 = new Float32Array(positions);
  39221. var normals32 = new Float32Array(normals);
  39222. var uvs32 = new Float32Array(uvs);
  39223. vertexData.indices = indices;
  39224. vertexData.positions = positions32;
  39225. vertexData.normals = normals32;
  39226. vertexData.uvs = uvs32;
  39227. if (colors) {
  39228. vertexData.set(colors, BABYLON.VertexBuffer.ColorKind);
  39229. }
  39230. if (closePath) {
  39231. vertexData._idx = idx;
  39232. }
  39233. return vertexData;
  39234. };
  39235. /**
  39236. * Creates the VertexData for a box
  39237. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39238. * * size sets the width, height and depth of the box to the value of size, optional default 1
  39239. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  39240. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  39241. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  39242. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  39243. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  39244. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39245. * * 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)
  39246. * * 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)
  39247. * @returns the VertexData of the box
  39248. */
  39249. VertexData.CreateBox = function (options) {
  39250. var normalsSource = [
  39251. new BABYLON.Vector3(0, 0, 1),
  39252. new BABYLON.Vector3(0, 0, -1),
  39253. new BABYLON.Vector3(1, 0, 0),
  39254. new BABYLON.Vector3(-1, 0, 0),
  39255. new BABYLON.Vector3(0, 1, 0),
  39256. new BABYLON.Vector3(0, -1, 0)
  39257. ];
  39258. var indices = [];
  39259. var positions = [];
  39260. var normals = [];
  39261. var uvs = [];
  39262. var width = options.width || options.size || 1;
  39263. var height = options.height || options.size || 1;
  39264. var depth = options.depth || options.size || 1;
  39265. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39266. var faceUV = options.faceUV || new Array(6);
  39267. var faceColors = options.faceColors;
  39268. var colors = [];
  39269. // default face colors and UV if undefined
  39270. for (var f = 0; f < 6; f++) {
  39271. if (faceUV[f] === undefined) {
  39272. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39273. }
  39274. if (faceColors && faceColors[f] === undefined) {
  39275. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39276. }
  39277. }
  39278. var scaleVector = new BABYLON.Vector3(width / 2, height / 2, depth / 2);
  39279. // Create each face in turn.
  39280. for (var index = 0; index < normalsSource.length; index++) {
  39281. var normal = normalsSource[index];
  39282. // Get two vectors perpendicular to the face normal and to each other.
  39283. var side1 = new BABYLON.Vector3(normal.y, normal.z, normal.x);
  39284. var side2 = BABYLON.Vector3.Cross(normal, side1);
  39285. // Six indices (two triangles) per face.
  39286. var verticesLength = positions.length / 3;
  39287. indices.push(verticesLength);
  39288. indices.push(verticesLength + 1);
  39289. indices.push(verticesLength + 2);
  39290. indices.push(verticesLength);
  39291. indices.push(verticesLength + 2);
  39292. indices.push(verticesLength + 3);
  39293. // Four vertices per face.
  39294. var vertex = normal.subtract(side1).subtract(side2).multiply(scaleVector);
  39295. positions.push(vertex.x, vertex.y, vertex.z);
  39296. normals.push(normal.x, normal.y, normal.z);
  39297. uvs.push(faceUV[index].z, faceUV[index].w);
  39298. if (faceColors) {
  39299. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39300. }
  39301. vertex = normal.subtract(side1).add(side2).multiply(scaleVector);
  39302. positions.push(vertex.x, vertex.y, vertex.z);
  39303. normals.push(normal.x, normal.y, normal.z);
  39304. uvs.push(faceUV[index].x, faceUV[index].w);
  39305. if (faceColors) {
  39306. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39307. }
  39308. vertex = normal.add(side1).add(side2).multiply(scaleVector);
  39309. positions.push(vertex.x, vertex.y, vertex.z);
  39310. normals.push(normal.x, normal.y, normal.z);
  39311. uvs.push(faceUV[index].x, faceUV[index].y);
  39312. if (faceColors) {
  39313. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39314. }
  39315. vertex = normal.add(side1).subtract(side2).multiply(scaleVector);
  39316. positions.push(vertex.x, vertex.y, vertex.z);
  39317. normals.push(normal.x, normal.y, normal.z);
  39318. uvs.push(faceUV[index].z, faceUV[index].y);
  39319. if (faceColors) {
  39320. colors.push(faceColors[index].r, faceColors[index].g, faceColors[index].b, faceColors[index].a);
  39321. }
  39322. }
  39323. // sides
  39324. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39325. // Result
  39326. var vertexData = new VertexData();
  39327. vertexData.indices = indices;
  39328. vertexData.positions = positions;
  39329. vertexData.normals = normals;
  39330. vertexData.uvs = uvs;
  39331. if (faceColors) {
  39332. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  39333. vertexData.colors = totalColors;
  39334. }
  39335. return vertexData;
  39336. };
  39337. /**
  39338. * Creates the VertexData for an ellipsoid, defaults to a sphere
  39339. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39340. * * segments sets the number of horizontal strips optional, default 32
  39341. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  39342. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  39343. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  39344. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  39345. * * 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
  39346. * * 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
  39347. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39348. * * 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)
  39349. * * 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)
  39350. * @returns the VertexData of the ellipsoid
  39351. */
  39352. VertexData.CreateSphere = function (options) {
  39353. var segments = options.segments || 32;
  39354. var diameterX = options.diameterX || options.diameter || 1;
  39355. var diameterY = options.diameterY || options.diameter || 1;
  39356. var diameterZ = options.diameterZ || options.diameter || 1;
  39357. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39358. var slice = options.slice && (options.slice <= 0) ? 1.0 : options.slice || 1.0;
  39359. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39360. var radius = new BABYLON.Vector3(diameterX / 2, diameterY / 2, diameterZ / 2);
  39361. var totalZRotationSteps = 2 + segments;
  39362. var totalYRotationSteps = 2 * totalZRotationSteps;
  39363. var indices = [];
  39364. var positions = [];
  39365. var normals = [];
  39366. var uvs = [];
  39367. for (var zRotationStep = 0; zRotationStep <= totalZRotationSteps; zRotationStep++) {
  39368. var normalizedZ = zRotationStep / totalZRotationSteps;
  39369. var angleZ = normalizedZ * Math.PI * slice;
  39370. for (var yRotationStep = 0; yRotationStep <= totalYRotationSteps; yRotationStep++) {
  39371. var normalizedY = yRotationStep / totalYRotationSteps;
  39372. var angleY = normalizedY * Math.PI * 2 * arc;
  39373. var rotationZ = BABYLON.Matrix.RotationZ(-angleZ);
  39374. var rotationY = BABYLON.Matrix.RotationY(angleY);
  39375. var afterRotZ = BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.Up(), rotationZ);
  39376. var complete = BABYLON.Vector3.TransformCoordinates(afterRotZ, rotationY);
  39377. var vertex = complete.multiply(radius);
  39378. var normal = complete.divide(radius).normalize();
  39379. positions.push(vertex.x, vertex.y, vertex.z);
  39380. normals.push(normal.x, normal.y, normal.z);
  39381. uvs.push(normalizedY, normalizedZ);
  39382. }
  39383. if (zRotationStep > 0) {
  39384. var verticesCount = positions.length / 3;
  39385. for (var firstIndex = verticesCount - 2 * (totalYRotationSteps + 1); (firstIndex + totalYRotationSteps + 2) < verticesCount; firstIndex++) {
  39386. indices.push((firstIndex));
  39387. indices.push((firstIndex + 1));
  39388. indices.push(firstIndex + totalYRotationSteps + 1);
  39389. indices.push((firstIndex + totalYRotationSteps + 1));
  39390. indices.push((firstIndex + 1));
  39391. indices.push((firstIndex + totalYRotationSteps + 2));
  39392. }
  39393. }
  39394. }
  39395. // Sides
  39396. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39397. // Result
  39398. var vertexData = new VertexData();
  39399. vertexData.indices = indices;
  39400. vertexData.positions = positions;
  39401. vertexData.normals = normals;
  39402. vertexData.uvs = uvs;
  39403. return vertexData;
  39404. };
  39405. /**
  39406. * Creates the VertexData for a cylinder, cone or prism
  39407. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39408. * * height sets the height (y direction) of the cylinder, optional, default 2
  39409. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  39410. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  39411. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  39412. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39413. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  39414. * * 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
  39415. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  39416. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  39417. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  39418. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  39419. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39420. * * 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)
  39421. * * 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)
  39422. * @returns the VertexData of the cylinder, cone or prism
  39423. */
  39424. VertexData.CreateCylinder = function (options) {
  39425. var height = options.height || 2;
  39426. var diameterTop = (options.diameterTop === 0) ? 0 : options.diameterTop || options.diameter || 1;
  39427. var diameterBottom = (options.diameterBottom === 0) ? 0 : options.diameterBottom || options.diameter || 1;
  39428. var tessellation = options.tessellation || 24;
  39429. var subdivisions = options.subdivisions || 1;
  39430. var hasRings = options.hasRings ? true : false;
  39431. var enclose = options.enclose ? true : false;
  39432. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  39433. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39434. var faceUV = options.faceUV || new Array(3);
  39435. var faceColors = options.faceColors;
  39436. // default face colors and UV if undefined
  39437. var quadNb = (arc !== 1 && enclose) ? 2 : 0;
  39438. var ringNb = (hasRings) ? subdivisions : 1;
  39439. var surfaceNb = 2 + (1 + quadNb) * ringNb;
  39440. var f;
  39441. for (f = 0; f < surfaceNb; f++) {
  39442. if (faceColors && faceColors[f] === undefined) {
  39443. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  39444. }
  39445. }
  39446. for (f = 0; f < surfaceNb; f++) {
  39447. if (faceUV && faceUV[f] === undefined) {
  39448. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  39449. }
  39450. }
  39451. var indices = new Array();
  39452. var positions = new Array();
  39453. var normals = new Array();
  39454. var uvs = new Array();
  39455. var colors = new Array();
  39456. var angle_step = Math.PI * 2 * arc / tessellation;
  39457. var angle;
  39458. var h;
  39459. var radius;
  39460. var tan = (diameterBottom - diameterTop) / 2 / height;
  39461. var ringVertex = BABYLON.Vector3.Zero();
  39462. var ringNormal = BABYLON.Vector3.Zero();
  39463. var ringFirstVertex = BABYLON.Vector3.Zero();
  39464. var ringFirstNormal = BABYLON.Vector3.Zero();
  39465. var quadNormal = BABYLON.Vector3.Zero();
  39466. var Y = BABYLON.Axis.Y;
  39467. // positions, normals, uvs
  39468. var i;
  39469. var j;
  39470. var r;
  39471. var ringIdx = 1;
  39472. var s = 1; // surface index
  39473. var cs = 0;
  39474. var v = 0;
  39475. for (i = 0; i <= subdivisions; i++) {
  39476. h = i / subdivisions;
  39477. radius = (h * (diameterTop - diameterBottom) + diameterBottom) / 2;
  39478. ringIdx = (hasRings && i !== 0 && i !== subdivisions) ? 2 : 1;
  39479. for (r = 0; r < ringIdx; r++) {
  39480. if (hasRings) {
  39481. s += r;
  39482. }
  39483. if (enclose) {
  39484. s += 2 * r;
  39485. }
  39486. for (j = 0; j <= tessellation; j++) {
  39487. angle = j * angle_step;
  39488. // position
  39489. ringVertex.x = Math.cos(-angle) * radius;
  39490. ringVertex.y = -height / 2 + h * height;
  39491. ringVertex.z = Math.sin(-angle) * radius;
  39492. // normal
  39493. if (diameterTop === 0 && i === subdivisions) {
  39494. // if no top cap, reuse former normals
  39495. ringNormal.x = normals[normals.length - (tessellation + 1) * 3];
  39496. ringNormal.y = normals[normals.length - (tessellation + 1) * 3 + 1];
  39497. ringNormal.z = normals[normals.length - (tessellation + 1) * 3 + 2];
  39498. }
  39499. else {
  39500. ringNormal.x = ringVertex.x;
  39501. ringNormal.z = ringVertex.z;
  39502. ringNormal.y = Math.sqrt(ringNormal.x * ringNormal.x + ringNormal.z * ringNormal.z) * tan;
  39503. ringNormal.normalize();
  39504. }
  39505. // keep first ring vertex values for enclose
  39506. if (j === 0) {
  39507. ringFirstVertex.copyFrom(ringVertex);
  39508. ringFirstNormal.copyFrom(ringNormal);
  39509. }
  39510. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39511. normals.push(ringNormal.x, ringNormal.y, ringNormal.z);
  39512. if (hasRings) {
  39513. v = (cs !== s) ? faceUV[s].y : faceUV[s].w;
  39514. }
  39515. else {
  39516. v = faceUV[s].y + (faceUV[s].w - faceUV[s].y) * h;
  39517. }
  39518. uvs.push(faceUV[s].x + (faceUV[s].z - faceUV[s].x) * j / tessellation, v);
  39519. if (faceColors) {
  39520. colors.push(faceColors[s].r, faceColors[s].g, faceColors[s].b, faceColors[s].a);
  39521. }
  39522. }
  39523. // if enclose, add four vertices and their dedicated normals
  39524. if (arc !== 1 && enclose) {
  39525. positions.push(ringVertex.x, ringVertex.y, ringVertex.z);
  39526. positions.push(0, ringVertex.y, 0);
  39527. positions.push(0, ringVertex.y, 0);
  39528. positions.push(ringFirstVertex.x, ringFirstVertex.y, ringFirstVertex.z);
  39529. BABYLON.Vector3.CrossToRef(Y, ringNormal, quadNormal);
  39530. quadNormal.normalize();
  39531. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39532. BABYLON.Vector3.CrossToRef(ringFirstNormal, Y, quadNormal);
  39533. quadNormal.normalize();
  39534. normals.push(quadNormal.x, quadNormal.y, quadNormal.z, quadNormal.x, quadNormal.y, quadNormal.z);
  39535. if (hasRings) {
  39536. v = (cs !== s) ? faceUV[s + 1].y : faceUV[s + 1].w;
  39537. }
  39538. else {
  39539. v = faceUV[s + 1].y + (faceUV[s + 1].w - faceUV[s + 1].y) * h;
  39540. }
  39541. uvs.push(faceUV[s + 1].x, v);
  39542. uvs.push(faceUV[s + 1].z, v);
  39543. if (hasRings) {
  39544. v = (cs !== s) ? faceUV[s + 2].y : faceUV[s + 2].w;
  39545. }
  39546. else {
  39547. v = faceUV[s + 2].y + (faceUV[s + 2].w - faceUV[s + 2].y) * h;
  39548. }
  39549. uvs.push(faceUV[s + 2].x, v);
  39550. uvs.push(faceUV[s + 2].z, v);
  39551. if (faceColors) {
  39552. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39553. colors.push(faceColors[s + 1].r, faceColors[s + 1].g, faceColors[s + 1].b, faceColors[s + 1].a);
  39554. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39555. colors.push(faceColors[s + 2].r, faceColors[s + 2].g, faceColors[s + 2].b, faceColors[s + 2].a);
  39556. }
  39557. }
  39558. if (cs !== s) {
  39559. cs = s;
  39560. }
  39561. }
  39562. }
  39563. // indices
  39564. var e = (arc !== 1 && enclose) ? tessellation + 4 : tessellation; // correction of number of iteration if enclose
  39565. var s;
  39566. i = 0;
  39567. for (s = 0; s < subdivisions; s++) {
  39568. var i0 = 0;
  39569. var i1 = 0;
  39570. var i2 = 0;
  39571. var i3 = 0;
  39572. for (j = 0; j < tessellation; j++) {
  39573. i0 = i * (e + 1) + j;
  39574. i1 = (i + 1) * (e + 1) + j;
  39575. i2 = i * (e + 1) + (j + 1);
  39576. i3 = (i + 1) * (e + 1) + (j + 1);
  39577. indices.push(i0, i1, i2);
  39578. indices.push(i3, i2, i1);
  39579. }
  39580. if (arc !== 1 && enclose) { // if enclose, add two quads
  39581. indices.push(i0 + 2, i1 + 2, i2 + 2);
  39582. indices.push(i3 + 2, i2 + 2, i1 + 2);
  39583. indices.push(i0 + 4, i1 + 4, i2 + 4);
  39584. indices.push(i3 + 4, i2 + 4, i1 + 4);
  39585. }
  39586. i = (hasRings) ? (i + 2) : (i + 1);
  39587. }
  39588. // Caps
  39589. var createCylinderCap = function (isTop) {
  39590. var radius = isTop ? diameterTop / 2 : diameterBottom / 2;
  39591. if (radius === 0) {
  39592. return;
  39593. }
  39594. // Cap positions, normals & uvs
  39595. var angle;
  39596. var circleVector;
  39597. var i;
  39598. var u = (isTop) ? faceUV[surfaceNb - 1] : faceUV[0];
  39599. var c = null;
  39600. if (faceColors) {
  39601. c = (isTop) ? faceColors[surfaceNb - 1] : faceColors[0];
  39602. }
  39603. // cap center
  39604. var vbase = positions.length / 3;
  39605. var offset = isTop ? height / 2 : -height / 2;
  39606. var center = new BABYLON.Vector3(0, offset, 0);
  39607. positions.push(center.x, center.y, center.z);
  39608. normals.push(0, isTop ? 1 : -1, 0);
  39609. uvs.push(u.x + (u.z - u.x) * 0.5, u.y + (u.w - u.y) * 0.5);
  39610. if (c) {
  39611. colors.push(c.r, c.g, c.b, c.a);
  39612. }
  39613. var textureScale = new BABYLON.Vector2(0.5, 0.5);
  39614. for (i = 0; i <= tessellation; i++) {
  39615. angle = Math.PI * 2 * i * arc / tessellation;
  39616. var cos = Math.cos(-angle);
  39617. var sin = Math.sin(-angle);
  39618. circleVector = new BABYLON.Vector3(cos * radius, offset, sin * radius);
  39619. var textureCoordinate = new BABYLON.Vector2(cos * textureScale.x + 0.5, sin * textureScale.y + 0.5);
  39620. positions.push(circleVector.x, circleVector.y, circleVector.z);
  39621. normals.push(0, isTop ? 1 : -1, 0);
  39622. uvs.push(u.x + (u.z - u.x) * textureCoordinate.x, u.y + (u.w - u.y) * textureCoordinate.y);
  39623. if (c) {
  39624. colors.push(c.r, c.g, c.b, c.a);
  39625. }
  39626. }
  39627. // Cap indices
  39628. for (i = 0; i < tessellation; i++) {
  39629. if (!isTop) {
  39630. indices.push(vbase);
  39631. indices.push(vbase + (i + 1));
  39632. indices.push(vbase + (i + 2));
  39633. }
  39634. else {
  39635. indices.push(vbase);
  39636. indices.push(vbase + (i + 2));
  39637. indices.push(vbase + (i + 1));
  39638. }
  39639. }
  39640. };
  39641. // add caps to geometry
  39642. createCylinderCap(false);
  39643. createCylinderCap(true);
  39644. // Sides
  39645. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39646. var vertexData = new VertexData();
  39647. vertexData.indices = indices;
  39648. vertexData.positions = positions;
  39649. vertexData.normals = normals;
  39650. vertexData.uvs = uvs;
  39651. if (faceColors) {
  39652. vertexData.colors = colors;
  39653. }
  39654. return vertexData;
  39655. };
  39656. /**
  39657. * Creates the VertexData for a torus
  39658. * @param options an object used to set the following optional parameters for the box, required but can be empty
  39659. * * diameter the diameter of the torus, optional default 1
  39660. * * thickness the diameter of the tube forming the torus, optional default 0.5
  39661. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  39662. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  39663. * * 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)
  39664. * * 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)
  39665. * @returns the VertexData of the torus
  39666. */
  39667. VertexData.CreateTorus = function (options) {
  39668. var indices = [];
  39669. var positions = [];
  39670. var normals = [];
  39671. var uvs = [];
  39672. var diameter = options.diameter || 1;
  39673. var thickness = options.thickness || 0.5;
  39674. var tessellation = options.tessellation || 16;
  39675. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  39676. var stride = tessellation + 1;
  39677. for (var i = 0; i <= tessellation; i++) {
  39678. var u = i / tessellation;
  39679. var outerAngle = i * Math.PI * 2.0 / tessellation - Math.PI / 2.0;
  39680. var transform = BABYLON.Matrix.Translation(diameter / 2.0, 0, 0).multiply(BABYLON.Matrix.RotationY(outerAngle));
  39681. for (var j = 0; j <= tessellation; j++) {
  39682. var v = 1 - j / tessellation;
  39683. var innerAngle = j * Math.PI * 2.0 / tessellation + Math.PI;
  39684. var dx = Math.cos(innerAngle);
  39685. var dy = Math.sin(innerAngle);
  39686. // Create a vertex.
  39687. var normal = new BABYLON.Vector3(dx, dy, 0);
  39688. var position = normal.scale(thickness / 2);
  39689. var textureCoordinate = new BABYLON.Vector2(u, v);
  39690. position = BABYLON.Vector3.TransformCoordinates(position, transform);
  39691. normal = BABYLON.Vector3.TransformNormal(normal, transform);
  39692. positions.push(position.x, position.y, position.z);
  39693. normals.push(normal.x, normal.y, normal.z);
  39694. uvs.push(textureCoordinate.x, textureCoordinate.y);
  39695. // And create indices for two triangles.
  39696. var nextI = (i + 1) % stride;
  39697. var nextJ = (j + 1) % stride;
  39698. indices.push(i * stride + j);
  39699. indices.push(i * stride + nextJ);
  39700. indices.push(nextI * stride + j);
  39701. indices.push(i * stride + nextJ);
  39702. indices.push(nextI * stride + nextJ);
  39703. indices.push(nextI * stride + j);
  39704. }
  39705. }
  39706. // Sides
  39707. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  39708. // Result
  39709. var vertexData = new VertexData();
  39710. vertexData.indices = indices;
  39711. vertexData.positions = positions;
  39712. vertexData.normals = normals;
  39713. vertexData.uvs = uvs;
  39714. return vertexData;
  39715. };
  39716. /**
  39717. * Creates the VertexData of the LineSystem
  39718. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  39719. * - lines an array of lines, each line being an array of successive Vector3
  39720. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  39721. * @returns the VertexData of the LineSystem
  39722. */
  39723. VertexData.CreateLineSystem = function (options) {
  39724. var indices = [];
  39725. var positions = [];
  39726. var lines = options.lines;
  39727. var colors = options.colors;
  39728. var vertexColors = [];
  39729. var idx = 0;
  39730. for (var l = 0; l < lines.length; l++) {
  39731. var points = lines[l];
  39732. for (var index = 0; index < points.length; index++) {
  39733. positions.push(points[index].x, points[index].y, points[index].z);
  39734. if (colors) {
  39735. var color = colors[l];
  39736. vertexColors.push(color[index].r, color[index].g, color[index].b, color[index].a);
  39737. }
  39738. if (index > 0) {
  39739. indices.push(idx - 1);
  39740. indices.push(idx);
  39741. }
  39742. idx++;
  39743. }
  39744. }
  39745. var vertexData = new VertexData();
  39746. vertexData.indices = indices;
  39747. vertexData.positions = positions;
  39748. if (colors) {
  39749. vertexData.colors = vertexColors;
  39750. }
  39751. return vertexData;
  39752. };
  39753. /**
  39754. * Create the VertexData for a DashedLines
  39755. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  39756. * - points an array successive Vector3
  39757. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  39758. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  39759. * - dashNb the intended total number of dashes, optional, default 200
  39760. * @returns the VertexData for the DashedLines
  39761. */
  39762. VertexData.CreateDashedLines = function (options) {
  39763. var dashSize = options.dashSize || 3;
  39764. var gapSize = options.gapSize || 1;
  39765. var dashNb = options.dashNb || 200;
  39766. var points = options.points;
  39767. var positions = new Array();
  39768. var indices = new Array();
  39769. var curvect = BABYLON.Vector3.Zero();
  39770. var lg = 0;
  39771. var nb = 0;
  39772. var shft = 0;
  39773. var dashshft = 0;
  39774. var curshft = 0;
  39775. var idx = 0;
  39776. var i = 0;
  39777. for (i = 0; i < points.length - 1; i++) {
  39778. points[i + 1].subtractToRef(points[i], curvect);
  39779. lg += curvect.length();
  39780. }
  39781. shft = lg / dashNb;
  39782. dashshft = dashSize * shft / (dashSize + gapSize);
  39783. for (i = 0; i < points.length - 1; i++) {
  39784. points[i + 1].subtractToRef(points[i], curvect);
  39785. nb = Math.floor(curvect.length() / shft);
  39786. curvect.normalize();
  39787. for (var j = 0; j < nb; j++) {
  39788. curshft = shft * j;
  39789. positions.push(points[i].x + curshft * curvect.x, points[i].y + curshft * curvect.y, points[i].z + curshft * curvect.z);
  39790. positions.push(points[i].x + (curshft + dashshft) * curvect.x, points[i].y + (curshft + dashshft) * curvect.y, points[i].z + (curshft + dashshft) * curvect.z);
  39791. indices.push(idx, idx + 1);
  39792. idx += 2;
  39793. }
  39794. }
  39795. // Result
  39796. var vertexData = new VertexData();
  39797. vertexData.positions = positions;
  39798. vertexData.indices = indices;
  39799. return vertexData;
  39800. };
  39801. /**
  39802. * Creates the VertexData for a Ground
  39803. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39804. * - width the width (x direction) of the ground, optional, default 1
  39805. * - height the height (z direction) of the ground, optional, default 1
  39806. * - subdivisions the number of subdivisions per side, optional, default 1
  39807. * @returns the VertexData of the Ground
  39808. */
  39809. VertexData.CreateGround = function (options) {
  39810. var indices = [];
  39811. var positions = [];
  39812. var normals = [];
  39813. var uvs = [];
  39814. var row, col;
  39815. var width = options.width || 1;
  39816. var height = options.height || 1;
  39817. var subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  39818. var subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  39819. for (row = 0; row <= subdivisionsY; row++) {
  39820. for (col = 0; col <= subdivisionsX; col++) {
  39821. var position = new BABYLON.Vector3((col * width) / subdivisionsX - (width / 2.0), 0, ((subdivisionsY - row) * height) / subdivisionsY - (height / 2.0));
  39822. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39823. positions.push(position.x, position.y, position.z);
  39824. normals.push(normal.x, normal.y, normal.z);
  39825. uvs.push(col / subdivisionsX, 1.0 - row / subdivisionsY);
  39826. }
  39827. }
  39828. for (row = 0; row < subdivisionsY; row++) {
  39829. for (col = 0; col < subdivisionsX; col++) {
  39830. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39831. indices.push(col + 1 + row * (subdivisionsX + 1));
  39832. indices.push(col + row * (subdivisionsX + 1));
  39833. indices.push(col + (row + 1) * (subdivisionsX + 1));
  39834. indices.push(col + 1 + (row + 1) * (subdivisionsX + 1));
  39835. indices.push(col + row * (subdivisionsX + 1));
  39836. }
  39837. }
  39838. // Result
  39839. var vertexData = new VertexData();
  39840. vertexData.indices = indices;
  39841. vertexData.positions = positions;
  39842. vertexData.normals = normals;
  39843. vertexData.uvs = uvs;
  39844. return vertexData;
  39845. };
  39846. /**
  39847. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  39848. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  39849. * * xmin the ground minimum X coordinate, optional, default -1
  39850. * * zmin the ground minimum Z coordinate, optional, default -1
  39851. * * xmax the ground maximum X coordinate, optional, default 1
  39852. * * zmax the ground maximum Z coordinate, optional, default 1
  39853. * * 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}
  39854. * * 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}
  39855. * @returns the VertexData of the TiledGround
  39856. */
  39857. VertexData.CreateTiledGround = function (options) {
  39858. var xmin = (options.xmin !== undefined && options.xmin !== null) ? options.xmin : -1.0;
  39859. var zmin = (options.zmin !== undefined && options.zmin !== null) ? options.zmin : -1.0;
  39860. var xmax = (options.xmax !== undefined && options.xmax !== null) ? options.xmax : 1.0;
  39861. var zmax = (options.zmax !== undefined && options.zmax !== null) ? options.zmax : 1.0;
  39862. var subdivisions = options.subdivisions || { w: 1, h: 1 };
  39863. var precision = options.precision || { w: 1, h: 1 };
  39864. var indices = new Array();
  39865. var positions = new Array();
  39866. var normals = new Array();
  39867. var uvs = new Array();
  39868. var row, col, tileRow, tileCol;
  39869. subdivisions.h = (subdivisions.h < 1) ? 1 : subdivisions.h;
  39870. subdivisions.w = (subdivisions.w < 1) ? 1 : subdivisions.w;
  39871. precision.w = (precision.w < 1) ? 1 : precision.w;
  39872. precision.h = (precision.h < 1) ? 1 : precision.h;
  39873. var tileSize = {
  39874. 'w': (xmax - xmin) / subdivisions.w,
  39875. 'h': (zmax - zmin) / subdivisions.h
  39876. };
  39877. function applyTile(xTileMin, zTileMin, xTileMax, zTileMax) {
  39878. // Indices
  39879. var base = positions.length / 3;
  39880. var rowLength = precision.w + 1;
  39881. for (row = 0; row < precision.h; row++) {
  39882. for (col = 0; col < precision.w; col++) {
  39883. var square = [
  39884. base + col + row * rowLength,
  39885. base + (col + 1) + row * rowLength,
  39886. base + (col + 1) + (row + 1) * rowLength,
  39887. base + col + (row + 1) * rowLength
  39888. ];
  39889. indices.push(square[1]);
  39890. indices.push(square[2]);
  39891. indices.push(square[3]);
  39892. indices.push(square[0]);
  39893. indices.push(square[1]);
  39894. indices.push(square[3]);
  39895. }
  39896. }
  39897. // Position, normals and uvs
  39898. var position = BABYLON.Vector3.Zero();
  39899. var normal = new BABYLON.Vector3(0, 1.0, 0);
  39900. for (row = 0; row <= precision.h; row++) {
  39901. position.z = (row * (zTileMax - zTileMin)) / precision.h + zTileMin;
  39902. for (col = 0; col <= precision.w; col++) {
  39903. position.x = (col * (xTileMax - xTileMin)) / precision.w + xTileMin;
  39904. position.y = 0;
  39905. positions.push(position.x, position.y, position.z);
  39906. normals.push(normal.x, normal.y, normal.z);
  39907. uvs.push(col / precision.w, row / precision.h);
  39908. }
  39909. }
  39910. }
  39911. for (tileRow = 0; tileRow < subdivisions.h; tileRow++) {
  39912. for (tileCol = 0; tileCol < subdivisions.w; tileCol++) {
  39913. applyTile(xmin + tileCol * tileSize.w, zmin + tileRow * tileSize.h, xmin + (tileCol + 1) * tileSize.w, zmin + (tileRow + 1) * tileSize.h);
  39914. }
  39915. }
  39916. // Result
  39917. var vertexData = new VertexData();
  39918. vertexData.indices = indices;
  39919. vertexData.positions = positions;
  39920. vertexData.normals = normals;
  39921. vertexData.uvs = uvs;
  39922. return vertexData;
  39923. };
  39924. /**
  39925. * Creates the VertexData of the Ground designed from a heightmap
  39926. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  39927. * * width the width (x direction) of the ground
  39928. * * height the height (z direction) of the ground
  39929. * * subdivisions the number of subdivisions per side
  39930. * * minHeight the minimum altitude on the ground, optional, default 0
  39931. * * maxHeight the maximum altitude on the ground, optional default 1
  39932. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  39933. * * buffer the array holding the image color data
  39934. * * bufferWidth the width of image
  39935. * * bufferHeight the height of image
  39936. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  39937. * @returns the VertexData of the Ground designed from a heightmap
  39938. */
  39939. VertexData.CreateGroundFromHeightMap = function (options) {
  39940. var indices = [];
  39941. var positions = [];
  39942. var normals = [];
  39943. var uvs = [];
  39944. var row, col;
  39945. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  39946. var alphaFilter = options.alphaFilter || 0.0;
  39947. // Vertices
  39948. for (row = 0; row <= options.subdivisions; row++) {
  39949. for (col = 0; col <= options.subdivisions; col++) {
  39950. 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));
  39951. // Compute height
  39952. var heightMapX = (((position.x + options.width / 2) / options.width) * (options.bufferWidth - 1)) | 0;
  39953. var heightMapY = ((1.0 - (position.z + options.height / 2) / options.height) * (options.bufferHeight - 1)) | 0;
  39954. var pos = (heightMapX + heightMapY * options.bufferWidth) * 4;
  39955. var r = options.buffer[pos] / 255.0;
  39956. var g = options.buffer[pos + 1] / 255.0;
  39957. var b = options.buffer[pos + 2] / 255.0;
  39958. var a = options.buffer[pos + 3] / 255.0;
  39959. var gradient = r * filter.r + g * filter.g + b * filter.b;
  39960. // If our alpha channel is not within our filter then we will assign a 'special' height
  39961. // Then when building the indices, we will ignore any vertex that is using the special height
  39962. if (a >= alphaFilter) {
  39963. position.y = options.minHeight + (options.maxHeight - options.minHeight) * gradient;
  39964. }
  39965. else {
  39966. position.y = options.minHeight - BABYLON.Epsilon; // We can't have a height below minHeight, normally.
  39967. }
  39968. // Add vertex
  39969. positions.push(position.x, position.y, position.z);
  39970. normals.push(0, 0, 0);
  39971. uvs.push(col / options.subdivisions, 1.0 - row / options.subdivisions);
  39972. }
  39973. }
  39974. // Indices
  39975. for (row = 0; row < options.subdivisions; row++) {
  39976. for (col = 0; col < options.subdivisions; col++) {
  39977. // Calculate Indices
  39978. var idx1 = (col + 1 + (row + 1) * (options.subdivisions + 1));
  39979. var idx2 = (col + 1 + row * (options.subdivisions + 1));
  39980. var idx3 = (col + row * (options.subdivisions + 1));
  39981. var idx4 = (col + (row + 1) * (options.subdivisions + 1));
  39982. // Check that all indices are visible (based on our special height)
  39983. // Only display the vertex if all Indices are visible
  39984. // Positions are stored x,y,z for each vertex, hence the * 3 and + 1 for height
  39985. var isVisibleIdx1 = positions[idx1 * 3 + 1] >= options.minHeight;
  39986. var isVisibleIdx2 = positions[idx2 * 3 + 1] >= options.minHeight;
  39987. var isVisibleIdx3 = positions[idx3 * 3 + 1] >= options.minHeight;
  39988. if (isVisibleIdx1 && isVisibleIdx2 && isVisibleIdx3) {
  39989. indices.push(idx1);
  39990. indices.push(idx2);
  39991. indices.push(idx3);
  39992. }
  39993. var isVisibleIdx4 = positions[idx4 * 3 + 1] >= options.minHeight;
  39994. if (isVisibleIdx4 && isVisibleIdx1 && isVisibleIdx3) {
  39995. indices.push(idx4);
  39996. indices.push(idx1);
  39997. indices.push(idx3);
  39998. }
  39999. }
  40000. }
  40001. // Normals
  40002. VertexData.ComputeNormals(positions, indices, normals);
  40003. // Result
  40004. var vertexData = new VertexData();
  40005. vertexData.indices = indices;
  40006. vertexData.positions = positions;
  40007. vertexData.normals = normals;
  40008. vertexData.uvs = uvs;
  40009. return vertexData;
  40010. };
  40011. /**
  40012. * Creates the VertexData for a Plane
  40013. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  40014. * * size sets the width and height of the plane to the value of size, optional default 1
  40015. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  40016. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  40017. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40018. * * 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)
  40019. * * 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)
  40020. * @returns the VertexData of the box
  40021. */
  40022. VertexData.CreatePlane = function (options) {
  40023. var indices = [];
  40024. var positions = [];
  40025. var normals = [];
  40026. var uvs = [];
  40027. var width = options.width || options.size || 1;
  40028. var height = options.height || options.size || 1;
  40029. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40030. // Vertices
  40031. var halfWidth = width / 2.0;
  40032. var halfHeight = height / 2.0;
  40033. positions.push(-halfWidth, -halfHeight, 0);
  40034. normals.push(0, 0, -1.0);
  40035. uvs.push(0.0, 0.0);
  40036. positions.push(halfWidth, -halfHeight, 0);
  40037. normals.push(0, 0, -1.0);
  40038. uvs.push(1.0, 0.0);
  40039. positions.push(halfWidth, halfHeight, 0);
  40040. normals.push(0, 0, -1.0);
  40041. uvs.push(1.0, 1.0);
  40042. positions.push(-halfWidth, halfHeight, 0);
  40043. normals.push(0, 0, -1.0);
  40044. uvs.push(0.0, 1.0);
  40045. // Indices
  40046. indices.push(0);
  40047. indices.push(1);
  40048. indices.push(2);
  40049. indices.push(0);
  40050. indices.push(2);
  40051. indices.push(3);
  40052. // Sides
  40053. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40054. // Result
  40055. var vertexData = new VertexData();
  40056. vertexData.indices = indices;
  40057. vertexData.positions = positions;
  40058. vertexData.normals = normals;
  40059. vertexData.uvs = uvs;
  40060. return vertexData;
  40061. };
  40062. /**
  40063. * Creates the VertexData of the Disc or regular Polygon
  40064. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  40065. * * radius the radius of the disc, optional default 0.5
  40066. * * tessellation the number of polygon sides, optional, default 64
  40067. * * 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
  40068. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40069. * * 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)
  40070. * * 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)
  40071. * @returns the VertexData of the box
  40072. */
  40073. VertexData.CreateDisc = function (options) {
  40074. var positions = new Array();
  40075. var indices = new Array();
  40076. var normals = new Array();
  40077. var uvs = new Array();
  40078. var radius = options.radius || 0.5;
  40079. var tessellation = options.tessellation || 64;
  40080. var arc = options.arc && (options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc || 1.0;
  40081. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40082. // positions and uvs
  40083. positions.push(0, 0, 0); // disc center first
  40084. uvs.push(0.5, 0.5);
  40085. var theta = Math.PI * 2 * arc;
  40086. var step = theta / tessellation;
  40087. for (var a = 0; a < theta; a += step) {
  40088. var x = Math.cos(a);
  40089. var y = Math.sin(a);
  40090. var u = (x + 1) / 2;
  40091. var v = (1 - y) / 2;
  40092. positions.push(radius * x, radius * y, 0);
  40093. uvs.push(u, v);
  40094. }
  40095. if (arc === 1) {
  40096. positions.push(positions[3], positions[4], positions[5]); // close the circle
  40097. uvs.push(uvs[2], uvs[3]);
  40098. }
  40099. //indices
  40100. var vertexNb = positions.length / 3;
  40101. for (var i = 1; i < vertexNb - 1; i++) {
  40102. indices.push(i + 1, 0, i);
  40103. }
  40104. // result
  40105. VertexData.ComputeNormals(positions, indices, normals);
  40106. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40107. var vertexData = new VertexData();
  40108. vertexData.indices = indices;
  40109. vertexData.positions = positions;
  40110. vertexData.normals = normals;
  40111. vertexData.uvs = uvs;
  40112. return vertexData;
  40113. };
  40114. /**
  40115. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  40116. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  40117. * @param polygon a mesh built from polygonTriangulation.build()
  40118. * @param sideOrientation takes the values BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40119. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40120. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40121. * @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)
  40122. * @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)
  40123. * @returns the VertexData of the Polygon
  40124. */
  40125. VertexData.CreatePolygon = function (polygon, sideOrientation, fUV, fColors, frontUVs, backUVs) {
  40126. var faceUV = fUV || new Array(3);
  40127. var faceColors = fColors;
  40128. var colors = [];
  40129. // default face colors and UV if undefined
  40130. for (var f = 0; f < 3; f++) {
  40131. if (faceUV[f] === undefined) {
  40132. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40133. }
  40134. if (faceColors && faceColors[f] === undefined) {
  40135. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40136. }
  40137. }
  40138. var positions = polygon.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  40139. var normals = polygon.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  40140. var uvs = polygon.getVerticesData(BABYLON.VertexBuffer.UVKind);
  40141. var indices = polygon.getIndices();
  40142. // set face colours and textures
  40143. var idx = 0;
  40144. var face = 0;
  40145. for (var index = 0; index < normals.length; index += 3) {
  40146. //Edge Face no. 1
  40147. if (Math.abs(normals[index + 1]) < 0.001) {
  40148. face = 1;
  40149. }
  40150. //Top Face no. 0
  40151. if (Math.abs(normals[index + 1] - 1) < 0.001) {
  40152. face = 0;
  40153. }
  40154. //Bottom Face no. 2
  40155. if (Math.abs(normals[index + 1] + 1) < 0.001) {
  40156. face = 2;
  40157. }
  40158. idx = index / 3;
  40159. uvs[2 * idx] = (1 - uvs[2 * idx]) * faceUV[face].x + uvs[2 * idx] * faceUV[face].z;
  40160. uvs[2 * idx + 1] = (1 - uvs[2 * idx + 1]) * faceUV[face].y + uvs[2 * idx + 1] * faceUV[face].w;
  40161. if (faceColors) {
  40162. colors.push(faceColors[face].r, faceColors[face].g, faceColors[face].b, faceColors[face].a);
  40163. }
  40164. }
  40165. // sides
  40166. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs);
  40167. // Result
  40168. var vertexData = new VertexData();
  40169. vertexData.indices = indices;
  40170. vertexData.positions = positions;
  40171. vertexData.normals = normals;
  40172. vertexData.uvs = uvs;
  40173. if (faceColors) {
  40174. var totalColors = (sideOrientation === BABYLON.Mesh.DOUBLESIDE) ? colors.concat(colors) : colors;
  40175. vertexData.colors = totalColors;
  40176. }
  40177. return vertexData;
  40178. };
  40179. /**
  40180. * Creates the VertexData of the IcoSphere
  40181. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  40182. * * radius the radius of the IcoSphere, optional default 1
  40183. * * radiusX allows stretching in the x direction, optional, default radius
  40184. * * radiusY allows stretching in the y direction, optional, default radius
  40185. * * radiusZ allows stretching in the z direction, optional, default radius
  40186. * * flat when true creates a flat shaded mesh, optional, default true
  40187. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40188. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40189. * * 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)
  40190. * * 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)
  40191. * @returns the VertexData of the IcoSphere
  40192. */
  40193. VertexData.CreateIcoSphere = function (options) {
  40194. var sideOrientation = options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40195. var radius = options.radius || 1;
  40196. var flat = (options.flat === undefined) ? true : options.flat;
  40197. var subdivisions = options.subdivisions || 4;
  40198. var radiusX = options.radiusX || radius;
  40199. var radiusY = options.radiusY || radius;
  40200. var radiusZ = options.radiusZ || radius;
  40201. var t = (1 + Math.sqrt(5)) / 2;
  40202. // 12 vertex x,y,z
  40203. var ico_vertices = [
  40204. -1, t, -0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  40205. 0, -1, -t, 0, 1, -t, 0, -1, t, 0, 1, t,
  40206. t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0, -1 // v8-11
  40207. ];
  40208. // index of 3 vertex makes a face of icopshere
  40209. var ico_indices = [
  40210. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 12, 22, 23,
  40211. 1, 5, 20, 5, 11, 4, 23, 22, 13, 22, 18, 6, 7, 1, 8,
  40212. 14, 21, 4, 14, 4, 2, 16, 13, 6, 15, 6, 19, 3, 8, 9,
  40213. 4, 21, 5, 13, 17, 23, 6, 13, 22, 19, 6, 18, 9, 8, 1
  40214. ];
  40215. // vertex for uv have aliased position, not for UV
  40216. var vertices_unalias_id = [
  40217. 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
  40218. // vertex alias
  40219. 0,
  40220. 2,
  40221. 3,
  40222. 3,
  40223. 3,
  40224. 4,
  40225. 7,
  40226. 8,
  40227. 9,
  40228. 9,
  40229. 10,
  40230. 11 // 23: B + 12
  40231. ];
  40232. // uv as integer step (not pixels !)
  40233. var ico_vertexuv = [
  40234. 5, 1, 3, 1, 6, 4, 0, 0,
  40235. 5, 3, 4, 2, 2, 2, 4, 0,
  40236. 2, 0, 1, 1, 6, 0, 6, 2,
  40237. // vertex alias (for same vertex on different faces)
  40238. 0, 4,
  40239. 3, 3,
  40240. 4, 4,
  40241. 3, 1,
  40242. 4, 2,
  40243. 4, 4,
  40244. 0, 2,
  40245. 1, 1,
  40246. 2, 2,
  40247. 3, 3,
  40248. 1, 3,
  40249. 2, 4 // 23: B + 12
  40250. ];
  40251. // Vertices[0, 1, ...9, A, B] : position on UV plane
  40252. // '+' indicate duplicate position to be fixed (3,9:0,2,3,4,7,8,A,B)
  40253. // First island of uv mapping
  40254. // v = 4h 3+ 2
  40255. // v = 3h 9+ 4
  40256. // v = 2h 9+ 5 B
  40257. // v = 1h 9 1 0
  40258. // v = 0h 3 8 7 A
  40259. // u = 0 1 2 3 4 5 6 *a
  40260. // Second island of uv mapping
  40261. // v = 4h 0+ B+ 4+
  40262. // v = 3h A+ 2+
  40263. // v = 2h 7+ 6 3+
  40264. // v = 1h 8+ 3+
  40265. // v = 0h
  40266. // u = 0 1 2 3 4 5 6 *a
  40267. // Face layout on texture UV mapping
  40268. // ============
  40269. // \ 4 /\ 16 / ======
  40270. // \ / \ / /\ 11 /
  40271. // \/ 7 \/ / \ /
  40272. // ======= / 10 \/
  40273. // /\ 17 /\ =======
  40274. // / \ / \ \ 15 /\
  40275. // / 8 \/ 12 \ \ / \
  40276. // ============ \/ 6 \
  40277. // \ 18 /\ ============
  40278. // \ / \ \ 5 /\ 0 /
  40279. // \/ 13 \ \ / \ /
  40280. // ======= \/ 1 \/
  40281. // =============
  40282. // /\ 19 /\ 2 /\
  40283. // / \ / \ / \
  40284. // / 14 \/ 9 \/ 3 \
  40285. // ===================
  40286. // uv step is u:1 or 0.5, v:cos(30)=sqrt(3)/2, ratio approx is 84/97
  40287. var ustep = 138 / 1024;
  40288. var vstep = 239 / 1024;
  40289. var uoffset = 60 / 1024;
  40290. var voffset = 26 / 1024;
  40291. // Second island should have margin, not to touch the first island
  40292. // avoid any borderline artefact in pixel rounding
  40293. var island_u_offset = -40 / 1024;
  40294. var island_v_offset = +20 / 1024;
  40295. // face is either island 0 or 1 :
  40296. // second island is for faces : [4, 7, 8, 12, 13, 16, 17, 18]
  40297. var island = [
  40298. 0, 0, 0, 0, 1,
  40299. 0, 0, 1, 1, 0,
  40300. 0, 0, 1, 1, 0,
  40301. 0, 1, 1, 1, 0 // 15 - 19
  40302. ];
  40303. var indices = new Array();
  40304. var positions = new Array();
  40305. var normals = new Array();
  40306. var uvs = new Array();
  40307. var current_indice = 0;
  40308. // prepare array of 3 vector (empty) (to be worked in place, shared for each face)
  40309. var face_vertex_pos = new Array(3);
  40310. var face_vertex_uv = new Array(3);
  40311. var v012;
  40312. for (v012 = 0; v012 < 3; v012++) {
  40313. face_vertex_pos[v012] = BABYLON.Vector3.Zero();
  40314. face_vertex_uv[v012] = BABYLON.Vector2.Zero();
  40315. }
  40316. // create all with normals
  40317. for (var face = 0; face < 20; face++) {
  40318. // 3 vertex per face
  40319. for (v012 = 0; v012 < 3; v012++) {
  40320. // look up vertex 0,1,2 to its index in 0 to 11 (or 23 including alias)
  40321. var v_id = ico_indices[3 * face + v012];
  40322. // vertex have 3D position (x,y,z)
  40323. 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]);
  40324. // Normalize to get normal, then scale to radius
  40325. face_vertex_pos[v012].normalize().scaleInPlace(radius);
  40326. // uv Coordinates from vertex ID
  40327. 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);
  40328. }
  40329. // Subdivide the face (interpolate pos, norm, uv)
  40330. // - pos is linear interpolation, then projected to sphere (converge polyhedron to sphere)
  40331. // - norm is linear interpolation of vertex corner normal
  40332. // (to be checked if better to re-calc from face vertex, or if approximation is OK ??? )
  40333. // - uv is linear interpolation
  40334. //
  40335. // Topology is as below for sub-divide by 2
  40336. // vertex shown as v0,v1,v2
  40337. // interp index is i1 to progress in range [v0,v1[
  40338. // interp index is i2 to progress in range [v0,v2[
  40339. // face index as (i1,i2) for /\ : (i1,i2),(i1+1,i2),(i1,i2+1)
  40340. // and (i1,i2)' for \/ : (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40341. //
  40342. //
  40343. // i2 v2
  40344. // ^ ^
  40345. // / / \
  40346. // / / \
  40347. // / / \
  40348. // / / (0,1) \
  40349. // / #---------\
  40350. // / / \ (0,0)'/ \
  40351. // / / \ / \
  40352. // / / \ / \
  40353. // / / (0,0) \ / (1,0) \
  40354. // / #---------#---------\
  40355. // v0 v1
  40356. //
  40357. // --------------------> i1
  40358. //
  40359. // interp of (i1,i2):
  40360. // along i2 : x0=lerp(v0,v2, i2/S) <---> x1=lerp(v1,v2, i2/S)
  40361. // along i1 : lerp(x0,x1, i1/(S-i2))
  40362. //
  40363. // centroid of triangle is needed to get help normal computation
  40364. // (c1,c2) are used for centroid location
  40365. var interp_vertex = function (i1, i2, c1, c2) {
  40366. // vertex is interpolated from
  40367. // - face_vertex_pos[0..2]
  40368. // - face_vertex_uv[0..2]
  40369. var pos_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], i2 / subdivisions);
  40370. var pos_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], i2 / subdivisions);
  40371. var pos_interp = (subdivisions === i2) ? face_vertex_pos[2] : BABYLON.Vector3.Lerp(pos_x0, pos_x1, i1 / (subdivisions - i2));
  40372. pos_interp.normalize();
  40373. var vertex_normal;
  40374. if (flat) {
  40375. // in flat mode, recalculate normal as face centroid normal
  40376. var centroid_x0 = BABYLON.Vector3.Lerp(face_vertex_pos[0], face_vertex_pos[2], c2 / subdivisions);
  40377. var centroid_x1 = BABYLON.Vector3.Lerp(face_vertex_pos[1], face_vertex_pos[2], c2 / subdivisions);
  40378. vertex_normal = BABYLON.Vector3.Lerp(centroid_x0, centroid_x1, c1 / (subdivisions - c2));
  40379. }
  40380. else {
  40381. // in smooth mode, recalculate normal from each single vertex position
  40382. vertex_normal = new BABYLON.Vector3(pos_interp.x, pos_interp.y, pos_interp.z);
  40383. }
  40384. // Vertex normal need correction due to X,Y,Z radius scaling
  40385. vertex_normal.x /= radiusX;
  40386. vertex_normal.y /= radiusY;
  40387. vertex_normal.z /= radiusZ;
  40388. vertex_normal.normalize();
  40389. var uv_x0 = BABYLON.Vector2.Lerp(face_vertex_uv[0], face_vertex_uv[2], i2 / subdivisions);
  40390. var uv_x1 = BABYLON.Vector2.Lerp(face_vertex_uv[1], face_vertex_uv[2], i2 / subdivisions);
  40391. var uv_interp = (subdivisions === i2) ? face_vertex_uv[2] : BABYLON.Vector2.Lerp(uv_x0, uv_x1, i1 / (subdivisions - i2));
  40392. positions.push(pos_interp.x * radiusX, pos_interp.y * radiusY, pos_interp.z * radiusZ);
  40393. normals.push(vertex_normal.x, vertex_normal.y, vertex_normal.z);
  40394. uvs.push(uv_interp.x, uv_interp.y);
  40395. // push each vertex has member of a face
  40396. // Same vertex can bleong to multiple face, it is pushed multiple time (duplicate vertex are present)
  40397. indices.push(current_indice);
  40398. current_indice++;
  40399. };
  40400. for (var i2 = 0; i2 < subdivisions; i2++) {
  40401. for (var i1 = 0; i1 + i2 < subdivisions; i1++) {
  40402. // face : (i1,i2) for /\ :
  40403. // interp for : (i1,i2),(i1+1,i2),(i1,i2+1)
  40404. interp_vertex(i1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40405. interp_vertex(i1 + 1, i2, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40406. interp_vertex(i1, i2 + 1, i1 + 1.0 / 3, i2 + 1.0 / 3);
  40407. if (i1 + i2 + 1 < subdivisions) {
  40408. // face : (i1,i2)' for \/ :
  40409. // interp for (i1+1,i2),(i1+1,i2+1),(i1,i2+1)
  40410. interp_vertex(i1 + 1, i2, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40411. interp_vertex(i1 + 1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40412. interp_vertex(i1, i2 + 1, i1 + 2.0 / 3, i2 + 2.0 / 3);
  40413. }
  40414. }
  40415. }
  40416. }
  40417. // Sides
  40418. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40419. // Result
  40420. var vertexData = new VertexData();
  40421. vertexData.indices = indices;
  40422. vertexData.positions = positions;
  40423. vertexData.normals = normals;
  40424. vertexData.uvs = uvs;
  40425. return vertexData;
  40426. };
  40427. // inspired from // http://stemkoski.github.io/Three.js/Polyhedra.html
  40428. /**
  40429. * Creates the VertexData for a Polyhedron
  40430. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  40431. * * type provided types are:
  40432. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40433. * * 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)
  40434. * * size the size of the IcoSphere, optional default 1
  40435. * * sizeX allows stretching in the x direction, optional, default size
  40436. * * sizeY allows stretching in the y direction, optional, default size
  40437. * * sizeZ allows stretching in the z direction, optional, default size
  40438. * * 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
  40439. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  40440. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  40441. * * flat when true creates a flat shaded mesh, optional, default true
  40442. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  40443. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40444. * * 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)
  40445. * * 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)
  40446. * @returns the VertexData of the Polyhedron
  40447. */
  40448. VertexData.CreatePolyhedron = function (options) {
  40449. // provided polyhedron types :
  40450. // 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  40451. // 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)
  40452. var polyhedra = [];
  40453. 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]] };
  40454. 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]] };
  40455. polyhedra[2] = {
  40456. 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]],
  40457. 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]]
  40458. };
  40459. polyhedra[3] = {
  40460. 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]],
  40461. 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]]
  40462. };
  40463. polyhedra[4] = {
  40464. 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]],
  40465. 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]]
  40466. };
  40467. 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]] };
  40468. 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]] };
  40469. 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]] };
  40470. 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]] };
  40471. 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]] };
  40472. 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]] };
  40473. 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]] };
  40474. 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]] };
  40475. 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]] };
  40476. polyhedra[14] = {
  40477. 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]],
  40478. 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]]
  40479. };
  40480. var type = options.type && (options.type < 0 || options.type >= polyhedra.length) ? 0 : options.type || 0;
  40481. var size = options.size;
  40482. var sizeX = options.sizeX || size || 1;
  40483. var sizeY = options.sizeY || size || 1;
  40484. var sizeZ = options.sizeZ || size || 1;
  40485. var data = options.custom || polyhedra[type];
  40486. var nbfaces = data.face.length;
  40487. var faceUV = options.faceUV || new Array(nbfaces);
  40488. var faceColors = options.faceColors;
  40489. var flat = (options.flat === undefined) ? true : options.flat;
  40490. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40491. var positions = new Array();
  40492. var indices = new Array();
  40493. var normals = new Array();
  40494. var uvs = new Array();
  40495. var colors = new Array();
  40496. var index = 0;
  40497. var faceIdx = 0; // face cursor in the array "indexes"
  40498. var indexes = new Array();
  40499. var i = 0;
  40500. var f = 0;
  40501. var u, v, ang, x, y, tmp;
  40502. // default face colors and UV if undefined
  40503. if (flat) {
  40504. for (f = 0; f < nbfaces; f++) {
  40505. if (faceColors && faceColors[f] === undefined) {
  40506. faceColors[f] = new BABYLON.Color4(1, 1, 1, 1);
  40507. }
  40508. if (faceUV && faceUV[f] === undefined) {
  40509. faceUV[f] = new BABYLON.Vector4(0, 0, 1, 1);
  40510. }
  40511. }
  40512. }
  40513. if (!flat) {
  40514. for (i = 0; i < data.vertex.length; i++) {
  40515. positions.push(data.vertex[i][0] * sizeX, data.vertex[i][1] * sizeY, data.vertex[i][2] * sizeZ);
  40516. uvs.push(0, 0);
  40517. }
  40518. for (f = 0; f < nbfaces; f++) {
  40519. for (i = 0; i < data.face[f].length - 2; i++) {
  40520. indices.push(data.face[f][0], data.face[f][i + 2], data.face[f][i + 1]);
  40521. }
  40522. }
  40523. }
  40524. else {
  40525. for (f = 0; f < nbfaces; f++) {
  40526. var fl = data.face[f].length; // number of vertices of the current face
  40527. ang = 2 * Math.PI / fl;
  40528. x = 0.5 * Math.tan(ang / 2);
  40529. y = 0.5;
  40530. // positions, uvs, colors
  40531. for (i = 0; i < fl; i++) {
  40532. // positions
  40533. 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);
  40534. indexes.push(index);
  40535. index++;
  40536. // uvs
  40537. u = faceUV[f].x + (faceUV[f].z - faceUV[f].x) * (0.5 + x);
  40538. v = faceUV[f].y + (faceUV[f].w - faceUV[f].y) * (y - 0.5);
  40539. uvs.push(u, v);
  40540. tmp = x * Math.cos(ang) - y * Math.sin(ang);
  40541. y = x * Math.sin(ang) + y * Math.cos(ang);
  40542. x = tmp;
  40543. // colors
  40544. if (faceColors) {
  40545. colors.push(faceColors[f].r, faceColors[f].g, faceColors[f].b, faceColors[f].a);
  40546. }
  40547. }
  40548. // indices from indexes
  40549. for (i = 0; i < fl - 2; i++) {
  40550. indices.push(indexes[0 + faceIdx], indexes[i + 2 + faceIdx], indexes[i + 1 + faceIdx]);
  40551. }
  40552. faceIdx += fl;
  40553. }
  40554. }
  40555. VertexData.ComputeNormals(positions, indices, normals);
  40556. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40557. var vertexData = new VertexData();
  40558. vertexData.positions = positions;
  40559. vertexData.indices = indices;
  40560. vertexData.normals = normals;
  40561. vertexData.uvs = uvs;
  40562. if (faceColors && flat) {
  40563. vertexData.colors = colors;
  40564. }
  40565. return vertexData;
  40566. };
  40567. // based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  40568. /**
  40569. * Creates the VertexData for a TorusKnot
  40570. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  40571. * * radius the radius of the torus knot, optional, default 2
  40572. * * tube the thickness of the tube, optional, default 0.5
  40573. * * radialSegments the number of sides on each tube segments, optional, default 32
  40574. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  40575. * * p the number of windings around the z axis, optional, default 2
  40576. * * q the number of windings around the x axis, optional, default 3
  40577. * * sideOrientation optional and takes the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  40578. * * 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)
  40579. * * 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)
  40580. * @returns the VertexData of the Torus Knot
  40581. */
  40582. VertexData.CreateTorusKnot = function (options) {
  40583. var indices = new Array();
  40584. var positions = new Array();
  40585. var normals = new Array();
  40586. var uvs = new Array();
  40587. var radius = options.radius || 2;
  40588. var tube = options.tube || 0.5;
  40589. var radialSegments = options.radialSegments || 32;
  40590. var tubularSegments = options.tubularSegments || 32;
  40591. var p = options.p || 2;
  40592. var q = options.q || 3;
  40593. var sideOrientation = (options.sideOrientation === 0) ? 0 : options.sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40594. // Helper
  40595. var getPos = function (angle) {
  40596. var cu = Math.cos(angle);
  40597. var su = Math.sin(angle);
  40598. var quOverP = q / p * angle;
  40599. var cs = Math.cos(quOverP);
  40600. var tx = radius * (2 + cs) * 0.5 * cu;
  40601. var ty = radius * (2 + cs) * su * 0.5;
  40602. var tz = radius * Math.sin(quOverP) * 0.5;
  40603. return new BABYLON.Vector3(tx, ty, tz);
  40604. };
  40605. // Vertices
  40606. var i;
  40607. var j;
  40608. for (i = 0; i <= radialSegments; i++) {
  40609. var modI = i % radialSegments;
  40610. var u = modI / radialSegments * 2 * p * Math.PI;
  40611. var p1 = getPos(u);
  40612. var p2 = getPos(u + 0.01);
  40613. var tang = p2.subtract(p1);
  40614. var n = p2.add(p1);
  40615. var bitan = BABYLON.Vector3.Cross(tang, n);
  40616. n = BABYLON.Vector3.Cross(bitan, tang);
  40617. bitan.normalize();
  40618. n.normalize();
  40619. for (j = 0; j < tubularSegments; j++) {
  40620. var modJ = j % tubularSegments;
  40621. var v = modJ / tubularSegments * 2 * Math.PI;
  40622. var cx = -tube * Math.cos(v);
  40623. var cy = tube * Math.sin(v);
  40624. positions.push(p1.x + cx * n.x + cy * bitan.x);
  40625. positions.push(p1.y + cx * n.y + cy * bitan.y);
  40626. positions.push(p1.z + cx * n.z + cy * bitan.z);
  40627. uvs.push(i / radialSegments);
  40628. uvs.push(j / tubularSegments);
  40629. }
  40630. }
  40631. for (i = 0; i < radialSegments; i++) {
  40632. for (j = 0; j < tubularSegments; j++) {
  40633. var jNext = (j + 1) % tubularSegments;
  40634. var a = i * tubularSegments + j;
  40635. var b = (i + 1) * tubularSegments + j;
  40636. var c = (i + 1) * tubularSegments + jNext;
  40637. var d = i * tubularSegments + jNext;
  40638. indices.push(d);
  40639. indices.push(b);
  40640. indices.push(a);
  40641. indices.push(d);
  40642. indices.push(c);
  40643. indices.push(b);
  40644. }
  40645. }
  40646. // Normals
  40647. VertexData.ComputeNormals(positions, indices, normals);
  40648. // Sides
  40649. VertexData._ComputeSides(sideOrientation, positions, indices, normals, uvs, options.frontUVs, options.backUVs);
  40650. // Result
  40651. var vertexData = new VertexData();
  40652. vertexData.indices = indices;
  40653. vertexData.positions = positions;
  40654. vertexData.normals = normals;
  40655. vertexData.uvs = uvs;
  40656. return vertexData;
  40657. };
  40658. // Tools
  40659. /**
  40660. * Compute normals for given positions and indices
  40661. * @param positions an array of vertex positions, [...., x, y, z, ......]
  40662. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  40663. * @param normals an array of vertex normals, [...., x, y, z, ......]
  40664. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  40665. * * facetNormals : optional array of facet normals (vector3)
  40666. * * facetPositions : optional array of facet positions (vector3)
  40667. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  40668. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  40669. * * bInfo : optional bounding info, required for facetPartitioning computation
  40670. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  40671. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  40672. * * useRightHandedSystem: optional boolean to for right handed system computation
  40673. * * depthSort : optional boolean to enable the facet depth sort computation
  40674. * * distanceTo : optional Vector3 to compute the facet depth from this location
  40675. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  40676. */
  40677. VertexData.ComputeNormals = function (positions, indices, normals, options) {
  40678. // temporary scalar variables
  40679. var index = 0; // facet index
  40680. var p1p2x = 0.0; // p1p2 vector x coordinate
  40681. var p1p2y = 0.0; // p1p2 vector y coordinate
  40682. var p1p2z = 0.0; // p1p2 vector z coordinate
  40683. var p3p2x = 0.0; // p3p2 vector x coordinate
  40684. var p3p2y = 0.0; // p3p2 vector y coordinate
  40685. var p3p2z = 0.0; // p3p2 vector z coordinate
  40686. var faceNormalx = 0.0; // facet normal x coordinate
  40687. var faceNormaly = 0.0; // facet normal y coordinate
  40688. var faceNormalz = 0.0; // facet normal z coordinate
  40689. var length = 0.0; // facet normal length before normalization
  40690. var v1x = 0; // vector1 x index in the positions array
  40691. var v1y = 0; // vector1 y index in the positions array
  40692. var v1z = 0; // vector1 z index in the positions array
  40693. var v2x = 0; // vector2 x index in the positions array
  40694. var v2y = 0; // vector2 y index in the positions array
  40695. var v2z = 0; // vector2 z index in the positions array
  40696. var v3x = 0; // vector3 x index in the positions array
  40697. var v3y = 0; // vector3 y index in the positions array
  40698. var v3z = 0; // vector3 z index in the positions array
  40699. var computeFacetNormals = false;
  40700. var computeFacetPositions = false;
  40701. var computeFacetPartitioning = false;
  40702. var computeDepthSort = false;
  40703. var faceNormalSign = 1;
  40704. var ratio = 0;
  40705. var distanceTo = null;
  40706. if (options) {
  40707. computeFacetNormals = (options.facetNormals) ? true : false;
  40708. computeFacetPositions = (options.facetPositions) ? true : false;
  40709. computeFacetPartitioning = (options.facetPartitioning) ? true : false;
  40710. faceNormalSign = (options.useRightHandedSystem === true) ? -1 : 1;
  40711. ratio = options.ratio || 0;
  40712. computeDepthSort = (options.depthSort) ? true : false;
  40713. distanceTo = (options.distanceTo);
  40714. if (computeDepthSort) {
  40715. if (distanceTo === undefined) {
  40716. distanceTo = BABYLON.Vector3.Zero();
  40717. }
  40718. var depthSortedFacets = options.depthSortedFacets;
  40719. }
  40720. }
  40721. // facetPartitioning reinit if needed
  40722. var xSubRatio = 0;
  40723. var ySubRatio = 0;
  40724. var zSubRatio = 0;
  40725. var subSq = 0;
  40726. if (computeFacetPartitioning && options && options.bbSize) {
  40727. var ox = 0; // X partitioning index for facet position
  40728. var oy = 0; // Y partinioning index for facet position
  40729. var oz = 0; // Z partinioning index for facet position
  40730. var b1x = 0; // X partitioning index for facet v1 vertex
  40731. var b1y = 0; // Y partitioning index for facet v1 vertex
  40732. var b1z = 0; // z partitioning index for facet v1 vertex
  40733. var b2x = 0; // X partitioning index for facet v2 vertex
  40734. var b2y = 0; // Y partitioning index for facet v2 vertex
  40735. var b2z = 0; // Z partitioning index for facet v2 vertex
  40736. var b3x = 0; // X partitioning index for facet v3 vertex
  40737. var b3y = 0; // Y partitioning index for facet v3 vertex
  40738. var b3z = 0; // Z partitioning index for facet v3 vertex
  40739. var block_idx_o = 0; // facet barycenter block index
  40740. var block_idx_v1 = 0; // v1 vertex block index
  40741. var block_idx_v2 = 0; // v2 vertex block index
  40742. var block_idx_v3 = 0; // v3 vertex block index
  40743. var bbSizeMax = (options.bbSize.x > options.bbSize.y) ? options.bbSize.x : options.bbSize.y;
  40744. bbSizeMax = (bbSizeMax > options.bbSize.z) ? bbSizeMax : options.bbSize.z;
  40745. xSubRatio = options.subDiv.X * ratio / options.bbSize.x;
  40746. ySubRatio = options.subDiv.Y * ratio / options.bbSize.y;
  40747. zSubRatio = options.subDiv.Z * ratio / options.bbSize.z;
  40748. subSq = options.subDiv.max * options.subDiv.max;
  40749. options.facetPartitioning.length = 0;
  40750. }
  40751. // reset the normals
  40752. for (index = 0; index < positions.length; index++) {
  40753. normals[index] = 0.0;
  40754. }
  40755. // Loop : 1 indice triplet = 1 facet
  40756. var nbFaces = (indices.length / 3) | 0;
  40757. for (index = 0; index < nbFaces; index++) {
  40758. // get the indexes of the coordinates of each vertex of the facet
  40759. v1x = indices[index * 3] * 3;
  40760. v1y = v1x + 1;
  40761. v1z = v1x + 2;
  40762. v2x = indices[index * 3 + 1] * 3;
  40763. v2y = v2x + 1;
  40764. v2z = v2x + 2;
  40765. v3x = indices[index * 3 + 2] * 3;
  40766. v3y = v3x + 1;
  40767. v3z = v3x + 2;
  40768. p1p2x = positions[v1x] - positions[v2x]; // compute two vectors per facet : p1p2 and p3p2
  40769. p1p2y = positions[v1y] - positions[v2y];
  40770. p1p2z = positions[v1z] - positions[v2z];
  40771. p3p2x = positions[v3x] - positions[v2x];
  40772. p3p2y = positions[v3y] - positions[v2y];
  40773. p3p2z = positions[v3z] - positions[v2z];
  40774. // compute the face normal with the cross product
  40775. faceNormalx = faceNormalSign * (p1p2y * p3p2z - p1p2z * p3p2y);
  40776. faceNormaly = faceNormalSign * (p1p2z * p3p2x - p1p2x * p3p2z);
  40777. faceNormalz = faceNormalSign * (p1p2x * p3p2y - p1p2y * p3p2x);
  40778. // normalize this normal and store it in the array facetData
  40779. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40780. length = (length === 0) ? 1.0 : length;
  40781. faceNormalx /= length;
  40782. faceNormaly /= length;
  40783. faceNormalz /= length;
  40784. if (computeFacetNormals && options) {
  40785. options.facetNormals[index].x = faceNormalx;
  40786. options.facetNormals[index].y = faceNormaly;
  40787. options.facetNormals[index].z = faceNormalz;
  40788. }
  40789. if (computeFacetPositions && options) {
  40790. // compute and the facet barycenter coordinates in the array facetPositions
  40791. options.facetPositions[index].x = (positions[v1x] + positions[v2x] + positions[v3x]) / 3.0;
  40792. options.facetPositions[index].y = (positions[v1y] + positions[v2y] + positions[v3y]) / 3.0;
  40793. options.facetPositions[index].z = (positions[v1z] + positions[v2z] + positions[v3z]) / 3.0;
  40794. }
  40795. if (computeFacetPartitioning && options) {
  40796. // store the facet indexes in arrays in the main facetPartitioning array :
  40797. // compute each facet vertex (+ facet barycenter) index in the partiniong array
  40798. ox = Math.floor((options.facetPositions[index].x - options.bInfo.minimum.x * ratio) * xSubRatio);
  40799. oy = Math.floor((options.facetPositions[index].y - options.bInfo.minimum.y * ratio) * ySubRatio);
  40800. oz = Math.floor((options.facetPositions[index].z - options.bInfo.minimum.z * ratio) * zSubRatio);
  40801. b1x = Math.floor((positions[v1x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40802. b1y = Math.floor((positions[v1y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40803. b1z = Math.floor((positions[v1z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40804. b2x = Math.floor((positions[v2x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40805. b2y = Math.floor((positions[v2y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40806. b2z = Math.floor((positions[v2z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40807. b3x = Math.floor((positions[v3x] - options.bInfo.minimum.x * ratio) * xSubRatio);
  40808. b3y = Math.floor((positions[v3y] - options.bInfo.minimum.y * ratio) * ySubRatio);
  40809. b3z = Math.floor((positions[v3z] - options.bInfo.minimum.z * ratio) * zSubRatio);
  40810. block_idx_v1 = b1x + options.subDiv.max * b1y + subSq * b1z;
  40811. block_idx_v2 = b2x + options.subDiv.max * b2y + subSq * b2z;
  40812. block_idx_v3 = b3x + options.subDiv.max * b3y + subSq * b3z;
  40813. block_idx_o = ox + options.subDiv.max * oy + subSq * oz;
  40814. options.facetPartitioning[block_idx_o] = options.facetPartitioning[block_idx_o] ? options.facetPartitioning[block_idx_o] : new Array();
  40815. options.facetPartitioning[block_idx_v1] = options.facetPartitioning[block_idx_v1] ? options.facetPartitioning[block_idx_v1] : new Array();
  40816. options.facetPartitioning[block_idx_v2] = options.facetPartitioning[block_idx_v2] ? options.facetPartitioning[block_idx_v2] : new Array();
  40817. options.facetPartitioning[block_idx_v3] = options.facetPartitioning[block_idx_v3] ? options.facetPartitioning[block_idx_v3] : new Array();
  40818. // push each facet index in each block containing the vertex
  40819. options.facetPartitioning[block_idx_v1].push(index);
  40820. if (block_idx_v2 != block_idx_v1) {
  40821. options.facetPartitioning[block_idx_v2].push(index);
  40822. }
  40823. if (!(block_idx_v3 == block_idx_v2 || block_idx_v3 == block_idx_v1)) {
  40824. options.facetPartitioning[block_idx_v3].push(index);
  40825. }
  40826. if (!(block_idx_o == block_idx_v1 || block_idx_o == block_idx_v2 || block_idx_o == block_idx_v3)) {
  40827. options.facetPartitioning[block_idx_o].push(index);
  40828. }
  40829. }
  40830. if (computeDepthSort && options && options.facetPositions) {
  40831. var dsf = depthSortedFacets[index];
  40832. dsf.ind = index * 3;
  40833. dsf.sqDistance = BABYLON.Vector3.DistanceSquared(options.facetPositions[index], distanceTo);
  40834. }
  40835. // compute the normals anyway
  40836. normals[v1x] += faceNormalx; // accumulate all the normals per face
  40837. normals[v1y] += faceNormaly;
  40838. normals[v1z] += faceNormalz;
  40839. normals[v2x] += faceNormalx;
  40840. normals[v2y] += faceNormaly;
  40841. normals[v2z] += faceNormalz;
  40842. normals[v3x] += faceNormalx;
  40843. normals[v3y] += faceNormaly;
  40844. normals[v3z] += faceNormalz;
  40845. }
  40846. // last normalization of each normal
  40847. for (index = 0; index < normals.length / 3; index++) {
  40848. faceNormalx = normals[index * 3];
  40849. faceNormaly = normals[index * 3 + 1];
  40850. faceNormalz = normals[index * 3 + 2];
  40851. length = Math.sqrt(faceNormalx * faceNormalx + faceNormaly * faceNormaly + faceNormalz * faceNormalz);
  40852. length = (length === 0) ? 1.0 : length;
  40853. faceNormalx /= length;
  40854. faceNormaly /= length;
  40855. faceNormalz /= length;
  40856. normals[index * 3] = faceNormalx;
  40857. normals[index * 3 + 1] = faceNormaly;
  40858. normals[index * 3 + 2] = faceNormalz;
  40859. }
  40860. };
  40861. VertexData._ComputeSides = function (sideOrientation, positions, indices, normals, uvs, frontUVs, backUVs) {
  40862. var li = indices.length;
  40863. var ln = normals.length;
  40864. var i;
  40865. var n;
  40866. sideOrientation = sideOrientation || BABYLON.Mesh.DEFAULTSIDE;
  40867. switch (sideOrientation) {
  40868. case BABYLON.Mesh.FRONTSIDE:
  40869. // nothing changed
  40870. break;
  40871. case BABYLON.Mesh.BACKSIDE:
  40872. var tmp;
  40873. // indices
  40874. for (i = 0; i < li; i += 3) {
  40875. tmp = indices[i];
  40876. indices[i] = indices[i + 2];
  40877. indices[i + 2] = tmp;
  40878. }
  40879. // normals
  40880. for (n = 0; n < ln; n++) {
  40881. normals[n] = -normals[n];
  40882. }
  40883. break;
  40884. case BABYLON.Mesh.DOUBLESIDE:
  40885. // positions
  40886. var lp = positions.length;
  40887. var l = lp / 3;
  40888. for (var p = 0; p < lp; p++) {
  40889. positions[lp + p] = positions[p];
  40890. }
  40891. // indices
  40892. for (i = 0; i < li; i += 3) {
  40893. indices[i + li] = indices[i + 2] + l;
  40894. indices[i + 1 + li] = indices[i + 1] + l;
  40895. indices[i + 2 + li] = indices[i] + l;
  40896. }
  40897. // normals
  40898. for (n = 0; n < ln; n++) {
  40899. normals[ln + n] = -normals[n];
  40900. }
  40901. // uvs
  40902. var lu = uvs.length;
  40903. var u = 0;
  40904. for (u = 0; u < lu; u++) {
  40905. uvs[u + lu] = uvs[u];
  40906. }
  40907. frontUVs = frontUVs ? frontUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40908. backUVs = backUVs ? backUVs : new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  40909. u = 0;
  40910. for (i = 0; i < lu / 2; i++) {
  40911. uvs[u] = frontUVs.x + (frontUVs.z - frontUVs.x) * uvs[u];
  40912. uvs[u + 1] = frontUVs.y + (frontUVs.w - frontUVs.y) * uvs[u + 1];
  40913. uvs[u + lu] = backUVs.x + (backUVs.z - backUVs.x) * uvs[u + lu];
  40914. uvs[u + lu + 1] = backUVs.y + (backUVs.w - backUVs.y) * uvs[u + lu + 1];
  40915. u += 2;
  40916. }
  40917. break;
  40918. }
  40919. };
  40920. /**
  40921. * Applies VertexData created from the imported parameters to the geometry
  40922. * @param parsedVertexData the parsed data from an imported file
  40923. * @param geometry the geometry to apply the VertexData to
  40924. */
  40925. VertexData.ImportVertexData = function (parsedVertexData, geometry) {
  40926. var vertexData = new VertexData();
  40927. // positions
  40928. var positions = parsedVertexData.positions;
  40929. if (positions) {
  40930. vertexData.set(positions, BABYLON.VertexBuffer.PositionKind);
  40931. }
  40932. // normals
  40933. var normals = parsedVertexData.normals;
  40934. if (normals) {
  40935. vertexData.set(normals, BABYLON.VertexBuffer.NormalKind);
  40936. }
  40937. // tangents
  40938. var tangents = parsedVertexData.tangents;
  40939. if (tangents) {
  40940. vertexData.set(tangents, BABYLON.VertexBuffer.TangentKind);
  40941. }
  40942. // uvs
  40943. var uvs = parsedVertexData.uvs;
  40944. if (uvs) {
  40945. vertexData.set(uvs, BABYLON.VertexBuffer.UVKind);
  40946. }
  40947. // uv2s
  40948. var uv2s = parsedVertexData.uv2s;
  40949. if (uv2s) {
  40950. vertexData.set(uv2s, BABYLON.VertexBuffer.UV2Kind);
  40951. }
  40952. // uv3s
  40953. var uv3s = parsedVertexData.uv3s;
  40954. if (uv3s) {
  40955. vertexData.set(uv3s, BABYLON.VertexBuffer.UV3Kind);
  40956. }
  40957. // uv4s
  40958. var uv4s = parsedVertexData.uv4s;
  40959. if (uv4s) {
  40960. vertexData.set(uv4s, BABYLON.VertexBuffer.UV4Kind);
  40961. }
  40962. // uv5s
  40963. var uv5s = parsedVertexData.uv5s;
  40964. if (uv5s) {
  40965. vertexData.set(uv5s, BABYLON.VertexBuffer.UV5Kind);
  40966. }
  40967. // uv6s
  40968. var uv6s = parsedVertexData.uv6s;
  40969. if (uv6s) {
  40970. vertexData.set(uv6s, BABYLON.VertexBuffer.UV6Kind);
  40971. }
  40972. // colors
  40973. var colors = parsedVertexData.colors;
  40974. if (colors) {
  40975. vertexData.set(BABYLON.Color4.CheckColors4(colors, positions.length / 3), BABYLON.VertexBuffer.ColorKind);
  40976. }
  40977. // matricesIndices
  40978. var matricesIndices = parsedVertexData.matricesIndices;
  40979. if (matricesIndices) {
  40980. vertexData.set(matricesIndices, BABYLON.VertexBuffer.MatricesIndicesKind);
  40981. }
  40982. // matricesWeights
  40983. var matricesWeights = parsedVertexData.matricesWeights;
  40984. if (matricesWeights) {
  40985. vertexData.set(matricesWeights, BABYLON.VertexBuffer.MatricesWeightsKind);
  40986. }
  40987. // indices
  40988. var indices = parsedVertexData.indices;
  40989. if (indices) {
  40990. vertexData.indices = indices;
  40991. }
  40992. geometry.setAllVerticesData(vertexData, parsedVertexData.updatable);
  40993. };
  40994. return VertexData;
  40995. }());
  40996. BABYLON.VertexData = VertexData;
  40997. })(BABYLON || (BABYLON = {}));
  40998. //# sourceMappingURL=babylon.mesh.vertexData.js.map
  40999. var BABYLON;
  41000. (function (BABYLON) {
  41001. /**
  41002. * Class used to store geometry data (vertex buffers + index buffer)
  41003. */
  41004. var Geometry = /** @class */ (function () {
  41005. /**
  41006. * Creates a new geometry
  41007. * @param id defines the unique ID
  41008. * @param scene defines the hosting scene
  41009. * @param vertexData defines the VertexData used to get geometry data
  41010. * @param updatable defines if geometry must be updatable (false by default)
  41011. * @param mesh defines the mesh that will be associated with the geometry
  41012. */
  41013. function Geometry(id, scene, vertexData, updatable, mesh) {
  41014. if (updatable === void 0) { updatable = false; }
  41015. if (mesh === void 0) { mesh = null; }
  41016. /**
  41017. * Gets the delay loading state of the geometry (none by default which means not delayed)
  41018. */
  41019. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41020. this._totalVertices = 0;
  41021. this._isDisposed = false;
  41022. this._indexBufferIsUpdatable = false;
  41023. this.id = id;
  41024. this.uniqueId = scene.getUniqueId();
  41025. this._engine = scene.getEngine();
  41026. this._meshes = [];
  41027. this._scene = scene;
  41028. //Init vertex buffer cache
  41029. this._vertexBuffers = {};
  41030. this._indices = [];
  41031. this._updatable = updatable;
  41032. // vertexData
  41033. if (vertexData) {
  41034. this.setAllVerticesData(vertexData, updatable);
  41035. }
  41036. else {
  41037. this._totalVertices = 0;
  41038. this._indices = [];
  41039. }
  41040. if (this._engine.getCaps().vertexArrayObject) {
  41041. this._vertexArrayObjects = {};
  41042. }
  41043. // applyToMesh
  41044. if (mesh) {
  41045. this.applyToMesh(mesh);
  41046. mesh.computeWorldMatrix(true);
  41047. }
  41048. }
  41049. Object.defineProperty(Geometry.prototype, "boundingBias", {
  41050. /**
  41051. * 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
  41052. */
  41053. get: function () {
  41054. return this._boundingBias;
  41055. },
  41056. /**
  41057. * 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
  41058. */
  41059. set: function (value) {
  41060. if (this._boundingBias) {
  41061. this._boundingBias.copyFrom(value);
  41062. }
  41063. else {
  41064. this._boundingBias = value.clone();
  41065. }
  41066. this._updateBoundingInfo(true, null);
  41067. },
  41068. enumerable: true,
  41069. configurable: true
  41070. });
  41071. /**
  41072. * Static function used to attach a new empty geometry to a mesh
  41073. * @param mesh defines the mesh to attach the geometry to
  41074. * @returns the new Geometry
  41075. */
  41076. Geometry.CreateGeometryForMesh = function (mesh) {
  41077. var geometry = new Geometry(Geometry.RandomId(), mesh.getScene());
  41078. geometry.applyToMesh(mesh);
  41079. return geometry;
  41080. };
  41081. Object.defineProperty(Geometry.prototype, "extend", {
  41082. /**
  41083. * Gets the current extend of the geometry
  41084. */
  41085. get: function () {
  41086. return this._extend;
  41087. },
  41088. enumerable: true,
  41089. configurable: true
  41090. });
  41091. /**
  41092. * Gets the hosting scene
  41093. * @returns the hosting Scene
  41094. */
  41095. Geometry.prototype.getScene = function () {
  41096. return this._scene;
  41097. };
  41098. /**
  41099. * Gets the hosting engine
  41100. * @returns the hosting Engine
  41101. */
  41102. Geometry.prototype.getEngine = function () {
  41103. return this._engine;
  41104. };
  41105. /**
  41106. * Defines if the geometry is ready to use
  41107. * @returns true if the geometry is ready to be used
  41108. */
  41109. Geometry.prototype.isReady = function () {
  41110. return this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE;
  41111. };
  41112. Object.defineProperty(Geometry.prototype, "doNotSerialize", {
  41113. /**
  41114. * Gets a value indicating that the geometry should not be serialized
  41115. */
  41116. get: function () {
  41117. for (var index = 0; index < this._meshes.length; index++) {
  41118. if (!this._meshes[index].doNotSerialize) {
  41119. return false;
  41120. }
  41121. }
  41122. return true;
  41123. },
  41124. enumerable: true,
  41125. configurable: true
  41126. });
  41127. /** @hidden */
  41128. Geometry.prototype._rebuild = function () {
  41129. if (this._vertexArrayObjects) {
  41130. this._vertexArrayObjects = {};
  41131. }
  41132. // Index buffer
  41133. if (this._meshes.length !== 0 && this._indices) {
  41134. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41135. }
  41136. // Vertex buffers
  41137. for (var key in this._vertexBuffers) {
  41138. var vertexBuffer = this._vertexBuffers[key];
  41139. vertexBuffer._rebuild();
  41140. }
  41141. };
  41142. /**
  41143. * Affects all geometry data in one call
  41144. * @param vertexData defines the geometry data
  41145. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  41146. */
  41147. Geometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  41148. vertexData.applyToGeometry(this, updatable);
  41149. this.notifyUpdate();
  41150. };
  41151. /**
  41152. * Set specific vertex data
  41153. * @param kind defines the data kind (Position, normal, etc...)
  41154. * @param data defines the vertex data to use
  41155. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  41156. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  41157. */
  41158. Geometry.prototype.setVerticesData = function (kind, data, updatable, stride) {
  41159. if (updatable === void 0) { updatable = false; }
  41160. var buffer = new BABYLON.VertexBuffer(this._engine, data, kind, updatable, this._meshes.length === 0, stride);
  41161. this.setVerticesBuffer(buffer);
  41162. };
  41163. /**
  41164. * Removes a specific vertex data
  41165. * @param kind defines the data kind (Position, normal, etc...)
  41166. */
  41167. Geometry.prototype.removeVerticesData = function (kind) {
  41168. if (this._vertexBuffers[kind]) {
  41169. this._vertexBuffers[kind].dispose();
  41170. delete this._vertexBuffers[kind];
  41171. }
  41172. };
  41173. /**
  41174. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  41175. * @param buffer defines the vertex buffer to use
  41176. * @param totalVertices defines the total number of vertices for position kind (could be null)
  41177. */
  41178. Geometry.prototype.setVerticesBuffer = function (buffer, totalVertices) {
  41179. if (totalVertices === void 0) { totalVertices = null; }
  41180. var kind = buffer.getKind();
  41181. if (this._vertexBuffers[kind]) {
  41182. this._vertexBuffers[kind].dispose();
  41183. }
  41184. this._vertexBuffers[kind] = buffer;
  41185. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41186. var data = buffer.getData();
  41187. if (totalVertices != null) {
  41188. this._totalVertices = totalVertices;
  41189. }
  41190. else {
  41191. if (data != null) {
  41192. this._totalVertices = data.length / (buffer.byteStride / 4);
  41193. }
  41194. }
  41195. this._updateExtend(data);
  41196. this._resetPointsArrayCache();
  41197. var meshes = this._meshes;
  41198. var numOfMeshes = meshes.length;
  41199. for (var index = 0; index < numOfMeshes; index++) {
  41200. var mesh = meshes[index];
  41201. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41202. mesh._createGlobalSubMesh(false);
  41203. mesh.computeWorldMatrix(true);
  41204. }
  41205. }
  41206. this.notifyUpdate(kind);
  41207. if (this._vertexArrayObjects) {
  41208. this._disposeVertexArrayObjects();
  41209. this._vertexArrayObjects = {}; // Will trigger a rebuild of the VAO if supported
  41210. }
  41211. };
  41212. /**
  41213. * Update a specific vertex buffer
  41214. * This function will directly update the underlying WebGLBuffer according to the passed numeric array or Float32Array
  41215. * It will do nothing if the buffer is not updatable
  41216. * @param kind defines the data kind (Position, normal, etc...)
  41217. * @param data defines the data to use
  41218. * @param offset defines the offset in the target buffer where to store the data
  41219. * @param useBytes set to true if the offset is in bytes
  41220. */
  41221. Geometry.prototype.updateVerticesDataDirectly = function (kind, data, offset, useBytes) {
  41222. if (useBytes === void 0) { useBytes = false; }
  41223. var vertexBuffer = this.getVertexBuffer(kind);
  41224. if (!vertexBuffer) {
  41225. return;
  41226. }
  41227. vertexBuffer.updateDirectly(data, offset, useBytes);
  41228. this.notifyUpdate(kind);
  41229. };
  41230. /**
  41231. * Update a specific vertex buffer
  41232. * This function will create a new buffer if the current one is not updatable
  41233. * @param kind defines the data kind (Position, normal, etc...)
  41234. * @param data defines the data to use
  41235. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  41236. */
  41237. Geometry.prototype.updateVerticesData = function (kind, data, updateExtends) {
  41238. if (updateExtends === void 0) { updateExtends = false; }
  41239. var vertexBuffer = this.getVertexBuffer(kind);
  41240. if (!vertexBuffer) {
  41241. return;
  41242. }
  41243. vertexBuffer.update(data);
  41244. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41245. this._updateBoundingInfo(updateExtends, data);
  41246. }
  41247. this.notifyUpdate(kind);
  41248. };
  41249. Geometry.prototype._updateBoundingInfo = function (updateExtends, data) {
  41250. if (updateExtends) {
  41251. this._updateExtend(data);
  41252. }
  41253. this._resetPointsArrayCache();
  41254. if (updateExtends) {
  41255. var meshes = this._meshes;
  41256. for (var _i = 0, meshes_1 = meshes; _i < meshes_1.length; _i++) {
  41257. var mesh = meshes_1[_i];
  41258. if (mesh._boundingInfo) {
  41259. mesh._boundingInfo.reConstruct(this._extend.minimum, this._extend.maximum);
  41260. }
  41261. else {
  41262. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41263. }
  41264. var subMeshes = mesh.subMeshes;
  41265. for (var _a = 0, subMeshes_1 = subMeshes; _a < subMeshes_1.length; _a++) {
  41266. var subMesh = subMeshes_1[_a];
  41267. subMesh.refreshBoundingInfo();
  41268. }
  41269. }
  41270. }
  41271. };
  41272. /** @hidden */
  41273. Geometry.prototype._bind = function (effect, indexToBind) {
  41274. if (!effect) {
  41275. return;
  41276. }
  41277. if (indexToBind === undefined) {
  41278. indexToBind = this._indexBuffer;
  41279. }
  41280. var vbs = this.getVertexBuffers();
  41281. if (!vbs) {
  41282. return;
  41283. }
  41284. if (indexToBind != this._indexBuffer || !this._vertexArrayObjects) {
  41285. this._engine.bindBuffers(vbs, indexToBind, effect);
  41286. return;
  41287. }
  41288. // Using VAO
  41289. if (!this._vertexArrayObjects[effect.key]) {
  41290. this._vertexArrayObjects[effect.key] = this._engine.recordVertexArrayObject(vbs, indexToBind, effect);
  41291. }
  41292. this._engine.bindVertexArrayObject(this._vertexArrayObjects[effect.key], indexToBind);
  41293. };
  41294. /**
  41295. * Gets total number of vertices
  41296. * @returns the total number of vertices
  41297. */
  41298. Geometry.prototype.getTotalVertices = function () {
  41299. if (!this.isReady()) {
  41300. return 0;
  41301. }
  41302. return this._totalVertices;
  41303. };
  41304. /**
  41305. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  41306. * @param kind defines the data kind (Position, normal, etc...)
  41307. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41308. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41309. * @returns a float array containing vertex data
  41310. */
  41311. Geometry.prototype.getVerticesData = function (kind, copyWhenShared, forceCopy) {
  41312. var vertexBuffer = this.getVertexBuffer(kind);
  41313. if (!vertexBuffer) {
  41314. return null;
  41315. }
  41316. var data = vertexBuffer.getData();
  41317. if (!data) {
  41318. return null;
  41319. }
  41320. var tightlyPackedByteStride = vertexBuffer.getSize() * BABYLON.VertexBuffer.GetTypeByteLength(vertexBuffer.type);
  41321. var count = this._totalVertices * vertexBuffer.getSize();
  41322. if (vertexBuffer.type !== BABYLON.VertexBuffer.FLOAT || vertexBuffer.byteStride !== tightlyPackedByteStride) {
  41323. var copy_1 = [];
  41324. vertexBuffer.forEach(count, function (value) { return copy_1.push(value); });
  41325. return copy_1;
  41326. }
  41327. if (!((data instanceof Array) || (data instanceof Float32Array)) || vertexBuffer.byteOffset !== 0 || data.length !== count) {
  41328. if (data instanceof Array) {
  41329. var offset = vertexBuffer.byteOffset / 4;
  41330. return BABYLON.Tools.Slice(data, offset, offset + count);
  41331. }
  41332. else if (data instanceof ArrayBuffer) {
  41333. return new Float32Array(data, vertexBuffer.byteOffset, count);
  41334. }
  41335. else {
  41336. var offset = data.byteOffset + vertexBuffer.byteOffset;
  41337. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41338. var result = new Float32Array(count);
  41339. var source = new Float32Array(data.buffer, offset, count);
  41340. result.set(source);
  41341. return result;
  41342. }
  41343. return new Float32Array(data.buffer, offset, count);
  41344. }
  41345. }
  41346. if (forceCopy || (copyWhenShared && this._meshes.length !== 1)) {
  41347. return BABYLON.Tools.Slice(data);
  41348. }
  41349. return data;
  41350. };
  41351. /**
  41352. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  41353. * @param kind defines the data kind (Position, normal, etc...)
  41354. * @returns true if the vertex buffer with the specified kind is updatable
  41355. */
  41356. Geometry.prototype.isVertexBufferUpdatable = function (kind) {
  41357. var vb = this._vertexBuffers[kind];
  41358. if (!vb) {
  41359. return false;
  41360. }
  41361. return vb.isUpdatable();
  41362. };
  41363. /**
  41364. * Gets a specific vertex buffer
  41365. * @param kind defines the data kind (Position, normal, etc...)
  41366. * @returns a VertexBuffer
  41367. */
  41368. Geometry.prototype.getVertexBuffer = function (kind) {
  41369. if (!this.isReady()) {
  41370. return null;
  41371. }
  41372. return this._vertexBuffers[kind];
  41373. };
  41374. /**
  41375. * Returns all vertex buffers
  41376. * @return an object holding all vertex buffers indexed by kind
  41377. */
  41378. Geometry.prototype.getVertexBuffers = function () {
  41379. if (!this.isReady()) {
  41380. return null;
  41381. }
  41382. return this._vertexBuffers;
  41383. };
  41384. /**
  41385. * Gets a boolean indicating if specific vertex buffer is present
  41386. * @param kind defines the data kind (Position, normal, etc...)
  41387. * @returns true if data is present
  41388. */
  41389. Geometry.prototype.isVerticesDataPresent = function (kind) {
  41390. if (!this._vertexBuffers) {
  41391. if (this._delayInfo) {
  41392. return this._delayInfo.indexOf(kind) !== -1;
  41393. }
  41394. return false;
  41395. }
  41396. return this._vertexBuffers[kind] !== undefined;
  41397. };
  41398. /**
  41399. * Gets a list of all attached data kinds (Position, normal, etc...)
  41400. * @returns a list of string containing all kinds
  41401. */
  41402. Geometry.prototype.getVerticesDataKinds = function () {
  41403. var result = [];
  41404. var kind;
  41405. if (!this._vertexBuffers && this._delayInfo) {
  41406. for (kind in this._delayInfo) {
  41407. result.push(kind);
  41408. }
  41409. }
  41410. else {
  41411. for (kind in this._vertexBuffers) {
  41412. result.push(kind);
  41413. }
  41414. }
  41415. return result;
  41416. };
  41417. /**
  41418. * Update index buffer
  41419. * @param indices defines the indices to store in the index buffer
  41420. * @param offset defines the offset in the target buffer where to store the data
  41421. */
  41422. Geometry.prototype.updateIndices = function (indices, offset) {
  41423. if (!this._indexBuffer) {
  41424. return;
  41425. }
  41426. if (!this._indexBufferIsUpdatable) {
  41427. this.setIndices(indices, null, true);
  41428. }
  41429. else {
  41430. this._engine.updateDynamicIndexBuffer(this._indexBuffer, indices, offset);
  41431. }
  41432. };
  41433. /**
  41434. * Creates a new index buffer
  41435. * @param indices defines the indices to store in the index buffer
  41436. * @param totalVertices defines the total number of vertices (could be null)
  41437. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  41438. */
  41439. Geometry.prototype.setIndices = function (indices, totalVertices, updatable) {
  41440. if (totalVertices === void 0) { totalVertices = null; }
  41441. if (updatable === void 0) { updatable = false; }
  41442. if (this._indexBuffer) {
  41443. this._engine._releaseBuffer(this._indexBuffer);
  41444. }
  41445. this._disposeVertexArrayObjects();
  41446. this._indices = indices;
  41447. this._indexBufferIsUpdatable = updatable;
  41448. if (this._meshes.length !== 0 && this._indices) {
  41449. this._indexBuffer = this._engine.createIndexBuffer(this._indices, updatable);
  41450. }
  41451. if (totalVertices != undefined) { // including null and undefined
  41452. this._totalVertices = totalVertices;
  41453. }
  41454. var meshes = this._meshes;
  41455. var numOfMeshes = meshes.length;
  41456. for (var index = 0; index < numOfMeshes; index++) {
  41457. meshes[index]._createGlobalSubMesh(true);
  41458. }
  41459. this.notifyUpdate();
  41460. };
  41461. /**
  41462. * Return the total number of indices
  41463. * @returns the total number of indices
  41464. */
  41465. Geometry.prototype.getTotalIndices = function () {
  41466. if (!this.isReady()) {
  41467. return 0;
  41468. }
  41469. return this._indices.length;
  41470. };
  41471. /**
  41472. * Gets the index buffer array
  41473. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  41474. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  41475. * @returns the index buffer array
  41476. */
  41477. Geometry.prototype.getIndices = function (copyWhenShared, forceCopy) {
  41478. if (!this.isReady()) {
  41479. return null;
  41480. }
  41481. var orig = this._indices;
  41482. if (!forceCopy && (!copyWhenShared || this._meshes.length === 1)) {
  41483. return orig;
  41484. }
  41485. else {
  41486. var len = orig.length;
  41487. var copy = [];
  41488. for (var i = 0; i < len; i++) {
  41489. copy.push(orig[i]);
  41490. }
  41491. return copy;
  41492. }
  41493. };
  41494. /**
  41495. * Gets the index buffer
  41496. * @return the index buffer
  41497. */
  41498. Geometry.prototype.getIndexBuffer = function () {
  41499. if (!this.isReady()) {
  41500. return null;
  41501. }
  41502. return this._indexBuffer;
  41503. };
  41504. /** @hidden */
  41505. Geometry.prototype._releaseVertexArrayObject = function (effect) {
  41506. if (effect === void 0) { effect = null; }
  41507. if (!effect || !this._vertexArrayObjects) {
  41508. return;
  41509. }
  41510. if (this._vertexArrayObjects[effect.key]) {
  41511. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[effect.key]);
  41512. delete this._vertexArrayObjects[effect.key];
  41513. }
  41514. };
  41515. /**
  41516. * Release the associated resources for a specific mesh
  41517. * @param mesh defines the source mesh
  41518. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  41519. */
  41520. Geometry.prototype.releaseForMesh = function (mesh, shouldDispose) {
  41521. var meshes = this._meshes;
  41522. var index = meshes.indexOf(mesh);
  41523. if (index === -1) {
  41524. return;
  41525. }
  41526. meshes.splice(index, 1);
  41527. mesh._geometry = null;
  41528. if (meshes.length === 0 && shouldDispose) {
  41529. this.dispose();
  41530. }
  41531. };
  41532. /**
  41533. * Apply current geometry to a given mesh
  41534. * @param mesh defines the mesh to apply geometry to
  41535. */
  41536. Geometry.prototype.applyToMesh = function (mesh) {
  41537. if (mesh._geometry === this) {
  41538. return;
  41539. }
  41540. var previousGeometry = mesh._geometry;
  41541. if (previousGeometry) {
  41542. previousGeometry.releaseForMesh(mesh);
  41543. }
  41544. var meshes = this._meshes;
  41545. // must be done before setting vertexBuffers because of mesh._createGlobalSubMesh()
  41546. mesh._geometry = this;
  41547. this._scene.pushGeometry(this);
  41548. meshes.push(mesh);
  41549. if (this.isReady()) {
  41550. this._applyToMesh(mesh);
  41551. }
  41552. else {
  41553. mesh._boundingInfo = this._boundingInfo;
  41554. }
  41555. };
  41556. Geometry.prototype._updateExtend = function (data) {
  41557. if (data === void 0) { data = null; }
  41558. if (!data) {
  41559. data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41560. }
  41561. this._extend = BABYLON.Tools.ExtractMinAndMax(data, 0, this._totalVertices, this.boundingBias, 3);
  41562. };
  41563. Geometry.prototype._applyToMesh = function (mesh) {
  41564. var numOfMeshes = this._meshes.length;
  41565. // vertexBuffers
  41566. for (var kind in this._vertexBuffers) {
  41567. if (numOfMeshes === 1) {
  41568. this._vertexBuffers[kind].create();
  41569. }
  41570. var buffer = this._vertexBuffers[kind].getBuffer();
  41571. if (buffer) {
  41572. buffer.references = numOfMeshes;
  41573. }
  41574. if (kind === BABYLON.VertexBuffer.PositionKind) {
  41575. if (!this._extend) {
  41576. this._updateExtend();
  41577. }
  41578. mesh._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41579. mesh._createGlobalSubMesh(false);
  41580. //bounding info was just created again, world matrix should be applied again.
  41581. mesh._updateBoundingInfo();
  41582. }
  41583. }
  41584. // indexBuffer
  41585. if (numOfMeshes === 1 && this._indices && this._indices.length > 0) {
  41586. this._indexBuffer = this._engine.createIndexBuffer(this._indices);
  41587. }
  41588. if (this._indexBuffer) {
  41589. this._indexBuffer.references = numOfMeshes;
  41590. }
  41591. // morphTargets
  41592. mesh._syncGeometryWithMorphTargetManager();
  41593. // instances
  41594. mesh.synchronizeInstances();
  41595. };
  41596. Geometry.prototype.notifyUpdate = function (kind) {
  41597. if (this.onGeometryUpdated) {
  41598. this.onGeometryUpdated(this, kind);
  41599. }
  41600. for (var _i = 0, _a = this._meshes; _i < _a.length; _i++) {
  41601. var mesh = _a[_i];
  41602. mesh._markSubMeshesAsAttributesDirty();
  41603. }
  41604. };
  41605. /**
  41606. * Load the geometry if it was flagged as delay loaded
  41607. * @param scene defines the hosting scene
  41608. * @param onLoaded defines a callback called when the geometry is loaded
  41609. */
  41610. Geometry.prototype.load = function (scene, onLoaded) {
  41611. if (this.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADING) {
  41612. return;
  41613. }
  41614. if (this.isReady()) {
  41615. if (onLoaded) {
  41616. onLoaded();
  41617. }
  41618. return;
  41619. }
  41620. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADING;
  41621. this._queueLoad(scene, onLoaded);
  41622. };
  41623. Geometry.prototype._queueLoad = function (scene, onLoaded) {
  41624. var _this = this;
  41625. if (!this.delayLoadingFile) {
  41626. return;
  41627. }
  41628. scene._addPendingData(this);
  41629. scene._loadFile(this.delayLoadingFile, function (data) {
  41630. if (!_this._delayLoadingFunction) {
  41631. return;
  41632. }
  41633. _this._delayLoadingFunction(JSON.parse(data), _this);
  41634. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  41635. _this._delayInfo = [];
  41636. scene._removePendingData(_this);
  41637. var meshes = _this._meshes;
  41638. var numOfMeshes = meshes.length;
  41639. for (var index = 0; index < numOfMeshes; index++) {
  41640. _this._applyToMesh(meshes[index]);
  41641. }
  41642. if (onLoaded) {
  41643. onLoaded();
  41644. }
  41645. }, undefined, true);
  41646. };
  41647. /**
  41648. * Invert the geometry to move from a right handed system to a left handed one.
  41649. */
  41650. Geometry.prototype.toLeftHanded = function () {
  41651. // Flip faces
  41652. var tIndices = this.getIndices(false);
  41653. if (tIndices != null && tIndices.length > 0) {
  41654. for (var i = 0; i < tIndices.length; i += 3) {
  41655. var tTemp = tIndices[i + 0];
  41656. tIndices[i + 0] = tIndices[i + 2];
  41657. tIndices[i + 2] = tTemp;
  41658. }
  41659. this.setIndices(tIndices);
  41660. }
  41661. // Negate position.z
  41662. var tPositions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind, false);
  41663. if (tPositions != null && tPositions.length > 0) {
  41664. for (var i = 0; i < tPositions.length; i += 3) {
  41665. tPositions[i + 2] = -tPositions[i + 2];
  41666. }
  41667. this.setVerticesData(BABYLON.VertexBuffer.PositionKind, tPositions, false);
  41668. }
  41669. // Negate normal.z
  41670. var tNormals = this.getVerticesData(BABYLON.VertexBuffer.NormalKind, false);
  41671. if (tNormals != null && tNormals.length > 0) {
  41672. for (var i = 0; i < tNormals.length; i += 3) {
  41673. tNormals[i + 2] = -tNormals[i + 2];
  41674. }
  41675. this.setVerticesData(BABYLON.VertexBuffer.NormalKind, tNormals, false);
  41676. }
  41677. };
  41678. // Cache
  41679. /** @hidden */
  41680. Geometry.prototype._resetPointsArrayCache = function () {
  41681. this._positions = null;
  41682. };
  41683. /** @hidden */
  41684. Geometry.prototype._generatePointsArray = function () {
  41685. if (this._positions) {
  41686. return true;
  41687. }
  41688. var data = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  41689. if (!data || data.length === 0) {
  41690. return false;
  41691. }
  41692. this._positions = [];
  41693. for (var index = 0; index < data.length; index += 3) {
  41694. this._positions.push(BABYLON.Vector3.FromArray(data, index));
  41695. }
  41696. return true;
  41697. };
  41698. /**
  41699. * Gets a value indicating if the geometry is disposed
  41700. * @returns true if the geometry was disposed
  41701. */
  41702. Geometry.prototype.isDisposed = function () {
  41703. return this._isDisposed;
  41704. };
  41705. Geometry.prototype._disposeVertexArrayObjects = function () {
  41706. if (this._vertexArrayObjects) {
  41707. for (var kind in this._vertexArrayObjects) {
  41708. this._engine.releaseVertexArrayObject(this._vertexArrayObjects[kind]);
  41709. }
  41710. this._vertexArrayObjects = {};
  41711. }
  41712. };
  41713. /**
  41714. * Free all associated resources
  41715. */
  41716. Geometry.prototype.dispose = function () {
  41717. var meshes = this._meshes;
  41718. var numOfMeshes = meshes.length;
  41719. var index;
  41720. for (index = 0; index < numOfMeshes; index++) {
  41721. this.releaseForMesh(meshes[index]);
  41722. }
  41723. this._meshes = [];
  41724. this._disposeVertexArrayObjects();
  41725. for (var kind in this._vertexBuffers) {
  41726. this._vertexBuffers[kind].dispose();
  41727. }
  41728. this._vertexBuffers = {};
  41729. this._totalVertices = 0;
  41730. if (this._indexBuffer) {
  41731. this._engine._releaseBuffer(this._indexBuffer);
  41732. }
  41733. this._indexBuffer = null;
  41734. this._indices = [];
  41735. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NONE;
  41736. this.delayLoadingFile = null;
  41737. this._delayLoadingFunction = null;
  41738. this._delayInfo = [];
  41739. this._boundingInfo = null;
  41740. this._scene.removeGeometry(this);
  41741. this._isDisposed = true;
  41742. };
  41743. /**
  41744. * Clone the current geometry into a new geometry
  41745. * @param id defines the unique ID of the new geometry
  41746. * @returns a new geometry object
  41747. */
  41748. Geometry.prototype.copy = function (id) {
  41749. var vertexData = new BABYLON.VertexData();
  41750. vertexData.indices = [];
  41751. var indices = this.getIndices();
  41752. if (indices) {
  41753. for (var index = 0; index < indices.length; index++) {
  41754. vertexData.indices.push(indices[index]);
  41755. }
  41756. }
  41757. var updatable = false;
  41758. var stopChecking = false;
  41759. var kind;
  41760. for (kind in this._vertexBuffers) {
  41761. // using slice() to make a copy of the array and not just reference it
  41762. var data = this.getVerticesData(kind);
  41763. if (data instanceof Float32Array) {
  41764. vertexData.set(new Float32Array(data), kind);
  41765. }
  41766. else {
  41767. vertexData.set(data.slice(0), kind);
  41768. }
  41769. if (!stopChecking) {
  41770. var vb = this.getVertexBuffer(kind);
  41771. if (vb) {
  41772. updatable = vb.isUpdatable();
  41773. stopChecking = !updatable;
  41774. }
  41775. }
  41776. }
  41777. var geometry = new Geometry(id, this._scene, vertexData, updatable);
  41778. geometry.delayLoadState = this.delayLoadState;
  41779. geometry.delayLoadingFile = this.delayLoadingFile;
  41780. geometry._delayLoadingFunction = this._delayLoadingFunction;
  41781. for (kind in this._delayInfo) {
  41782. geometry._delayInfo = geometry._delayInfo || [];
  41783. geometry._delayInfo.push(kind);
  41784. }
  41785. // Bounding info
  41786. geometry._boundingInfo = new BABYLON.BoundingInfo(this._extend.minimum, this._extend.maximum);
  41787. return geometry;
  41788. };
  41789. /**
  41790. * Serialize the current geometry info (and not the vertices data) into a JSON object
  41791. * @return a JSON representation of the current geometry data (without the vertices data)
  41792. */
  41793. Geometry.prototype.serialize = function () {
  41794. var serializationObject = {};
  41795. serializationObject.id = this.id;
  41796. serializationObject.updatable = this._updatable;
  41797. if (BABYLON.Tags && BABYLON.Tags.HasTags(this)) {
  41798. serializationObject.tags = BABYLON.Tags.GetTags(this);
  41799. }
  41800. return serializationObject;
  41801. };
  41802. Geometry.prototype.toNumberArray = function (origin) {
  41803. if (Array.isArray(origin)) {
  41804. return origin;
  41805. }
  41806. else {
  41807. return Array.prototype.slice.call(origin);
  41808. }
  41809. };
  41810. /**
  41811. * Serialize all vertices data into a JSON oject
  41812. * @returns a JSON representation of the current geometry data
  41813. */
  41814. Geometry.prototype.serializeVerticeData = function () {
  41815. var serializationObject = this.serialize();
  41816. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.PositionKind)) {
  41817. serializationObject.positions = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  41818. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.PositionKind)) {
  41819. serializationObject.positions._updatable = true;
  41820. }
  41821. }
  41822. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  41823. serializationObject.normals = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  41824. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.NormalKind)) {
  41825. serializationObject.normals._updatable = true;
  41826. }
  41827. }
  41828. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  41829. serializationObject.tangets = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  41830. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.TangentKind)) {
  41831. serializationObject.tangets._updatable = true;
  41832. }
  41833. }
  41834. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  41835. serializationObject.uvs = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UVKind));
  41836. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UVKind)) {
  41837. serializationObject.uvs._updatable = true;
  41838. }
  41839. }
  41840. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  41841. serializationObject.uv2s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV2Kind));
  41842. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV2Kind)) {
  41843. serializationObject.uv2s._updatable = true;
  41844. }
  41845. }
  41846. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV3Kind)) {
  41847. serializationObject.uv3s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV3Kind));
  41848. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV3Kind)) {
  41849. serializationObject.uv3s._updatable = true;
  41850. }
  41851. }
  41852. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV4Kind)) {
  41853. serializationObject.uv4s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV4Kind));
  41854. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV4Kind)) {
  41855. serializationObject.uv4s._updatable = true;
  41856. }
  41857. }
  41858. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV5Kind)) {
  41859. serializationObject.uv5s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV5Kind));
  41860. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV5Kind)) {
  41861. serializationObject.uv5s._updatable = true;
  41862. }
  41863. }
  41864. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.UV6Kind)) {
  41865. serializationObject.uv6s = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.UV6Kind));
  41866. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.UV6Kind)) {
  41867. serializationObject.uv6s._updatable = true;
  41868. }
  41869. }
  41870. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  41871. serializationObject.colors = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.ColorKind));
  41872. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.ColorKind)) {
  41873. serializationObject.colors._updatable = true;
  41874. }
  41875. }
  41876. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41877. serializationObject.matricesIndices = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind));
  41878. serializationObject.matricesIndices._isExpanded = true;
  41879. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesIndicesKind)) {
  41880. serializationObject.matricesIndices._updatable = true;
  41881. }
  41882. }
  41883. if (this.isVerticesDataPresent(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41884. serializationObject.matricesWeights = this.toNumberArray(this.getVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind));
  41885. if (this.isVertexBufferUpdatable(BABYLON.VertexBuffer.MatricesWeightsKind)) {
  41886. serializationObject.matricesWeights._updatable = true;
  41887. }
  41888. }
  41889. serializationObject.indices = this.toNumberArray(this.getIndices());
  41890. return serializationObject;
  41891. };
  41892. // Statics
  41893. /**
  41894. * Extracts a clone of a mesh geometry
  41895. * @param mesh defines the source mesh
  41896. * @param id defines the unique ID of the new geometry object
  41897. * @returns the new geometry object
  41898. */
  41899. Geometry.ExtractFromMesh = function (mesh, id) {
  41900. var geometry = mesh._geometry;
  41901. if (!geometry) {
  41902. return null;
  41903. }
  41904. return geometry.copy(id);
  41905. };
  41906. /**
  41907. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  41908. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  41909. * Be aware Math.random() could cause collisions, but:
  41910. * "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"
  41911. * @returns a string containing a new GUID
  41912. */
  41913. Geometry.RandomId = function () {
  41914. return BABYLON.Tools.RandomId();
  41915. };
  41916. /** @hidden */
  41917. Geometry._ImportGeometry = function (parsedGeometry, mesh) {
  41918. var scene = mesh.getScene();
  41919. // Geometry
  41920. var geometryId = parsedGeometry.geometryId;
  41921. if (geometryId) {
  41922. var geometry = scene.getGeometryByID(geometryId);
  41923. if (geometry) {
  41924. geometry.applyToMesh(mesh);
  41925. }
  41926. }
  41927. else if (parsedGeometry instanceof ArrayBuffer) {
  41928. var binaryInfo = mesh._binaryInfo;
  41929. if (binaryInfo.positionsAttrDesc && binaryInfo.positionsAttrDesc.count > 0) {
  41930. var positionsData = new Float32Array(parsedGeometry, binaryInfo.positionsAttrDesc.offset, binaryInfo.positionsAttrDesc.count);
  41931. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, positionsData, false);
  41932. }
  41933. if (binaryInfo.normalsAttrDesc && binaryInfo.normalsAttrDesc.count > 0) {
  41934. var normalsData = new Float32Array(parsedGeometry, binaryInfo.normalsAttrDesc.offset, binaryInfo.normalsAttrDesc.count);
  41935. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normalsData, false);
  41936. }
  41937. if (binaryInfo.tangetsAttrDesc && binaryInfo.tangetsAttrDesc.count > 0) {
  41938. var tangentsData = new Float32Array(parsedGeometry, binaryInfo.tangetsAttrDesc.offset, binaryInfo.tangetsAttrDesc.count);
  41939. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, tangentsData, false);
  41940. }
  41941. if (binaryInfo.uvsAttrDesc && binaryInfo.uvsAttrDesc.count > 0) {
  41942. var uvsData = new Float32Array(parsedGeometry, binaryInfo.uvsAttrDesc.offset, binaryInfo.uvsAttrDesc.count);
  41943. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvsData, false);
  41944. }
  41945. if (binaryInfo.uvs2AttrDesc && binaryInfo.uvs2AttrDesc.count > 0) {
  41946. var uvs2Data = new Float32Array(parsedGeometry, binaryInfo.uvs2AttrDesc.offset, binaryInfo.uvs2AttrDesc.count);
  41947. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, uvs2Data, false);
  41948. }
  41949. if (binaryInfo.uvs3AttrDesc && binaryInfo.uvs3AttrDesc.count > 0) {
  41950. var uvs3Data = new Float32Array(parsedGeometry, binaryInfo.uvs3AttrDesc.offset, binaryInfo.uvs3AttrDesc.count);
  41951. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, uvs3Data, false);
  41952. }
  41953. if (binaryInfo.uvs4AttrDesc && binaryInfo.uvs4AttrDesc.count > 0) {
  41954. var uvs4Data = new Float32Array(parsedGeometry, binaryInfo.uvs4AttrDesc.offset, binaryInfo.uvs4AttrDesc.count);
  41955. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, uvs4Data, false);
  41956. }
  41957. if (binaryInfo.uvs5AttrDesc && binaryInfo.uvs5AttrDesc.count > 0) {
  41958. var uvs5Data = new Float32Array(parsedGeometry, binaryInfo.uvs5AttrDesc.offset, binaryInfo.uvs5AttrDesc.count);
  41959. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, uvs5Data, false);
  41960. }
  41961. if (binaryInfo.uvs6AttrDesc && binaryInfo.uvs6AttrDesc.count > 0) {
  41962. var uvs6Data = new Float32Array(parsedGeometry, binaryInfo.uvs6AttrDesc.offset, binaryInfo.uvs6AttrDesc.count);
  41963. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, uvs6Data, false);
  41964. }
  41965. if (binaryInfo.colorsAttrDesc && binaryInfo.colorsAttrDesc.count > 0) {
  41966. var colorsData = new Float32Array(parsedGeometry, binaryInfo.colorsAttrDesc.offset, binaryInfo.colorsAttrDesc.count);
  41967. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, colorsData, false, binaryInfo.colorsAttrDesc.stride);
  41968. }
  41969. if (binaryInfo.matricesIndicesAttrDesc && binaryInfo.matricesIndicesAttrDesc.count > 0) {
  41970. var matricesIndicesData = new Int32Array(parsedGeometry, binaryInfo.matricesIndicesAttrDesc.offset, binaryInfo.matricesIndicesAttrDesc.count);
  41971. var floatIndices = [];
  41972. for (var i = 0; i < matricesIndicesData.length; i++) {
  41973. var index = matricesIndicesData[i];
  41974. floatIndices.push(index & 0x000000FF);
  41975. floatIndices.push((index & 0x0000FF00) >> 8);
  41976. floatIndices.push((index & 0x00FF0000) >> 16);
  41977. floatIndices.push(index >> 24);
  41978. }
  41979. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, false);
  41980. }
  41981. if (binaryInfo.matricesWeightsAttrDesc && binaryInfo.matricesWeightsAttrDesc.count > 0) {
  41982. var matricesWeightsData = new Float32Array(parsedGeometry, binaryInfo.matricesWeightsAttrDesc.offset, binaryInfo.matricesWeightsAttrDesc.count);
  41983. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, matricesWeightsData, false);
  41984. }
  41985. if (binaryInfo.indicesAttrDesc && binaryInfo.indicesAttrDesc.count > 0) {
  41986. var indicesData = new Int32Array(parsedGeometry, binaryInfo.indicesAttrDesc.offset, binaryInfo.indicesAttrDesc.count);
  41987. mesh.setIndices(indicesData, null);
  41988. }
  41989. if (binaryInfo.subMeshesAttrDesc && binaryInfo.subMeshesAttrDesc.count > 0) {
  41990. var subMeshesData = new Int32Array(parsedGeometry, binaryInfo.subMeshesAttrDesc.offset, binaryInfo.subMeshesAttrDesc.count * 5);
  41991. mesh.subMeshes = [];
  41992. for (var i = 0; i < binaryInfo.subMeshesAttrDesc.count; i++) {
  41993. var materialIndex = subMeshesData[(i * 5) + 0];
  41994. var verticesStart = subMeshesData[(i * 5) + 1];
  41995. var verticesCount = subMeshesData[(i * 5) + 2];
  41996. var indexStart = subMeshesData[(i * 5) + 3];
  41997. var indexCount = subMeshesData[(i * 5) + 4];
  41998. BABYLON.SubMesh.AddToMesh(materialIndex, verticesStart, verticesCount, indexStart, indexCount, mesh);
  41999. }
  42000. }
  42001. }
  42002. else if (parsedGeometry.positions && parsedGeometry.normals && parsedGeometry.indices) {
  42003. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, parsedGeometry.positions, parsedGeometry.positions._updatable);
  42004. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, parsedGeometry.normals, parsedGeometry.normals._updatable);
  42005. if (parsedGeometry.tangents) {
  42006. mesh.setVerticesData(BABYLON.VertexBuffer.TangentKind, parsedGeometry.tangents, parsedGeometry.tangents._updatable);
  42007. }
  42008. if (parsedGeometry.uvs) {
  42009. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, parsedGeometry.uvs, parsedGeometry.uvs._updatable);
  42010. }
  42011. if (parsedGeometry.uvs2) {
  42012. mesh.setVerticesData(BABYLON.VertexBuffer.UV2Kind, parsedGeometry.uvs2, parsedGeometry.uvs2._updatable);
  42013. }
  42014. if (parsedGeometry.uvs3) {
  42015. mesh.setVerticesData(BABYLON.VertexBuffer.UV3Kind, parsedGeometry.uvs3, parsedGeometry.uvs3._updatable);
  42016. }
  42017. if (parsedGeometry.uvs4) {
  42018. mesh.setVerticesData(BABYLON.VertexBuffer.UV4Kind, parsedGeometry.uvs4, parsedGeometry.uvs4._updatable);
  42019. }
  42020. if (parsedGeometry.uvs5) {
  42021. mesh.setVerticesData(BABYLON.VertexBuffer.UV5Kind, parsedGeometry.uvs5, parsedGeometry.uvs5._updatable);
  42022. }
  42023. if (parsedGeometry.uvs6) {
  42024. mesh.setVerticesData(BABYLON.VertexBuffer.UV6Kind, parsedGeometry.uvs6, parsedGeometry.uvs6._updatable);
  42025. }
  42026. if (parsedGeometry.colors) {
  42027. mesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, BABYLON.Color4.CheckColors4(parsedGeometry.colors, parsedGeometry.positions.length / 3), parsedGeometry.colors._updatable);
  42028. }
  42029. if (parsedGeometry.matricesIndices) {
  42030. if (!parsedGeometry.matricesIndices._isExpanded) {
  42031. var floatIndices = [];
  42032. for (var i = 0; i < parsedGeometry.matricesIndices.length; i++) {
  42033. var matricesIndex = parsedGeometry.matricesIndices[i];
  42034. floatIndices.push(matricesIndex & 0x000000FF);
  42035. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42036. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42037. floatIndices.push(matricesIndex >> 24);
  42038. }
  42039. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, floatIndices, parsedGeometry.matricesIndices._updatable);
  42040. }
  42041. else {
  42042. delete parsedGeometry.matricesIndices._isExpanded;
  42043. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, parsedGeometry.matricesIndices, parsedGeometry.matricesIndices._updatable);
  42044. }
  42045. }
  42046. if (parsedGeometry.matricesIndicesExtra) {
  42047. if (!parsedGeometry.matricesIndicesExtra._isExpanded) {
  42048. var floatIndices = [];
  42049. for (var i = 0; i < parsedGeometry.matricesIndicesExtra.length; i++) {
  42050. var matricesIndex = parsedGeometry.matricesIndicesExtra[i];
  42051. floatIndices.push(matricesIndex & 0x000000FF);
  42052. floatIndices.push((matricesIndex & 0x0000FF00) >> 8);
  42053. floatIndices.push((matricesIndex & 0x00FF0000) >> 16);
  42054. floatIndices.push(matricesIndex >> 24);
  42055. }
  42056. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, floatIndices, parsedGeometry.matricesIndicesExtra._updatable);
  42057. }
  42058. else {
  42059. delete parsedGeometry.matricesIndices._isExpanded;
  42060. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, parsedGeometry.matricesIndicesExtra, parsedGeometry.matricesIndicesExtra._updatable);
  42061. }
  42062. }
  42063. if (parsedGeometry.matricesWeights) {
  42064. Geometry._CleanMatricesWeights(parsedGeometry, mesh);
  42065. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsKind, parsedGeometry.matricesWeights, parsedGeometry.matricesWeights._updatable);
  42066. }
  42067. if (parsedGeometry.matricesWeightsExtra) {
  42068. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesWeightsExtraKind, parsedGeometry.matricesWeightsExtra, parsedGeometry.matricesWeights._updatable);
  42069. }
  42070. mesh.setIndices(parsedGeometry.indices, null);
  42071. }
  42072. // SubMeshes
  42073. if (parsedGeometry.subMeshes) {
  42074. mesh.subMeshes = [];
  42075. for (var subIndex = 0; subIndex < parsedGeometry.subMeshes.length; subIndex++) {
  42076. var parsedSubMesh = parsedGeometry.subMeshes[subIndex];
  42077. BABYLON.SubMesh.AddToMesh(parsedSubMesh.materialIndex, parsedSubMesh.verticesStart, parsedSubMesh.verticesCount, parsedSubMesh.indexStart, parsedSubMesh.indexCount, mesh);
  42078. }
  42079. }
  42080. // Flat shading
  42081. if (mesh._shouldGenerateFlatShading) {
  42082. mesh.convertToFlatShadedMesh();
  42083. delete mesh._shouldGenerateFlatShading;
  42084. }
  42085. // Update
  42086. mesh.computeWorldMatrix(true);
  42087. scene.onMeshImportedObservable.notifyObservers(mesh);
  42088. };
  42089. Geometry._CleanMatricesWeights = function (parsedGeometry, mesh) {
  42090. var epsilon = 1e-3;
  42091. if (!BABYLON.SceneLoader.CleanBoneMatrixWeights) {
  42092. return;
  42093. }
  42094. var noInfluenceBoneIndex = 0.0;
  42095. if (parsedGeometry.skeletonId > -1) {
  42096. var skeleton = mesh.getScene().getLastSkeletonByID(parsedGeometry.skeletonId);
  42097. if (!skeleton) {
  42098. return;
  42099. }
  42100. noInfluenceBoneIndex = skeleton.bones.length;
  42101. }
  42102. else {
  42103. return;
  42104. }
  42105. var matricesIndices = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind);
  42106. var matricesIndicesExtra = mesh.getVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  42107. var matricesWeights = parsedGeometry.matricesWeights;
  42108. var matricesWeightsExtra = parsedGeometry.matricesWeightsExtra;
  42109. var influencers = parsedGeometry.numBoneInfluencer;
  42110. var size = matricesWeights.length;
  42111. for (var i = 0; i < size; i += 4) {
  42112. var weight = 0.0;
  42113. var firstZeroWeight = -1;
  42114. for (var j = 0; j < 4; j++) {
  42115. var w = matricesWeights[i + j];
  42116. weight += w;
  42117. if (w < epsilon && firstZeroWeight < 0) {
  42118. firstZeroWeight = j;
  42119. }
  42120. }
  42121. if (matricesWeightsExtra) {
  42122. for (var j = 0; j < 4; j++) {
  42123. var w = matricesWeightsExtra[i + j];
  42124. weight += w;
  42125. if (w < epsilon && firstZeroWeight < 0) {
  42126. firstZeroWeight = j + 4;
  42127. }
  42128. }
  42129. }
  42130. if (firstZeroWeight < 0 || firstZeroWeight > (influencers - 1)) {
  42131. firstZeroWeight = influencers - 1;
  42132. }
  42133. if (weight > epsilon) {
  42134. var mweight = 1.0 / weight;
  42135. for (var j = 0; j < 4; j++) {
  42136. matricesWeights[i + j] *= mweight;
  42137. }
  42138. if (matricesWeightsExtra) {
  42139. for (var j = 0; j < 4; j++) {
  42140. matricesWeightsExtra[i + j] *= mweight;
  42141. }
  42142. }
  42143. }
  42144. else {
  42145. if (firstZeroWeight >= 4) {
  42146. matricesWeightsExtra[i + firstZeroWeight - 4] = 1.0 - weight;
  42147. matricesIndicesExtra[i + firstZeroWeight - 4] = noInfluenceBoneIndex;
  42148. }
  42149. else {
  42150. matricesWeights[i + firstZeroWeight] = 1.0 - weight;
  42151. matricesIndices[i + firstZeroWeight] = noInfluenceBoneIndex;
  42152. }
  42153. }
  42154. }
  42155. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesKind, matricesIndices);
  42156. if (parsedGeometry.matricesWeightsExtra) {
  42157. mesh.setVerticesData(BABYLON.VertexBuffer.MatricesIndicesExtraKind, matricesIndicesExtra);
  42158. }
  42159. };
  42160. /**
  42161. * Create a new geometry from persisted data (Using .babylon file format)
  42162. * @param parsedVertexData defines the persisted data
  42163. * @param scene defines the hosting scene
  42164. * @param rootUrl defines the root url to use to load assets (like delayed data)
  42165. * @returns the new geometry object
  42166. */
  42167. Geometry.Parse = function (parsedVertexData, scene, rootUrl) {
  42168. if (scene.getGeometryByID(parsedVertexData.id)) {
  42169. return null; // null since geometry could be something else than a box...
  42170. }
  42171. var geometry = new Geometry(parsedVertexData.id, scene, undefined, parsedVertexData.updatable);
  42172. if (BABYLON.Tags) {
  42173. BABYLON.Tags.AddTagsTo(geometry, parsedVertexData.tags);
  42174. }
  42175. if (parsedVertexData.delayLoadingFile) {
  42176. geometry.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  42177. geometry.delayLoadingFile = rootUrl + parsedVertexData.delayLoadingFile;
  42178. geometry._boundingInfo = new BABYLON.BoundingInfo(BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMinimum), BABYLON.Vector3.FromArray(parsedVertexData.boundingBoxMaximum));
  42179. geometry._delayInfo = [];
  42180. if (parsedVertexData.hasUVs) {
  42181. geometry._delayInfo.push(BABYLON.VertexBuffer.UVKind);
  42182. }
  42183. if (parsedVertexData.hasUVs2) {
  42184. geometry._delayInfo.push(BABYLON.VertexBuffer.UV2Kind);
  42185. }
  42186. if (parsedVertexData.hasUVs3) {
  42187. geometry._delayInfo.push(BABYLON.VertexBuffer.UV3Kind);
  42188. }
  42189. if (parsedVertexData.hasUVs4) {
  42190. geometry._delayInfo.push(BABYLON.VertexBuffer.UV4Kind);
  42191. }
  42192. if (parsedVertexData.hasUVs5) {
  42193. geometry._delayInfo.push(BABYLON.VertexBuffer.UV5Kind);
  42194. }
  42195. if (parsedVertexData.hasUVs6) {
  42196. geometry._delayInfo.push(BABYLON.VertexBuffer.UV6Kind);
  42197. }
  42198. if (parsedVertexData.hasColors) {
  42199. geometry._delayInfo.push(BABYLON.VertexBuffer.ColorKind);
  42200. }
  42201. if (parsedVertexData.hasMatricesIndices) {
  42202. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  42203. }
  42204. if (parsedVertexData.hasMatricesWeights) {
  42205. geometry._delayInfo.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  42206. }
  42207. geometry._delayLoadingFunction = BABYLON.VertexData.ImportVertexData;
  42208. }
  42209. else {
  42210. BABYLON.VertexData.ImportVertexData(parsedVertexData, geometry);
  42211. }
  42212. scene.pushGeometry(geometry, true);
  42213. return geometry;
  42214. };
  42215. return Geometry;
  42216. }());
  42217. BABYLON.Geometry = Geometry;
  42218. // Primitives
  42219. /// Abstract class
  42220. /**
  42221. * Abstract class used to provide common services for all typed geometries
  42222. * @hidden
  42223. */
  42224. var _PrimitiveGeometry = /** @class */ (function (_super) {
  42225. __extends(_PrimitiveGeometry, _super);
  42226. /**
  42227. * Creates a new typed geometry
  42228. * @param id defines the unique ID of the geometry
  42229. * @param scene defines the hosting scene
  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 _PrimitiveGeometry(id, scene, _canBeRegenerated, mesh) {
  42234. if (_canBeRegenerated === void 0) { _canBeRegenerated = false; }
  42235. if (mesh === void 0) { mesh = null; }
  42236. var _this = _super.call(this, id, scene, undefined, false, mesh) || this;
  42237. _this._canBeRegenerated = _canBeRegenerated;
  42238. _this._beingRegenerated = true;
  42239. _this.regenerate();
  42240. _this._beingRegenerated = false;
  42241. return _this;
  42242. }
  42243. /**
  42244. * Gets a value indicating if the geometry supports being regenerated with new parameters (false by default)
  42245. * @returns true if the geometry can be regenerated
  42246. */
  42247. _PrimitiveGeometry.prototype.canBeRegenerated = function () {
  42248. return this._canBeRegenerated;
  42249. };
  42250. /**
  42251. * If the geometry supports regeneration, the function will recreates the geometry with updated parameter values
  42252. */
  42253. _PrimitiveGeometry.prototype.regenerate = function () {
  42254. if (!this._canBeRegenerated) {
  42255. return;
  42256. }
  42257. this._beingRegenerated = true;
  42258. this.setAllVerticesData(this._regenerateVertexData(), false);
  42259. this._beingRegenerated = false;
  42260. };
  42261. /**
  42262. * Clone the geometry
  42263. * @param id defines the unique ID of the new geometry
  42264. * @returns the new geometry
  42265. */
  42266. _PrimitiveGeometry.prototype.asNewGeometry = function (id) {
  42267. return _super.prototype.copy.call(this, id);
  42268. };
  42269. // overrides
  42270. _PrimitiveGeometry.prototype.setAllVerticesData = function (vertexData, updatable) {
  42271. if (!this._beingRegenerated) {
  42272. return;
  42273. }
  42274. _super.prototype.setAllVerticesData.call(this, vertexData, false);
  42275. };
  42276. _PrimitiveGeometry.prototype.setVerticesData = function (kind, data, updatable) {
  42277. if (!this._beingRegenerated) {
  42278. return;
  42279. }
  42280. _super.prototype.setVerticesData.call(this, kind, data, false);
  42281. };
  42282. // to override
  42283. /** @hidden */
  42284. _PrimitiveGeometry.prototype._regenerateVertexData = function () {
  42285. throw new Error("Abstract method");
  42286. };
  42287. _PrimitiveGeometry.prototype.copy = function (id) {
  42288. throw new Error("Must be overriden in sub-classes.");
  42289. };
  42290. _PrimitiveGeometry.prototype.serialize = function () {
  42291. var serializationObject = _super.prototype.serialize.call(this);
  42292. serializationObject.canBeRegenerated = this.canBeRegenerated();
  42293. return serializationObject;
  42294. };
  42295. return _PrimitiveGeometry;
  42296. }(Geometry));
  42297. BABYLON._PrimitiveGeometry = _PrimitiveGeometry;
  42298. /**
  42299. * Creates a ribbon geometry
  42300. * @description See http://doc.babylonjs.com/how_to/ribbon_tutorial, http://doc.babylonjs.com/resources/maths_make_ribbons
  42301. */
  42302. var RibbonGeometry = /** @class */ (function (_super) {
  42303. __extends(RibbonGeometry, _super);
  42304. /**
  42305. * Creates a ribbon geometry
  42306. * @param id defines the unique ID of the geometry
  42307. * @param scene defines the hosting scene
  42308. * @param pathArray defines the array of paths to use
  42309. * @param closeArray defines if the last path and the first path must be joined
  42310. * @param closePath defines if the last and first points of each path in your pathArray must be joined
  42311. * @param offset defines the offset between points
  42312. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42313. * @param mesh defines the hosting mesh (can be null)
  42314. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42315. */
  42316. function RibbonGeometry(id, scene,
  42317. /**
  42318. * Defines the array of paths to use
  42319. */
  42320. pathArray,
  42321. /**
  42322. * Defines if the last and first points of each path in your pathArray must be joined
  42323. */
  42324. closeArray,
  42325. /**
  42326. * Defines if the last and first points of each path in your pathArray must be joined
  42327. */
  42328. closePath,
  42329. /**
  42330. * Defines the offset between points
  42331. */
  42332. offset, canBeRegenerated, mesh,
  42333. /**
  42334. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42335. */
  42336. side) {
  42337. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42338. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42339. _this.pathArray = pathArray;
  42340. _this.closeArray = closeArray;
  42341. _this.closePath = closePath;
  42342. _this.offset = offset;
  42343. _this.side = side;
  42344. return _this;
  42345. }
  42346. /** @hidden */
  42347. RibbonGeometry.prototype._regenerateVertexData = function () {
  42348. return BABYLON.VertexData.CreateRibbon({ pathArray: this.pathArray, closeArray: this.closeArray, closePath: this.closePath, offset: this.offset, sideOrientation: this.side });
  42349. };
  42350. RibbonGeometry.prototype.copy = function (id) {
  42351. return new RibbonGeometry(id, this.getScene(), this.pathArray, this.closeArray, this.closePath, this.offset, this.canBeRegenerated(), undefined, this.side);
  42352. };
  42353. return RibbonGeometry;
  42354. }(_PrimitiveGeometry));
  42355. BABYLON.RibbonGeometry = RibbonGeometry;
  42356. /**
  42357. * Creates a box geometry
  42358. * @description see http://doc.babylonjs.com/how_to/set_shapes#box
  42359. */
  42360. var BoxGeometry = /** @class */ (function (_super) {
  42361. __extends(BoxGeometry, _super);
  42362. /**
  42363. * Creates a box geometry
  42364. * @param id defines the unique ID of the geometry
  42365. * @param scene defines the hosting scene
  42366. * @param size defines the zise of the box (width, height and depth are the same)
  42367. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42368. * @param mesh defines the hosting mesh (can be null)
  42369. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42370. */
  42371. function BoxGeometry(id, scene,
  42372. /**
  42373. * Defines the zise of the box (width, height and depth are the same)
  42374. */
  42375. size, canBeRegenerated, mesh,
  42376. /**
  42377. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42378. */
  42379. side) {
  42380. if (mesh === void 0) { mesh = null; }
  42381. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42382. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42383. _this.size = size;
  42384. _this.side = side;
  42385. return _this;
  42386. }
  42387. /** @hidden */
  42388. BoxGeometry.prototype._regenerateVertexData = function () {
  42389. return BABYLON.VertexData.CreateBox({ size: this.size, sideOrientation: this.side });
  42390. };
  42391. BoxGeometry.prototype.copy = function (id) {
  42392. return new BoxGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), undefined, this.side);
  42393. };
  42394. BoxGeometry.prototype.serialize = function () {
  42395. var serializationObject = _super.prototype.serialize.call(this);
  42396. serializationObject.size = this.size;
  42397. return serializationObject;
  42398. };
  42399. BoxGeometry.Parse = function (parsedBox, scene) {
  42400. if (scene.getGeometryByID(parsedBox.id)) {
  42401. return null; // null since geometry could be something else than a box...
  42402. }
  42403. var box = new BoxGeometry(parsedBox.id, scene, parsedBox.size, parsedBox.canBeRegenerated, null);
  42404. if (BABYLON.Tags) {
  42405. BABYLON.Tags.AddTagsTo(box, parsedBox.tags);
  42406. }
  42407. scene.pushGeometry(box, true);
  42408. return box;
  42409. };
  42410. return BoxGeometry;
  42411. }(_PrimitiveGeometry));
  42412. BABYLON.BoxGeometry = BoxGeometry;
  42413. /**
  42414. * Creates a sphere geometry
  42415. * @description see http://doc.babylonjs.com/how_to/set_shapes#sphere
  42416. */
  42417. var SphereGeometry = /** @class */ (function (_super) {
  42418. __extends(SphereGeometry, _super);
  42419. /**
  42420. * Create a new sphere geometry
  42421. * @param id defines the unique ID of the geometry
  42422. * @param scene defines the hosting scene
  42423. * @param segments defines the number of segments to use to create the sphere
  42424. * @param diameter defines the diameter of the sphere
  42425. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42426. * @param mesh defines the hosting mesh (can be null)
  42427. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42428. */
  42429. function SphereGeometry(id, scene,
  42430. /**
  42431. * Defines the number of segments to use to create the sphere
  42432. */
  42433. segments,
  42434. /**
  42435. * Defines the diameter of the sphere
  42436. */
  42437. diameter, canBeRegenerated, mesh,
  42438. /**
  42439. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42440. */
  42441. side) {
  42442. if (mesh === void 0) { mesh = null; }
  42443. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42444. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42445. _this.segments = segments;
  42446. _this.diameter = diameter;
  42447. _this.side = side;
  42448. return _this;
  42449. }
  42450. /** @hidden */
  42451. SphereGeometry.prototype._regenerateVertexData = function () {
  42452. return BABYLON.VertexData.CreateSphere({ segments: this.segments, diameter: this.diameter, sideOrientation: this.side });
  42453. };
  42454. SphereGeometry.prototype.copy = function (id) {
  42455. return new SphereGeometry(id, this.getScene(), this.segments, this.diameter, this.canBeRegenerated(), null, this.side);
  42456. };
  42457. SphereGeometry.prototype.serialize = function () {
  42458. var serializationObject = _super.prototype.serialize.call(this);
  42459. serializationObject.segments = this.segments;
  42460. serializationObject.diameter = this.diameter;
  42461. return serializationObject;
  42462. };
  42463. SphereGeometry.Parse = function (parsedSphere, scene) {
  42464. if (scene.getGeometryByID(parsedSphere.id)) {
  42465. return null; // null since geometry could be something else than a sphere...
  42466. }
  42467. var sphere = new SphereGeometry(parsedSphere.id, scene, parsedSphere.segments, parsedSphere.diameter, parsedSphere.canBeRegenerated, null);
  42468. if (BABYLON.Tags) {
  42469. BABYLON.Tags.AddTagsTo(sphere, parsedSphere.tags);
  42470. }
  42471. scene.pushGeometry(sphere, true);
  42472. return sphere;
  42473. };
  42474. return SphereGeometry;
  42475. }(_PrimitiveGeometry));
  42476. BABYLON.SphereGeometry = SphereGeometry;
  42477. /**
  42478. * Creates a disc geometry
  42479. * @description see http://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  42480. */
  42481. var DiscGeometry = /** @class */ (function (_super) {
  42482. __extends(DiscGeometry, _super);
  42483. /**
  42484. * Creates a new disc geometry
  42485. * @param id defines the unique ID of the geometry
  42486. * @param scene defines the hosting scene
  42487. * @param radius defines the radius of the disc
  42488. * @param tessellation defines the tesselation factor to apply to the disc
  42489. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42490. * @param mesh defines the hosting mesh (can be null)
  42491. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42492. */
  42493. function DiscGeometry(id, scene,
  42494. /**
  42495. * Defines the radius of the disc
  42496. */
  42497. radius,
  42498. /**
  42499. * Defines the tesselation factor to apply to the disc
  42500. */
  42501. tessellation, canBeRegenerated, mesh,
  42502. /**
  42503. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42504. */
  42505. side) {
  42506. if (mesh === void 0) { mesh = null; }
  42507. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42508. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42509. _this.radius = radius;
  42510. _this.tessellation = tessellation;
  42511. _this.side = side;
  42512. return _this;
  42513. }
  42514. /** @hidden */
  42515. DiscGeometry.prototype._regenerateVertexData = function () {
  42516. return BABYLON.VertexData.CreateDisc({ radius: this.radius, tessellation: this.tessellation, sideOrientation: this.side });
  42517. };
  42518. DiscGeometry.prototype.copy = function (id) {
  42519. return new DiscGeometry(id, this.getScene(), this.radius, this.tessellation, this.canBeRegenerated(), null, this.side);
  42520. };
  42521. return DiscGeometry;
  42522. }(_PrimitiveGeometry));
  42523. BABYLON.DiscGeometry = DiscGeometry;
  42524. /**
  42525. * Creates a new cylinder geometry
  42526. * @description see http://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42527. */
  42528. var CylinderGeometry = /** @class */ (function (_super) {
  42529. __extends(CylinderGeometry, _super);
  42530. /**
  42531. * Creates a new cylinder geometry
  42532. * @param id defines the unique ID of the geometry
  42533. * @param scene defines the hosting scene
  42534. * @param height defines the height of the cylinder
  42535. * @param diameterTop defines the diameter of the cylinder's top cap
  42536. * @param diameterBottom defines the diameter of the cylinder's bottom cap
  42537. * @param tessellation defines the tessellation factor to apply to the cylinder (number of radial sides)
  42538. * @param subdivisions defines the number of subdivisions to apply to the cylinder (number of rings) (1 by default)
  42539. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42540. * @param mesh defines the hosting mesh (can be null)
  42541. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42542. */
  42543. function CylinderGeometry(id, scene,
  42544. /**
  42545. * Defines the height of the cylinder
  42546. */
  42547. height,
  42548. /**
  42549. * Defines the diameter of the cylinder's top cap
  42550. */
  42551. diameterTop,
  42552. /**
  42553. * Defines the diameter of the cylinder's bottom cap
  42554. */
  42555. diameterBottom,
  42556. /**
  42557. * Defines the tessellation factor to apply to the cylinder
  42558. */
  42559. tessellation,
  42560. /**
  42561. * Defines the number of subdivisions to apply to the cylinder (1 by default)
  42562. */
  42563. subdivisions, canBeRegenerated, mesh,
  42564. /**
  42565. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42566. */
  42567. side) {
  42568. if (subdivisions === void 0) { subdivisions = 1; }
  42569. if (mesh === void 0) { mesh = null; }
  42570. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42571. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42572. _this.height = height;
  42573. _this.diameterTop = diameterTop;
  42574. _this.diameterBottom = diameterBottom;
  42575. _this.tessellation = tessellation;
  42576. _this.subdivisions = subdivisions;
  42577. _this.side = side;
  42578. return _this;
  42579. }
  42580. /** @hidden */
  42581. CylinderGeometry.prototype._regenerateVertexData = function () {
  42582. return BABYLON.VertexData.CreateCylinder({ height: this.height, diameterTop: this.diameterTop, diameterBottom: this.diameterBottom, tessellation: this.tessellation, subdivisions: this.subdivisions, sideOrientation: this.side });
  42583. };
  42584. CylinderGeometry.prototype.copy = function (id) {
  42585. return new CylinderGeometry(id, this.getScene(), this.height, this.diameterTop, this.diameterBottom, this.tessellation, this.subdivisions, this.canBeRegenerated(), null, this.side);
  42586. };
  42587. CylinderGeometry.prototype.serialize = function () {
  42588. var serializationObject = _super.prototype.serialize.call(this);
  42589. serializationObject.height = this.height;
  42590. serializationObject.diameterTop = this.diameterTop;
  42591. serializationObject.diameterBottom = this.diameterBottom;
  42592. serializationObject.tessellation = this.tessellation;
  42593. return serializationObject;
  42594. };
  42595. CylinderGeometry.Parse = function (parsedCylinder, scene) {
  42596. if (scene.getGeometryByID(parsedCylinder.id)) {
  42597. return null; // null since geometry could be something else than a cylinder...
  42598. }
  42599. var cylinder = new CylinderGeometry(parsedCylinder.id, scene, parsedCylinder.height, parsedCylinder.diameterTop, parsedCylinder.diameterBottom, parsedCylinder.tessellation, parsedCylinder.subdivisions, parsedCylinder.canBeRegenerated, null);
  42600. if (BABYLON.Tags) {
  42601. BABYLON.Tags.AddTagsTo(cylinder, parsedCylinder.tags);
  42602. }
  42603. scene.pushGeometry(cylinder, true);
  42604. return cylinder;
  42605. };
  42606. return CylinderGeometry;
  42607. }(_PrimitiveGeometry));
  42608. BABYLON.CylinderGeometry = CylinderGeometry;
  42609. /**
  42610. * Creates a new torus geometry
  42611. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus
  42612. */
  42613. var TorusGeometry = /** @class */ (function (_super) {
  42614. __extends(TorusGeometry, _super);
  42615. /**
  42616. * Creates a new torus geometry
  42617. * @param id defines the unique ID of the geometry
  42618. * @param scene defines the hosting scene
  42619. * @param diameter defines the diameter of the torus
  42620. * @param thickness defines the thickness of the torus (ie. internal diameter)
  42621. * @param tessellation defines the tesselation factor to apply to the torus (number of segments along the circle)
  42622. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42623. * @param mesh defines the hosting mesh (can be null)
  42624. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42625. */
  42626. function TorusGeometry(id, scene,
  42627. /**
  42628. * Defines the diameter of the torus
  42629. */
  42630. diameter,
  42631. /**
  42632. * Defines the thickness of the torus (ie. internal diameter)
  42633. */
  42634. thickness,
  42635. /**
  42636. * Defines the tesselation factor to apply to the torus
  42637. */
  42638. tessellation, canBeRegenerated, mesh,
  42639. /**
  42640. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42641. */
  42642. side) {
  42643. if (mesh === void 0) { mesh = null; }
  42644. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42645. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42646. _this.diameter = diameter;
  42647. _this.thickness = thickness;
  42648. _this.tessellation = tessellation;
  42649. _this.side = side;
  42650. return _this;
  42651. }
  42652. /** @hidden */
  42653. TorusGeometry.prototype._regenerateVertexData = function () {
  42654. return BABYLON.VertexData.CreateTorus({ diameter: this.diameter, thickness: this.thickness, tessellation: this.tessellation, sideOrientation: this.side });
  42655. };
  42656. TorusGeometry.prototype.copy = function (id) {
  42657. return new TorusGeometry(id, this.getScene(), this.diameter, this.thickness, this.tessellation, this.canBeRegenerated(), null, this.side);
  42658. };
  42659. TorusGeometry.prototype.serialize = function () {
  42660. var serializationObject = _super.prototype.serialize.call(this);
  42661. serializationObject.diameter = this.diameter;
  42662. serializationObject.thickness = this.thickness;
  42663. serializationObject.tessellation = this.tessellation;
  42664. return serializationObject;
  42665. };
  42666. TorusGeometry.Parse = function (parsedTorus, scene) {
  42667. if (scene.getGeometryByID(parsedTorus.id)) {
  42668. return null; // null since geometry could be something else than a torus...
  42669. }
  42670. var torus = new TorusGeometry(parsedTorus.id, scene, parsedTorus.diameter, parsedTorus.thickness, parsedTorus.tessellation, parsedTorus.canBeRegenerated, null);
  42671. if (BABYLON.Tags) {
  42672. BABYLON.Tags.AddTagsTo(torus, parsedTorus.tags);
  42673. }
  42674. scene.pushGeometry(torus, true);
  42675. return torus;
  42676. };
  42677. return TorusGeometry;
  42678. }(_PrimitiveGeometry));
  42679. BABYLON.TorusGeometry = TorusGeometry;
  42680. /**
  42681. * Creates a new ground geometry
  42682. * @description see http://doc.babylonjs.com/how_to/set_shapes#ground
  42683. */
  42684. var GroundGeometry = /** @class */ (function (_super) {
  42685. __extends(GroundGeometry, _super);
  42686. /**
  42687. * Creates a new ground geometry
  42688. * @param id defines the unique ID of the geometry
  42689. * @param scene defines the hosting scene
  42690. * @param width defines the width of the ground
  42691. * @param height defines the height of the ground
  42692. * @param subdivisions defines the subdivisions to apply to the ground
  42693. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42694. * @param mesh defines the hosting mesh (can be null)
  42695. */
  42696. function GroundGeometry(id, scene,
  42697. /**
  42698. * Defines the width of the ground
  42699. */
  42700. width,
  42701. /**
  42702. * Defines the height of the ground
  42703. */
  42704. height,
  42705. /**
  42706. * Defines the subdivisions to apply to the ground
  42707. */
  42708. subdivisions, canBeRegenerated, mesh) {
  42709. if (mesh === void 0) { mesh = null; }
  42710. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42711. _this.width = width;
  42712. _this.height = height;
  42713. _this.subdivisions = subdivisions;
  42714. return _this;
  42715. }
  42716. /** @hidden */
  42717. GroundGeometry.prototype._regenerateVertexData = function () {
  42718. return BABYLON.VertexData.CreateGround({ width: this.width, height: this.height, subdivisions: this.subdivisions });
  42719. };
  42720. GroundGeometry.prototype.copy = function (id) {
  42721. return new GroundGeometry(id, this.getScene(), this.width, this.height, this.subdivisions, this.canBeRegenerated(), null);
  42722. };
  42723. GroundGeometry.prototype.serialize = function () {
  42724. var serializationObject = _super.prototype.serialize.call(this);
  42725. serializationObject.width = this.width;
  42726. serializationObject.height = this.height;
  42727. serializationObject.subdivisions = this.subdivisions;
  42728. return serializationObject;
  42729. };
  42730. GroundGeometry.Parse = function (parsedGround, scene) {
  42731. if (scene.getGeometryByID(parsedGround.id)) {
  42732. return null; // null since geometry could be something else than a ground...
  42733. }
  42734. var ground = new GroundGeometry(parsedGround.id, scene, parsedGround.width, parsedGround.height, parsedGround.subdivisions, parsedGround.canBeRegenerated, null);
  42735. if (BABYLON.Tags) {
  42736. BABYLON.Tags.AddTagsTo(ground, parsedGround.tags);
  42737. }
  42738. scene.pushGeometry(ground, true);
  42739. return ground;
  42740. };
  42741. return GroundGeometry;
  42742. }(_PrimitiveGeometry));
  42743. BABYLON.GroundGeometry = GroundGeometry;
  42744. /**
  42745. * Creates a tiled ground geometry
  42746. * @description see http://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42747. */
  42748. var TiledGroundGeometry = /** @class */ (function (_super) {
  42749. __extends(TiledGroundGeometry, _super);
  42750. /**
  42751. * Creates a tiled ground geometry
  42752. * @param id defines the unique ID of the geometry
  42753. * @param scene defines the hosting scene
  42754. * @param xmin defines the minimum value on X axis
  42755. * @param zmin defines the minimum value on Z axis
  42756. * @param xmax defines the maximum value on X axis
  42757. * @param zmax defines the maximum value on Z axis
  42758. * @param subdivisions defines the subdivisions to apply to the ground (number of subdivisions (tiles) on the height and the width of the map)
  42759. * @param precision defines the precision to use when computing the tiles
  42760. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42761. * @param mesh defines the hosting mesh (can be null)
  42762. */
  42763. function TiledGroundGeometry(id, scene,
  42764. /**
  42765. * Defines the minimum value on X axis
  42766. */
  42767. xmin,
  42768. /**
  42769. * Defines the minimum value on Z axis
  42770. */
  42771. zmin,
  42772. /**
  42773. * Defines the maximum value on X axis
  42774. */
  42775. xmax,
  42776. /**
  42777. * Defines the maximum value on Z axis
  42778. */
  42779. zmax,
  42780. /**
  42781. * Defines the subdivisions to apply to the ground
  42782. */
  42783. subdivisions,
  42784. /**
  42785. * Defines the precision to use when computing the tiles
  42786. */
  42787. precision, canBeRegenerated, mesh) {
  42788. if (mesh === void 0) { mesh = null; }
  42789. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42790. _this.xmin = xmin;
  42791. _this.zmin = zmin;
  42792. _this.xmax = xmax;
  42793. _this.zmax = zmax;
  42794. _this.subdivisions = subdivisions;
  42795. _this.precision = precision;
  42796. return _this;
  42797. }
  42798. /** @hidden */
  42799. TiledGroundGeometry.prototype._regenerateVertexData = function () {
  42800. return BABYLON.VertexData.CreateTiledGround({ xmin: this.xmin, zmin: this.zmin, xmax: this.xmax, zmax: this.zmax, subdivisions: this.subdivisions, precision: this.precision });
  42801. };
  42802. TiledGroundGeometry.prototype.copy = function (id) {
  42803. return new TiledGroundGeometry(id, this.getScene(), this.xmin, this.zmin, this.xmax, this.zmax, this.subdivisions, this.precision, this.canBeRegenerated(), null);
  42804. };
  42805. return TiledGroundGeometry;
  42806. }(_PrimitiveGeometry));
  42807. BABYLON.TiledGroundGeometry = TiledGroundGeometry;
  42808. /**
  42809. * Creates a plane geometry
  42810. * @description see http://doc.babylonjs.com/how_to/set_shapes#plane
  42811. */
  42812. var PlaneGeometry = /** @class */ (function (_super) {
  42813. __extends(PlaneGeometry, _super);
  42814. /**
  42815. * Creates a plane geometry
  42816. * @param id defines the unique ID of the geometry
  42817. * @param scene defines the hosting scene
  42818. * @param size defines the size of the plane (width === height)
  42819. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42820. * @param mesh defines the hosting mesh (can be null)
  42821. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42822. */
  42823. function PlaneGeometry(id, scene,
  42824. /**
  42825. * Defines the size of the plane (width === height)
  42826. */
  42827. size, canBeRegenerated, mesh,
  42828. /**
  42829. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42830. */
  42831. side) {
  42832. if (mesh === void 0) { mesh = null; }
  42833. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42834. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42835. _this.size = size;
  42836. _this.side = side;
  42837. return _this;
  42838. }
  42839. /** @hidden */
  42840. PlaneGeometry.prototype._regenerateVertexData = function () {
  42841. return BABYLON.VertexData.CreatePlane({ size: this.size, sideOrientation: this.side });
  42842. };
  42843. PlaneGeometry.prototype.copy = function (id) {
  42844. return new PlaneGeometry(id, this.getScene(), this.size, this.canBeRegenerated(), null, this.side);
  42845. };
  42846. PlaneGeometry.prototype.serialize = function () {
  42847. var serializationObject = _super.prototype.serialize.call(this);
  42848. serializationObject.size = this.size;
  42849. return serializationObject;
  42850. };
  42851. PlaneGeometry.Parse = function (parsedPlane, scene) {
  42852. if (scene.getGeometryByID(parsedPlane.id)) {
  42853. return null; // null since geometry could be something else than a ground...
  42854. }
  42855. var plane = new PlaneGeometry(parsedPlane.id, scene, parsedPlane.size, parsedPlane.canBeRegenerated, null);
  42856. if (BABYLON.Tags) {
  42857. BABYLON.Tags.AddTagsTo(plane, parsedPlane.tags);
  42858. }
  42859. scene.pushGeometry(plane, true);
  42860. return plane;
  42861. };
  42862. return PlaneGeometry;
  42863. }(_PrimitiveGeometry));
  42864. BABYLON.PlaneGeometry = PlaneGeometry;
  42865. /**
  42866. * Creates a torus knot geometry
  42867. * @description see http://doc.babylonjs.com/how_to/set_shapes#torus-knot
  42868. */
  42869. var TorusKnotGeometry = /** @class */ (function (_super) {
  42870. __extends(TorusKnotGeometry, _super);
  42871. /**
  42872. * Creates a torus knot geometry
  42873. * @param id defines the unique ID of the geometry
  42874. * @param scene defines the hosting scene
  42875. * @param radius defines the radius of the torus knot
  42876. * @param tube defines the thickness of the torus knot tube
  42877. * @param radialSegments defines the number of radial segments
  42878. * @param tubularSegments defines the number of tubular segments
  42879. * @param p defines the first number of windings
  42880. * @param q defines the second number of windings
  42881. * @param canBeRegenerated defines if the geometry supports being regenerated with new parameters (false by default)
  42882. * @param mesh defines the hosting mesh (can be null)
  42883. * @param side defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42884. */
  42885. function TorusKnotGeometry(id, scene,
  42886. /**
  42887. * Defines the radius of the torus knot
  42888. */
  42889. radius,
  42890. /**
  42891. * Defines the thickness of the torus knot tube
  42892. */
  42893. tube,
  42894. /**
  42895. * Defines the number of radial segments
  42896. */
  42897. radialSegments,
  42898. /**
  42899. * Defines the number of tubular segments
  42900. */
  42901. tubularSegments,
  42902. /**
  42903. * Defines the first number of windings
  42904. */
  42905. p,
  42906. /**
  42907. * Defines the second number of windings
  42908. */
  42909. q, canBeRegenerated, mesh,
  42910. /**
  42911. * Defines if the created geometry is double sided or not (default is BABYLON.Mesh.DEFAULTSIDE)
  42912. */
  42913. side) {
  42914. if (mesh === void 0) { mesh = null; }
  42915. if (side === void 0) { side = BABYLON.Mesh.DEFAULTSIDE; }
  42916. var _this = _super.call(this, id, scene, canBeRegenerated, mesh) || this;
  42917. _this.radius = radius;
  42918. _this.tube = tube;
  42919. _this.radialSegments = radialSegments;
  42920. _this.tubularSegments = tubularSegments;
  42921. _this.p = p;
  42922. _this.q = q;
  42923. _this.side = side;
  42924. return _this;
  42925. }
  42926. /** @hidden */
  42927. TorusKnotGeometry.prototype._regenerateVertexData = function () {
  42928. 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 });
  42929. };
  42930. TorusKnotGeometry.prototype.copy = function (id) {
  42931. return new TorusKnotGeometry(id, this.getScene(), this.radius, this.tube, this.radialSegments, this.tubularSegments, this.p, this.q, this.canBeRegenerated(), null, this.side);
  42932. };
  42933. TorusKnotGeometry.prototype.serialize = function () {
  42934. var serializationObject = _super.prototype.serialize.call(this);
  42935. serializationObject.radius = this.radius;
  42936. serializationObject.tube = this.tube;
  42937. serializationObject.radialSegments = this.radialSegments;
  42938. serializationObject.tubularSegments = this.tubularSegments;
  42939. serializationObject.p = this.p;
  42940. serializationObject.q = this.q;
  42941. return serializationObject;
  42942. };
  42943. TorusKnotGeometry.Parse = function (parsedTorusKnot, scene) {
  42944. if (scene.getGeometryByID(parsedTorusKnot.id)) {
  42945. return null; // null since geometry could be something else than a ground...
  42946. }
  42947. var torusKnot = new TorusKnotGeometry(parsedTorusKnot.id, scene, parsedTorusKnot.radius, parsedTorusKnot.tube, parsedTorusKnot.radialSegments, parsedTorusKnot.tubularSegments, parsedTorusKnot.p, parsedTorusKnot.q, parsedTorusKnot.canBeRegenerated, null);
  42948. if (BABYLON.Tags) {
  42949. BABYLON.Tags.AddTagsTo(torusKnot, parsedTorusKnot.tags);
  42950. }
  42951. scene.pushGeometry(torusKnot, true);
  42952. return torusKnot;
  42953. };
  42954. return TorusKnotGeometry;
  42955. }(_PrimitiveGeometry));
  42956. BABYLON.TorusKnotGeometry = TorusKnotGeometry;
  42957. //}
  42958. })(BABYLON || (BABYLON = {}));
  42959. //# sourceMappingURL=babylon.geometry.js.map
  42960. var BABYLON;
  42961. (function (BABYLON) {
  42962. /**
  42963. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  42964. */
  42965. var PerformanceMonitor = /** @class */ (function () {
  42966. /**
  42967. * constructor
  42968. * @param frameSampleSize The number of samples required to saturate the sliding window
  42969. */
  42970. function PerformanceMonitor(frameSampleSize) {
  42971. if (frameSampleSize === void 0) { frameSampleSize = 30; }
  42972. this._enabled = true;
  42973. this._rollingFrameTime = new RollingAverage(frameSampleSize);
  42974. }
  42975. /**
  42976. * Samples current frame
  42977. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  42978. */
  42979. PerformanceMonitor.prototype.sampleFrame = function (timeMs) {
  42980. if (timeMs === void 0) { timeMs = BABYLON.Tools.Now; }
  42981. if (!this._enabled) {
  42982. return;
  42983. }
  42984. if (this._lastFrameTimeMs != null) {
  42985. var dt = timeMs - this._lastFrameTimeMs;
  42986. this._rollingFrameTime.add(dt);
  42987. }
  42988. this._lastFrameTimeMs = timeMs;
  42989. };
  42990. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTime", {
  42991. /**
  42992. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  42993. */
  42994. get: function () {
  42995. return this._rollingFrameTime.average;
  42996. },
  42997. enumerable: true,
  42998. configurable: true
  42999. });
  43000. Object.defineProperty(PerformanceMonitor.prototype, "averageFrameTimeVariance", {
  43001. /**
  43002. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  43003. */
  43004. get: function () {
  43005. return this._rollingFrameTime.variance;
  43006. },
  43007. enumerable: true,
  43008. configurable: true
  43009. });
  43010. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFrameTime", {
  43011. /**
  43012. * Returns the frame time of the most recent frame
  43013. */
  43014. get: function () {
  43015. return this._rollingFrameTime.history(0);
  43016. },
  43017. enumerable: true,
  43018. configurable: true
  43019. });
  43020. Object.defineProperty(PerformanceMonitor.prototype, "averageFPS", {
  43021. /**
  43022. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  43023. */
  43024. get: function () {
  43025. return 1000.0 / this._rollingFrameTime.average;
  43026. },
  43027. enumerable: true,
  43028. configurable: true
  43029. });
  43030. Object.defineProperty(PerformanceMonitor.prototype, "instantaneousFPS", {
  43031. /**
  43032. * Returns the average framerate in frames per second using the most recent frame time
  43033. */
  43034. get: function () {
  43035. var history = this._rollingFrameTime.history(0);
  43036. if (history === 0) {
  43037. return 0;
  43038. }
  43039. return 1000.0 / history;
  43040. },
  43041. enumerable: true,
  43042. configurable: true
  43043. });
  43044. Object.defineProperty(PerformanceMonitor.prototype, "isSaturated", {
  43045. /**
  43046. * Returns true if enough samples have been taken to completely fill the sliding window
  43047. */
  43048. get: function () {
  43049. return this._rollingFrameTime.isSaturated();
  43050. },
  43051. enumerable: true,
  43052. configurable: true
  43053. });
  43054. /**
  43055. * Enables contributions to the sliding window sample set
  43056. */
  43057. PerformanceMonitor.prototype.enable = function () {
  43058. this._enabled = true;
  43059. };
  43060. /**
  43061. * Disables contributions to the sliding window sample set
  43062. * Samples will not be interpolated over the disabled period
  43063. */
  43064. PerformanceMonitor.prototype.disable = function () {
  43065. this._enabled = false;
  43066. //clear last sample to avoid interpolating over the disabled period when next enabled
  43067. this._lastFrameTimeMs = null;
  43068. };
  43069. Object.defineProperty(PerformanceMonitor.prototype, "isEnabled", {
  43070. /**
  43071. * Returns true if sampling is enabled
  43072. */
  43073. get: function () {
  43074. return this._enabled;
  43075. },
  43076. enumerable: true,
  43077. configurable: true
  43078. });
  43079. /**
  43080. * Resets performance monitor
  43081. */
  43082. PerformanceMonitor.prototype.reset = function () {
  43083. //clear last sample to avoid interpolating over the disabled period when next enabled
  43084. this._lastFrameTimeMs = null;
  43085. //wipe record
  43086. this._rollingFrameTime.reset();
  43087. };
  43088. return PerformanceMonitor;
  43089. }());
  43090. BABYLON.PerformanceMonitor = PerformanceMonitor;
  43091. /**
  43092. * RollingAverage
  43093. *
  43094. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  43095. */
  43096. var RollingAverage = /** @class */ (function () {
  43097. /**
  43098. * constructor
  43099. * @param length The number of samples required to saturate the sliding window
  43100. */
  43101. function RollingAverage(length) {
  43102. this._samples = new Array(length);
  43103. this.reset();
  43104. }
  43105. /**
  43106. * Adds a sample to the sample set
  43107. * @param v The sample value
  43108. */
  43109. RollingAverage.prototype.add = function (v) {
  43110. //http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance
  43111. var delta;
  43112. //we need to check if we've already wrapped round
  43113. if (this.isSaturated()) {
  43114. //remove bottom of stack from mean
  43115. var bottomValue = this._samples[this._pos];
  43116. delta = bottomValue - this.average;
  43117. this.average -= delta / (this._sampleCount - 1);
  43118. this._m2 -= delta * (bottomValue - this.average);
  43119. }
  43120. else {
  43121. this._sampleCount++;
  43122. }
  43123. //add new value to mean
  43124. delta = v - this.average;
  43125. this.average += delta / (this._sampleCount);
  43126. this._m2 += delta * (v - this.average);
  43127. //set the new variance
  43128. this.variance = this._m2 / (this._sampleCount - 1);
  43129. this._samples[this._pos] = v;
  43130. this._pos++;
  43131. this._pos %= this._samples.length; //positive wrap around
  43132. };
  43133. /**
  43134. * Returns previously added values or null if outside of history or outside the sliding window domain
  43135. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  43136. * @return Value previously recorded with add() or null if outside of range
  43137. */
  43138. RollingAverage.prototype.history = function (i) {
  43139. if ((i >= this._sampleCount) || (i >= this._samples.length)) {
  43140. return 0;
  43141. }
  43142. var i0 = this._wrapPosition(this._pos - 1.0);
  43143. return this._samples[this._wrapPosition(i0 - i)];
  43144. };
  43145. /**
  43146. * Returns true if enough samples have been taken to completely fill the sliding window
  43147. * @return true if sample-set saturated
  43148. */
  43149. RollingAverage.prototype.isSaturated = function () {
  43150. return this._sampleCount >= this._samples.length;
  43151. };
  43152. /**
  43153. * Resets the rolling average (equivalent to 0 samples taken so far)
  43154. */
  43155. RollingAverage.prototype.reset = function () {
  43156. this.average = 0;
  43157. this.variance = 0;
  43158. this._sampleCount = 0;
  43159. this._pos = 0;
  43160. this._m2 = 0;
  43161. };
  43162. /**
  43163. * Wraps a value around the sample range boundaries
  43164. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  43165. * @return Wrapped position in sample range
  43166. */
  43167. RollingAverage.prototype._wrapPosition = function (i) {
  43168. var max = this._samples.length;
  43169. return ((i % max) + max) % max;
  43170. };
  43171. return RollingAverage;
  43172. }());
  43173. BABYLON.RollingAverage = RollingAverage;
  43174. })(BABYLON || (BABYLON = {}));
  43175. //# sourceMappingURL=babylon.performanceMonitor.js.map
  43176. var BABYLON;
  43177. (function (BABYLON) {
  43178. /**
  43179. * "Static Class" containing the most commonly used helper while dealing with material for
  43180. * rendering purpose.
  43181. *
  43182. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  43183. *
  43184. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  43185. */
  43186. var MaterialHelper = /** @class */ (function () {
  43187. function MaterialHelper() {
  43188. }
  43189. /**
  43190. * Bind the current view position to an effect.
  43191. * @param effect The effect to be bound
  43192. * @param scene The scene the eyes position is used from
  43193. */
  43194. MaterialHelper.BindEyePosition = function (effect, scene) {
  43195. if (scene._forcedViewPosition) {
  43196. effect.setVector3("vEyePosition", scene._forcedViewPosition);
  43197. return;
  43198. }
  43199. effect.setVector3("vEyePosition", scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  43200. };
  43201. /**
  43202. * Helps preparing the defines values about the UVs in used in the effect.
  43203. * UVs are shared as much as we can accross channels in the shaders.
  43204. * @param texture The texture we are preparing the UVs for
  43205. * @param defines The defines to update
  43206. * @param key The channel key "diffuse", "specular"... used in the shader
  43207. */
  43208. MaterialHelper.PrepareDefinesForMergedUV = function (texture, defines, key) {
  43209. defines._needUVs = true;
  43210. defines[key] = true;
  43211. if (texture.getTextureMatrix().isIdentityAs3x2()) {
  43212. defines[key + "DIRECTUV"] = texture.coordinatesIndex + 1;
  43213. if (texture.coordinatesIndex === 0) {
  43214. defines["MAINUV1"] = true;
  43215. }
  43216. else {
  43217. defines["MAINUV2"] = true;
  43218. }
  43219. }
  43220. else {
  43221. defines[key + "DIRECTUV"] = 0;
  43222. }
  43223. };
  43224. /**
  43225. * Binds a texture matrix value to its corrsponding uniform
  43226. * @param texture The texture to bind the matrix for
  43227. * @param uniformBuffer The uniform buffer receivin the data
  43228. * @param key The channel key "diffuse", "specular"... used in the shader
  43229. */
  43230. MaterialHelper.BindTextureMatrix = function (texture, uniformBuffer, key) {
  43231. var matrix = texture.getTextureMatrix();
  43232. if (!matrix.isIdentityAs3x2()) {
  43233. uniformBuffer.updateMatrix(key + "Matrix", matrix);
  43234. }
  43235. };
  43236. /**
  43237. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  43238. * @param mesh defines the current mesh
  43239. * @param scene defines the current scene
  43240. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  43241. * @param pointsCloud defines if point cloud rendering has to be turned on
  43242. * @param fogEnabled defines if fog has to be turned on
  43243. * @param alphaTest defines if alpha testing has to be turned on
  43244. * @param defines defines the current list of defines
  43245. */
  43246. MaterialHelper.PrepareDefinesForMisc = function (mesh, scene, useLogarithmicDepth, pointsCloud, fogEnabled, alphaTest, defines) {
  43247. if (defines._areMiscDirty) {
  43248. defines["LOGARITHMICDEPTH"] = useLogarithmicDepth;
  43249. defines["POINTSIZE"] = pointsCloud;
  43250. defines["FOG"] = (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && fogEnabled);
  43251. defines["NONUNIFORMSCALING"] = mesh.nonUniformScaling;
  43252. defines["ALPHATEST"] = alphaTest;
  43253. }
  43254. };
  43255. /**
  43256. * Helper used to prepare the list of defines associated with frame values for shader compilation
  43257. * @param scene defines the current scene
  43258. * @param engine defines the current engine
  43259. * @param defines specifies the list of active defines
  43260. * @param useInstances defines if instances have to be turned on
  43261. * @param useClipPlane defines if clip plane have to be turned on
  43262. */
  43263. MaterialHelper.PrepareDefinesForFrameBoundValues = function (scene, engine, defines, useInstances, useClipPlane) {
  43264. if (useClipPlane === void 0) { useClipPlane = null; }
  43265. var changed = false;
  43266. var useClipPlane1 = false;
  43267. var useClipPlane2 = false;
  43268. var useClipPlane3 = false;
  43269. var useClipPlane4 = false;
  43270. useClipPlane1 = useClipPlane == null ? (scene.clipPlane !== undefined && scene.clipPlane !== null) : useClipPlane;
  43271. useClipPlane2 = useClipPlane == null ? (scene.clipPlane2 !== undefined && scene.clipPlane2 !== null) : useClipPlane;
  43272. useClipPlane3 = useClipPlane == null ? (scene.clipPlane3 !== undefined && scene.clipPlane3 !== null) : useClipPlane;
  43273. useClipPlane4 = useClipPlane == null ? (scene.clipPlane4 !== undefined && scene.clipPlane4 !== null) : useClipPlane;
  43274. if (defines["CLIPPLANE"] !== useClipPlane1) {
  43275. defines["CLIPPLANE"] = useClipPlane1;
  43276. changed = true;
  43277. }
  43278. if (defines["CLIPPLANE2"] !== useClipPlane2) {
  43279. defines["CLIPPLANE2"] = useClipPlane2;
  43280. changed = true;
  43281. }
  43282. if (defines["CLIPPLANE3"] !== useClipPlane3) {
  43283. defines["CLIPPLANE3"] = useClipPlane3;
  43284. changed = true;
  43285. }
  43286. if (defines["CLIPPLANE4"] !== useClipPlane4) {
  43287. defines["CLIPPLANE4"] = useClipPlane4;
  43288. changed = true;
  43289. }
  43290. if (defines["DEPTHPREPASS"] !== !engine.getColorWrite()) {
  43291. defines["DEPTHPREPASS"] = !defines["DEPTHPREPASS"];
  43292. changed = true;
  43293. }
  43294. if (defines["INSTANCES"] !== useInstances) {
  43295. defines["INSTANCES"] = useInstances;
  43296. changed = true;
  43297. }
  43298. if (changed) {
  43299. defines.markAsUnprocessed();
  43300. }
  43301. };
  43302. /**
  43303. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  43304. * @param mesh The mesh containing the geometry data we will draw
  43305. * @param defines The defines to update
  43306. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  43307. * @param useBones Precise whether bones should be used or not (override mesh info)
  43308. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  43309. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  43310. * @returns false if defines are considered not dirty and have not been checked
  43311. */
  43312. MaterialHelper.PrepareDefinesForAttributes = function (mesh, defines, useVertexColor, useBones, useMorphTargets, useVertexAlpha) {
  43313. if (useMorphTargets === void 0) { useMorphTargets = false; }
  43314. if (useVertexAlpha === void 0) { useVertexAlpha = true; }
  43315. if (!defines._areAttributesDirty && defines._needNormals === defines._normals && defines._needUVs === defines._uvs) {
  43316. return false;
  43317. }
  43318. defines._normals = defines._needNormals;
  43319. defines._uvs = defines._needUVs;
  43320. defines["NORMAL"] = (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  43321. if (defines._needNormals && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  43322. defines["TANGENT"] = true;
  43323. }
  43324. if (defines._needUVs) {
  43325. defines["UV1"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind);
  43326. defines["UV2"] = mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind);
  43327. }
  43328. else {
  43329. defines["UV1"] = false;
  43330. defines["UV2"] = false;
  43331. }
  43332. if (useVertexColor) {
  43333. var hasVertexColors = mesh.useVertexColors && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind);
  43334. defines["VERTEXCOLOR"] = hasVertexColors;
  43335. defines["VERTEXALPHA"] = mesh.hasVertexAlpha && hasVertexColors && useVertexAlpha;
  43336. }
  43337. if (useBones) {
  43338. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43339. defines["NUM_BONE_INFLUENCERS"] = mesh.numBoneInfluencers;
  43340. var materialSupportsBoneTexture = defines["BONETEXTURE"] !== undefined;
  43341. if (mesh.skeleton.isUsingTextureForMatrices && materialSupportsBoneTexture) {
  43342. defines["BONETEXTURE"] = true;
  43343. }
  43344. else {
  43345. defines["BonesPerMesh"] = (mesh.skeleton.bones.length + 1);
  43346. defines["BONETEXTURE"] = materialSupportsBoneTexture ? false : undefined;
  43347. }
  43348. }
  43349. else {
  43350. defines["NUM_BONE_INFLUENCERS"] = 0;
  43351. defines["BonesPerMesh"] = 0;
  43352. }
  43353. }
  43354. if (useMorphTargets) {
  43355. var manager = mesh.morphTargetManager;
  43356. if (manager) {
  43357. defines["MORPHTARGETS_TANGENT"] = manager.supportsTangents && defines["TANGENT"];
  43358. defines["MORPHTARGETS_NORMAL"] = manager.supportsNormals && defines["NORMAL"];
  43359. defines["MORPHTARGETS"] = (manager.numInfluencers > 0);
  43360. defines["NUM_MORPH_INFLUENCERS"] = manager.numInfluencers;
  43361. }
  43362. else {
  43363. defines["MORPHTARGETS_TANGENT"] = false;
  43364. defines["MORPHTARGETS_NORMAL"] = false;
  43365. defines["MORPHTARGETS"] = false;
  43366. defines["NUM_MORPH_INFLUENCERS"] = 0;
  43367. }
  43368. }
  43369. return true;
  43370. };
  43371. /**
  43372. * Prepares the defines related to the light information passed in parameter
  43373. * @param scene The scene we are intending to draw
  43374. * @param mesh The mesh the effect is compiling for
  43375. * @param defines The defines to update
  43376. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  43377. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  43378. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  43379. * @returns true if normals will be required for the rest of the effect
  43380. */
  43381. MaterialHelper.PrepareDefinesForLights = function (scene, mesh, defines, specularSupported, maxSimultaneousLights, disableLighting) {
  43382. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43383. if (disableLighting === void 0) { disableLighting = false; }
  43384. if (!defines._areLightsDirty) {
  43385. return defines._needNormals;
  43386. }
  43387. var lightIndex = 0;
  43388. var needNormals = false;
  43389. var needRebuild = false;
  43390. var lightmapMode = false;
  43391. var shadowEnabled = false;
  43392. var specularEnabled = false;
  43393. if (scene.lightsEnabled && !disableLighting) {
  43394. for (var _i = 0, _a = mesh._lightSources; _i < _a.length; _i++) {
  43395. var light = _a[_i];
  43396. needNormals = true;
  43397. if (defines["LIGHT" + lightIndex] === undefined) {
  43398. needRebuild = true;
  43399. }
  43400. defines["LIGHT" + lightIndex] = true;
  43401. defines["SPOTLIGHT" + lightIndex] = false;
  43402. defines["HEMILIGHT" + lightIndex] = false;
  43403. defines["POINTLIGHT" + lightIndex] = false;
  43404. defines["DIRLIGHT" + lightIndex] = false;
  43405. light.prepareLightSpecificDefines(defines, lightIndex);
  43406. // FallOff.
  43407. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = false;
  43408. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = false;
  43409. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = false;
  43410. switch (light.falloffType) {
  43411. case BABYLON.Light.FALLOFF_GLTF:
  43412. defines["LIGHT_FALLOFF_GLTF" + lightIndex] = true;
  43413. break;
  43414. case BABYLON.Light.FALLOFF_PHYSICAL:
  43415. defines["LIGHT_FALLOFF_PHYSICAL" + lightIndex] = true;
  43416. break;
  43417. case BABYLON.Light.FALLOFF_STANDARD:
  43418. defines["LIGHT_FALLOFF_STANDARD" + lightIndex] = true;
  43419. break;
  43420. }
  43421. // Specular
  43422. if (specularSupported && !light.specular.equalsFloats(0, 0, 0)) {
  43423. specularEnabled = true;
  43424. }
  43425. // Shadows
  43426. defines["SHADOW" + lightIndex] = false;
  43427. defines["SHADOWPCF" + lightIndex] = false;
  43428. defines["SHADOWPCSS" + lightIndex] = false;
  43429. defines["SHADOWPOISSON" + lightIndex] = false;
  43430. defines["SHADOWESM" + lightIndex] = false;
  43431. defines["SHADOWCUBE" + lightIndex] = false;
  43432. defines["SHADOWLOWQUALITY" + lightIndex] = false;
  43433. defines["SHADOWMEDIUMQUALITY" + lightIndex] = false;
  43434. if (mesh && mesh.receiveShadows && scene.shadowsEnabled && light.shadowEnabled) {
  43435. var shadowGenerator = light.getShadowGenerator();
  43436. if (shadowGenerator) {
  43437. var shadowMap = shadowGenerator.getShadowMap();
  43438. if (shadowMap) {
  43439. if (shadowMap.renderList && shadowMap.renderList.length > 0) {
  43440. shadowEnabled = true;
  43441. shadowGenerator.prepareDefines(defines, lightIndex);
  43442. }
  43443. }
  43444. }
  43445. }
  43446. if (light.lightmapMode != BABYLON.Light.LIGHTMAP_DEFAULT) {
  43447. lightmapMode = true;
  43448. defines["LIGHTMAPEXCLUDED" + lightIndex] = true;
  43449. defines["LIGHTMAPNOSPECULAR" + lightIndex] = (light.lightmapMode == BABYLON.Light.LIGHTMAP_SHADOWSONLY);
  43450. }
  43451. else {
  43452. defines["LIGHTMAPEXCLUDED" + lightIndex] = false;
  43453. defines["LIGHTMAPNOSPECULAR" + lightIndex] = false;
  43454. }
  43455. lightIndex++;
  43456. if (lightIndex === maxSimultaneousLights) {
  43457. break;
  43458. }
  43459. }
  43460. }
  43461. defines["SPECULARTERM"] = specularEnabled;
  43462. defines["SHADOWS"] = shadowEnabled;
  43463. // Resetting all other lights if any
  43464. for (var index = lightIndex; index < maxSimultaneousLights; index++) {
  43465. if (defines["LIGHT" + index] !== undefined) {
  43466. defines["LIGHT" + index] = false;
  43467. defines["HEMILIGHT" + lightIndex] = false;
  43468. defines["POINTLIGHT" + lightIndex] = false;
  43469. defines["DIRLIGHT" + lightIndex] = false;
  43470. defines["SPOTLIGHT" + lightIndex] = false;
  43471. defines["SHADOW" + lightIndex] = false;
  43472. }
  43473. }
  43474. var caps = scene.getEngine().getCaps();
  43475. if (defines["SHADOWFLOAT"] === undefined) {
  43476. needRebuild = true;
  43477. }
  43478. defines["SHADOWFLOAT"] = shadowEnabled &&
  43479. ((caps.textureFloatRender && caps.textureFloatLinearFiltering) ||
  43480. (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering));
  43481. defines["LIGHTMAPEXCLUDED"] = lightmapMode;
  43482. if (needRebuild) {
  43483. defines.rebuild();
  43484. }
  43485. return needNormals;
  43486. };
  43487. /**
  43488. * Prepares the uniforms and samplers list to be used in the effect. This can automatically remove from the list uniforms
  43489. * that won t be acctive due to defines being turned off.
  43490. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  43491. * @param samplersList The samplers list
  43492. * @param defines The defines helping in the list generation
  43493. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  43494. */
  43495. MaterialHelper.PrepareUniformsAndSamplersList = function (uniformsListOrOptions, samplersList, defines, maxSimultaneousLights) {
  43496. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43497. var uniformsList;
  43498. var uniformBuffersList = null;
  43499. if (uniformsListOrOptions.uniformsNames) {
  43500. var options = uniformsListOrOptions;
  43501. uniformsList = options.uniformsNames;
  43502. uniformBuffersList = options.uniformBuffersNames;
  43503. samplersList = options.samplers;
  43504. defines = options.defines;
  43505. maxSimultaneousLights = options.maxSimultaneousLights;
  43506. }
  43507. else {
  43508. uniformsList = uniformsListOrOptions;
  43509. if (!samplersList) {
  43510. samplersList = [];
  43511. }
  43512. }
  43513. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43514. if (!defines["LIGHT" + lightIndex]) {
  43515. break;
  43516. }
  43517. uniformsList.push("vLightData" + lightIndex, "vLightDiffuse" + lightIndex, "vLightSpecular" + lightIndex, "vLightDirection" + lightIndex, "vLightFalloff" + lightIndex, "vLightGround" + lightIndex, "lightMatrix" + lightIndex, "shadowsInfo" + lightIndex, "depthValues" + lightIndex);
  43518. if (uniformBuffersList) {
  43519. uniformBuffersList.push("Light" + lightIndex);
  43520. }
  43521. samplersList.push("shadowSampler" + lightIndex);
  43522. samplersList.push("depthSampler" + lightIndex);
  43523. if (defines["PROJECTEDLIGHTTEXTURE" + lightIndex]) {
  43524. samplersList.push("projectionLightSampler" + lightIndex);
  43525. uniformsList.push("textureProjectionMatrix" + lightIndex);
  43526. }
  43527. }
  43528. if (defines["NUM_MORPH_INFLUENCERS"]) {
  43529. uniformsList.push("morphTargetInfluences");
  43530. }
  43531. };
  43532. /**
  43533. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  43534. * @param defines The defines to update while falling back
  43535. * @param fallbacks The authorized effect fallbacks
  43536. * @param maxSimultaneousLights The maximum number of lights allowed
  43537. * @param rank the current rank of the Effect
  43538. * @returns The newly affected rank
  43539. */
  43540. MaterialHelper.HandleFallbacksForShadows = function (defines, fallbacks, maxSimultaneousLights, rank) {
  43541. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43542. if (rank === void 0) { rank = 0; }
  43543. var lightFallbackRank = 0;
  43544. for (var lightIndex = 0; lightIndex < maxSimultaneousLights; lightIndex++) {
  43545. if (!defines["LIGHT" + lightIndex]) {
  43546. break;
  43547. }
  43548. if (lightIndex > 0) {
  43549. lightFallbackRank = rank + lightIndex;
  43550. fallbacks.addFallback(lightFallbackRank, "LIGHT" + lightIndex);
  43551. }
  43552. if (!defines["SHADOWS"]) {
  43553. if (defines["SHADOW" + lightIndex]) {
  43554. fallbacks.addFallback(rank, "SHADOW" + lightIndex);
  43555. }
  43556. if (defines["SHADOWPCF" + lightIndex]) {
  43557. fallbacks.addFallback(rank, "SHADOWPCF" + lightIndex);
  43558. }
  43559. if (defines["SHADOWPCSS" + lightIndex]) {
  43560. fallbacks.addFallback(rank, "SHADOWPCSS" + lightIndex);
  43561. }
  43562. if (defines["SHADOWPOISSON" + lightIndex]) {
  43563. fallbacks.addFallback(rank, "SHADOWPOISSON" + lightIndex);
  43564. }
  43565. if (defines["SHADOWESM" + lightIndex]) {
  43566. fallbacks.addFallback(rank, "SHADOWESM" + lightIndex);
  43567. }
  43568. }
  43569. }
  43570. return lightFallbackRank++;
  43571. };
  43572. /**
  43573. * Prepares the list of attributes required for morph targets according to the effect defines.
  43574. * @param attribs The current list of supported attribs
  43575. * @param mesh The mesh to prepare the morph targets attributes for
  43576. * @param defines The current Defines of the effect
  43577. */
  43578. MaterialHelper.PrepareAttributesForMorphTargets = function (attribs, mesh, defines) {
  43579. var influencers = defines["NUM_MORPH_INFLUENCERS"];
  43580. if (influencers > 0 && BABYLON.Engine.LastCreatedEngine) {
  43581. var maxAttributesCount = BABYLON.Engine.LastCreatedEngine.getCaps().maxVertexAttribs;
  43582. var manager = mesh.morphTargetManager;
  43583. var normal = manager && manager.supportsNormals && defines["NORMAL"];
  43584. var tangent = manager && manager.supportsTangents && defines["TANGENT"];
  43585. for (var index = 0; index < influencers; index++) {
  43586. attribs.push(BABYLON.VertexBuffer.PositionKind + index);
  43587. if (normal) {
  43588. attribs.push(BABYLON.VertexBuffer.NormalKind + index);
  43589. }
  43590. if (tangent) {
  43591. attribs.push(BABYLON.VertexBuffer.TangentKind + index);
  43592. }
  43593. if (attribs.length > maxAttributesCount) {
  43594. BABYLON.Tools.Error("Cannot add more vertex attributes for mesh " + mesh.name);
  43595. }
  43596. }
  43597. }
  43598. };
  43599. /**
  43600. * Prepares the list of attributes required for bones according to the effect defines.
  43601. * @param attribs The current list of supported attribs
  43602. * @param mesh The mesh to prepare the bones attributes for
  43603. * @param defines The current Defines of the effect
  43604. * @param fallbacks The current efffect fallback strategy
  43605. */
  43606. MaterialHelper.PrepareAttributesForBones = function (attribs, mesh, defines, fallbacks) {
  43607. if (defines["NUM_BONE_INFLUENCERS"] > 0) {
  43608. fallbacks.addCPUSkinningFallback(0, mesh);
  43609. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  43610. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  43611. if (defines["NUM_BONE_INFLUENCERS"] > 4) {
  43612. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  43613. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  43614. }
  43615. }
  43616. };
  43617. /**
  43618. * Prepares the list of attributes required for instances according to the effect defines.
  43619. * @param attribs The current list of supported attribs
  43620. * @param defines The current Defines of the effect
  43621. */
  43622. MaterialHelper.PrepareAttributesForInstances = function (attribs, defines) {
  43623. if (defines["INSTANCES"]) {
  43624. attribs.push("world0");
  43625. attribs.push("world1");
  43626. attribs.push("world2");
  43627. attribs.push("world3");
  43628. }
  43629. };
  43630. /**
  43631. * Binds the light shadow information to the effect for the given mesh.
  43632. * @param light The light containing the generator
  43633. * @param scene The scene the lights belongs to
  43634. * @param mesh The mesh we are binding the information to render
  43635. * @param lightIndex The light index in the effect used to render the mesh
  43636. * @param effect The effect we are binding the data to
  43637. */
  43638. MaterialHelper.BindLightShadow = function (light, scene, mesh, lightIndex, effect) {
  43639. if (light.shadowEnabled && mesh.receiveShadows) {
  43640. var shadowGenerator = light.getShadowGenerator();
  43641. if (shadowGenerator) {
  43642. shadowGenerator.bindShadowLight(lightIndex, effect);
  43643. }
  43644. }
  43645. };
  43646. /**
  43647. * Binds the light information to the effect.
  43648. * @param light The light containing the generator
  43649. * @param effect The effect we are binding the data to
  43650. * @param lightIndex The light index in the effect used to render
  43651. */
  43652. MaterialHelper.BindLightProperties = function (light, effect, lightIndex) {
  43653. light.transferToEffect(effect, lightIndex + "");
  43654. };
  43655. /**
  43656. * Binds the lights information from the scene to the effect for the given mesh.
  43657. * @param scene The scene the lights belongs to
  43658. * @param mesh The mesh we are binding the information to render
  43659. * @param effect The effect we are binding the data to
  43660. * @param defines The generated defines for the effect
  43661. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  43662. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  43663. */
  43664. MaterialHelper.BindLights = function (scene, mesh, effect, defines, maxSimultaneousLights, usePhysicalLightFalloff) {
  43665. if (maxSimultaneousLights === void 0) { maxSimultaneousLights = 4; }
  43666. if (usePhysicalLightFalloff === void 0) { usePhysicalLightFalloff = false; }
  43667. var len = Math.min(mesh._lightSources.length, maxSimultaneousLights);
  43668. for (var i = 0; i < len; i++) {
  43669. var light = mesh._lightSources[i];
  43670. var iAsString = i.toString();
  43671. var scaledIntensity = light.getScaledIntensity();
  43672. light._uniformBuffer.bindToEffect(effect, "Light" + i);
  43673. MaterialHelper.BindLightProperties(light, effect, i);
  43674. light.diffuse.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[0]);
  43675. light._uniformBuffer.updateColor4("vLightDiffuse", BABYLON.Tmp.Color3[0], usePhysicalLightFalloff ? light.radius : light.range, iAsString);
  43676. if (defines["SPECULARTERM"]) {
  43677. light.specular.scaleToRef(scaledIntensity, BABYLON.Tmp.Color3[1]);
  43678. light._uniformBuffer.updateColor3("vLightSpecular", BABYLON.Tmp.Color3[1], iAsString);
  43679. }
  43680. // Shadows
  43681. if (scene.shadowsEnabled) {
  43682. this.BindLightShadow(light, scene, mesh, iAsString, effect);
  43683. }
  43684. light._uniformBuffer.update();
  43685. }
  43686. };
  43687. /**
  43688. * Binds the fog information from the scene to the effect for the given mesh.
  43689. * @param scene The scene the lights belongs to
  43690. * @param mesh The mesh we are binding the information to render
  43691. * @param effect The effect we are binding the data to
  43692. * @param linearSpace Defines if the fog effect is applied in linear space
  43693. */
  43694. MaterialHelper.BindFogParameters = function (scene, mesh, effect, linearSpace) {
  43695. if (linearSpace === void 0) { linearSpace = false; }
  43696. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE) {
  43697. effect.setFloat4("vFogInfos", scene.fogMode, scene.fogStart, scene.fogEnd, scene.fogDensity);
  43698. // Convert fog color to linear space if used in a linear space computed shader.
  43699. if (linearSpace) {
  43700. scene.fogColor.toLinearSpaceToRef(this._tempFogColor);
  43701. effect.setColor3("vFogColor", this._tempFogColor);
  43702. }
  43703. else {
  43704. effect.setColor3("vFogColor", scene.fogColor);
  43705. }
  43706. }
  43707. };
  43708. /**
  43709. * Binds the bones information from the mesh to the effect.
  43710. * @param mesh The mesh we are binding the information to render
  43711. * @param effect The effect we are binding the data to
  43712. */
  43713. MaterialHelper.BindBonesParameters = function (mesh, effect) {
  43714. if (!effect || !mesh) {
  43715. return;
  43716. }
  43717. if (mesh.computeBonesUsingShaders && effect._bonesComputationForcedToCPU) {
  43718. mesh.computeBonesUsingShaders = false;
  43719. }
  43720. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  43721. var skeleton = mesh.skeleton;
  43722. if (skeleton.isUsingTextureForMatrices && effect.getUniformIndex("boneTextureWidth") > -1) {
  43723. var boneTexture = skeleton.getTransformMatrixTexture();
  43724. effect.setTexture("boneSampler", boneTexture);
  43725. effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  43726. }
  43727. else {
  43728. var matrices = skeleton.getTransformMatrices(mesh);
  43729. if (matrices) {
  43730. effect.setMatrices("mBones", matrices);
  43731. }
  43732. }
  43733. }
  43734. };
  43735. /**
  43736. * Binds the morph targets information from the mesh to the effect.
  43737. * @param abstractMesh The mesh we are binding the information to render
  43738. * @param effect The effect we are binding the data to
  43739. */
  43740. MaterialHelper.BindMorphTargetParameters = function (abstractMesh, effect) {
  43741. var manager = abstractMesh.morphTargetManager;
  43742. if (!abstractMesh || !manager) {
  43743. return;
  43744. }
  43745. effect.setFloatArray("morphTargetInfluences", manager.influences);
  43746. };
  43747. /**
  43748. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  43749. * @param defines The generated defines used in the effect
  43750. * @param effect The effect we are binding the data to
  43751. * @param scene The scene we are willing to render with logarithmic scale for
  43752. */
  43753. MaterialHelper.BindLogDepth = function (defines, effect, scene) {
  43754. if (defines["LOGARITHMICDEPTH"]) {
  43755. effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  43756. }
  43757. };
  43758. /**
  43759. * Binds the clip plane information from the scene to the effect.
  43760. * @param scene The scene the clip plane information are extracted from
  43761. * @param effect The effect we are binding the data to
  43762. */
  43763. MaterialHelper.BindClipPlane = function (effect, scene) {
  43764. if (scene.clipPlane) {
  43765. var clipPlane = scene.clipPlane;
  43766. effect.setFloat4("vClipPlane", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43767. }
  43768. if (scene.clipPlane2) {
  43769. var clipPlane = scene.clipPlane2;
  43770. effect.setFloat4("vClipPlane2", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43771. }
  43772. if (scene.clipPlane3) {
  43773. var clipPlane = scene.clipPlane3;
  43774. effect.setFloat4("vClipPlane3", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43775. }
  43776. if (scene.clipPlane4) {
  43777. var clipPlane = scene.clipPlane4;
  43778. effect.setFloat4("vClipPlane4", clipPlane.normal.x, clipPlane.normal.y, clipPlane.normal.z, clipPlane.d);
  43779. }
  43780. };
  43781. MaterialHelper._tempFogColor = BABYLON.Color3.Black();
  43782. return MaterialHelper;
  43783. }());
  43784. BABYLON.MaterialHelper = MaterialHelper;
  43785. })(BABYLON || (BABYLON = {}));
  43786. //# sourceMappingURL=babylon.materialHelper.js.map
  43787. var BABYLON;
  43788. (function (BABYLON) {
  43789. /**
  43790. * Base class of materials working in push mode in babylon JS
  43791. * @hidden
  43792. */
  43793. var PushMaterial = /** @class */ (function (_super) {
  43794. __extends(PushMaterial, _super);
  43795. function PushMaterial(name, scene) {
  43796. var _this = _super.call(this, name, scene) || this;
  43797. _this._normalMatrix = new BABYLON.Matrix();
  43798. /**
  43799. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  43800. * This means that the material can keep using a previous shader while a new one is being compiled.
  43801. * This is mostly used when shader parallel compilation is supported (true by default)
  43802. */
  43803. _this.allowShaderHotSwapping = true;
  43804. _this._storeEffectOnSubMeshes = true;
  43805. return _this;
  43806. }
  43807. PushMaterial.prototype.getEffect = function () {
  43808. return this._activeEffect;
  43809. };
  43810. PushMaterial.prototype.isReady = function (mesh, useInstances) {
  43811. if (!mesh) {
  43812. return false;
  43813. }
  43814. if (!mesh.subMeshes || mesh.subMeshes.length === 0) {
  43815. return true;
  43816. }
  43817. return this.isReadyForSubMesh(mesh, mesh.subMeshes[0], useInstances);
  43818. };
  43819. /**
  43820. * Binds the given world matrix to the active effect
  43821. *
  43822. * @param world the matrix to bind
  43823. */
  43824. PushMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  43825. this._activeEffect.setMatrix("world", world);
  43826. };
  43827. /**
  43828. * Binds the given normal matrix to the active effect
  43829. *
  43830. * @param normalMatrix the matrix to bind
  43831. */
  43832. PushMaterial.prototype.bindOnlyNormalMatrix = function (normalMatrix) {
  43833. this._activeEffect.setMatrix("normalMatrix", normalMatrix);
  43834. };
  43835. PushMaterial.prototype.bind = function (world, mesh) {
  43836. if (!mesh) {
  43837. return;
  43838. }
  43839. this.bindForSubMesh(world, mesh, mesh.subMeshes[0]);
  43840. };
  43841. PushMaterial.prototype._afterBind = function (mesh, effect) {
  43842. if (effect === void 0) { effect = null; }
  43843. _super.prototype._afterBind.call(this, mesh);
  43844. this.getScene()._cachedEffect = effect;
  43845. };
  43846. PushMaterial.prototype._mustRebind = function (scene, effect, visibility) {
  43847. if (visibility === void 0) { visibility = 1; }
  43848. return scene.isCachedMaterialInvalid(this, effect, visibility);
  43849. };
  43850. return PushMaterial;
  43851. }(BABYLON.Material));
  43852. BABYLON.PushMaterial = PushMaterial;
  43853. })(BABYLON || (BABYLON = {}));
  43854. //# sourceMappingURL=babylon.pushMaterial.js.map
  43855. var BABYLON;
  43856. (function (BABYLON) {
  43857. /** @hidden */
  43858. var StandardMaterialDefines = /** @class */ (function (_super) {
  43859. __extends(StandardMaterialDefines, _super);
  43860. function StandardMaterialDefines() {
  43861. var _this = _super.call(this) || this;
  43862. _this.MAINUV1 = false;
  43863. _this.MAINUV2 = false;
  43864. _this.DIFFUSE = false;
  43865. _this.DIFFUSEDIRECTUV = 0;
  43866. _this.AMBIENT = false;
  43867. _this.AMBIENTDIRECTUV = 0;
  43868. _this.OPACITY = false;
  43869. _this.OPACITYDIRECTUV = 0;
  43870. _this.OPACITYRGB = false;
  43871. _this.REFLECTION = false;
  43872. _this.EMISSIVE = false;
  43873. _this.EMISSIVEDIRECTUV = 0;
  43874. _this.SPECULAR = false;
  43875. _this.SPECULARDIRECTUV = 0;
  43876. _this.BUMP = false;
  43877. _this.BUMPDIRECTUV = 0;
  43878. _this.PARALLAX = false;
  43879. _this.PARALLAXOCCLUSION = false;
  43880. _this.SPECULAROVERALPHA = false;
  43881. _this.CLIPPLANE = false;
  43882. _this.CLIPPLANE2 = false;
  43883. _this.CLIPPLANE3 = false;
  43884. _this.CLIPPLANE4 = false;
  43885. _this.ALPHATEST = false;
  43886. _this.DEPTHPREPASS = false;
  43887. _this.ALPHAFROMDIFFUSE = false;
  43888. _this.POINTSIZE = false;
  43889. _this.FOG = false;
  43890. _this.SPECULARTERM = false;
  43891. _this.DIFFUSEFRESNEL = false;
  43892. _this.OPACITYFRESNEL = false;
  43893. _this.REFLECTIONFRESNEL = false;
  43894. _this.REFRACTIONFRESNEL = false;
  43895. _this.EMISSIVEFRESNEL = false;
  43896. _this.FRESNEL = false;
  43897. _this.NORMAL = false;
  43898. _this.UV1 = false;
  43899. _this.UV2 = false;
  43900. _this.VERTEXCOLOR = false;
  43901. _this.VERTEXALPHA = false;
  43902. _this.NUM_BONE_INFLUENCERS = 0;
  43903. _this.BonesPerMesh = 0;
  43904. _this.BONETEXTURE = false;
  43905. _this.INSTANCES = false;
  43906. _this.GLOSSINESS = false;
  43907. _this.ROUGHNESS = false;
  43908. _this.EMISSIVEASILLUMINATION = false;
  43909. _this.LINKEMISSIVEWITHDIFFUSE = false;
  43910. _this.REFLECTIONFRESNELFROMSPECULAR = false;
  43911. _this.LIGHTMAP = false;
  43912. _this.LIGHTMAPDIRECTUV = 0;
  43913. _this.OBJECTSPACE_NORMALMAP = false;
  43914. _this.USELIGHTMAPASSHADOWMAP = false;
  43915. _this.REFLECTIONMAP_3D = false;
  43916. _this.REFLECTIONMAP_SPHERICAL = false;
  43917. _this.REFLECTIONMAP_PLANAR = false;
  43918. _this.REFLECTIONMAP_CUBIC = false;
  43919. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  43920. _this.REFLECTIONMAP_PROJECTION = false;
  43921. _this.REFLECTIONMAP_SKYBOX = false;
  43922. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  43923. _this.REFLECTIONMAP_EXPLICIT = false;
  43924. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  43925. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  43926. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  43927. _this.INVERTCUBICMAP = false;
  43928. _this.LOGARITHMICDEPTH = false;
  43929. _this.REFRACTION = false;
  43930. _this.REFRACTIONMAP_3D = false;
  43931. _this.REFLECTIONOVERALPHA = false;
  43932. _this.TWOSIDEDLIGHTING = false;
  43933. _this.SHADOWFLOAT = false;
  43934. _this.MORPHTARGETS = false;
  43935. _this.MORPHTARGETS_NORMAL = false;
  43936. _this.MORPHTARGETS_TANGENT = false;
  43937. _this.NUM_MORPH_INFLUENCERS = 0;
  43938. _this.NONUNIFORMSCALING = false; // https://playground.babylonjs.com#V6DWIH
  43939. _this.PREMULTIPLYALPHA = false; // https://playground.babylonjs.com#LNVJJ7
  43940. _this.IMAGEPROCESSING = false;
  43941. _this.VIGNETTE = false;
  43942. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  43943. _this.VIGNETTEBLENDMODEOPAQUE = false;
  43944. _this.TONEMAPPING = false;
  43945. _this.TONEMAPPING_ACES = false;
  43946. _this.CONTRAST = false;
  43947. _this.COLORCURVES = false;
  43948. _this.COLORGRADING = false;
  43949. _this.COLORGRADING3D = false;
  43950. _this.SAMPLER3DGREENDEPTH = false;
  43951. _this.SAMPLER3DBGRMAP = false;
  43952. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  43953. /**
  43954. * If the reflection texture on this material is in linear color space
  43955. * @hidden
  43956. */
  43957. _this.IS_REFLECTION_LINEAR = false;
  43958. /**
  43959. * If the refraction texture on this material is in linear color space
  43960. * @hidden
  43961. */
  43962. _this.IS_REFRACTION_LINEAR = false;
  43963. _this.EXPOSURE = false;
  43964. _this.rebuild();
  43965. return _this;
  43966. }
  43967. StandardMaterialDefines.prototype.setReflectionMode = function (modeToEnable) {
  43968. var modes = [
  43969. "REFLECTIONMAP_CUBIC", "REFLECTIONMAP_EXPLICIT", "REFLECTIONMAP_PLANAR",
  43970. "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_PROJECTION", "REFLECTIONMAP_SKYBOX",
  43971. "REFLECTIONMAP_SPHERICAL", "REFLECTIONMAP_EQUIRECTANGULAR", "REFLECTIONMAP_EQUIRECTANGULAR_FIXED",
  43972. "REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED"
  43973. ];
  43974. for (var _i = 0, modes_1 = modes; _i < modes_1.length; _i++) {
  43975. var mode = modes_1[_i];
  43976. this[mode] = (mode === modeToEnable);
  43977. }
  43978. };
  43979. return StandardMaterialDefines;
  43980. }(BABYLON.MaterialDefines));
  43981. BABYLON.StandardMaterialDefines = StandardMaterialDefines;
  43982. /**
  43983. * This is the default material used in Babylon. It is the best trade off between quality
  43984. * and performances.
  43985. * @see http://doc.babylonjs.com/babylon101/materials
  43986. */
  43987. var StandardMaterial = /** @class */ (function (_super) {
  43988. __extends(StandardMaterial, _super);
  43989. /**
  43990. * Instantiates a new standard material.
  43991. * This is the default material used in Babylon. It is the best trade off between quality
  43992. * and performances.
  43993. * @see http://doc.babylonjs.com/babylon101/materials
  43994. * @param name Define the name of the material in the scene
  43995. * @param scene Define the scene the material belong to
  43996. */
  43997. function StandardMaterial(name, scene) {
  43998. var _this = _super.call(this, name, scene) || this;
  43999. /**
  44000. * The color of the material lit by the environmental background lighting.
  44001. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  44002. */
  44003. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  44004. /**
  44005. * The basic color of the material as viewed under a light.
  44006. */
  44007. _this.diffuseColor = new BABYLON.Color3(1, 1, 1);
  44008. /**
  44009. * Define how the color and intensity of the highlight given by the light in the material.
  44010. */
  44011. _this.specularColor = new BABYLON.Color3(1, 1, 1);
  44012. /**
  44013. * Define the color of the material as if self lit.
  44014. * This will be mixed in the final result even in the absence of light.
  44015. */
  44016. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  44017. /**
  44018. * Defines how sharp are the highlights in the material.
  44019. * The bigger the value the sharper giving a more glossy feeling to the result.
  44020. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  44021. */
  44022. _this.specularPower = 64;
  44023. _this._useAlphaFromDiffuseTexture = false;
  44024. _this._useEmissiveAsIllumination = false;
  44025. _this._linkEmissiveWithDiffuse = false;
  44026. _this._useSpecularOverAlpha = false;
  44027. _this._useReflectionOverAlpha = false;
  44028. _this._disableLighting = false;
  44029. _this._useObjectSpaceNormalMap = false;
  44030. _this._useParallax = false;
  44031. _this._useParallaxOcclusion = false;
  44032. /**
  44033. * 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.
  44034. */
  44035. _this.parallaxScaleBias = 0.05;
  44036. _this._roughness = 0;
  44037. /**
  44038. * In case of refraction, define the value of the indice of refraction.
  44039. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44040. */
  44041. _this.indexOfRefraction = 0.98;
  44042. /**
  44043. * Invert the refraction texture alongside the y axis.
  44044. * It can be useful with procedural textures or probe for instance.
  44045. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  44046. */
  44047. _this.invertRefractionY = true;
  44048. /**
  44049. * Defines the alpha limits in alpha test mode.
  44050. */
  44051. _this.alphaCutOff = 0.4;
  44052. _this._useLightmapAsShadowmap = false;
  44053. _this._useReflectionFresnelFromSpecular = false;
  44054. _this._useGlossinessFromSpecularMapAlpha = false;
  44055. _this._maxSimultaneousLights = 4;
  44056. _this._invertNormalMapX = false;
  44057. _this._invertNormalMapY = false;
  44058. _this._twoSidedLighting = false;
  44059. _this._renderTargets = new BABYLON.SmartArray(16);
  44060. _this._worldViewProjectionMatrix = BABYLON.Matrix.Zero();
  44061. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  44062. // Setup the default processing configuration to the scene.
  44063. _this._attachImageProcessingConfiguration(null);
  44064. _this.getRenderTargetTextures = function () {
  44065. _this._renderTargets.reset();
  44066. if (StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  44067. _this._renderTargets.push(_this._reflectionTexture);
  44068. }
  44069. if (StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  44070. _this._renderTargets.push(_this._refractionTexture);
  44071. }
  44072. return _this._renderTargets;
  44073. };
  44074. return _this;
  44075. }
  44076. Object.defineProperty(StandardMaterial.prototype, "imageProcessingConfiguration", {
  44077. /**
  44078. * Gets the image processing configuration used either in this material.
  44079. */
  44080. get: function () {
  44081. return this._imageProcessingConfiguration;
  44082. },
  44083. /**
  44084. * Sets the Default image processing configuration used either in the this material.
  44085. *
  44086. * If sets to null, the scene one is in use.
  44087. */
  44088. set: function (value) {
  44089. this._attachImageProcessingConfiguration(value);
  44090. // Ensure the effect will be rebuilt.
  44091. this._markAllSubMeshesAsTexturesDirty();
  44092. },
  44093. enumerable: true,
  44094. configurable: true
  44095. });
  44096. /**
  44097. * Attaches a new image processing configuration to the Standard Material.
  44098. * @param configuration
  44099. */
  44100. StandardMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  44101. var _this = this;
  44102. if (configuration === this._imageProcessingConfiguration) {
  44103. return;
  44104. }
  44105. // Detaches observer.
  44106. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  44107. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  44108. }
  44109. // Pick the scene configuration if needed.
  44110. if (!configuration) {
  44111. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  44112. }
  44113. else {
  44114. this._imageProcessingConfiguration = configuration;
  44115. }
  44116. // Attaches observer.
  44117. if (this._imageProcessingConfiguration) {
  44118. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  44119. _this._markAllSubMeshesAsImageProcessingDirty();
  44120. });
  44121. }
  44122. };
  44123. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurvesEnabled", {
  44124. /**
  44125. * Gets wether the color curves effect is enabled.
  44126. */
  44127. get: function () {
  44128. return this.imageProcessingConfiguration.colorCurvesEnabled;
  44129. },
  44130. /**
  44131. * Sets wether the color curves effect is enabled.
  44132. */
  44133. set: function (value) {
  44134. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  44135. },
  44136. enumerable: true,
  44137. configurable: true
  44138. });
  44139. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingEnabled", {
  44140. /**
  44141. * Gets wether the color grading effect is enabled.
  44142. */
  44143. get: function () {
  44144. return this.imageProcessingConfiguration.colorGradingEnabled;
  44145. },
  44146. /**
  44147. * Gets wether the color grading effect is enabled.
  44148. */
  44149. set: function (value) {
  44150. this.imageProcessingConfiguration.colorGradingEnabled = value;
  44151. },
  44152. enumerable: true,
  44153. configurable: true
  44154. });
  44155. Object.defineProperty(StandardMaterial.prototype, "cameraToneMappingEnabled", {
  44156. /**
  44157. * Gets wether tonemapping is enabled or not.
  44158. */
  44159. get: function () {
  44160. return this._imageProcessingConfiguration.toneMappingEnabled;
  44161. },
  44162. /**
  44163. * Sets wether tonemapping is enabled or not
  44164. */
  44165. set: function (value) {
  44166. this._imageProcessingConfiguration.toneMappingEnabled = value;
  44167. },
  44168. enumerable: true,
  44169. configurable: true
  44170. });
  44171. Object.defineProperty(StandardMaterial.prototype, "cameraExposure", {
  44172. /**
  44173. * The camera exposure used on this material.
  44174. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44175. * This corresponds to a photographic exposure.
  44176. */
  44177. get: function () {
  44178. return this._imageProcessingConfiguration.exposure;
  44179. },
  44180. /**
  44181. * The camera exposure used on this material.
  44182. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  44183. * This corresponds to a photographic exposure.
  44184. */
  44185. set: function (value) {
  44186. this._imageProcessingConfiguration.exposure = value;
  44187. },
  44188. enumerable: true,
  44189. configurable: true
  44190. });
  44191. Object.defineProperty(StandardMaterial.prototype, "cameraContrast", {
  44192. /**
  44193. * Gets The camera contrast used on this material.
  44194. */
  44195. get: function () {
  44196. return this._imageProcessingConfiguration.contrast;
  44197. },
  44198. /**
  44199. * Sets The camera contrast used on this material.
  44200. */
  44201. set: function (value) {
  44202. this._imageProcessingConfiguration.contrast = value;
  44203. },
  44204. enumerable: true,
  44205. configurable: true
  44206. });
  44207. Object.defineProperty(StandardMaterial.prototype, "cameraColorGradingTexture", {
  44208. /**
  44209. * Gets the Color Grading 2D Lookup Texture.
  44210. */
  44211. get: function () {
  44212. return this._imageProcessingConfiguration.colorGradingTexture;
  44213. },
  44214. /**
  44215. * Sets the Color Grading 2D Lookup Texture.
  44216. */
  44217. set: function (value) {
  44218. this._imageProcessingConfiguration.colorGradingTexture = value;
  44219. },
  44220. enumerable: true,
  44221. configurable: true
  44222. });
  44223. Object.defineProperty(StandardMaterial.prototype, "cameraColorCurves", {
  44224. /**
  44225. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44226. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44227. * 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;
  44228. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44229. */
  44230. get: function () {
  44231. return this._imageProcessingConfiguration.colorCurves;
  44232. },
  44233. /**
  44234. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  44235. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  44236. * 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;
  44237. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  44238. */
  44239. set: function (value) {
  44240. this._imageProcessingConfiguration.colorCurves = value;
  44241. },
  44242. enumerable: true,
  44243. configurable: true
  44244. });
  44245. Object.defineProperty(StandardMaterial.prototype, "hasRenderTargetTextures", {
  44246. /**
  44247. * Gets a boolean indicating that current material needs to register RTT
  44248. */
  44249. get: function () {
  44250. if (StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44251. return true;
  44252. }
  44253. if (StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44254. return true;
  44255. }
  44256. return false;
  44257. },
  44258. enumerable: true,
  44259. configurable: true
  44260. });
  44261. /**
  44262. * Gets the current class name of the material e.g. "StandardMaterial"
  44263. * Mainly use in serialization.
  44264. * @returns the class name
  44265. */
  44266. StandardMaterial.prototype.getClassName = function () {
  44267. return "StandardMaterial";
  44268. };
  44269. Object.defineProperty(StandardMaterial.prototype, "useLogarithmicDepth", {
  44270. /**
  44271. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  44272. * You can try switching to logarithmic depth.
  44273. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  44274. */
  44275. get: function () {
  44276. return this._useLogarithmicDepth;
  44277. },
  44278. set: function (value) {
  44279. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  44280. this._markAllSubMeshesAsMiscDirty();
  44281. },
  44282. enumerable: true,
  44283. configurable: true
  44284. });
  44285. /**
  44286. * Specifies if the material will require alpha blending
  44287. * @returns a boolean specifying if alpha blending is needed
  44288. */
  44289. StandardMaterial.prototype.needAlphaBlending = function () {
  44290. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromDiffuseTexture() || this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled;
  44291. };
  44292. /**
  44293. * Specifies if this material should be rendered in alpha test mode
  44294. * @returns a boolean specifying if an alpha test is needed.
  44295. */
  44296. StandardMaterial.prototype.needAlphaTesting = function () {
  44297. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha;
  44298. };
  44299. StandardMaterial.prototype._shouldUseAlphaFromDiffuseTexture = function () {
  44300. return this._diffuseTexture != null && this._diffuseTexture.hasAlpha && this._useAlphaFromDiffuseTexture;
  44301. };
  44302. /**
  44303. * Get the texture used for alpha test purpose.
  44304. * @returns the diffuse texture in case of the standard material.
  44305. */
  44306. StandardMaterial.prototype.getAlphaTestTexture = function () {
  44307. return this._diffuseTexture;
  44308. };
  44309. /**
  44310. * Get if the submesh is ready to be used and all its information available.
  44311. * Child classes can use it to update shaders
  44312. * @param mesh defines the mesh to check
  44313. * @param subMesh defines which submesh to check
  44314. * @param useInstances specifies that instances should be used
  44315. * @returns a boolean indicating that the submesh is ready or not
  44316. */
  44317. StandardMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  44318. if (useInstances === void 0) { useInstances = false; }
  44319. if (subMesh.effect && this.isFrozen) {
  44320. if (this._wasPreviouslyReady) {
  44321. return true;
  44322. }
  44323. }
  44324. if (!subMesh._materialDefines) {
  44325. subMesh._materialDefines = new StandardMaterialDefines();
  44326. }
  44327. var scene = this.getScene();
  44328. var defines = subMesh._materialDefines;
  44329. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  44330. if (defines._renderId === scene.getRenderId()) {
  44331. return true;
  44332. }
  44333. }
  44334. var engine = scene.getEngine();
  44335. // Lights
  44336. defines._needNormals = BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  44337. // Textures
  44338. if (defines._areTexturesDirty) {
  44339. defines._needUVs = false;
  44340. defines.MAINUV1 = false;
  44341. defines.MAINUV2 = false;
  44342. if (scene.texturesEnabled) {
  44343. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44344. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  44345. return false;
  44346. }
  44347. else {
  44348. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  44349. }
  44350. }
  44351. else {
  44352. defines.DIFFUSE = false;
  44353. }
  44354. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44355. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  44356. return false;
  44357. }
  44358. else {
  44359. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  44360. }
  44361. }
  44362. else {
  44363. defines.AMBIENT = false;
  44364. }
  44365. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44366. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  44367. return false;
  44368. }
  44369. else {
  44370. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  44371. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  44372. }
  44373. }
  44374. else {
  44375. defines.OPACITY = false;
  44376. }
  44377. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44378. if (!this._reflectionTexture.isReadyOrNotBlocking()) {
  44379. return false;
  44380. }
  44381. else {
  44382. defines._needNormals = true;
  44383. defines.REFLECTION = true;
  44384. defines.ROUGHNESS = (this._roughness > 0);
  44385. defines.REFLECTIONOVERALPHA = this._useReflectionOverAlpha;
  44386. defines.INVERTCUBICMAP = (this._reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE);
  44387. defines.REFLECTIONMAP_3D = this._reflectionTexture.isCube;
  44388. switch (this._reflectionTexture.coordinatesMode) {
  44389. case BABYLON.Texture.EXPLICIT_MODE:
  44390. defines.setReflectionMode("REFLECTIONMAP_EXPLICIT");
  44391. break;
  44392. case BABYLON.Texture.PLANAR_MODE:
  44393. defines.setReflectionMode("REFLECTIONMAP_PLANAR");
  44394. break;
  44395. case BABYLON.Texture.PROJECTION_MODE:
  44396. defines.setReflectionMode("REFLECTIONMAP_PROJECTION");
  44397. break;
  44398. case BABYLON.Texture.SKYBOX_MODE:
  44399. defines.setReflectionMode("REFLECTIONMAP_SKYBOX");
  44400. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !this._reflectionTexture.getReflectionTextureMatrix().isIdentity();
  44401. break;
  44402. case BABYLON.Texture.SPHERICAL_MODE:
  44403. defines.setReflectionMode("REFLECTIONMAP_SPHERICAL");
  44404. break;
  44405. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  44406. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR");
  44407. break;
  44408. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  44409. defines.setReflectionMode("REFLECTIONMAP_EQUIRECTANGULAR_FIXED");
  44410. break;
  44411. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  44412. defines.setReflectionMode("REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED");
  44413. break;
  44414. case BABYLON.Texture.CUBIC_MODE:
  44415. case BABYLON.Texture.INVCUBIC_MODE:
  44416. default:
  44417. defines.setReflectionMode("REFLECTIONMAP_CUBIC");
  44418. break;
  44419. }
  44420. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = this._reflectionTexture.boundingBoxSize ? true : false;
  44421. }
  44422. }
  44423. else {
  44424. defines.REFLECTION = false;
  44425. }
  44426. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44427. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  44428. return false;
  44429. }
  44430. else {
  44431. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  44432. }
  44433. }
  44434. else {
  44435. defines.EMISSIVE = false;
  44436. }
  44437. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44438. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  44439. return false;
  44440. }
  44441. else {
  44442. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  44443. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  44444. }
  44445. }
  44446. else {
  44447. defines.LIGHTMAP = false;
  44448. }
  44449. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44450. if (!this._specularTexture.isReadyOrNotBlocking()) {
  44451. return false;
  44452. }
  44453. else {
  44454. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._specularTexture, defines, "SPECULAR");
  44455. defines.GLOSSINESS = this._useGlossinessFromSpecularMapAlpha;
  44456. }
  44457. }
  44458. else {
  44459. defines.SPECULAR = false;
  44460. }
  44461. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && StandardMaterial.BumpTextureEnabled) {
  44462. // Bump texure can not be not blocking.
  44463. if (!this._bumpTexture.isReady()) {
  44464. return false;
  44465. }
  44466. else {
  44467. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  44468. defines.PARALLAX = this._useParallax;
  44469. defines.PARALLAXOCCLUSION = this._useParallaxOcclusion;
  44470. }
  44471. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  44472. }
  44473. else {
  44474. defines.BUMP = false;
  44475. }
  44476. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44477. if (!this._refractionTexture.isReadyOrNotBlocking()) {
  44478. return false;
  44479. }
  44480. else {
  44481. defines._needUVs = true;
  44482. defines.REFRACTION = true;
  44483. defines.REFRACTIONMAP_3D = this._refractionTexture.isCube;
  44484. }
  44485. }
  44486. else {
  44487. defines.REFRACTION = false;
  44488. }
  44489. defines.TWOSIDEDLIGHTING = !this._backFaceCulling && this._twoSidedLighting;
  44490. }
  44491. else {
  44492. defines.DIFFUSE = false;
  44493. defines.AMBIENT = false;
  44494. defines.OPACITY = false;
  44495. defines.REFLECTION = false;
  44496. defines.EMISSIVE = false;
  44497. defines.LIGHTMAP = false;
  44498. defines.BUMP = false;
  44499. defines.REFRACTION = false;
  44500. }
  44501. defines.ALPHAFROMDIFFUSE = this._shouldUseAlphaFromDiffuseTexture();
  44502. defines.EMISSIVEASILLUMINATION = this._useEmissiveAsIllumination;
  44503. defines.LINKEMISSIVEWITHDIFFUSE = this._linkEmissiveWithDiffuse;
  44504. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  44505. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  44506. }
  44507. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  44508. if (!this._imageProcessingConfiguration.isReady()) {
  44509. return false;
  44510. }
  44511. this._imageProcessingConfiguration.prepareDefines(defines);
  44512. defines.IS_REFLECTION_LINEAR = (this.reflectionTexture != null && !this.reflectionTexture.gammaSpace);
  44513. defines.IS_REFRACTION_LINEAR = (this.refractionTexture != null && !this.refractionTexture.gammaSpace);
  44514. }
  44515. if (defines._areFresnelDirty) {
  44516. if (StandardMaterial.FresnelEnabled) {
  44517. // Fresnel
  44518. if (this._diffuseFresnelParameters || this._opacityFresnelParameters ||
  44519. this._emissiveFresnelParameters || this._refractionFresnelParameters ||
  44520. this._reflectionFresnelParameters) {
  44521. defines.DIFFUSEFRESNEL = (this._diffuseFresnelParameters && this._diffuseFresnelParameters.isEnabled);
  44522. defines.OPACITYFRESNEL = (this._opacityFresnelParameters && this._opacityFresnelParameters.isEnabled);
  44523. defines.REFLECTIONFRESNEL = (this._reflectionFresnelParameters && this._reflectionFresnelParameters.isEnabled);
  44524. defines.REFLECTIONFRESNELFROMSPECULAR = this._useReflectionFresnelFromSpecular;
  44525. defines.REFRACTIONFRESNEL = (this._refractionFresnelParameters && this._refractionFresnelParameters.isEnabled);
  44526. defines.EMISSIVEFRESNEL = (this._emissiveFresnelParameters && this._emissiveFresnelParameters.isEnabled);
  44527. defines._needNormals = true;
  44528. defines.FRESNEL = true;
  44529. }
  44530. }
  44531. else {
  44532. defines.FRESNEL = false;
  44533. }
  44534. }
  44535. // Misc.
  44536. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  44537. // Attribs
  44538. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true);
  44539. // Values that need to be evaluated on every frame
  44540. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  44541. // Get correct effect
  44542. if (defines.isDirty) {
  44543. defines.markAsProcessed();
  44544. // Fallbacks
  44545. var fallbacks = new BABYLON.EffectFallbacks();
  44546. if (defines.REFLECTION) {
  44547. fallbacks.addFallback(0, "REFLECTION");
  44548. }
  44549. if (defines.SPECULAR) {
  44550. fallbacks.addFallback(0, "SPECULAR");
  44551. }
  44552. if (defines.BUMP) {
  44553. fallbacks.addFallback(0, "BUMP");
  44554. }
  44555. if (defines.PARALLAX) {
  44556. fallbacks.addFallback(1, "PARALLAX");
  44557. }
  44558. if (defines.PARALLAXOCCLUSION) {
  44559. fallbacks.addFallback(0, "PARALLAXOCCLUSION");
  44560. }
  44561. if (defines.SPECULAROVERALPHA) {
  44562. fallbacks.addFallback(0, "SPECULAROVERALPHA");
  44563. }
  44564. if (defines.FOG) {
  44565. fallbacks.addFallback(1, "FOG");
  44566. }
  44567. if (defines.POINTSIZE) {
  44568. fallbacks.addFallback(0, "POINTSIZE");
  44569. }
  44570. if (defines.LOGARITHMICDEPTH) {
  44571. fallbacks.addFallback(0, "LOGARITHMICDEPTH");
  44572. }
  44573. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  44574. if (defines.SPECULARTERM) {
  44575. fallbacks.addFallback(0, "SPECULARTERM");
  44576. }
  44577. if (defines.DIFFUSEFRESNEL) {
  44578. fallbacks.addFallback(1, "DIFFUSEFRESNEL");
  44579. }
  44580. if (defines.OPACITYFRESNEL) {
  44581. fallbacks.addFallback(2, "OPACITYFRESNEL");
  44582. }
  44583. if (defines.REFLECTIONFRESNEL) {
  44584. fallbacks.addFallback(3, "REFLECTIONFRESNEL");
  44585. }
  44586. if (defines.EMISSIVEFRESNEL) {
  44587. fallbacks.addFallback(4, "EMISSIVEFRESNEL");
  44588. }
  44589. if (defines.FRESNEL) {
  44590. fallbacks.addFallback(4, "FRESNEL");
  44591. }
  44592. //Attributes
  44593. var attribs = [BABYLON.VertexBuffer.PositionKind];
  44594. if (defines.NORMAL) {
  44595. attribs.push(BABYLON.VertexBuffer.NormalKind);
  44596. }
  44597. if (defines.UV1) {
  44598. attribs.push(BABYLON.VertexBuffer.UVKind);
  44599. }
  44600. if (defines.UV2) {
  44601. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  44602. }
  44603. if (defines.VERTEXCOLOR) {
  44604. attribs.push(BABYLON.VertexBuffer.ColorKind);
  44605. }
  44606. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  44607. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  44608. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  44609. var shaderName = "default";
  44610. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vDiffuseColor", "vSpecularColor", "vEmissiveColor",
  44611. "vFogInfos", "vFogColor", "pointSize",
  44612. "vDiffuseInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vEmissiveInfos", "vSpecularInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  44613. "mBones",
  44614. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "diffuseMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "specularMatrix", "bumpMatrix", "normalMatrix", "lightmapMatrix", "refractionMatrix",
  44615. "diffuseLeftColor", "diffuseRightColor", "opacityParts", "reflectionLeftColor", "reflectionRightColor", "emissiveLeftColor", "emissiveRightColor", "refractionLeftColor", "refractionRightColor",
  44616. "vReflectionPosition", "vReflectionSize",
  44617. "logarithmicDepthConstant", "vTangentSpaceParams", "alphaCutOff", "boneTextureWidth"
  44618. ];
  44619. var samplers = ["diffuseSampler", "ambientSampler", "opacitySampler", "reflectionCubeSampler",
  44620. "reflection2DSampler", "emissiveSampler", "specularSampler", "bumpSampler", "lightmapSampler",
  44621. "refractionCubeSampler", "refraction2DSampler", "boneSampler"];
  44622. var uniformBuffers = ["Material", "Scene"];
  44623. if (BABYLON.ImageProcessingConfiguration) {
  44624. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  44625. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  44626. }
  44627. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  44628. uniformsNames: uniforms,
  44629. uniformBuffersNames: uniformBuffers,
  44630. samplers: samplers,
  44631. defines: defines,
  44632. maxSimultaneousLights: this._maxSimultaneousLights
  44633. });
  44634. if (this.customShaderNameResolve) {
  44635. shaderName = this.customShaderNameResolve(shaderName, uniforms, uniformBuffers, samplers, defines);
  44636. }
  44637. var join = defines.toString();
  44638. var previousEffect = subMesh.effect;
  44639. var effect = scene.getEngine().createEffect(shaderName, {
  44640. attributes: attribs,
  44641. uniformsNames: uniforms,
  44642. uniformBuffersNames: uniformBuffers,
  44643. samplers: samplers,
  44644. defines: join,
  44645. fallbacks: fallbacks,
  44646. onCompiled: this.onCompiled,
  44647. onError: this.onError,
  44648. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  44649. }, engine);
  44650. if (effect) {
  44651. // Use previous effect while new one is compiling
  44652. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  44653. effect = previousEffect;
  44654. defines.markAsUnprocessed();
  44655. }
  44656. else {
  44657. scene.resetCachedMaterial();
  44658. subMesh.setEffect(effect, defines);
  44659. this.buildUniformLayout();
  44660. }
  44661. }
  44662. }
  44663. if (!subMesh.effect || !subMesh.effect.isReady()) {
  44664. return false;
  44665. }
  44666. defines._renderId = scene.getRenderId();
  44667. this._wasPreviouslyReady = true;
  44668. return true;
  44669. };
  44670. /**
  44671. * Builds the material UBO layouts.
  44672. * Used internally during the effect preparation.
  44673. */
  44674. StandardMaterial.prototype.buildUniformLayout = function () {
  44675. // Order is important !
  44676. this._uniformBuffer.addUniform("diffuseLeftColor", 4);
  44677. this._uniformBuffer.addUniform("diffuseRightColor", 4);
  44678. this._uniformBuffer.addUniform("opacityParts", 4);
  44679. this._uniformBuffer.addUniform("reflectionLeftColor", 4);
  44680. this._uniformBuffer.addUniform("reflectionRightColor", 4);
  44681. this._uniformBuffer.addUniform("refractionLeftColor", 4);
  44682. this._uniformBuffer.addUniform("refractionRightColor", 4);
  44683. this._uniformBuffer.addUniform("emissiveLeftColor", 4);
  44684. this._uniformBuffer.addUniform("emissiveRightColor", 4);
  44685. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  44686. this._uniformBuffer.addUniform("vAmbientInfos", 2);
  44687. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  44688. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  44689. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  44690. this._uniformBuffer.addUniform("vReflectionSize", 3);
  44691. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  44692. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  44693. this._uniformBuffer.addUniform("vSpecularInfos", 2);
  44694. this._uniformBuffer.addUniform("vBumpInfos", 3);
  44695. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  44696. this._uniformBuffer.addUniform("ambientMatrix", 16);
  44697. this._uniformBuffer.addUniform("opacityMatrix", 16);
  44698. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  44699. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  44700. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  44701. this._uniformBuffer.addUniform("specularMatrix", 16);
  44702. this._uniformBuffer.addUniform("bumpMatrix", 16);
  44703. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  44704. this._uniformBuffer.addUniform("refractionMatrix", 16);
  44705. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  44706. this._uniformBuffer.addUniform("vSpecularColor", 4);
  44707. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  44708. this._uniformBuffer.addUniform("vDiffuseColor", 4);
  44709. this._uniformBuffer.addUniform("pointSize", 1);
  44710. this._uniformBuffer.create();
  44711. };
  44712. /**
  44713. * Unbinds the material from the mesh
  44714. */
  44715. StandardMaterial.prototype.unbind = function () {
  44716. if (this._activeEffect) {
  44717. var needFlag = false;
  44718. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  44719. this._activeEffect.setTexture("reflection2DSampler", null);
  44720. needFlag = true;
  44721. }
  44722. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  44723. this._activeEffect.setTexture("refraction2DSampler", null);
  44724. needFlag = true;
  44725. }
  44726. if (needFlag) {
  44727. this._markAllSubMeshesAsTexturesDirty();
  44728. }
  44729. }
  44730. _super.prototype.unbind.call(this);
  44731. };
  44732. /**
  44733. * Binds the submesh to this material by preparing the effect and shader to draw
  44734. * @param world defines the world transformation matrix
  44735. * @param mesh defines the mesh containing the submesh
  44736. * @param subMesh defines the submesh to bind the material to
  44737. */
  44738. StandardMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  44739. var scene = this.getScene();
  44740. var defines = subMesh._materialDefines;
  44741. if (!defines) {
  44742. return;
  44743. }
  44744. var effect = subMesh.effect;
  44745. if (!effect) {
  44746. return;
  44747. }
  44748. this._activeEffect = effect;
  44749. // Matrices
  44750. this.bindOnlyWorldMatrix(world);
  44751. // Normal Matrix
  44752. if (defines.OBJECTSPACE_NORMALMAP) {
  44753. world.toNormalMatrix(this._normalMatrix);
  44754. this.bindOnlyNormalMatrix(this._normalMatrix);
  44755. }
  44756. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  44757. // Bones
  44758. BABYLON.MaterialHelper.BindBonesParameters(mesh, effect);
  44759. if (mustRebind) {
  44760. this._uniformBuffer.bindToEffect(effect, "Material");
  44761. this.bindViewProjection(effect);
  44762. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  44763. if (StandardMaterial.FresnelEnabled && defines.FRESNEL) {
  44764. // Fresnel
  44765. if (this.diffuseFresnelParameters && this.diffuseFresnelParameters.isEnabled) {
  44766. this._uniformBuffer.updateColor4("diffuseLeftColor", this.diffuseFresnelParameters.leftColor, this.diffuseFresnelParameters.power);
  44767. this._uniformBuffer.updateColor4("diffuseRightColor", this.diffuseFresnelParameters.rightColor, this.diffuseFresnelParameters.bias);
  44768. }
  44769. if (this.opacityFresnelParameters && this.opacityFresnelParameters.isEnabled) {
  44770. this._uniformBuffer.updateColor4("opacityParts", new BABYLON.Color3(this.opacityFresnelParameters.leftColor.toLuminance(), this.opacityFresnelParameters.rightColor.toLuminance(), this.opacityFresnelParameters.bias), this.opacityFresnelParameters.power);
  44771. }
  44772. if (this.reflectionFresnelParameters && this.reflectionFresnelParameters.isEnabled) {
  44773. this._uniformBuffer.updateColor4("reflectionLeftColor", this.reflectionFresnelParameters.leftColor, this.reflectionFresnelParameters.power);
  44774. this._uniformBuffer.updateColor4("reflectionRightColor", this.reflectionFresnelParameters.rightColor, this.reflectionFresnelParameters.bias);
  44775. }
  44776. if (this.refractionFresnelParameters && this.refractionFresnelParameters.isEnabled) {
  44777. this._uniformBuffer.updateColor4("refractionLeftColor", this.refractionFresnelParameters.leftColor, this.refractionFresnelParameters.power);
  44778. this._uniformBuffer.updateColor4("refractionRightColor", this.refractionFresnelParameters.rightColor, this.refractionFresnelParameters.bias);
  44779. }
  44780. if (this.emissiveFresnelParameters && this.emissiveFresnelParameters.isEnabled) {
  44781. this._uniformBuffer.updateColor4("emissiveLeftColor", this.emissiveFresnelParameters.leftColor, this.emissiveFresnelParameters.power);
  44782. this._uniformBuffer.updateColor4("emissiveRightColor", this.emissiveFresnelParameters.rightColor, this.emissiveFresnelParameters.bias);
  44783. }
  44784. }
  44785. // Textures
  44786. if (scene.texturesEnabled) {
  44787. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44788. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  44789. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  44790. if (this._diffuseTexture.hasAlpha) {
  44791. effect.setFloat("alphaCutOff", this.alphaCutOff);
  44792. }
  44793. }
  44794. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44795. this._uniformBuffer.updateFloat2("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level);
  44796. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  44797. }
  44798. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44799. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  44800. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  44801. }
  44802. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44803. this._uniformBuffer.updateFloat2("vReflectionInfos", this._reflectionTexture.level, this.roughness);
  44804. this._uniformBuffer.updateMatrix("reflectionMatrix", this._reflectionTexture.getReflectionTextureMatrix());
  44805. if (this._reflectionTexture.boundingBoxSize) {
  44806. var cubeTexture = this._reflectionTexture;
  44807. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  44808. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  44809. }
  44810. }
  44811. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44812. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  44813. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  44814. }
  44815. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44816. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  44817. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  44818. }
  44819. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44820. this._uniformBuffer.updateFloat2("vSpecularInfos", this._specularTexture.coordinatesIndex, this._specularTexture.level);
  44821. BABYLON.MaterialHelper.BindTextureMatrix(this._specularTexture, this._uniformBuffer, "specular");
  44822. }
  44823. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44824. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, 1.0 / this._bumpTexture.level, this.parallaxScaleBias);
  44825. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  44826. if (scene._mirroredCameraPosition) {
  44827. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  44828. }
  44829. else {
  44830. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  44831. }
  44832. }
  44833. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44834. var depth = 1.0;
  44835. if (!this._refractionTexture.isCube) {
  44836. this._uniformBuffer.updateMatrix("refractionMatrix", this._refractionTexture.getReflectionTextureMatrix());
  44837. if (this._refractionTexture.depth) {
  44838. depth = this._refractionTexture.depth;
  44839. }
  44840. }
  44841. this._uniformBuffer.updateFloat4("vRefractionInfos", this._refractionTexture.level, this.indexOfRefraction, depth, this.invertRefractionY ? -1 : 1);
  44842. }
  44843. }
  44844. // Point size
  44845. if (this.pointsCloud) {
  44846. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  44847. }
  44848. if (defines.SPECULARTERM) {
  44849. this._uniformBuffer.updateColor4("vSpecularColor", this.specularColor, this.specularPower);
  44850. }
  44851. this._uniformBuffer.updateColor3("vEmissiveColor", this.emissiveColor);
  44852. // Diffuse
  44853. this._uniformBuffer.updateColor4("vDiffuseColor", this.diffuseColor, this.alpha * mesh.visibility);
  44854. }
  44855. // Textures
  44856. if (scene.texturesEnabled) {
  44857. if (this._diffuseTexture && StandardMaterial.DiffuseTextureEnabled) {
  44858. effect.setTexture("diffuseSampler", this._diffuseTexture);
  44859. }
  44860. if (this._ambientTexture && StandardMaterial.AmbientTextureEnabled) {
  44861. effect.setTexture("ambientSampler", this._ambientTexture);
  44862. }
  44863. if (this._opacityTexture && StandardMaterial.OpacityTextureEnabled) {
  44864. effect.setTexture("opacitySampler", this._opacityTexture);
  44865. }
  44866. if (this._reflectionTexture && StandardMaterial.ReflectionTextureEnabled) {
  44867. if (this._reflectionTexture.isCube) {
  44868. effect.setTexture("reflectionCubeSampler", this._reflectionTexture);
  44869. }
  44870. else {
  44871. effect.setTexture("reflection2DSampler", this._reflectionTexture);
  44872. }
  44873. }
  44874. if (this._emissiveTexture && StandardMaterial.EmissiveTextureEnabled) {
  44875. effect.setTexture("emissiveSampler", this._emissiveTexture);
  44876. }
  44877. if (this._lightmapTexture && StandardMaterial.LightmapTextureEnabled) {
  44878. effect.setTexture("lightmapSampler", this._lightmapTexture);
  44879. }
  44880. if (this._specularTexture && StandardMaterial.SpecularTextureEnabled) {
  44881. effect.setTexture("specularSampler", this._specularTexture);
  44882. }
  44883. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && StandardMaterial.BumpTextureEnabled) {
  44884. effect.setTexture("bumpSampler", this._bumpTexture);
  44885. }
  44886. if (this._refractionTexture && StandardMaterial.RefractionTextureEnabled) {
  44887. var depth = 1.0;
  44888. if (this._refractionTexture.isCube) {
  44889. effect.setTexture("refractionCubeSampler", this._refractionTexture);
  44890. }
  44891. else {
  44892. effect.setTexture("refraction2DSampler", this._refractionTexture);
  44893. }
  44894. }
  44895. }
  44896. // Clip plane
  44897. BABYLON.MaterialHelper.BindClipPlane(effect, scene);
  44898. // Colors
  44899. scene.ambientColor.multiplyToRef(this.ambientColor, this._globalAmbientColor);
  44900. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  44901. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  44902. }
  44903. if (mustRebind || !this.isFrozen) {
  44904. // Lights
  44905. if (scene.lightsEnabled && !this._disableLighting) {
  44906. BABYLON.MaterialHelper.BindLights(scene, mesh, effect, defines, this._maxSimultaneousLights);
  44907. }
  44908. // View
  44909. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || this._reflectionTexture || this._refractionTexture) {
  44910. this.bindView(effect);
  44911. }
  44912. // Fog
  44913. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, effect);
  44914. // Morph targets
  44915. if (defines.NUM_MORPH_INFLUENCERS) {
  44916. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, effect);
  44917. }
  44918. // Log. depth
  44919. BABYLON.MaterialHelper.BindLogDepth(defines, effect, scene);
  44920. // image processing
  44921. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  44922. this._imageProcessingConfiguration.bind(this._activeEffect);
  44923. }
  44924. }
  44925. this._uniformBuffer.update();
  44926. this._afterBind(mesh, this._activeEffect);
  44927. };
  44928. /**
  44929. * Get the list of animatables in the material.
  44930. * @returns the list of animatables object used in the material
  44931. */
  44932. StandardMaterial.prototype.getAnimatables = function () {
  44933. var results = [];
  44934. if (this._diffuseTexture && this._diffuseTexture.animations && this._diffuseTexture.animations.length > 0) {
  44935. results.push(this._diffuseTexture);
  44936. }
  44937. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  44938. results.push(this._ambientTexture);
  44939. }
  44940. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  44941. results.push(this._opacityTexture);
  44942. }
  44943. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  44944. results.push(this._reflectionTexture);
  44945. }
  44946. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  44947. results.push(this._emissiveTexture);
  44948. }
  44949. if (this._specularTexture && this._specularTexture.animations && this._specularTexture.animations.length > 0) {
  44950. results.push(this._specularTexture);
  44951. }
  44952. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  44953. results.push(this._bumpTexture);
  44954. }
  44955. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  44956. results.push(this._lightmapTexture);
  44957. }
  44958. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  44959. results.push(this._refractionTexture);
  44960. }
  44961. return results;
  44962. };
  44963. /**
  44964. * Gets the active textures from the material
  44965. * @returns an array of textures
  44966. */
  44967. StandardMaterial.prototype.getActiveTextures = function () {
  44968. var activeTextures = _super.prototype.getActiveTextures.call(this);
  44969. if (this._diffuseTexture) {
  44970. activeTextures.push(this._diffuseTexture);
  44971. }
  44972. if (this._ambientTexture) {
  44973. activeTextures.push(this._ambientTexture);
  44974. }
  44975. if (this._opacityTexture) {
  44976. activeTextures.push(this._opacityTexture);
  44977. }
  44978. if (this._reflectionTexture) {
  44979. activeTextures.push(this._reflectionTexture);
  44980. }
  44981. if (this._emissiveTexture) {
  44982. activeTextures.push(this._emissiveTexture);
  44983. }
  44984. if (this._specularTexture) {
  44985. activeTextures.push(this._specularTexture);
  44986. }
  44987. if (this._bumpTexture) {
  44988. activeTextures.push(this._bumpTexture);
  44989. }
  44990. if (this._lightmapTexture) {
  44991. activeTextures.push(this._lightmapTexture);
  44992. }
  44993. if (this._refractionTexture) {
  44994. activeTextures.push(this._refractionTexture);
  44995. }
  44996. return activeTextures;
  44997. };
  44998. /**
  44999. * Specifies if the material uses a texture
  45000. * @param texture defines the texture to check against the material
  45001. * @returns a boolean specifying if the material uses the texture
  45002. */
  45003. StandardMaterial.prototype.hasTexture = function (texture) {
  45004. if (_super.prototype.hasTexture.call(this, texture)) {
  45005. return true;
  45006. }
  45007. if (this._diffuseTexture === texture) {
  45008. return true;
  45009. }
  45010. if (this._ambientTexture === texture) {
  45011. return true;
  45012. }
  45013. if (this._opacityTexture === texture) {
  45014. return true;
  45015. }
  45016. if (this._reflectionTexture === texture) {
  45017. return true;
  45018. }
  45019. if (this._emissiveTexture === texture) {
  45020. return true;
  45021. }
  45022. if (this._specularTexture === texture) {
  45023. return true;
  45024. }
  45025. if (this._bumpTexture === texture) {
  45026. return true;
  45027. }
  45028. if (this._lightmapTexture === texture) {
  45029. return true;
  45030. }
  45031. if (this._refractionTexture === texture) {
  45032. return true;
  45033. }
  45034. return false;
  45035. };
  45036. /**
  45037. * Disposes the material
  45038. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  45039. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  45040. */
  45041. StandardMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  45042. if (forceDisposeTextures) {
  45043. if (this._diffuseTexture) {
  45044. this._diffuseTexture.dispose();
  45045. }
  45046. if (this._ambientTexture) {
  45047. this._ambientTexture.dispose();
  45048. }
  45049. if (this._opacityTexture) {
  45050. this._opacityTexture.dispose();
  45051. }
  45052. if (this._reflectionTexture) {
  45053. this._reflectionTexture.dispose();
  45054. }
  45055. if (this._emissiveTexture) {
  45056. this._emissiveTexture.dispose();
  45057. }
  45058. if (this._specularTexture) {
  45059. this._specularTexture.dispose();
  45060. }
  45061. if (this._bumpTexture) {
  45062. this._bumpTexture.dispose();
  45063. }
  45064. if (this._lightmapTexture) {
  45065. this._lightmapTexture.dispose();
  45066. }
  45067. if (this._refractionTexture) {
  45068. this._refractionTexture.dispose();
  45069. }
  45070. }
  45071. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  45072. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  45073. }
  45074. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  45075. };
  45076. /**
  45077. * Makes a duplicate of the material, and gives it a new name
  45078. * @param name defines the new name for the duplicated material
  45079. * @returns the cloned material
  45080. */
  45081. StandardMaterial.prototype.clone = function (name) {
  45082. var _this = this;
  45083. var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this);
  45084. result.name = name;
  45085. result.id = name;
  45086. return result;
  45087. };
  45088. /**
  45089. * Serializes this material in a JSON representation
  45090. * @returns the serialized material object
  45091. */
  45092. StandardMaterial.prototype.serialize = function () {
  45093. return BABYLON.SerializationHelper.Serialize(this);
  45094. };
  45095. /**
  45096. * Creates a standard material from parsed material data
  45097. * @param source defines the JSON represnetation of the material
  45098. * @param scene defines the hosting scene
  45099. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  45100. * @returns a new material
  45101. */
  45102. StandardMaterial.Parse = function (source, scene, rootUrl) {
  45103. return BABYLON.SerializationHelper.Parse(function () { return new StandardMaterial(source.name, scene); }, source, scene, rootUrl);
  45104. };
  45105. Object.defineProperty(StandardMaterial, "DiffuseTextureEnabled", {
  45106. /**
  45107. * Are diffuse textures enabled in the application.
  45108. */
  45109. get: function () {
  45110. return StandardMaterial._DiffuseTextureEnabled;
  45111. },
  45112. set: function (value) {
  45113. if (StandardMaterial._DiffuseTextureEnabled === value) {
  45114. return;
  45115. }
  45116. StandardMaterial._DiffuseTextureEnabled = value;
  45117. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45118. },
  45119. enumerable: true,
  45120. configurable: true
  45121. });
  45122. Object.defineProperty(StandardMaterial, "AmbientTextureEnabled", {
  45123. /**
  45124. * Are ambient textures enabled in the application.
  45125. */
  45126. get: function () {
  45127. return StandardMaterial._AmbientTextureEnabled;
  45128. },
  45129. set: function (value) {
  45130. if (StandardMaterial._AmbientTextureEnabled === value) {
  45131. return;
  45132. }
  45133. StandardMaterial._AmbientTextureEnabled = value;
  45134. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45135. },
  45136. enumerable: true,
  45137. configurable: true
  45138. });
  45139. Object.defineProperty(StandardMaterial, "OpacityTextureEnabled", {
  45140. /**
  45141. * Are opacity textures enabled in the application.
  45142. */
  45143. get: function () {
  45144. return StandardMaterial._OpacityTextureEnabled;
  45145. },
  45146. set: function (value) {
  45147. if (StandardMaterial._OpacityTextureEnabled === value) {
  45148. return;
  45149. }
  45150. StandardMaterial._OpacityTextureEnabled = value;
  45151. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45152. },
  45153. enumerable: true,
  45154. configurable: true
  45155. });
  45156. Object.defineProperty(StandardMaterial, "ReflectionTextureEnabled", {
  45157. /**
  45158. * Are reflection textures enabled in the application.
  45159. */
  45160. get: function () {
  45161. return StandardMaterial._ReflectionTextureEnabled;
  45162. },
  45163. set: function (value) {
  45164. if (StandardMaterial._ReflectionTextureEnabled === value) {
  45165. return;
  45166. }
  45167. StandardMaterial._ReflectionTextureEnabled = value;
  45168. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45169. },
  45170. enumerable: true,
  45171. configurable: true
  45172. });
  45173. Object.defineProperty(StandardMaterial, "EmissiveTextureEnabled", {
  45174. /**
  45175. * Are emissive textures enabled in the application.
  45176. */
  45177. get: function () {
  45178. return StandardMaterial._EmissiveTextureEnabled;
  45179. },
  45180. set: function (value) {
  45181. if (StandardMaterial._EmissiveTextureEnabled === value) {
  45182. return;
  45183. }
  45184. StandardMaterial._EmissiveTextureEnabled = value;
  45185. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45186. },
  45187. enumerable: true,
  45188. configurable: true
  45189. });
  45190. Object.defineProperty(StandardMaterial, "SpecularTextureEnabled", {
  45191. /**
  45192. * Are specular textures enabled in the application.
  45193. */
  45194. get: function () {
  45195. return StandardMaterial._SpecularTextureEnabled;
  45196. },
  45197. set: function (value) {
  45198. if (StandardMaterial._SpecularTextureEnabled === value) {
  45199. return;
  45200. }
  45201. StandardMaterial._SpecularTextureEnabled = value;
  45202. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45203. },
  45204. enumerable: true,
  45205. configurable: true
  45206. });
  45207. Object.defineProperty(StandardMaterial, "BumpTextureEnabled", {
  45208. /**
  45209. * Are bump textures enabled in the application.
  45210. */
  45211. get: function () {
  45212. return StandardMaterial._BumpTextureEnabled;
  45213. },
  45214. set: function (value) {
  45215. if (StandardMaterial._BumpTextureEnabled === value) {
  45216. return;
  45217. }
  45218. StandardMaterial._BumpTextureEnabled = value;
  45219. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45220. },
  45221. enumerable: true,
  45222. configurable: true
  45223. });
  45224. Object.defineProperty(StandardMaterial, "LightmapTextureEnabled", {
  45225. /**
  45226. * Are lightmap textures enabled in the application.
  45227. */
  45228. get: function () {
  45229. return StandardMaterial._LightmapTextureEnabled;
  45230. },
  45231. set: function (value) {
  45232. if (StandardMaterial._LightmapTextureEnabled === value) {
  45233. return;
  45234. }
  45235. StandardMaterial._LightmapTextureEnabled = value;
  45236. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45237. },
  45238. enumerable: true,
  45239. configurable: true
  45240. });
  45241. Object.defineProperty(StandardMaterial, "RefractionTextureEnabled", {
  45242. /**
  45243. * Are refraction textures enabled in the application.
  45244. */
  45245. get: function () {
  45246. return StandardMaterial._RefractionTextureEnabled;
  45247. },
  45248. set: function (value) {
  45249. if (StandardMaterial._RefractionTextureEnabled === value) {
  45250. return;
  45251. }
  45252. StandardMaterial._RefractionTextureEnabled = value;
  45253. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45254. },
  45255. enumerable: true,
  45256. configurable: true
  45257. });
  45258. Object.defineProperty(StandardMaterial, "ColorGradingTextureEnabled", {
  45259. /**
  45260. * Are color grading textures enabled in the application.
  45261. */
  45262. get: function () {
  45263. return StandardMaterial._ColorGradingTextureEnabled;
  45264. },
  45265. set: function (value) {
  45266. if (StandardMaterial._ColorGradingTextureEnabled === value) {
  45267. return;
  45268. }
  45269. StandardMaterial._ColorGradingTextureEnabled = value;
  45270. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  45271. },
  45272. enumerable: true,
  45273. configurable: true
  45274. });
  45275. Object.defineProperty(StandardMaterial, "FresnelEnabled", {
  45276. /**
  45277. * Are fresnels enabled in the application.
  45278. */
  45279. get: function () {
  45280. return StandardMaterial._FresnelEnabled;
  45281. },
  45282. set: function (value) {
  45283. if (StandardMaterial._FresnelEnabled === value) {
  45284. return;
  45285. }
  45286. StandardMaterial._FresnelEnabled = value;
  45287. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag);
  45288. },
  45289. enumerable: true,
  45290. configurable: true
  45291. });
  45292. // Flags used to enable or disable a type of texture for all Standard Materials
  45293. StandardMaterial._DiffuseTextureEnabled = true;
  45294. StandardMaterial._AmbientTextureEnabled = true;
  45295. StandardMaterial._OpacityTextureEnabled = true;
  45296. StandardMaterial._ReflectionTextureEnabled = true;
  45297. StandardMaterial._EmissiveTextureEnabled = true;
  45298. StandardMaterial._SpecularTextureEnabled = true;
  45299. StandardMaterial._BumpTextureEnabled = true;
  45300. StandardMaterial._LightmapTextureEnabled = true;
  45301. StandardMaterial._RefractionTextureEnabled = true;
  45302. StandardMaterial._ColorGradingTextureEnabled = true;
  45303. StandardMaterial._FresnelEnabled = true;
  45304. __decorate([
  45305. BABYLON.serializeAsTexture("diffuseTexture")
  45306. ], StandardMaterial.prototype, "_diffuseTexture", void 0);
  45307. __decorate([
  45308. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45309. ], StandardMaterial.prototype, "diffuseTexture", void 0);
  45310. __decorate([
  45311. BABYLON.serializeAsTexture("ambientTexture")
  45312. ], StandardMaterial.prototype, "_ambientTexture", void 0);
  45313. __decorate([
  45314. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45315. ], StandardMaterial.prototype, "ambientTexture", void 0);
  45316. __decorate([
  45317. BABYLON.serializeAsTexture("opacityTexture")
  45318. ], StandardMaterial.prototype, "_opacityTexture", void 0);
  45319. __decorate([
  45320. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  45321. ], StandardMaterial.prototype, "opacityTexture", void 0);
  45322. __decorate([
  45323. BABYLON.serializeAsTexture("reflectionTexture")
  45324. ], StandardMaterial.prototype, "_reflectionTexture", void 0);
  45325. __decorate([
  45326. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45327. ], StandardMaterial.prototype, "reflectionTexture", void 0);
  45328. __decorate([
  45329. BABYLON.serializeAsTexture("emissiveTexture")
  45330. ], StandardMaterial.prototype, "_emissiveTexture", void 0);
  45331. __decorate([
  45332. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45333. ], StandardMaterial.prototype, "emissiveTexture", void 0);
  45334. __decorate([
  45335. BABYLON.serializeAsTexture("specularTexture")
  45336. ], StandardMaterial.prototype, "_specularTexture", void 0);
  45337. __decorate([
  45338. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45339. ], StandardMaterial.prototype, "specularTexture", void 0);
  45340. __decorate([
  45341. BABYLON.serializeAsTexture("bumpTexture")
  45342. ], StandardMaterial.prototype, "_bumpTexture", void 0);
  45343. __decorate([
  45344. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45345. ], StandardMaterial.prototype, "bumpTexture", void 0);
  45346. __decorate([
  45347. BABYLON.serializeAsTexture("lightmapTexture")
  45348. ], StandardMaterial.prototype, "_lightmapTexture", void 0);
  45349. __decorate([
  45350. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45351. ], StandardMaterial.prototype, "lightmapTexture", void 0);
  45352. __decorate([
  45353. BABYLON.serializeAsTexture("refractionTexture")
  45354. ], StandardMaterial.prototype, "_refractionTexture", void 0);
  45355. __decorate([
  45356. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45357. ], StandardMaterial.prototype, "refractionTexture", void 0);
  45358. __decorate([
  45359. BABYLON.serializeAsColor3("ambient")
  45360. ], StandardMaterial.prototype, "ambientColor", void 0);
  45361. __decorate([
  45362. BABYLON.serializeAsColor3("diffuse")
  45363. ], StandardMaterial.prototype, "diffuseColor", void 0);
  45364. __decorate([
  45365. BABYLON.serializeAsColor3("specular")
  45366. ], StandardMaterial.prototype, "specularColor", void 0);
  45367. __decorate([
  45368. BABYLON.serializeAsColor3("emissive")
  45369. ], StandardMaterial.prototype, "emissiveColor", void 0);
  45370. __decorate([
  45371. BABYLON.serialize()
  45372. ], StandardMaterial.prototype, "specularPower", void 0);
  45373. __decorate([
  45374. BABYLON.serialize("useAlphaFromDiffuseTexture")
  45375. ], StandardMaterial.prototype, "_useAlphaFromDiffuseTexture", void 0);
  45376. __decorate([
  45377. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45378. ], StandardMaterial.prototype, "useAlphaFromDiffuseTexture", void 0);
  45379. __decorate([
  45380. BABYLON.serialize("useEmissiveAsIllumination")
  45381. ], StandardMaterial.prototype, "_useEmissiveAsIllumination", void 0);
  45382. __decorate([
  45383. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45384. ], StandardMaterial.prototype, "useEmissiveAsIllumination", void 0);
  45385. __decorate([
  45386. BABYLON.serialize("linkEmissiveWithDiffuse")
  45387. ], StandardMaterial.prototype, "_linkEmissiveWithDiffuse", void 0);
  45388. __decorate([
  45389. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45390. ], StandardMaterial.prototype, "linkEmissiveWithDiffuse", void 0);
  45391. __decorate([
  45392. BABYLON.serialize("useSpecularOverAlpha")
  45393. ], StandardMaterial.prototype, "_useSpecularOverAlpha", void 0);
  45394. __decorate([
  45395. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45396. ], StandardMaterial.prototype, "useSpecularOverAlpha", void 0);
  45397. __decorate([
  45398. BABYLON.serialize("useReflectionOverAlpha")
  45399. ], StandardMaterial.prototype, "_useReflectionOverAlpha", void 0);
  45400. __decorate([
  45401. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45402. ], StandardMaterial.prototype, "useReflectionOverAlpha", void 0);
  45403. __decorate([
  45404. BABYLON.serialize("disableLighting")
  45405. ], StandardMaterial.prototype, "_disableLighting", void 0);
  45406. __decorate([
  45407. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45408. ], StandardMaterial.prototype, "disableLighting", void 0);
  45409. __decorate([
  45410. BABYLON.serialize("useObjectSpaceNormalMap")
  45411. ], StandardMaterial.prototype, "_useObjectSpaceNormalMap", void 0);
  45412. __decorate([
  45413. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45414. ], StandardMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  45415. __decorate([
  45416. BABYLON.serialize("useParallax")
  45417. ], StandardMaterial.prototype, "_useParallax", void 0);
  45418. __decorate([
  45419. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45420. ], StandardMaterial.prototype, "useParallax", void 0);
  45421. __decorate([
  45422. BABYLON.serialize("useParallaxOcclusion")
  45423. ], StandardMaterial.prototype, "_useParallaxOcclusion", void 0);
  45424. __decorate([
  45425. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45426. ], StandardMaterial.prototype, "useParallaxOcclusion", void 0);
  45427. __decorate([
  45428. BABYLON.serialize()
  45429. ], StandardMaterial.prototype, "parallaxScaleBias", void 0);
  45430. __decorate([
  45431. BABYLON.serialize("roughness")
  45432. ], StandardMaterial.prototype, "_roughness", void 0);
  45433. __decorate([
  45434. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45435. ], StandardMaterial.prototype, "roughness", void 0);
  45436. __decorate([
  45437. BABYLON.serialize()
  45438. ], StandardMaterial.prototype, "indexOfRefraction", void 0);
  45439. __decorate([
  45440. BABYLON.serialize()
  45441. ], StandardMaterial.prototype, "invertRefractionY", void 0);
  45442. __decorate([
  45443. BABYLON.serialize()
  45444. ], StandardMaterial.prototype, "alphaCutOff", void 0);
  45445. __decorate([
  45446. BABYLON.serialize("useLightmapAsShadowmap")
  45447. ], StandardMaterial.prototype, "_useLightmapAsShadowmap", void 0);
  45448. __decorate([
  45449. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45450. ], StandardMaterial.prototype, "useLightmapAsShadowmap", void 0);
  45451. __decorate([
  45452. BABYLON.serializeAsFresnelParameters("diffuseFresnelParameters")
  45453. ], StandardMaterial.prototype, "_diffuseFresnelParameters", void 0);
  45454. __decorate([
  45455. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45456. ], StandardMaterial.prototype, "diffuseFresnelParameters", void 0);
  45457. __decorate([
  45458. BABYLON.serializeAsFresnelParameters("opacityFresnelParameters")
  45459. ], StandardMaterial.prototype, "_opacityFresnelParameters", void 0);
  45460. __decorate([
  45461. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelAndMiscDirty")
  45462. ], StandardMaterial.prototype, "opacityFresnelParameters", void 0);
  45463. __decorate([
  45464. BABYLON.serializeAsFresnelParameters("reflectionFresnelParameters")
  45465. ], StandardMaterial.prototype, "_reflectionFresnelParameters", void 0);
  45466. __decorate([
  45467. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45468. ], StandardMaterial.prototype, "reflectionFresnelParameters", void 0);
  45469. __decorate([
  45470. BABYLON.serializeAsFresnelParameters("refractionFresnelParameters")
  45471. ], StandardMaterial.prototype, "_refractionFresnelParameters", void 0);
  45472. __decorate([
  45473. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45474. ], StandardMaterial.prototype, "refractionFresnelParameters", void 0);
  45475. __decorate([
  45476. BABYLON.serializeAsFresnelParameters("emissiveFresnelParameters")
  45477. ], StandardMaterial.prototype, "_emissiveFresnelParameters", void 0);
  45478. __decorate([
  45479. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45480. ], StandardMaterial.prototype, "emissiveFresnelParameters", void 0);
  45481. __decorate([
  45482. BABYLON.serialize("useReflectionFresnelFromSpecular")
  45483. ], StandardMaterial.prototype, "_useReflectionFresnelFromSpecular", void 0);
  45484. __decorate([
  45485. BABYLON.expandToProperty("_markAllSubMeshesAsFresnelDirty")
  45486. ], StandardMaterial.prototype, "useReflectionFresnelFromSpecular", void 0);
  45487. __decorate([
  45488. BABYLON.serialize("useGlossinessFromSpecularMapAlpha")
  45489. ], StandardMaterial.prototype, "_useGlossinessFromSpecularMapAlpha", void 0);
  45490. __decorate([
  45491. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45492. ], StandardMaterial.prototype, "useGlossinessFromSpecularMapAlpha", void 0);
  45493. __decorate([
  45494. BABYLON.serialize("maxSimultaneousLights")
  45495. ], StandardMaterial.prototype, "_maxSimultaneousLights", void 0);
  45496. __decorate([
  45497. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  45498. ], StandardMaterial.prototype, "maxSimultaneousLights", void 0);
  45499. __decorate([
  45500. BABYLON.serialize("invertNormalMapX")
  45501. ], StandardMaterial.prototype, "_invertNormalMapX", void 0);
  45502. __decorate([
  45503. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45504. ], StandardMaterial.prototype, "invertNormalMapX", void 0);
  45505. __decorate([
  45506. BABYLON.serialize("invertNormalMapY")
  45507. ], StandardMaterial.prototype, "_invertNormalMapY", void 0);
  45508. __decorate([
  45509. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45510. ], StandardMaterial.prototype, "invertNormalMapY", void 0);
  45511. __decorate([
  45512. BABYLON.serialize("twoSidedLighting")
  45513. ], StandardMaterial.prototype, "_twoSidedLighting", void 0);
  45514. __decorate([
  45515. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  45516. ], StandardMaterial.prototype, "twoSidedLighting", void 0);
  45517. __decorate([
  45518. BABYLON.serialize()
  45519. ], StandardMaterial.prototype, "useLogarithmicDepth", null);
  45520. return StandardMaterial;
  45521. }(BABYLON.PushMaterial));
  45522. BABYLON.StandardMaterial = StandardMaterial;
  45523. })(BABYLON || (BABYLON = {}));
  45524. //# sourceMappingURL=babylon.standardMaterial.js.map
  45525. var BABYLON;
  45526. (function (BABYLON) {
  45527. /**
  45528. * Class representing spherical polynomial coefficients to the 3rd degree
  45529. */
  45530. var SphericalPolynomial = /** @class */ (function () {
  45531. function SphericalPolynomial() {
  45532. /**
  45533. * The x coefficients of the spherical polynomial
  45534. */
  45535. this.x = BABYLON.Vector3.Zero();
  45536. /**
  45537. * The y coefficients of the spherical polynomial
  45538. */
  45539. this.y = BABYLON.Vector3.Zero();
  45540. /**
  45541. * The z coefficients of the spherical polynomial
  45542. */
  45543. this.z = BABYLON.Vector3.Zero();
  45544. /**
  45545. * The xx coefficients of the spherical polynomial
  45546. */
  45547. this.xx = BABYLON.Vector3.Zero();
  45548. /**
  45549. * The yy coefficients of the spherical polynomial
  45550. */
  45551. this.yy = BABYLON.Vector3.Zero();
  45552. /**
  45553. * The zz coefficients of the spherical polynomial
  45554. */
  45555. this.zz = BABYLON.Vector3.Zero();
  45556. /**
  45557. * The xy coefficients of the spherical polynomial
  45558. */
  45559. this.xy = BABYLON.Vector3.Zero();
  45560. /**
  45561. * The yz coefficients of the spherical polynomial
  45562. */
  45563. this.yz = BABYLON.Vector3.Zero();
  45564. /**
  45565. * The zx coefficients of the spherical polynomial
  45566. */
  45567. this.zx = BABYLON.Vector3.Zero();
  45568. }
  45569. /**
  45570. * Adds an ambient color to the spherical polynomial
  45571. * @param color the color to add
  45572. */
  45573. SphericalPolynomial.prototype.addAmbient = function (color) {
  45574. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45575. this.xx = this.xx.add(colorVector);
  45576. this.yy = this.yy.add(colorVector);
  45577. this.zz = this.zz.add(colorVector);
  45578. };
  45579. /**
  45580. * Scales the spherical polynomial by the given amount
  45581. * @param scale the amount to scale
  45582. */
  45583. SphericalPolynomial.prototype.scale = function (scale) {
  45584. this.x = this.x.scale(scale);
  45585. this.y = this.y.scale(scale);
  45586. this.z = this.z.scale(scale);
  45587. this.xx = this.xx.scale(scale);
  45588. this.yy = this.yy.scale(scale);
  45589. this.zz = this.zz.scale(scale);
  45590. this.yz = this.yz.scale(scale);
  45591. this.zx = this.zx.scale(scale);
  45592. this.xy = this.xy.scale(scale);
  45593. };
  45594. /**
  45595. * Gets the spherical polynomial from harmonics
  45596. * @param harmonics the spherical harmonics
  45597. * @returns the spherical polynomial
  45598. */
  45599. SphericalPolynomial.FromHarmonics = function (harmonics) {
  45600. var result = new SphericalPolynomial();
  45601. result.x = harmonics.l11.scale(1.02333);
  45602. result.y = harmonics.l1_1.scale(1.02333);
  45603. result.z = harmonics.l10.scale(1.02333);
  45604. result.xx = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).add(harmonics.lL22.scale(0.429043));
  45605. result.yy = harmonics.l00.scale(0.886277).subtract(harmonics.l20.scale(0.247708)).subtract(harmonics.lL22.scale(0.429043));
  45606. result.zz = harmonics.l00.scale(0.886277).add(harmonics.l20.scale(0.495417));
  45607. result.yz = harmonics.l2_1.scale(0.858086);
  45608. result.zx = harmonics.l21.scale(0.858086);
  45609. result.xy = harmonics.l2_2.scale(0.858086);
  45610. result.scale(1.0 / Math.PI);
  45611. return result;
  45612. };
  45613. /**
  45614. * Constructs a spherical polynomial from an array.
  45615. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  45616. * @returns the spherical polynomial
  45617. */
  45618. SphericalPolynomial.FromArray = function (data) {
  45619. var sp = new SphericalPolynomial();
  45620. BABYLON.Vector3.FromArrayToRef(data[0], 0, sp.x);
  45621. BABYLON.Vector3.FromArrayToRef(data[1], 0, sp.y);
  45622. BABYLON.Vector3.FromArrayToRef(data[2], 0, sp.z);
  45623. BABYLON.Vector3.FromArrayToRef(data[3], 0, sp.xx);
  45624. BABYLON.Vector3.FromArrayToRef(data[4], 0, sp.yy);
  45625. BABYLON.Vector3.FromArrayToRef(data[5], 0, sp.zz);
  45626. BABYLON.Vector3.FromArrayToRef(data[6], 0, sp.yz);
  45627. BABYLON.Vector3.FromArrayToRef(data[7], 0, sp.zx);
  45628. BABYLON.Vector3.FromArrayToRef(data[8], 0, sp.xy);
  45629. return sp;
  45630. };
  45631. return SphericalPolynomial;
  45632. }());
  45633. BABYLON.SphericalPolynomial = SphericalPolynomial;
  45634. /**
  45635. * Class representing spherical harmonics coefficients to the 3rd degree
  45636. */
  45637. var SphericalHarmonics = /** @class */ (function () {
  45638. function SphericalHarmonics() {
  45639. /**
  45640. * The l0,0 coefficients of the spherical harmonics
  45641. */
  45642. this.l00 = BABYLON.Vector3.Zero();
  45643. /**
  45644. * The l1,-1 coefficients of the spherical harmonics
  45645. */
  45646. this.l1_1 = BABYLON.Vector3.Zero();
  45647. /**
  45648. * The l1,0 coefficients of the spherical harmonics
  45649. */
  45650. this.l10 = BABYLON.Vector3.Zero();
  45651. /**
  45652. * The l1,1 coefficients of the spherical harmonics
  45653. */
  45654. this.l11 = BABYLON.Vector3.Zero();
  45655. /**
  45656. * The l2,-2 coefficients of the spherical harmonics
  45657. */
  45658. this.l2_2 = BABYLON.Vector3.Zero();
  45659. /**
  45660. * The l2,-1 coefficients of the spherical harmonics
  45661. */
  45662. this.l2_1 = BABYLON.Vector3.Zero();
  45663. /**
  45664. * The l2,0 coefficients of the spherical harmonics
  45665. */
  45666. this.l20 = BABYLON.Vector3.Zero();
  45667. /**
  45668. * The l2,1 coefficients of the spherical harmonics
  45669. */
  45670. this.l21 = BABYLON.Vector3.Zero();
  45671. /**
  45672. * The l2,2 coefficients of the spherical harmonics
  45673. */
  45674. this.lL22 = BABYLON.Vector3.Zero();
  45675. }
  45676. /**
  45677. * Adds a light to the spherical harmonics
  45678. * @param direction the direction of the light
  45679. * @param color the color of the light
  45680. * @param deltaSolidAngle the delta solid angle of the light
  45681. */
  45682. SphericalHarmonics.prototype.addLight = function (direction, color, deltaSolidAngle) {
  45683. var colorVector = new BABYLON.Vector3(color.r, color.g, color.b);
  45684. var c = colorVector.scale(deltaSolidAngle);
  45685. this.l00 = this.l00.add(c.scale(0.282095));
  45686. this.l1_1 = this.l1_1.add(c.scale(0.488603 * direction.y));
  45687. this.l10 = this.l10.add(c.scale(0.488603 * direction.z));
  45688. this.l11 = this.l11.add(c.scale(0.488603 * direction.x));
  45689. this.l2_2 = this.l2_2.add(c.scale(1.092548 * direction.x * direction.y));
  45690. this.l2_1 = this.l2_1.add(c.scale(1.092548 * direction.y * direction.z));
  45691. this.l21 = this.l21.add(c.scale(1.092548 * direction.x * direction.z));
  45692. this.l20 = this.l20.add(c.scale(0.315392 * (3.0 * direction.z * direction.z - 1.0)));
  45693. this.lL22 = this.lL22.add(c.scale(0.546274 * (direction.x * direction.x - direction.y * direction.y)));
  45694. };
  45695. /**
  45696. * Scales the spherical harmonics by the given amount
  45697. * @param scale the amount to scale
  45698. */
  45699. SphericalHarmonics.prototype.scale = function (scale) {
  45700. this.l00 = this.l00.scale(scale);
  45701. this.l1_1 = this.l1_1.scale(scale);
  45702. this.l10 = this.l10.scale(scale);
  45703. this.l11 = this.l11.scale(scale);
  45704. this.l2_2 = this.l2_2.scale(scale);
  45705. this.l2_1 = this.l2_1.scale(scale);
  45706. this.l20 = this.l20.scale(scale);
  45707. this.l21 = this.l21.scale(scale);
  45708. this.lL22 = this.lL22.scale(scale);
  45709. };
  45710. /**
  45711. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  45712. *
  45713. * ```
  45714. * E_lm = A_l * L_lm
  45715. * ```
  45716. *
  45717. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  45718. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  45719. * the scaling factors are given in equation 9.
  45720. */
  45721. SphericalHarmonics.prototype.convertIncidentRadianceToIrradiance = function () {
  45722. // Constant (Band 0)
  45723. this.l00 = this.l00.scale(3.141593);
  45724. // Linear (Band 1)
  45725. this.l1_1 = this.l1_1.scale(2.094395);
  45726. this.l10 = this.l10.scale(2.094395);
  45727. this.l11 = this.l11.scale(2.094395);
  45728. // Quadratic (Band 2)
  45729. this.l2_2 = this.l2_2.scale(0.785398);
  45730. this.l2_1 = this.l2_1.scale(0.785398);
  45731. this.l20 = this.l20.scale(0.785398);
  45732. this.l21 = this.l21.scale(0.785398);
  45733. this.lL22 = this.lL22.scale(0.785398);
  45734. };
  45735. /**
  45736. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  45737. *
  45738. * ```
  45739. * L = (1/pi) * E * rho
  45740. * ```
  45741. *
  45742. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  45743. */
  45744. SphericalHarmonics.prototype.convertIrradianceToLambertianRadiance = function () {
  45745. this.scale(1.0 / Math.PI);
  45746. // The resultant SH now represents outgoing radiance, so includes the Lambert 1/pi normalisation factor but without albedo (rho) applied
  45747. // (The pixel shader must apply albedo after texture fetches, etc).
  45748. };
  45749. /**
  45750. * Gets the spherical harmonics from polynomial
  45751. * @param polynomial the spherical polynomial
  45752. * @returns the spherical harmonics
  45753. */
  45754. SphericalHarmonics.FromPolynomial = function (polynomial) {
  45755. var result = new SphericalHarmonics();
  45756. result.l00 = polynomial.xx.scale(0.376127).add(polynomial.yy.scale(0.376127)).add(polynomial.zz.scale(0.376126));
  45757. result.l1_1 = polynomial.y.scale(0.977204);
  45758. result.l10 = polynomial.z.scale(0.977204);
  45759. result.l11 = polynomial.x.scale(0.977204);
  45760. result.l2_2 = polynomial.xy.scale(1.16538);
  45761. result.l2_1 = polynomial.yz.scale(1.16538);
  45762. result.l20 = polynomial.zz.scale(1.34567).subtract(polynomial.xx.scale(0.672834)).subtract(polynomial.yy.scale(0.672834));
  45763. result.l21 = polynomial.zx.scale(1.16538);
  45764. result.lL22 = polynomial.xx.scale(1.16538).subtract(polynomial.yy.scale(1.16538));
  45765. result.scale(Math.PI);
  45766. return result;
  45767. };
  45768. /**
  45769. * Constructs a spherical harmonics from an array.
  45770. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  45771. * @returns the spherical harmonics
  45772. */
  45773. SphericalHarmonics.FromArray = function (data) {
  45774. var sh = new SphericalHarmonics();
  45775. BABYLON.Vector3.FromArrayToRef(data[0], 0, sh.l00);
  45776. BABYLON.Vector3.FromArrayToRef(data[1], 0, sh.l1_1);
  45777. BABYLON.Vector3.FromArrayToRef(data[2], 0, sh.l10);
  45778. BABYLON.Vector3.FromArrayToRef(data[3], 0, sh.l11);
  45779. BABYLON.Vector3.FromArrayToRef(data[4], 0, sh.l2_2);
  45780. BABYLON.Vector3.FromArrayToRef(data[5], 0, sh.l2_1);
  45781. BABYLON.Vector3.FromArrayToRef(data[6], 0, sh.l20);
  45782. BABYLON.Vector3.FromArrayToRef(data[7], 0, sh.l21);
  45783. BABYLON.Vector3.FromArrayToRef(data[8], 0, sh.lL22);
  45784. return sh;
  45785. };
  45786. return SphericalHarmonics;
  45787. }());
  45788. BABYLON.SphericalHarmonics = SphericalHarmonics;
  45789. })(BABYLON || (BABYLON = {}));
  45790. //# sourceMappingURL=babylon.sphericalPolynomial.js.map
  45791. var BABYLON;
  45792. (function (BABYLON) {
  45793. var FileFaceOrientation = /** @class */ (function () {
  45794. function FileFaceOrientation(name, worldAxisForNormal, worldAxisForFileX, worldAxisForFileY) {
  45795. this.name = name;
  45796. this.worldAxisForNormal = worldAxisForNormal;
  45797. this.worldAxisForFileX = worldAxisForFileX;
  45798. this.worldAxisForFileY = worldAxisForFileY;
  45799. }
  45800. return FileFaceOrientation;
  45801. }());
  45802. /**
  45803. * Helper class dealing with the extraction of spherical polynomial dataArray
  45804. * from a cube map.
  45805. */
  45806. var CubeMapToSphericalPolynomialTools = /** @class */ (function () {
  45807. function CubeMapToSphericalPolynomialTools() {
  45808. }
  45809. /**
  45810. * Converts a texture to the according Spherical Polynomial data.
  45811. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45812. *
  45813. * @param texture The texture to extract the information from.
  45814. * @return The Spherical Polynomial data.
  45815. */
  45816. CubeMapToSphericalPolynomialTools.ConvertCubeMapTextureToSphericalPolynomial = function (texture) {
  45817. if (!texture.isCube) {
  45818. // Only supports cube Textures currently.
  45819. return null;
  45820. }
  45821. var size = texture.getSize().width;
  45822. var right = texture.readPixels(0);
  45823. var left = texture.readPixels(1);
  45824. var up;
  45825. var down;
  45826. if (texture.isRenderTarget) {
  45827. up = texture.readPixels(3);
  45828. down = texture.readPixels(2);
  45829. }
  45830. else {
  45831. up = texture.readPixels(2);
  45832. down = texture.readPixels(3);
  45833. }
  45834. var front = texture.readPixels(4);
  45835. var back = texture.readPixels(5);
  45836. var gammaSpace = texture.gammaSpace;
  45837. // Always read as RGBA.
  45838. var format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  45839. var type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  45840. if (texture.textureType && texture.textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45841. type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  45842. }
  45843. var cubeInfo = {
  45844. size: size,
  45845. right: right,
  45846. left: left,
  45847. up: up,
  45848. down: down,
  45849. front: front,
  45850. back: back,
  45851. format: format,
  45852. type: type,
  45853. gammaSpace: gammaSpace,
  45854. };
  45855. return this.ConvertCubeMapToSphericalPolynomial(cubeInfo);
  45856. };
  45857. /**
  45858. * Converts a cubemap to the according Spherical Polynomial data.
  45859. * This extracts the first 3 orders only as they are the only one used in the lighting.
  45860. *
  45861. * @param cubeInfo The Cube map to extract the information from.
  45862. * @return The Spherical Polynomial data.
  45863. */
  45864. CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial = function (cubeInfo) {
  45865. var sphericalHarmonics = new BABYLON.SphericalHarmonics();
  45866. var totalSolidAngle = 0.0;
  45867. // The (u,v) range is [-1,+1], so the distance between each texel is 2/Size.
  45868. var du = 2.0 / cubeInfo.size;
  45869. var dv = du;
  45870. // The (u,v) of the first texel is half a texel from the corner (-1,-1).
  45871. var minUV = du * 0.5 - 1.0;
  45872. for (var faceIndex = 0; faceIndex < 6; faceIndex++) {
  45873. var fileFace = this.FileFaces[faceIndex];
  45874. var dataArray = cubeInfo[fileFace.name];
  45875. var v = minUV;
  45876. // TODO: we could perform the summation directly into a SphericalPolynomial (SP), which is more efficient than SphericalHarmonic (SH).
  45877. // This is possible because during the summation we do not need the SH-specific properties, e.g. orthogonality.
  45878. // Because SP is still linear, so summation is fine in that basis.
  45879. var stride = cubeInfo.format === BABYLON.Engine.TEXTUREFORMAT_RGBA ? 4 : 3;
  45880. for (var y = 0; y < cubeInfo.size; y++) {
  45881. var u = minUV;
  45882. for (var x = 0; x < cubeInfo.size; x++) {
  45883. // World direction (not normalised)
  45884. var worldDirection = fileFace.worldAxisForFileX.scale(u).add(fileFace.worldAxisForFileY.scale(v)).add(fileFace.worldAxisForNormal);
  45885. worldDirection.normalize();
  45886. var deltaSolidAngle = Math.pow(1.0 + u * u + v * v, -3.0 / 2.0);
  45887. var r = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 0];
  45888. var g = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 1];
  45889. var b = dataArray[(y * cubeInfo.size * stride) + (x * stride) + 2];
  45890. // Handle Integer types.
  45891. if (cubeInfo.type === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  45892. r /= 255;
  45893. g /= 255;
  45894. b /= 255;
  45895. }
  45896. // Handle Gamma space textures.
  45897. if (cubeInfo.gammaSpace) {
  45898. r = Math.pow(BABYLON.Scalar.Clamp(r), BABYLON.ToLinearSpace);
  45899. g = Math.pow(BABYLON.Scalar.Clamp(g), BABYLON.ToLinearSpace);
  45900. b = Math.pow(BABYLON.Scalar.Clamp(b), BABYLON.ToLinearSpace);
  45901. }
  45902. var color = new BABYLON.Color3(r, g, b);
  45903. sphericalHarmonics.addLight(worldDirection, color, deltaSolidAngle);
  45904. totalSolidAngle += deltaSolidAngle;
  45905. u += du;
  45906. }
  45907. v += dv;
  45908. }
  45909. }
  45910. // Solid angle for entire sphere is 4*pi
  45911. var sphereSolidAngle = 4.0 * Math.PI;
  45912. // Adjust the solid angle to allow for how many faces we processed.
  45913. var facesProcessed = 6.0;
  45914. var expectedSolidAngle = sphereSolidAngle * facesProcessed / 6.0;
  45915. // Adjust the harmonics so that the accumulated solid angle matches the expected solid angle.
  45916. // This is needed because the numerical integration over the cube uses a
  45917. // small angle approximation of solid angle for each texel (see deltaSolidAngle),
  45918. // and also to compensate for accumulative error due to float precision in the summation.
  45919. var correctionFactor = expectedSolidAngle / totalSolidAngle;
  45920. sphericalHarmonics.scale(correctionFactor);
  45921. sphericalHarmonics.convertIncidentRadianceToIrradiance();
  45922. sphericalHarmonics.convertIrradianceToLambertianRadiance();
  45923. return BABYLON.SphericalPolynomial.FromHarmonics(sphericalHarmonics);
  45924. };
  45925. CubeMapToSphericalPolynomialTools.FileFaces = [
  45926. new FileFaceOrientation("right", new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(0, -1, 0)),
  45927. new FileFaceOrientation("left", new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(0, -1, 0)),
  45928. new FileFaceOrientation("up", new BABYLON.Vector3(0, 1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, 1)),
  45929. new FileFaceOrientation("down", new BABYLON.Vector3(0, -1, 0), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, 0, -1)),
  45930. new FileFaceOrientation("front", new BABYLON.Vector3(0, 0, 1), new BABYLON.Vector3(1, 0, 0), new BABYLON.Vector3(0, -1, 0)),
  45931. new FileFaceOrientation("back", new BABYLON.Vector3(0, 0, -1), new BABYLON.Vector3(-1, 0, 0), new BABYLON.Vector3(0, -1, 0)) // -Z bottom
  45932. ];
  45933. return CubeMapToSphericalPolynomialTools;
  45934. }());
  45935. BABYLON.CubeMapToSphericalPolynomialTools = CubeMapToSphericalPolynomialTools;
  45936. })(BABYLON || (BABYLON = {}));
  45937. //# sourceMappingURL=babylon.cubemapToSphericalPolynomial.js.map
  45938. var BABYLON;
  45939. (function (BABYLON) {
  45940. /**
  45941. * Manages the defines for the PBR Material.
  45942. * @hiddenChildren
  45943. */
  45944. var PBRMaterialDefines = /** @class */ (function (_super) {
  45945. __extends(PBRMaterialDefines, _super);
  45946. /**
  45947. * Initializes the PBR Material defines.
  45948. */
  45949. function PBRMaterialDefines() {
  45950. var _this = _super.call(this) || this;
  45951. _this.PBR = true;
  45952. _this.MAINUV1 = false;
  45953. _this.MAINUV2 = false;
  45954. _this.UV1 = false;
  45955. _this.UV2 = false;
  45956. _this.ALBEDO = false;
  45957. _this.ALBEDODIRECTUV = 0;
  45958. _this.VERTEXCOLOR = false;
  45959. _this.AMBIENT = false;
  45960. _this.AMBIENTDIRECTUV = 0;
  45961. _this.AMBIENTINGRAYSCALE = false;
  45962. _this.OPACITY = false;
  45963. _this.VERTEXALPHA = false;
  45964. _this.OPACITYDIRECTUV = 0;
  45965. _this.OPACITYRGB = false;
  45966. _this.ALPHATEST = false;
  45967. _this.DEPTHPREPASS = false;
  45968. _this.ALPHABLEND = false;
  45969. _this.ALPHAFROMALBEDO = false;
  45970. _this.ALPHATESTVALUE = "0.5";
  45971. _this.SPECULAROVERALPHA = false;
  45972. _this.RADIANCEOVERALPHA = false;
  45973. _this.ALPHAFRESNEL = false;
  45974. _this.LINEARALPHAFRESNEL = false;
  45975. _this.PREMULTIPLYALPHA = false;
  45976. _this.EMISSIVE = false;
  45977. _this.EMISSIVEDIRECTUV = 0;
  45978. _this.REFLECTIVITY = false;
  45979. _this.REFLECTIVITYDIRECTUV = 0;
  45980. _this.SPECULARTERM = false;
  45981. _this.MICROSURFACEFROMREFLECTIVITYMAP = false;
  45982. _this.MICROSURFACEAUTOMATIC = false;
  45983. _this.LODBASEDMICROSFURACE = false;
  45984. _this.MICROSURFACEMAP = false;
  45985. _this.MICROSURFACEMAPDIRECTUV = 0;
  45986. _this.METALLICWORKFLOW = false;
  45987. _this.ROUGHNESSSTOREINMETALMAPALPHA = false;
  45988. _this.ROUGHNESSSTOREINMETALMAPGREEN = false;
  45989. _this.METALLNESSSTOREINMETALMAPBLUE = false;
  45990. _this.AOSTOREINMETALMAPRED = false;
  45991. _this.ENVIRONMENTBRDF = false;
  45992. _this.NORMAL = false;
  45993. _this.TANGENT = false;
  45994. _this.BUMP = false;
  45995. _this.BUMPDIRECTUV = 0;
  45996. _this.OBJECTSPACE_NORMALMAP = false;
  45997. _this.PARALLAX = false;
  45998. _this.PARALLAXOCCLUSION = false;
  45999. _this.NORMALXYSCALE = true;
  46000. _this.LIGHTMAP = false;
  46001. _this.LIGHTMAPDIRECTUV = 0;
  46002. _this.USELIGHTMAPASSHADOWMAP = false;
  46003. _this.GAMMALIGHTMAP = false;
  46004. _this.REFLECTION = false;
  46005. _this.REFLECTIONMAP_3D = false;
  46006. _this.REFLECTIONMAP_SPHERICAL = false;
  46007. _this.REFLECTIONMAP_PLANAR = false;
  46008. _this.REFLECTIONMAP_CUBIC = false;
  46009. _this.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46010. _this.REFLECTIONMAP_PROJECTION = false;
  46011. _this.REFLECTIONMAP_SKYBOX = false;
  46012. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46013. _this.REFLECTIONMAP_EXPLICIT = false;
  46014. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46015. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46016. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46017. _this.INVERTCUBICMAP = false;
  46018. _this.USESPHERICALFROMREFLECTIONMAP = false;
  46019. _this.USESPHERICALINVERTEX = false;
  46020. _this.REFLECTIONMAP_OPPOSITEZ = false;
  46021. _this.LODINREFLECTIONALPHA = false;
  46022. _this.GAMMAREFLECTION = false;
  46023. _this.RGBDREFLECTION = false;
  46024. _this.RADIANCEOCCLUSION = false;
  46025. _this.HORIZONOCCLUSION = false;
  46026. _this.REFRACTION = false;
  46027. _this.REFRACTIONMAP_3D = false;
  46028. _this.REFRACTIONMAP_OPPOSITEZ = false;
  46029. _this.LODINREFRACTIONALPHA = false;
  46030. _this.GAMMAREFRACTION = false;
  46031. _this.RGBDREFRACTION = false;
  46032. _this.LINKREFRACTIONTOTRANSPARENCY = false;
  46033. _this.INSTANCES = false;
  46034. _this.NUM_BONE_INFLUENCERS = 0;
  46035. _this.BonesPerMesh = 0;
  46036. _this.BONETEXTURE = false;
  46037. _this.NONUNIFORMSCALING = false;
  46038. _this.MORPHTARGETS = false;
  46039. _this.MORPHTARGETS_NORMAL = false;
  46040. _this.MORPHTARGETS_TANGENT = false;
  46041. _this.NUM_MORPH_INFLUENCERS = 0;
  46042. _this.IMAGEPROCESSING = false;
  46043. _this.VIGNETTE = false;
  46044. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  46045. _this.VIGNETTEBLENDMODEOPAQUE = false;
  46046. _this.TONEMAPPING = false;
  46047. _this.TONEMAPPING_ACES = false;
  46048. _this.CONTRAST = false;
  46049. _this.COLORCURVES = false;
  46050. _this.COLORGRADING = false;
  46051. _this.COLORGRADING3D = false;
  46052. _this.SAMPLER3DGREENDEPTH = false;
  46053. _this.SAMPLER3DBGRMAP = false;
  46054. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  46055. _this.EXPOSURE = false;
  46056. _this.USEPHYSICALLIGHTFALLOFF = false;
  46057. _this.USEGLTFLIGHTFALLOFF = false;
  46058. _this.TWOSIDEDLIGHTING = false;
  46059. _this.SHADOWFLOAT = false;
  46060. _this.CLIPPLANE = false;
  46061. _this.CLIPPLANE2 = false;
  46062. _this.CLIPPLANE3 = false;
  46063. _this.CLIPPLANE4 = false;
  46064. _this.POINTSIZE = false;
  46065. _this.FOG = false;
  46066. _this.LOGARITHMICDEPTH = false;
  46067. _this.FORCENORMALFORWARD = false;
  46068. _this.SPECULARAA = false;
  46069. _this.UNLIT = false;
  46070. _this.rebuild();
  46071. return _this;
  46072. }
  46073. /**
  46074. * Resets the PBR Material defines.
  46075. */
  46076. PBRMaterialDefines.prototype.reset = function () {
  46077. _super.prototype.reset.call(this);
  46078. this.ALPHATESTVALUE = "0.5";
  46079. this.PBR = true;
  46080. };
  46081. return PBRMaterialDefines;
  46082. }(BABYLON.MaterialDefines));
  46083. /**
  46084. * The Physically based material base class of BJS.
  46085. *
  46086. * This offers the main features of a standard PBR material.
  46087. * For more information, please refer to the documentation :
  46088. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  46089. */
  46090. var PBRBaseMaterial = /** @class */ (function (_super) {
  46091. __extends(PBRBaseMaterial, _super);
  46092. /**
  46093. * Instantiates a new PBRMaterial instance.
  46094. *
  46095. * @param name The material name
  46096. * @param scene The scene the material will be use in.
  46097. */
  46098. function PBRBaseMaterial(name, scene) {
  46099. var _this = _super.call(this, name, scene) || this;
  46100. /**
  46101. * Intensity of the direct lights e.g. the four lights available in your scene.
  46102. * This impacts both the direct diffuse and specular highlights.
  46103. */
  46104. _this._directIntensity = 1.0;
  46105. /**
  46106. * Intensity of the emissive part of the material.
  46107. * This helps controlling the emissive effect without modifying the emissive color.
  46108. */
  46109. _this._emissiveIntensity = 1.0;
  46110. /**
  46111. * Intensity of the environment e.g. how much the environment will light the object
  46112. * either through harmonics for rough material or through the refelction for shiny ones.
  46113. */
  46114. _this._environmentIntensity = 1.0;
  46115. /**
  46116. * This is a special control allowing the reduction of the specular highlights coming from the
  46117. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  46118. */
  46119. _this._specularIntensity = 1.0;
  46120. /**
  46121. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  46122. */
  46123. _this._lightingInfos = new BABYLON.Vector4(_this._directIntensity, _this._emissiveIntensity, _this._environmentIntensity, _this._specularIntensity);
  46124. /**
  46125. * Debug Control allowing disabling the bump map on this material.
  46126. */
  46127. _this._disableBumpMap = false;
  46128. /**
  46129. * AKA Occlusion Texture Intensity in other nomenclature.
  46130. */
  46131. _this._ambientTextureStrength = 1.0;
  46132. /**
  46133. * Defines how much the AO map is occluding the analytical lights (point spot...).
  46134. * 1 means it completely occludes it
  46135. * 0 mean it has no impact
  46136. */
  46137. _this._ambientTextureImpactOnAnalyticalLights = BABYLON.PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  46138. /**
  46139. * The color of a material in ambient lighting.
  46140. */
  46141. _this._ambientColor = new BABYLON.Color3(0, 0, 0);
  46142. /**
  46143. * AKA Diffuse Color in other nomenclature.
  46144. */
  46145. _this._albedoColor = new BABYLON.Color3(1, 1, 1);
  46146. /**
  46147. * AKA Specular Color in other nomenclature.
  46148. */
  46149. _this._reflectivityColor = new BABYLON.Color3(1, 1, 1);
  46150. /**
  46151. * The color applied when light is reflected from a material.
  46152. */
  46153. _this._reflectionColor = new BABYLON.Color3(1, 1, 1);
  46154. /**
  46155. * The color applied when light is emitted from a material.
  46156. */
  46157. _this._emissiveColor = new BABYLON.Color3(0, 0, 0);
  46158. /**
  46159. * AKA Glossiness in other nomenclature.
  46160. */
  46161. _this._microSurface = 0.9;
  46162. /**
  46163. * source material index of refraction (IOR)' / 'destination material IOR.
  46164. */
  46165. _this._indexOfRefraction = 0.66;
  46166. /**
  46167. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  46168. */
  46169. _this._invertRefractionY = false;
  46170. /**
  46171. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  46172. * Materials half opaque for instance using refraction could benefit from this control.
  46173. */
  46174. _this._linkRefractionWithTransparency = false;
  46175. /**
  46176. * Specifies that the material will use the light map as a show map.
  46177. */
  46178. _this._useLightmapAsShadowmap = false;
  46179. /**
  46180. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  46181. * makes the reflect vector face the model (under horizon).
  46182. */
  46183. _this._useHorizonOcclusion = true;
  46184. /**
  46185. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  46186. * too much the area relying on ambient texture to define their ambient occlusion.
  46187. */
  46188. _this._useRadianceOcclusion = true;
  46189. /**
  46190. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  46191. */
  46192. _this._useAlphaFromAlbedoTexture = false;
  46193. /**
  46194. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  46195. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  46196. */
  46197. _this._useSpecularOverAlpha = true;
  46198. /**
  46199. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  46200. */
  46201. _this._useMicroSurfaceFromReflectivityMapAlpha = false;
  46202. /**
  46203. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  46204. */
  46205. _this._useRoughnessFromMetallicTextureAlpha = true;
  46206. /**
  46207. * Specifies if the metallic texture contains the roughness information in its green channel.
  46208. */
  46209. _this._useRoughnessFromMetallicTextureGreen = false;
  46210. /**
  46211. * Specifies if the metallic texture contains the metallness information in its blue channel.
  46212. */
  46213. _this._useMetallnessFromMetallicTextureBlue = false;
  46214. /**
  46215. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  46216. */
  46217. _this._useAmbientOcclusionFromMetallicTextureRed = false;
  46218. /**
  46219. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  46220. */
  46221. _this._useAmbientInGrayScale = false;
  46222. /**
  46223. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  46224. * The material will try to infer what glossiness each pixel should be.
  46225. */
  46226. _this._useAutoMicroSurfaceFromReflectivityMap = false;
  46227. /**
  46228. * Defines the falloff type used in this material.
  46229. * It by default is Physical.
  46230. */
  46231. _this._lightFalloff = PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  46232. /**
  46233. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  46234. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  46235. */
  46236. _this._useRadianceOverAlpha = true;
  46237. /**
  46238. * Allows using an object space normal map (instead of tangent space).
  46239. */
  46240. _this._useObjectSpaceNormalMap = false;
  46241. /**
  46242. * Allows using the bump map in parallax mode.
  46243. */
  46244. _this._useParallax = false;
  46245. /**
  46246. * Allows using the bump map in parallax occlusion mode.
  46247. */
  46248. _this._useParallaxOcclusion = false;
  46249. /**
  46250. * Controls the scale bias of the parallax mode.
  46251. */
  46252. _this._parallaxScaleBias = 0.05;
  46253. /**
  46254. * If sets to true, disables all the lights affecting the material.
  46255. */
  46256. _this._disableLighting = false;
  46257. /**
  46258. * Number of Simultaneous lights allowed on the material.
  46259. */
  46260. _this._maxSimultaneousLights = 4;
  46261. /**
  46262. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  46263. */
  46264. _this._invertNormalMapX = false;
  46265. /**
  46266. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  46267. */
  46268. _this._invertNormalMapY = false;
  46269. /**
  46270. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  46271. */
  46272. _this._twoSidedLighting = false;
  46273. /**
  46274. * Defines the alpha limits in alpha test mode.
  46275. */
  46276. _this._alphaCutOff = 0.4;
  46277. /**
  46278. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  46279. */
  46280. _this._forceAlphaTest = false;
  46281. /**
  46282. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46283. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  46284. */
  46285. _this._useAlphaFresnel = false;
  46286. /**
  46287. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  46288. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  46289. */
  46290. _this._useLinearAlphaFresnel = false;
  46291. /**
  46292. * The transparency mode of the material.
  46293. */
  46294. _this._transparencyMode = null;
  46295. /**
  46296. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  46297. * from cos thetav and roughness:
  46298. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  46299. */
  46300. _this._environmentBRDFTexture = null;
  46301. /**
  46302. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  46303. */
  46304. _this._forceIrradianceInFragment = false;
  46305. /**
  46306. * Force normal to face away from face.
  46307. */
  46308. _this._forceNormalForward = false;
  46309. /**
  46310. * Enables specular anti aliasing in the PBR shader.
  46311. * It will both interacts on the Geometry for analytical and IBL lighting.
  46312. * It also prefilter the roughness map based on the bump values.
  46313. */
  46314. _this._enableSpecularAntiAliasing = false;
  46315. /**
  46316. * Stores the available render targets.
  46317. */
  46318. _this._renderTargets = new BABYLON.SmartArray(16);
  46319. /**
  46320. * Sets the global ambient color for the material used in lighting calculations.
  46321. */
  46322. _this._globalAmbientColor = new BABYLON.Color3(0, 0, 0);
  46323. /**
  46324. * If set to true, no lighting calculations will be applied.
  46325. */
  46326. _this._unlit = false;
  46327. // Setup the default processing configuration to the scene.
  46328. _this._attachImageProcessingConfiguration(null);
  46329. _this.getRenderTargetTextures = function () {
  46330. _this._renderTargets.reset();
  46331. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && _this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  46332. _this._renderTargets.push(_this._reflectionTexture);
  46333. }
  46334. if (BABYLON.StandardMaterial.RefractionTextureEnabled && _this._refractionTexture && _this._refractionTexture.isRenderTarget) {
  46335. _this._renderTargets.push(_this._refractionTexture);
  46336. }
  46337. return _this._renderTargets;
  46338. };
  46339. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  46340. return _this;
  46341. }
  46342. /**
  46343. * Attaches a new image processing configuration to the PBR Material.
  46344. * @param configuration
  46345. */
  46346. PBRBaseMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  46347. var _this = this;
  46348. if (configuration === this._imageProcessingConfiguration) {
  46349. return;
  46350. }
  46351. // Detaches observer.
  46352. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  46353. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  46354. }
  46355. // Pick the scene configuration if needed.
  46356. if (!configuration) {
  46357. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  46358. }
  46359. else {
  46360. this._imageProcessingConfiguration = configuration;
  46361. }
  46362. // Attaches observer.
  46363. if (this._imageProcessingConfiguration) {
  46364. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  46365. _this._markAllSubMeshesAsImageProcessingDirty();
  46366. });
  46367. }
  46368. };
  46369. Object.defineProperty(PBRBaseMaterial.prototype, "hasRenderTargetTextures", {
  46370. /**
  46371. * Gets a boolean indicating that current material needs to register RTT
  46372. */
  46373. get: function () {
  46374. if (BABYLON.StandardMaterial.ReflectionTextureEnabled && this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  46375. return true;
  46376. }
  46377. if (BABYLON.StandardMaterial.RefractionTextureEnabled && this._refractionTexture && this._refractionTexture.isRenderTarget) {
  46378. return true;
  46379. }
  46380. return false;
  46381. },
  46382. enumerable: true,
  46383. configurable: true
  46384. });
  46385. /**
  46386. * Gets the name of the material class.
  46387. */
  46388. PBRBaseMaterial.prototype.getClassName = function () {
  46389. return "PBRBaseMaterial";
  46390. };
  46391. Object.defineProperty(PBRBaseMaterial.prototype, "useLogarithmicDepth", {
  46392. /**
  46393. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46394. */
  46395. get: function () {
  46396. return this._useLogarithmicDepth;
  46397. },
  46398. /**
  46399. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  46400. */
  46401. set: function (value) {
  46402. this._useLogarithmicDepth = value && this.getScene().getEngine().getCaps().fragmentDepthSupported;
  46403. },
  46404. enumerable: true,
  46405. configurable: true
  46406. });
  46407. Object.defineProperty(PBRBaseMaterial.prototype, "transparencyMode", {
  46408. /**
  46409. * Gets the current transparency mode.
  46410. */
  46411. get: function () {
  46412. return this._transparencyMode;
  46413. },
  46414. /**
  46415. * Sets the transparency mode of the material.
  46416. *
  46417. * | Value | Type | Description |
  46418. * | ----- | ----------------------------------- | ----------- |
  46419. * | 0 | OPAQUE | |
  46420. * | 1 | ALPHATEST | |
  46421. * | 2 | ALPHABLEND | |
  46422. * | 3 | ALPHATESTANDBLEND | |
  46423. *
  46424. */
  46425. set: function (value) {
  46426. if (this._transparencyMode === value) {
  46427. return;
  46428. }
  46429. this._transparencyMode = value;
  46430. this._forceAlphaTest = (value === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND);
  46431. this._markAllSubMeshesAsTexturesAndMiscDirty();
  46432. },
  46433. enumerable: true,
  46434. configurable: true
  46435. });
  46436. Object.defineProperty(PBRBaseMaterial.prototype, "_disableAlphaBlending", {
  46437. /**
  46438. * Returns true if alpha blending should be disabled.
  46439. */
  46440. get: function () {
  46441. return (this._linkRefractionWithTransparency ||
  46442. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE ||
  46443. this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46444. },
  46445. enumerable: true,
  46446. configurable: true
  46447. });
  46448. /**
  46449. * Specifies whether or not this material should be rendered in alpha blend mode.
  46450. */
  46451. PBRBaseMaterial.prototype.needAlphaBlending = function () {
  46452. if (this._disableAlphaBlending) {
  46453. return false;
  46454. }
  46455. return (this.alpha < 1.0) || (this._opacityTexture != null) || this._shouldUseAlphaFromAlbedoTexture();
  46456. };
  46457. /**
  46458. * Specifies if the mesh will require alpha blending.
  46459. * @param mesh - BJS mesh.
  46460. */
  46461. PBRBaseMaterial.prototype.needAlphaBlendingForMesh = function (mesh) {
  46462. if (this._disableAlphaBlending) {
  46463. return false;
  46464. }
  46465. return _super.prototype.needAlphaBlendingForMesh.call(this, mesh);
  46466. };
  46467. /**
  46468. * Specifies whether or not this material should be rendered in alpha test mode.
  46469. */
  46470. PBRBaseMaterial.prototype.needAlphaTesting = function () {
  46471. if (this._forceAlphaTest) {
  46472. return true;
  46473. }
  46474. if (this._linkRefractionWithTransparency) {
  46475. return false;
  46476. }
  46477. return this._albedoTexture != null && this._albedoTexture.hasAlpha && (this._transparencyMode == null || this._transparencyMode === BABYLON.PBRMaterial.PBRMATERIAL_ALPHATEST);
  46478. };
  46479. /**
  46480. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  46481. */
  46482. PBRBaseMaterial.prototype._shouldUseAlphaFromAlbedoTexture = function () {
  46483. return this._albedoTexture != null && this._albedoTexture.hasAlpha && this._useAlphaFromAlbedoTexture && this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE;
  46484. };
  46485. /**
  46486. * Gets the texture used for the alpha test.
  46487. */
  46488. PBRBaseMaterial.prototype.getAlphaTestTexture = function () {
  46489. return this._albedoTexture;
  46490. };
  46491. /**
  46492. * Specifies that the submesh is ready to be used.
  46493. * @param mesh - BJS mesh.
  46494. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  46495. * @param useInstances - Specifies that instances should be used.
  46496. * @returns - boolean indicating that the submesh is ready or not.
  46497. */
  46498. PBRBaseMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  46499. if (subMesh.effect && this.isFrozen) {
  46500. if (this._wasPreviouslyReady) {
  46501. return true;
  46502. }
  46503. }
  46504. if (!subMesh._materialDefines) {
  46505. subMesh._materialDefines = new PBRMaterialDefines();
  46506. }
  46507. var defines = subMesh._materialDefines;
  46508. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  46509. if (defines._renderId === this.getScene().getRenderId()) {
  46510. return true;
  46511. }
  46512. }
  46513. var scene = this.getScene();
  46514. var engine = scene.getEngine();
  46515. if (defines._areTexturesDirty) {
  46516. if (scene.texturesEnabled) {
  46517. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46518. if (!this._albedoTexture.isReadyOrNotBlocking()) {
  46519. return false;
  46520. }
  46521. }
  46522. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46523. if (!this._ambientTexture.isReadyOrNotBlocking()) {
  46524. return false;
  46525. }
  46526. }
  46527. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46528. if (!this._opacityTexture.isReadyOrNotBlocking()) {
  46529. return false;
  46530. }
  46531. }
  46532. var reflectionTexture = this._getReflectionTexture();
  46533. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46534. if (!reflectionTexture.isReadyOrNotBlocking()) {
  46535. return false;
  46536. }
  46537. }
  46538. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46539. if (!this._lightmapTexture.isReadyOrNotBlocking()) {
  46540. return false;
  46541. }
  46542. }
  46543. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46544. if (!this._emissiveTexture.isReadyOrNotBlocking()) {
  46545. return false;
  46546. }
  46547. }
  46548. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46549. if (this._metallicTexture) {
  46550. if (!this._metallicTexture.isReadyOrNotBlocking()) {
  46551. return false;
  46552. }
  46553. }
  46554. else if (this._reflectivityTexture) {
  46555. if (!this._reflectivityTexture.isReadyOrNotBlocking()) {
  46556. return false;
  46557. }
  46558. }
  46559. if (this._microSurfaceTexture) {
  46560. if (!this._microSurfaceTexture.isReadyOrNotBlocking()) {
  46561. return false;
  46562. }
  46563. }
  46564. }
  46565. if (engine.getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46566. // Bump texture cannot be not blocking.
  46567. if (!this._bumpTexture.isReady()) {
  46568. return false;
  46569. }
  46570. }
  46571. var refractionTexture = this._getRefractionTexture();
  46572. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46573. if (!refractionTexture.isReadyOrNotBlocking()) {
  46574. return false;
  46575. }
  46576. }
  46577. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46578. // This is blocking.
  46579. if (!this._environmentBRDFTexture.isReady()) {
  46580. return false;
  46581. }
  46582. }
  46583. }
  46584. }
  46585. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46586. if (!this._imageProcessingConfiguration.isReady()) {
  46587. return false;
  46588. }
  46589. }
  46590. if (!engine.getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  46591. mesh.createNormals(true);
  46592. BABYLON.Tools.Warn("PBRMaterial: Normals have been created for the mesh: " + mesh.name);
  46593. }
  46594. var previousEffect = subMesh.effect;
  46595. var effect = this._prepareEffect(mesh, defines, this.onCompiled, this.onError, useInstances);
  46596. if (effect) {
  46597. // Use previous effect while new one is compiling
  46598. if (this.allowShaderHotSwapping && previousEffect && !effect.isReady()) {
  46599. effect = previousEffect;
  46600. defines.markAsUnprocessed();
  46601. }
  46602. else {
  46603. scene.resetCachedMaterial();
  46604. subMesh.setEffect(effect, defines);
  46605. this.buildUniformLayout();
  46606. }
  46607. }
  46608. if (!subMesh.effect || !subMesh.effect.isReady()) {
  46609. return false;
  46610. }
  46611. defines._renderId = scene.getRenderId();
  46612. this._wasPreviouslyReady = true;
  46613. return true;
  46614. };
  46615. /**
  46616. * Specifies if the material uses metallic roughness workflow.
  46617. * @returns boolean specifiying if the material uses metallic roughness workflow.
  46618. */
  46619. PBRBaseMaterial.prototype.isMetallicWorkflow = function () {
  46620. if (this._metallic != null || this._roughness != null || this._metallicTexture) {
  46621. return true;
  46622. }
  46623. return false;
  46624. };
  46625. PBRBaseMaterial.prototype._prepareEffect = function (mesh, defines, onCompiled, onError, useInstances, useClipPlane) {
  46626. if (onCompiled === void 0) { onCompiled = null; }
  46627. if (onError === void 0) { onError = null; }
  46628. if (useInstances === void 0) { useInstances = null; }
  46629. if (useClipPlane === void 0) { useClipPlane = null; }
  46630. this._prepareDefines(mesh, defines, useInstances, useClipPlane);
  46631. if (!defines.isDirty) {
  46632. return null;
  46633. }
  46634. defines.markAsProcessed();
  46635. var scene = this.getScene();
  46636. var engine = scene.getEngine();
  46637. // Fallbacks
  46638. var fallbacks = new BABYLON.EffectFallbacks();
  46639. var fallbackRank = 0;
  46640. if (defines.USESPHERICALINVERTEX) {
  46641. fallbacks.addFallback(fallbackRank++, "USESPHERICALINVERTEX");
  46642. }
  46643. if (defines.FOG) {
  46644. fallbacks.addFallback(fallbackRank, "FOG");
  46645. }
  46646. if (defines.SPECULARAA) {
  46647. fallbacks.addFallback(fallbackRank, "SPECULARAA");
  46648. }
  46649. if (defines.POINTSIZE) {
  46650. fallbacks.addFallback(fallbackRank, "POINTSIZE");
  46651. }
  46652. if (defines.LOGARITHMICDEPTH) {
  46653. fallbacks.addFallback(fallbackRank, "LOGARITHMICDEPTH");
  46654. }
  46655. if (defines.PARALLAX) {
  46656. fallbacks.addFallback(fallbackRank, "PARALLAX");
  46657. }
  46658. if (defines.PARALLAXOCCLUSION) {
  46659. fallbacks.addFallback(fallbackRank++, "PARALLAXOCCLUSION");
  46660. }
  46661. if (defines.ENVIRONMENTBRDF) {
  46662. fallbacks.addFallback(fallbackRank++, "ENVIRONMENTBRDF");
  46663. }
  46664. if (defines.TANGENT) {
  46665. fallbacks.addFallback(fallbackRank++, "TANGENT");
  46666. }
  46667. if (defines.BUMP) {
  46668. fallbacks.addFallback(fallbackRank++, "BUMP");
  46669. }
  46670. fallbackRank = BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights, fallbackRank++);
  46671. if (defines.SPECULARTERM) {
  46672. fallbacks.addFallback(fallbackRank++, "SPECULARTERM");
  46673. }
  46674. if (defines.USESPHERICALFROMREFLECTIONMAP) {
  46675. fallbacks.addFallback(fallbackRank++, "USESPHERICALFROMREFLECTIONMAP");
  46676. }
  46677. if (defines.LIGHTMAP) {
  46678. fallbacks.addFallback(fallbackRank++, "LIGHTMAP");
  46679. }
  46680. if (defines.NORMAL) {
  46681. fallbacks.addFallback(fallbackRank++, "NORMAL");
  46682. }
  46683. if (defines.AMBIENT) {
  46684. fallbacks.addFallback(fallbackRank++, "AMBIENT");
  46685. }
  46686. if (defines.EMISSIVE) {
  46687. fallbacks.addFallback(fallbackRank++, "EMISSIVE");
  46688. }
  46689. if (defines.VERTEXCOLOR) {
  46690. fallbacks.addFallback(fallbackRank++, "VERTEXCOLOR");
  46691. }
  46692. if (defines.NUM_BONE_INFLUENCERS > 0) {
  46693. fallbacks.addCPUSkinningFallback(fallbackRank++, mesh);
  46694. }
  46695. if (defines.MORPHTARGETS) {
  46696. fallbacks.addFallback(fallbackRank++, "MORPHTARGETS");
  46697. }
  46698. //Attributes
  46699. var attribs = [BABYLON.VertexBuffer.PositionKind];
  46700. if (defines.NORMAL) {
  46701. attribs.push(BABYLON.VertexBuffer.NormalKind);
  46702. }
  46703. if (defines.TANGENT) {
  46704. attribs.push(BABYLON.VertexBuffer.TangentKind);
  46705. }
  46706. if (defines.UV1) {
  46707. attribs.push(BABYLON.VertexBuffer.UVKind);
  46708. }
  46709. if (defines.UV2) {
  46710. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  46711. }
  46712. if (defines.VERTEXCOLOR) {
  46713. attribs.push(BABYLON.VertexBuffer.ColorKind);
  46714. }
  46715. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  46716. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  46717. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, defines);
  46718. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType", "vAmbientColor", "vAlbedoColor", "vReflectivityColor", "vEmissiveColor", "vReflectionColor",
  46719. "vFogInfos", "vFogColor", "pointSize",
  46720. "vAlbedoInfos", "vAmbientInfos", "vOpacityInfos", "vReflectionInfos", "vReflectionPosition", "vReflectionSize", "vEmissiveInfos", "vReflectivityInfos",
  46721. "vMicroSurfaceSamplerInfos", "vBumpInfos", "vLightmapInfos", "vRefractionInfos",
  46722. "mBones",
  46723. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "albedoMatrix", "ambientMatrix", "opacityMatrix", "reflectionMatrix", "emissiveMatrix", "reflectivityMatrix", "normalMatrix", "microSurfaceSamplerMatrix", "bumpMatrix", "lightmapMatrix", "refractionMatrix",
  46724. "vLightingIntensity",
  46725. "logarithmicDepthConstant",
  46726. "vSphericalX", "vSphericalY", "vSphericalZ",
  46727. "vSphericalXX", "vSphericalYY", "vSphericalZZ",
  46728. "vSphericalXY", "vSphericalYZ", "vSphericalZX",
  46729. "vReflectionMicrosurfaceInfos", "vRefractionMicrosurfaceInfos",
  46730. "vTangentSpaceParams", "boneTextureWidth"
  46731. ];
  46732. var samplers = ["albedoSampler", "reflectivitySampler", "ambientSampler", "emissiveSampler",
  46733. "bumpSampler", "lightmapSampler", "opacitySampler",
  46734. "refractionSampler", "refractionSamplerLow", "refractionSamplerHigh",
  46735. "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh",
  46736. "microSurfaceSampler", "environmentBrdfSampler", "boneSampler"];
  46737. var uniformBuffers = ["Material", "Scene"];
  46738. if (BABYLON.ImageProcessingConfiguration) {
  46739. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  46740. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  46741. }
  46742. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  46743. uniformsNames: uniforms,
  46744. uniformBuffersNames: uniformBuffers,
  46745. samplers: samplers,
  46746. defines: defines,
  46747. maxSimultaneousLights: this._maxSimultaneousLights
  46748. });
  46749. var join = defines.toString();
  46750. return engine.createEffect("pbr", {
  46751. attributes: attribs,
  46752. uniformsNames: uniforms,
  46753. uniformBuffersNames: uniformBuffers,
  46754. samplers: samplers,
  46755. defines: join,
  46756. fallbacks: fallbacks,
  46757. onCompiled: onCompiled,
  46758. onError: onError,
  46759. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights, maxSimultaneousMorphTargets: defines.NUM_MORPH_INFLUENCERS }
  46760. }, engine);
  46761. };
  46762. PBRBaseMaterial.prototype._prepareDefines = function (mesh, defines, useInstances, useClipPlane) {
  46763. if (useInstances === void 0) { useInstances = null; }
  46764. if (useClipPlane === void 0) { useClipPlane = null; }
  46765. var scene = this.getScene();
  46766. var engine = scene.getEngine();
  46767. // Lights
  46768. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, true, this._maxSimultaneousLights, this._disableLighting);
  46769. defines._needNormals = true;
  46770. // Textures
  46771. defines.METALLICWORKFLOW = this.isMetallicWorkflow();
  46772. if (defines._areTexturesDirty) {
  46773. defines._needUVs = false;
  46774. if (scene.texturesEnabled) {
  46775. if (scene.getEngine().getCaps().textureLOD) {
  46776. defines.LODBASEDMICROSFURACE = true;
  46777. }
  46778. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46779. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._albedoTexture, defines, "ALBEDO");
  46780. }
  46781. else {
  46782. defines.ALBEDO = false;
  46783. }
  46784. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  46785. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._ambientTexture, defines, "AMBIENT");
  46786. defines.AMBIENTINGRAYSCALE = this._useAmbientInGrayScale;
  46787. }
  46788. else {
  46789. defines.AMBIENT = false;
  46790. }
  46791. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  46792. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._opacityTexture, defines, "OPACITY");
  46793. defines.OPACITYRGB = this._opacityTexture.getAlphaFromRGB;
  46794. }
  46795. else {
  46796. defines.OPACITY = false;
  46797. }
  46798. var reflectionTexture = this._getReflectionTexture();
  46799. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46800. defines.REFLECTION = true;
  46801. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  46802. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  46803. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  46804. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  46805. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  46806. defines.INVERTCUBICMAP = true;
  46807. }
  46808. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  46809. switch (reflectionTexture.coordinatesMode) {
  46810. case BABYLON.Texture.EXPLICIT_MODE:
  46811. defines.REFLECTIONMAP_EXPLICIT = true;
  46812. break;
  46813. case BABYLON.Texture.PLANAR_MODE:
  46814. defines.REFLECTIONMAP_PLANAR = true;
  46815. break;
  46816. case BABYLON.Texture.PROJECTION_MODE:
  46817. defines.REFLECTIONMAP_PROJECTION = true;
  46818. break;
  46819. case BABYLON.Texture.SKYBOX_MODE:
  46820. defines.REFLECTIONMAP_SKYBOX = true;
  46821. break;
  46822. case BABYLON.Texture.SPHERICAL_MODE:
  46823. defines.REFLECTIONMAP_SPHERICAL = true;
  46824. break;
  46825. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  46826. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  46827. break;
  46828. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  46829. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  46830. break;
  46831. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  46832. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  46833. break;
  46834. case BABYLON.Texture.CUBIC_MODE:
  46835. case BABYLON.Texture.INVCUBIC_MODE:
  46836. default:
  46837. defines.REFLECTIONMAP_CUBIC = true;
  46838. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = reflectionTexture.boundingBoxSize ? true : false;
  46839. break;
  46840. }
  46841. if (reflectionTexture.coordinatesMode !== BABYLON.Texture.SKYBOX_MODE) {
  46842. if (reflectionTexture.sphericalPolynomial) {
  46843. defines.USESPHERICALFROMREFLECTIONMAP = true;
  46844. if (this._forceIrradianceInFragment || scene.getEngine().getCaps().maxVaryingVectors <= 8) {
  46845. defines.USESPHERICALINVERTEX = false;
  46846. }
  46847. else {
  46848. defines.USESPHERICALINVERTEX = true;
  46849. }
  46850. }
  46851. }
  46852. else {
  46853. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  46854. }
  46855. }
  46856. else {
  46857. defines.REFLECTION = false;
  46858. defines.REFLECTIONMAP_3D = false;
  46859. defines.REFLECTIONMAP_SPHERICAL = false;
  46860. defines.REFLECTIONMAP_PLANAR = false;
  46861. defines.REFLECTIONMAP_CUBIC = false;
  46862. defines.USE_LOCAL_REFLECTIONMAP_CUBIC = false;
  46863. defines.REFLECTIONMAP_PROJECTION = false;
  46864. defines.REFLECTIONMAP_SKYBOX = false;
  46865. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  46866. defines.REFLECTIONMAP_EXPLICIT = false;
  46867. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  46868. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  46869. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  46870. defines.INVERTCUBICMAP = false;
  46871. defines.USESPHERICALFROMREFLECTIONMAP = false;
  46872. defines.USESPHERICALINVERTEX = false;
  46873. defines.REFLECTIONMAP_OPPOSITEZ = false;
  46874. defines.LODINREFLECTIONALPHA = false;
  46875. defines.GAMMAREFLECTION = false;
  46876. defines.RGBDREFLECTION = false;
  46877. }
  46878. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  46879. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._lightmapTexture, defines, "LIGHTMAP");
  46880. defines.USELIGHTMAPASSHADOWMAP = this._useLightmapAsShadowmap;
  46881. defines.GAMMALIGHTMAP = this._lightmapTexture.gammaSpace;
  46882. }
  46883. else {
  46884. defines.LIGHTMAP = false;
  46885. }
  46886. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  46887. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._emissiveTexture, defines, "EMISSIVE");
  46888. }
  46889. else {
  46890. defines.EMISSIVE = false;
  46891. }
  46892. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  46893. if (this._metallicTexture) {
  46894. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._metallicTexture, defines, "REFLECTIVITY");
  46895. defines.ROUGHNESSSTOREINMETALMAPALPHA = this._useRoughnessFromMetallicTextureAlpha;
  46896. defines.ROUGHNESSSTOREINMETALMAPGREEN = !this._useRoughnessFromMetallicTextureAlpha && this._useRoughnessFromMetallicTextureGreen;
  46897. defines.METALLNESSSTOREINMETALMAPBLUE = this._useMetallnessFromMetallicTextureBlue;
  46898. defines.AOSTOREINMETALMAPRED = this._useAmbientOcclusionFromMetallicTextureRed;
  46899. }
  46900. else if (this._reflectivityTexture) {
  46901. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._reflectivityTexture, defines, "REFLECTIVITY");
  46902. defines.MICROSURFACEFROMREFLECTIVITYMAP = this._useMicroSurfaceFromReflectivityMapAlpha;
  46903. defines.MICROSURFACEAUTOMATIC = this._useAutoMicroSurfaceFromReflectivityMap;
  46904. }
  46905. else {
  46906. defines.REFLECTIVITY = false;
  46907. }
  46908. if (this._microSurfaceTexture) {
  46909. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._microSurfaceTexture, defines, "MICROSURFACEMAP");
  46910. }
  46911. else {
  46912. defines.MICROSURFACEMAP = false;
  46913. }
  46914. }
  46915. else {
  46916. defines.REFLECTIVITY = false;
  46917. defines.MICROSURFACEMAP = false;
  46918. }
  46919. if (scene.getEngine().getCaps().standardDerivatives && this._bumpTexture && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  46920. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._bumpTexture, defines, "BUMP");
  46921. if (this._useParallax && this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  46922. defines.PARALLAX = true;
  46923. defines.PARALLAXOCCLUSION = !!this._useParallaxOcclusion;
  46924. }
  46925. else {
  46926. defines.PARALLAX = false;
  46927. }
  46928. defines.OBJECTSPACE_NORMALMAP = this._useObjectSpaceNormalMap;
  46929. }
  46930. else {
  46931. defines.BUMP = false;
  46932. }
  46933. var refractionTexture = this._getRefractionTexture();
  46934. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  46935. defines.REFRACTION = true;
  46936. defines.REFRACTIONMAP_3D = refractionTexture.isCube;
  46937. defines.GAMMAREFRACTION = refractionTexture.gammaSpace;
  46938. defines.RGBDREFRACTION = refractionTexture.isRGBD;
  46939. defines.REFRACTIONMAP_OPPOSITEZ = refractionTexture.invertZ;
  46940. defines.LODINREFRACTIONALPHA = refractionTexture.lodLevelInAlpha;
  46941. if (this._linkRefractionWithTransparency) {
  46942. defines.LINKREFRACTIONTOTRANSPARENCY = true;
  46943. }
  46944. }
  46945. else {
  46946. defines.REFRACTION = false;
  46947. }
  46948. if (this._environmentBRDFTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  46949. defines.ENVIRONMENTBRDF = true;
  46950. }
  46951. else {
  46952. defines.ENVIRONMENTBRDF = false;
  46953. }
  46954. if (this._shouldUseAlphaFromAlbedoTexture()) {
  46955. defines.ALPHAFROMALBEDO = true;
  46956. }
  46957. else {
  46958. defines.ALPHAFROMALBEDO = false;
  46959. }
  46960. }
  46961. defines.SPECULAROVERALPHA = this._useSpecularOverAlpha;
  46962. if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_STANDARD) {
  46963. defines.USEPHYSICALLIGHTFALLOFF = false;
  46964. defines.USEGLTFLIGHTFALLOFF = false;
  46965. }
  46966. else if (this._lightFalloff === PBRBaseMaterial.LIGHTFALLOFF_GLTF) {
  46967. defines.USEPHYSICALLIGHTFALLOFF = false;
  46968. defines.USEGLTFLIGHTFALLOFF = true;
  46969. }
  46970. else {
  46971. defines.USEPHYSICALLIGHTFALLOFF = true;
  46972. defines.USEGLTFLIGHTFALLOFF = false;
  46973. }
  46974. defines.RADIANCEOVERALPHA = this._useRadianceOverAlpha;
  46975. if (!this.backFaceCulling && this._twoSidedLighting) {
  46976. defines.TWOSIDEDLIGHTING = true;
  46977. }
  46978. else {
  46979. defines.TWOSIDEDLIGHTING = false;
  46980. }
  46981. defines.ALPHATESTVALUE = "" + this._alphaCutOff + (this._alphaCutOff % 1 === 0 ? "." : "");
  46982. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  46983. defines.ALPHABLEND = this.needAlphaBlendingForMesh(mesh);
  46984. defines.ALPHAFRESNEL = this._useAlphaFresnel || this._useLinearAlphaFresnel;
  46985. defines.LINEARALPHAFRESNEL = this._useLinearAlphaFresnel;
  46986. defines.SPECULARAA = scene.getEngine().getCaps().standardDerivatives && this._enableSpecularAntiAliasing;
  46987. }
  46988. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  46989. this._imageProcessingConfiguration.prepareDefines(defines);
  46990. }
  46991. defines.FORCENORMALFORWARD = this._forceNormalForward;
  46992. defines.RADIANCEOCCLUSION = this._useRadianceOcclusion;
  46993. defines.HORIZONOCCLUSION = this._useHorizonOcclusion;
  46994. // Misc.
  46995. if (defines._areMiscDirty) {
  46996. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, this._useLogarithmicDepth, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh) || this._forceAlphaTest, defines);
  46997. defines.UNLIT = this._unlit || ((this.pointsCloud || this.wireframe) && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind));
  46998. }
  46999. // Values that need to be evaluated on every frame
  47000. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances ? true : false, useClipPlane);
  47001. // Attribs
  47002. BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, true, true, true, this._transparencyMode !== BABYLON.PBRMaterial.PBRMATERIAL_OPAQUE);
  47003. };
  47004. /**
  47005. * Force shader compilation
  47006. */
  47007. PBRBaseMaterial.prototype.forceCompilation = function (mesh, onCompiled, options) {
  47008. var _this = this;
  47009. var localOptions = __assign({ clipPlane: false }, options);
  47010. var defines = new PBRMaterialDefines();
  47011. var effect = this._prepareEffect(mesh, defines, undefined, undefined, undefined, localOptions.clipPlane);
  47012. if (effect.isReady()) {
  47013. if (onCompiled) {
  47014. onCompiled(this);
  47015. }
  47016. }
  47017. else {
  47018. effect.onCompileObservable.add(function () {
  47019. if (onCompiled) {
  47020. onCompiled(_this);
  47021. }
  47022. });
  47023. }
  47024. };
  47025. /**
  47026. * Initializes the uniform buffer layout for the shader.
  47027. */
  47028. PBRBaseMaterial.prototype.buildUniformLayout = function () {
  47029. // Order is important !
  47030. this._uniformBuffer.addUniform("vAlbedoInfos", 2);
  47031. this._uniformBuffer.addUniform("vAmbientInfos", 4);
  47032. this._uniformBuffer.addUniform("vOpacityInfos", 2);
  47033. this._uniformBuffer.addUniform("vEmissiveInfos", 2);
  47034. this._uniformBuffer.addUniform("vLightmapInfos", 2);
  47035. this._uniformBuffer.addUniform("vReflectivityInfos", 3);
  47036. this._uniformBuffer.addUniform("vMicroSurfaceSamplerInfos", 2);
  47037. this._uniformBuffer.addUniform("vRefractionInfos", 4);
  47038. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  47039. this._uniformBuffer.addUniform("vReflectionPosition", 3);
  47040. this._uniformBuffer.addUniform("vReflectionSize", 3);
  47041. this._uniformBuffer.addUniform("vBumpInfos", 3);
  47042. this._uniformBuffer.addUniform("albedoMatrix", 16);
  47043. this._uniformBuffer.addUniform("ambientMatrix", 16);
  47044. this._uniformBuffer.addUniform("opacityMatrix", 16);
  47045. this._uniformBuffer.addUniform("emissiveMatrix", 16);
  47046. this._uniformBuffer.addUniform("lightmapMatrix", 16);
  47047. this._uniformBuffer.addUniform("reflectivityMatrix", 16);
  47048. this._uniformBuffer.addUniform("microSurfaceSamplerMatrix", 16);
  47049. this._uniformBuffer.addUniform("bumpMatrix", 16);
  47050. this._uniformBuffer.addUniform("vTangentSpaceParams", 2);
  47051. this._uniformBuffer.addUniform("refractionMatrix", 16);
  47052. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  47053. this._uniformBuffer.addUniform("vReflectionColor", 3);
  47054. this._uniformBuffer.addUniform("vAlbedoColor", 4);
  47055. this._uniformBuffer.addUniform("vLightingIntensity", 4);
  47056. this._uniformBuffer.addUniform("vRefractionMicrosurfaceInfos", 3);
  47057. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  47058. this._uniformBuffer.addUniform("vReflectivityColor", 4);
  47059. this._uniformBuffer.addUniform("vEmissiveColor", 3);
  47060. this._uniformBuffer.addUniform("pointSize", 1);
  47061. this._uniformBuffer.create();
  47062. };
  47063. /**
  47064. * Unbinds the textures.
  47065. */
  47066. PBRBaseMaterial.prototype.unbind = function () {
  47067. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  47068. this._uniformBuffer.setTexture("reflectionSampler", null);
  47069. }
  47070. if (this._refractionTexture && this._refractionTexture.isRenderTarget) {
  47071. this._uniformBuffer.setTexture("refractionSampler", null);
  47072. }
  47073. _super.prototype.unbind.call(this);
  47074. };
  47075. /**
  47076. * Binds the submesh data.
  47077. * @param world - The world matrix.
  47078. * @param mesh - The BJS mesh.
  47079. * @param subMesh - A submesh of the BJS mesh.
  47080. */
  47081. PBRBaseMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  47082. var scene = this.getScene();
  47083. var defines = subMesh._materialDefines;
  47084. if (!defines) {
  47085. return;
  47086. }
  47087. var effect = subMesh.effect;
  47088. if (!effect) {
  47089. return;
  47090. }
  47091. this._activeEffect = effect;
  47092. // Matrices
  47093. this.bindOnlyWorldMatrix(world);
  47094. // Normal Matrix
  47095. if (defines.OBJECTSPACE_NORMALMAP) {
  47096. world.toNormalMatrix(this._normalMatrix);
  47097. this.bindOnlyNormalMatrix(this._normalMatrix);
  47098. }
  47099. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  47100. // Bones
  47101. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  47102. var reflectionTexture = null;
  47103. if (mustRebind) {
  47104. this._uniformBuffer.bindToEffect(effect, "Material");
  47105. this.bindViewProjection(effect);
  47106. reflectionTexture = this._getReflectionTexture();
  47107. var refractionTexture = this._getRefractionTexture();
  47108. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  47109. // Texture uniforms
  47110. if (scene.texturesEnabled) {
  47111. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47112. this._uniformBuffer.updateFloat2("vAlbedoInfos", this._albedoTexture.coordinatesIndex, this._albedoTexture.level);
  47113. BABYLON.MaterialHelper.BindTextureMatrix(this._albedoTexture, this._uniformBuffer, "albedo");
  47114. }
  47115. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47116. this._uniformBuffer.updateFloat4("vAmbientInfos", this._ambientTexture.coordinatesIndex, this._ambientTexture.level, this._ambientTextureStrength, this._ambientTextureImpactOnAnalyticalLights);
  47117. BABYLON.MaterialHelper.BindTextureMatrix(this._ambientTexture, this._uniformBuffer, "ambient");
  47118. }
  47119. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47120. this._uniformBuffer.updateFloat2("vOpacityInfos", this._opacityTexture.coordinatesIndex, this._opacityTexture.level);
  47121. BABYLON.MaterialHelper.BindTextureMatrix(this._opacityTexture, this._uniformBuffer, "opacity");
  47122. }
  47123. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47124. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  47125. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, 0);
  47126. if (reflectionTexture.boundingBoxSize) {
  47127. var cubeTexture = reflectionTexture;
  47128. this._uniformBuffer.updateVector3("vReflectionPosition", cubeTexture.boundingBoxPosition);
  47129. this._uniformBuffer.updateVector3("vReflectionSize", cubeTexture.boundingBoxSize);
  47130. }
  47131. var polynomials = reflectionTexture.sphericalPolynomial;
  47132. if (defines.USESPHERICALFROMREFLECTIONMAP && polynomials) {
  47133. this._activeEffect.setFloat3("vSphericalX", polynomials.x.x, polynomials.x.y, polynomials.x.z);
  47134. this._activeEffect.setFloat3("vSphericalY", polynomials.y.x, polynomials.y.y, polynomials.y.z);
  47135. this._activeEffect.setFloat3("vSphericalZ", polynomials.z.x, polynomials.z.y, polynomials.z.z);
  47136. this._activeEffect.setFloat3("vSphericalXX_ZZ", polynomials.xx.x - polynomials.zz.x, polynomials.xx.y - polynomials.zz.y, polynomials.xx.z - polynomials.zz.z);
  47137. this._activeEffect.setFloat3("vSphericalYY_ZZ", polynomials.yy.x - polynomials.zz.x, polynomials.yy.y - polynomials.zz.y, polynomials.yy.z - polynomials.zz.z);
  47138. this._activeEffect.setFloat3("vSphericalZZ", polynomials.zz.x, polynomials.zz.y, polynomials.zz.z);
  47139. this._activeEffect.setFloat3("vSphericalXY", polynomials.xy.x, polynomials.xy.y, polynomials.xy.z);
  47140. this._activeEffect.setFloat3("vSphericalYZ", polynomials.yz.x, polynomials.yz.y, polynomials.yz.z);
  47141. this._activeEffect.setFloat3("vSphericalZX", polynomials.zx.x, polynomials.zx.y, polynomials.zx.z);
  47142. }
  47143. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  47144. }
  47145. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47146. this._uniformBuffer.updateFloat2("vEmissiveInfos", this._emissiveTexture.coordinatesIndex, this._emissiveTexture.level);
  47147. BABYLON.MaterialHelper.BindTextureMatrix(this._emissiveTexture, this._uniformBuffer, "emissive");
  47148. }
  47149. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47150. this._uniformBuffer.updateFloat2("vLightmapInfos", this._lightmapTexture.coordinatesIndex, this._lightmapTexture.level);
  47151. BABYLON.MaterialHelper.BindTextureMatrix(this._lightmapTexture, this._uniformBuffer, "lightmap");
  47152. }
  47153. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47154. if (this._metallicTexture) {
  47155. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._metallicTexture.coordinatesIndex, this._metallicTexture.level, this._ambientTextureStrength);
  47156. BABYLON.MaterialHelper.BindTextureMatrix(this._metallicTexture, this._uniformBuffer, "reflectivity");
  47157. }
  47158. else if (this._reflectivityTexture) {
  47159. this._uniformBuffer.updateFloat3("vReflectivityInfos", this._reflectivityTexture.coordinatesIndex, this._reflectivityTexture.level, 1.0);
  47160. BABYLON.MaterialHelper.BindTextureMatrix(this._reflectivityTexture, this._uniformBuffer, "reflectivity");
  47161. }
  47162. if (this._microSurfaceTexture) {
  47163. this._uniformBuffer.updateFloat2("vMicroSurfaceSamplerInfos", this._microSurfaceTexture.coordinatesIndex, this._microSurfaceTexture.level);
  47164. BABYLON.MaterialHelper.BindTextureMatrix(this._microSurfaceTexture, this._uniformBuffer, "microSurfaceSampler");
  47165. }
  47166. }
  47167. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47168. this._uniformBuffer.updateFloat3("vBumpInfos", this._bumpTexture.coordinatesIndex, this._bumpTexture.level, this._parallaxScaleBias);
  47169. BABYLON.MaterialHelper.BindTextureMatrix(this._bumpTexture, this._uniformBuffer, "bump");
  47170. if (scene._mirroredCameraPosition) {
  47171. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? 1.0 : -1.0, this._invertNormalMapY ? 1.0 : -1.0);
  47172. }
  47173. else {
  47174. this._uniformBuffer.updateFloat2("vTangentSpaceParams", this._invertNormalMapX ? -1.0 : 1.0, this._invertNormalMapY ? -1.0 : 1.0);
  47175. }
  47176. }
  47177. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47178. this._uniformBuffer.updateMatrix("refractionMatrix", refractionTexture.getReflectionTextureMatrix());
  47179. var depth = 1.0;
  47180. if (!refractionTexture.isCube) {
  47181. if (refractionTexture.depth) {
  47182. depth = refractionTexture.depth;
  47183. }
  47184. }
  47185. this._uniformBuffer.updateFloat4("vRefractionInfos", refractionTexture.level, this._indexOfRefraction, depth, this._invertRefractionY ? -1 : 1);
  47186. this._uniformBuffer.updateFloat3("vRefractionMicrosurfaceInfos", refractionTexture.getSize().width, refractionTexture.lodGenerationScale, refractionTexture.lodGenerationOffset);
  47187. }
  47188. }
  47189. // Point size
  47190. if (this.pointsCloud) {
  47191. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  47192. }
  47193. // Colors
  47194. if (defines.METALLICWORKFLOW) {
  47195. BABYLON.PBRMaterial._scaledReflectivity.r = (this._metallic === undefined || this._metallic === null) ? 1 : this._metallic;
  47196. BABYLON.PBRMaterial._scaledReflectivity.g = (this._roughness === undefined || this._roughness === null) ? 1 : this._roughness;
  47197. this._uniformBuffer.updateColor4("vReflectivityColor", BABYLON.PBRMaterial._scaledReflectivity, 0);
  47198. }
  47199. else {
  47200. this._uniformBuffer.updateColor4("vReflectivityColor", this._reflectivityColor, this._microSurface);
  47201. }
  47202. this._uniformBuffer.updateColor3("vEmissiveColor", this._emissiveColor);
  47203. this._uniformBuffer.updateColor3("vReflectionColor", this._reflectionColor);
  47204. this._uniformBuffer.updateColor4("vAlbedoColor", this._albedoColor, this.alpha * mesh.visibility);
  47205. // Misc
  47206. this._lightingInfos.x = this._directIntensity;
  47207. this._lightingInfos.y = this._emissiveIntensity;
  47208. this._lightingInfos.z = this._environmentIntensity;
  47209. this._lightingInfos.w = this._specularIntensity;
  47210. this._uniformBuffer.updateVector4("vLightingIntensity", this._lightingInfos);
  47211. }
  47212. // Textures
  47213. if (scene.texturesEnabled) {
  47214. if (this._albedoTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  47215. this._uniformBuffer.setTexture("albedoSampler", this._albedoTexture);
  47216. }
  47217. if (this._ambientTexture && BABYLON.StandardMaterial.AmbientTextureEnabled) {
  47218. this._uniformBuffer.setTexture("ambientSampler", this._ambientTexture);
  47219. }
  47220. if (this._opacityTexture && BABYLON.StandardMaterial.OpacityTextureEnabled) {
  47221. this._uniformBuffer.setTexture("opacitySampler", this._opacityTexture);
  47222. }
  47223. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  47224. if (defines.LODBASEDMICROSFURACE) {
  47225. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  47226. }
  47227. else {
  47228. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  47229. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  47230. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  47231. }
  47232. }
  47233. if (defines.ENVIRONMENTBRDF) {
  47234. this._uniformBuffer.setTexture("environmentBrdfSampler", this._environmentBRDFTexture);
  47235. }
  47236. if (refractionTexture && BABYLON.StandardMaterial.RefractionTextureEnabled) {
  47237. if (defines.LODBASEDMICROSFURACE) {
  47238. this._uniformBuffer.setTexture("refractionSampler", refractionTexture);
  47239. }
  47240. else {
  47241. this._uniformBuffer.setTexture("refractionSampler", refractionTexture._lodTextureMid || refractionTexture);
  47242. this._uniformBuffer.setTexture("refractionSamplerLow", refractionTexture._lodTextureLow || refractionTexture);
  47243. this._uniformBuffer.setTexture("refractionSamplerHigh", refractionTexture._lodTextureHigh || refractionTexture);
  47244. }
  47245. }
  47246. if (this._emissiveTexture && BABYLON.StandardMaterial.EmissiveTextureEnabled) {
  47247. this._uniformBuffer.setTexture("emissiveSampler", this._emissiveTexture);
  47248. }
  47249. if (this._lightmapTexture && BABYLON.StandardMaterial.LightmapTextureEnabled) {
  47250. this._uniformBuffer.setTexture("lightmapSampler", this._lightmapTexture);
  47251. }
  47252. if (BABYLON.StandardMaterial.SpecularTextureEnabled) {
  47253. if (this._metallicTexture) {
  47254. this._uniformBuffer.setTexture("reflectivitySampler", this._metallicTexture);
  47255. }
  47256. else if (this._reflectivityTexture) {
  47257. this._uniformBuffer.setTexture("reflectivitySampler", this._reflectivityTexture);
  47258. }
  47259. if (this._microSurfaceTexture) {
  47260. this._uniformBuffer.setTexture("microSurfaceSampler", this._microSurfaceTexture);
  47261. }
  47262. }
  47263. if (this._bumpTexture && scene.getEngine().getCaps().standardDerivatives && BABYLON.StandardMaterial.BumpTextureEnabled && !this._disableBumpMap) {
  47264. this._uniformBuffer.setTexture("bumpSampler", this._bumpTexture);
  47265. }
  47266. }
  47267. // Clip plane
  47268. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  47269. // Colors
  47270. scene.ambientColor.multiplyToRef(this._ambientColor, this._globalAmbientColor);
  47271. var eyePosition = scene._forcedViewPosition ? scene._forcedViewPosition : (scene._mirroredCameraPosition ? scene._mirroredCameraPosition : scene.activeCamera.globalPosition);
  47272. var invertNormal = (scene.useRightHandedSystem === (scene._mirroredCameraPosition != null));
  47273. effect.setFloat4("vEyePosition", eyePosition.x, eyePosition.y, eyePosition.z, invertNormal ? -1 : 1);
  47274. effect.setColor3("vAmbientColor", this._globalAmbientColor);
  47275. }
  47276. if (mustRebind || !this.isFrozen) {
  47277. // Lights
  47278. if (scene.lightsEnabled && !this._disableLighting) {
  47279. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, this._lightFalloff !== PBRBaseMaterial.LIGHTFALLOFF_STANDARD);
  47280. }
  47281. // View
  47282. if (scene.fogEnabled && mesh.applyFog && scene.fogMode !== BABYLON.Scene.FOGMODE_NONE || reflectionTexture) {
  47283. this.bindView(effect);
  47284. }
  47285. // Fog
  47286. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  47287. // Morph targets
  47288. if (defines.NUM_MORPH_INFLUENCERS) {
  47289. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._activeEffect);
  47290. }
  47291. // image processing
  47292. this._imageProcessingConfiguration.bind(this._activeEffect);
  47293. // Log. depth
  47294. BABYLON.MaterialHelper.BindLogDepth(defines, this._activeEffect, scene);
  47295. }
  47296. this._uniformBuffer.update();
  47297. this._afterBind(mesh, this._activeEffect);
  47298. };
  47299. /**
  47300. * Returns the animatable textures.
  47301. * @returns - Array of animatable textures.
  47302. */
  47303. PBRBaseMaterial.prototype.getAnimatables = function () {
  47304. var results = [];
  47305. if (this._albedoTexture && this._albedoTexture.animations && this._albedoTexture.animations.length > 0) {
  47306. results.push(this._albedoTexture);
  47307. }
  47308. if (this._ambientTexture && this._ambientTexture.animations && this._ambientTexture.animations.length > 0) {
  47309. results.push(this._ambientTexture);
  47310. }
  47311. if (this._opacityTexture && this._opacityTexture.animations && this._opacityTexture.animations.length > 0) {
  47312. results.push(this._opacityTexture);
  47313. }
  47314. if (this._reflectionTexture && this._reflectionTexture.animations && this._reflectionTexture.animations.length > 0) {
  47315. results.push(this._reflectionTexture);
  47316. }
  47317. if (this._emissiveTexture && this._emissiveTexture.animations && this._emissiveTexture.animations.length > 0) {
  47318. results.push(this._emissiveTexture);
  47319. }
  47320. if (this._metallicTexture && this._metallicTexture.animations && this._metallicTexture.animations.length > 0) {
  47321. results.push(this._metallicTexture);
  47322. }
  47323. else if (this._reflectivityTexture && this._reflectivityTexture.animations && this._reflectivityTexture.animations.length > 0) {
  47324. results.push(this._reflectivityTexture);
  47325. }
  47326. if (this._bumpTexture && this._bumpTexture.animations && this._bumpTexture.animations.length > 0) {
  47327. results.push(this._bumpTexture);
  47328. }
  47329. if (this._lightmapTexture && this._lightmapTexture.animations && this._lightmapTexture.animations.length > 0) {
  47330. results.push(this._lightmapTexture);
  47331. }
  47332. if (this._refractionTexture && this._refractionTexture.animations && this._refractionTexture.animations.length > 0) {
  47333. results.push(this._refractionTexture);
  47334. }
  47335. return results;
  47336. };
  47337. /**
  47338. * Returns the texture used for reflections.
  47339. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  47340. */
  47341. PBRBaseMaterial.prototype._getReflectionTexture = function () {
  47342. if (this._reflectionTexture) {
  47343. return this._reflectionTexture;
  47344. }
  47345. return this.getScene().environmentTexture;
  47346. };
  47347. /**
  47348. * Returns the texture used for refraction or null if none is used.
  47349. * @returns - Refection texture if present. If no refraction texture and refraction
  47350. * is linked with transparency, returns environment texture. Otherwise, returns null.
  47351. */
  47352. PBRBaseMaterial.prototype._getRefractionTexture = function () {
  47353. if (this._refractionTexture) {
  47354. return this._refractionTexture;
  47355. }
  47356. if (this._linkRefractionWithTransparency) {
  47357. return this.getScene().environmentTexture;
  47358. }
  47359. return null;
  47360. };
  47361. /**
  47362. * Disposes the resources of the material.
  47363. * @param forceDisposeEffect - Forces the disposal of effects.
  47364. * @param forceDisposeTextures - Forces the disposal of all textures.
  47365. */
  47366. PBRBaseMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  47367. if (forceDisposeTextures) {
  47368. if (this._albedoTexture) {
  47369. this._albedoTexture.dispose();
  47370. }
  47371. if (this._ambientTexture) {
  47372. this._ambientTexture.dispose();
  47373. }
  47374. if (this._opacityTexture) {
  47375. this._opacityTexture.dispose();
  47376. }
  47377. if (this._reflectionTexture) {
  47378. this._reflectionTexture.dispose();
  47379. }
  47380. if (this._environmentBRDFTexture && this.getScene()._environmentBRDFTexture !== this._environmentBRDFTexture) {
  47381. this._environmentBRDFTexture.dispose();
  47382. }
  47383. if (this._emissiveTexture) {
  47384. this._emissiveTexture.dispose();
  47385. }
  47386. if (this._metallicTexture) {
  47387. this._metallicTexture.dispose();
  47388. }
  47389. if (this._reflectivityTexture) {
  47390. this._reflectivityTexture.dispose();
  47391. }
  47392. if (this._bumpTexture) {
  47393. this._bumpTexture.dispose();
  47394. }
  47395. if (this._lightmapTexture) {
  47396. this._lightmapTexture.dispose();
  47397. }
  47398. if (this._refractionTexture) {
  47399. this._refractionTexture.dispose();
  47400. }
  47401. }
  47402. this._renderTargets.dispose();
  47403. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  47404. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  47405. }
  47406. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  47407. };
  47408. /**
  47409. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  47410. */
  47411. PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL = 0;
  47412. /**
  47413. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  47414. * to enhance interoperability with other engines.
  47415. */
  47416. PBRBaseMaterial.LIGHTFALLOFF_GLTF = 1;
  47417. /**
  47418. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  47419. * to enhance interoperability with other materials.
  47420. */
  47421. PBRBaseMaterial.LIGHTFALLOFF_STANDARD = 2;
  47422. /**
  47423. * Stores the reflectivity values based on metallic roughness workflow.
  47424. */
  47425. PBRBaseMaterial._scaledReflectivity = new BABYLON.Color3();
  47426. __decorate([
  47427. BABYLON.serializeAsImageProcessingConfiguration()
  47428. ], PBRBaseMaterial.prototype, "_imageProcessingConfiguration", void 0);
  47429. __decorate([
  47430. BABYLON.serialize()
  47431. ], PBRBaseMaterial.prototype, "useLogarithmicDepth", null);
  47432. __decorate([
  47433. BABYLON.serialize()
  47434. ], PBRBaseMaterial.prototype, "transparencyMode", null);
  47435. return PBRBaseMaterial;
  47436. }(BABYLON.PushMaterial));
  47437. BABYLON.PBRBaseMaterial = PBRBaseMaterial;
  47438. })(BABYLON || (BABYLON = {}));
  47439. //# sourceMappingURL=babylon.pbrBaseMaterial.js.map
  47440. var BABYLON;
  47441. (function (BABYLON) {
  47442. /**
  47443. * The Physically based simple base material of BJS.
  47444. *
  47445. * This enables better naming and convention enforcements on top of the pbrMaterial.
  47446. * It is used as the base class for both the specGloss and metalRough conventions.
  47447. */
  47448. var PBRBaseSimpleMaterial = /** @class */ (function (_super) {
  47449. __extends(PBRBaseSimpleMaterial, _super);
  47450. /**
  47451. * Instantiates a new PBRMaterial instance.
  47452. *
  47453. * @param name The material name
  47454. * @param scene The scene the material will be use in.
  47455. */
  47456. function PBRBaseSimpleMaterial(name, scene) {
  47457. var _this = _super.call(this, name, scene) || this;
  47458. /**
  47459. * Number of Simultaneous lights allowed on the material.
  47460. */
  47461. _this.maxSimultaneousLights = 4;
  47462. /**
  47463. * If sets to true, disables all the lights affecting the material.
  47464. */
  47465. _this.disableLighting = false;
  47466. /**
  47467. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47468. */
  47469. _this.invertNormalMapX = false;
  47470. /**
  47471. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47472. */
  47473. _this.invertNormalMapY = false;
  47474. /**
  47475. * Emissivie color used to self-illuminate the model.
  47476. */
  47477. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47478. /**
  47479. * Occlusion Channel Strenght.
  47480. */
  47481. _this.occlusionStrength = 1.0;
  47482. /**
  47483. * If true, the light map contains occlusion information instead of lighting info.
  47484. */
  47485. _this.useLightmapAsShadowmap = false;
  47486. _this._useAlphaFromAlbedoTexture = true;
  47487. _this._useAmbientInGrayScale = true;
  47488. return _this;
  47489. }
  47490. Object.defineProperty(PBRBaseSimpleMaterial.prototype, "doubleSided", {
  47491. /**
  47492. * Gets the current double sided mode.
  47493. */
  47494. get: function () {
  47495. return this._twoSidedLighting;
  47496. },
  47497. /**
  47498. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47499. */
  47500. set: function (value) {
  47501. if (this._twoSidedLighting === value) {
  47502. return;
  47503. }
  47504. this._twoSidedLighting = value;
  47505. this.backFaceCulling = !value;
  47506. this._markAllSubMeshesAsTexturesDirty();
  47507. },
  47508. enumerable: true,
  47509. configurable: true
  47510. });
  47511. /**
  47512. * Return the active textures of the material.
  47513. */
  47514. PBRBaseSimpleMaterial.prototype.getActiveTextures = function () {
  47515. var activeTextures = _super.prototype.getActiveTextures.call(this);
  47516. if (this.environmentTexture) {
  47517. activeTextures.push(this.environmentTexture);
  47518. }
  47519. if (this.normalTexture) {
  47520. activeTextures.push(this.normalTexture);
  47521. }
  47522. if (this.emissiveTexture) {
  47523. activeTextures.push(this.emissiveTexture);
  47524. }
  47525. if (this.occlusionTexture) {
  47526. activeTextures.push(this.occlusionTexture);
  47527. }
  47528. if (this.lightmapTexture) {
  47529. activeTextures.push(this.lightmapTexture);
  47530. }
  47531. return activeTextures;
  47532. };
  47533. PBRBaseSimpleMaterial.prototype.hasTexture = function (texture) {
  47534. if (_super.prototype.hasTexture.call(this, texture)) {
  47535. return true;
  47536. }
  47537. if (this.lightmapTexture === texture) {
  47538. return true;
  47539. }
  47540. return false;
  47541. };
  47542. PBRBaseSimpleMaterial.prototype.getClassName = function () {
  47543. return "PBRBaseSimpleMaterial";
  47544. };
  47545. __decorate([
  47546. BABYLON.serialize(),
  47547. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47548. ], PBRBaseSimpleMaterial.prototype, "maxSimultaneousLights", void 0);
  47549. __decorate([
  47550. BABYLON.serialize(),
  47551. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  47552. ], PBRBaseSimpleMaterial.prototype, "disableLighting", void 0);
  47553. __decorate([
  47554. BABYLON.serializeAsTexture(),
  47555. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectionTexture")
  47556. ], PBRBaseSimpleMaterial.prototype, "environmentTexture", void 0);
  47557. __decorate([
  47558. BABYLON.serialize(),
  47559. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47560. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapX", void 0);
  47561. __decorate([
  47562. BABYLON.serialize(),
  47563. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47564. ], PBRBaseSimpleMaterial.prototype, "invertNormalMapY", void 0);
  47565. __decorate([
  47566. BABYLON.serializeAsTexture(),
  47567. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_bumpTexture")
  47568. ], PBRBaseSimpleMaterial.prototype, "normalTexture", void 0);
  47569. __decorate([
  47570. BABYLON.serializeAsColor3("emissive"),
  47571. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47572. ], PBRBaseSimpleMaterial.prototype, "emissiveColor", void 0);
  47573. __decorate([
  47574. BABYLON.serializeAsTexture(),
  47575. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47576. ], PBRBaseSimpleMaterial.prototype, "emissiveTexture", void 0);
  47577. __decorate([
  47578. BABYLON.serialize(),
  47579. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTextureStrength")
  47580. ], PBRBaseSimpleMaterial.prototype, "occlusionStrength", void 0);
  47581. __decorate([
  47582. BABYLON.serializeAsTexture(),
  47583. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_ambientTexture")
  47584. ], PBRBaseSimpleMaterial.prototype, "occlusionTexture", void 0);
  47585. __decorate([
  47586. BABYLON.serialize(),
  47587. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_alphaCutOff")
  47588. ], PBRBaseSimpleMaterial.prototype, "alphaCutOff", void 0);
  47589. __decorate([
  47590. BABYLON.serialize()
  47591. ], PBRBaseSimpleMaterial.prototype, "doubleSided", null);
  47592. __decorate([
  47593. BABYLON.serializeAsTexture(),
  47594. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  47595. ], PBRBaseSimpleMaterial.prototype, "lightmapTexture", void 0);
  47596. __decorate([
  47597. BABYLON.serialize(),
  47598. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  47599. ], PBRBaseSimpleMaterial.prototype, "useLightmapAsShadowmap", void 0);
  47600. return PBRBaseSimpleMaterial;
  47601. }(BABYLON.PBRBaseMaterial));
  47602. BABYLON.PBRBaseSimpleMaterial = PBRBaseSimpleMaterial;
  47603. })(BABYLON || (BABYLON = {}));
  47604. //# sourceMappingURL=babylon.pbrBaseSimpleMaterial.js.map
  47605. var BABYLON;
  47606. (function (BABYLON) {
  47607. /**
  47608. * The Physically based material of BJS.
  47609. *
  47610. * This offers the main features of a standard PBR material.
  47611. * For more information, please refer to the documentation :
  47612. * http://doc.babylonjs.com/extensions/Physically_Based_Rendering
  47613. */
  47614. var PBRMaterial = /** @class */ (function (_super) {
  47615. __extends(PBRMaterial, _super);
  47616. /**
  47617. * Instantiates a new PBRMaterial instance.
  47618. *
  47619. * @param name The material name
  47620. * @param scene The scene the material will be use in.
  47621. */
  47622. function PBRMaterial(name, scene) {
  47623. var _this = _super.call(this, name, scene) || this;
  47624. /**
  47625. * Intensity of the direct lights e.g. the four lights available in your scene.
  47626. * This impacts both the direct diffuse and specular highlights.
  47627. */
  47628. _this.directIntensity = 1.0;
  47629. /**
  47630. * Intensity of the emissive part of the material.
  47631. * This helps controlling the emissive effect without modifying the emissive color.
  47632. */
  47633. _this.emissiveIntensity = 1.0;
  47634. /**
  47635. * Intensity of the environment e.g. how much the environment will light the object
  47636. * either through harmonics for rough material or through the refelction for shiny ones.
  47637. */
  47638. _this.environmentIntensity = 1.0;
  47639. /**
  47640. * This is a special control allowing the reduction of the specular highlights coming from the
  47641. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  47642. */
  47643. _this.specularIntensity = 1.0;
  47644. /**
  47645. * Debug Control allowing disabling the bump map on this material.
  47646. */
  47647. _this.disableBumpMap = false;
  47648. /**
  47649. * AKA Occlusion Texture Intensity in other nomenclature.
  47650. */
  47651. _this.ambientTextureStrength = 1.0;
  47652. /**
  47653. * Defines how much the AO map is occluding the analytical lights (point spot...).
  47654. * 1 means it completely occludes it
  47655. * 0 mean it has no impact
  47656. */
  47657. _this.ambientTextureImpactOnAnalyticalLights = PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS;
  47658. /**
  47659. * The color of a material in ambient lighting.
  47660. */
  47661. _this.ambientColor = new BABYLON.Color3(0, 0, 0);
  47662. /**
  47663. * AKA Diffuse Color in other nomenclature.
  47664. */
  47665. _this.albedoColor = new BABYLON.Color3(1, 1, 1);
  47666. /**
  47667. * AKA Specular Color in other nomenclature.
  47668. */
  47669. _this.reflectivityColor = new BABYLON.Color3(1, 1, 1);
  47670. /**
  47671. * The color reflected from the material.
  47672. */
  47673. _this.reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0);
  47674. /**
  47675. * The color emitted from the material.
  47676. */
  47677. _this.emissiveColor = new BABYLON.Color3(0, 0, 0);
  47678. /**
  47679. * AKA Glossiness in other nomenclature.
  47680. */
  47681. _this.microSurface = 1.0;
  47682. /**
  47683. * source material index of refraction (IOR)' / 'destination material IOR.
  47684. */
  47685. _this.indexOfRefraction = 0.66;
  47686. /**
  47687. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  47688. */
  47689. _this.invertRefractionY = false;
  47690. /**
  47691. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  47692. * Materials half opaque for instance using refraction could benefit from this control.
  47693. */
  47694. _this.linkRefractionWithTransparency = false;
  47695. /**
  47696. * If true, the light map contains occlusion information instead of lighting info.
  47697. */
  47698. _this.useLightmapAsShadowmap = false;
  47699. /**
  47700. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  47701. */
  47702. _this.useAlphaFromAlbedoTexture = false;
  47703. /**
  47704. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  47705. */
  47706. _this.forceAlphaTest = false;
  47707. /**
  47708. * Defines the alpha limits in alpha test mode.
  47709. */
  47710. _this.alphaCutOff = 0.4;
  47711. /**
  47712. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  47713. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  47714. */
  47715. _this.useSpecularOverAlpha = true;
  47716. /**
  47717. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  47718. */
  47719. _this.useMicroSurfaceFromReflectivityMapAlpha = false;
  47720. /**
  47721. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  47722. */
  47723. _this.useRoughnessFromMetallicTextureAlpha = true;
  47724. /**
  47725. * Specifies if the metallic texture contains the roughness information in its green channel.
  47726. */
  47727. _this.useRoughnessFromMetallicTextureGreen = false;
  47728. /**
  47729. * Specifies if the metallic texture contains the metallness information in its blue channel.
  47730. */
  47731. _this.useMetallnessFromMetallicTextureBlue = false;
  47732. /**
  47733. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  47734. */
  47735. _this.useAmbientOcclusionFromMetallicTextureRed = false;
  47736. /**
  47737. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  47738. */
  47739. _this.useAmbientInGrayScale = false;
  47740. /**
  47741. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  47742. * The material will try to infer what glossiness each pixel should be.
  47743. */
  47744. _this.useAutoMicroSurfaceFromReflectivityMap = false;
  47745. /**
  47746. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  47747. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  47748. */
  47749. _this.useRadianceOverAlpha = true;
  47750. /**
  47751. * Allows using an object space normal map (instead of tangent space).
  47752. */
  47753. _this.useObjectSpaceNormalMap = false;
  47754. /**
  47755. * Allows using the bump map in parallax mode.
  47756. */
  47757. _this.useParallax = false;
  47758. /**
  47759. * Allows using the bump map in parallax occlusion mode.
  47760. */
  47761. _this.useParallaxOcclusion = false;
  47762. /**
  47763. * Controls the scale bias of the parallax mode.
  47764. */
  47765. _this.parallaxScaleBias = 0.05;
  47766. /**
  47767. * If sets to true, disables all the lights affecting the material.
  47768. */
  47769. _this.disableLighting = false;
  47770. /**
  47771. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  47772. */
  47773. _this.forceIrradianceInFragment = false;
  47774. /**
  47775. * Number of Simultaneous lights allowed on the material.
  47776. */
  47777. _this.maxSimultaneousLights = 4;
  47778. /**
  47779. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  47780. */
  47781. _this.invertNormalMapX = false;
  47782. /**
  47783. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  47784. */
  47785. _this.invertNormalMapY = false;
  47786. /**
  47787. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  47788. */
  47789. _this.twoSidedLighting = false;
  47790. /**
  47791. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47792. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  47793. */
  47794. _this.useAlphaFresnel = false;
  47795. /**
  47796. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47797. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  47798. */
  47799. _this.useLinearAlphaFresnel = false;
  47800. /**
  47801. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  47802. * And/Or occlude the blended part.
  47803. */
  47804. _this.environmentBRDFTexture = null;
  47805. /**
  47806. * Force normal to face away from face.
  47807. */
  47808. _this.forceNormalForward = false;
  47809. /**
  47810. * Enables specular anti aliasing in the PBR shader.
  47811. * It will both interacts on the Geometry for analytical and IBL lighting.
  47812. * It also prefilter the roughness map based on the bump values.
  47813. */
  47814. _this.enableSpecularAntiAliasing = false;
  47815. /**
  47816. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  47817. * makes the reflect vector face the model (under horizon).
  47818. */
  47819. _this.useHorizonOcclusion = true;
  47820. /**
  47821. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  47822. * too much the area relying on ambient texture to define their ambient occlusion.
  47823. */
  47824. _this.useRadianceOcclusion = true;
  47825. /**
  47826. * If set to true, no lighting calculations will be applied.
  47827. */
  47828. _this.unlit = false;
  47829. _this._environmentBRDFTexture = BABYLON.TextureTools.GetEnvironmentBRDFTexture(scene);
  47830. return _this;
  47831. }
  47832. Object.defineProperty(PBRMaterial.prototype, "usePhysicalLightFalloff", {
  47833. /**
  47834. * BJS is using an harcoded light falloff based on a manually sets up range.
  47835. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47836. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47837. */
  47838. get: function () {
  47839. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47840. },
  47841. /**
  47842. * BJS is using an harcoded light falloff based on a manually sets up range.
  47843. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  47844. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  47845. */
  47846. set: function (value) {
  47847. if (value !== this.usePhysicalLightFalloff) {
  47848. // Ensure the effect will be rebuilt.
  47849. this._markAllSubMeshesAsTexturesDirty();
  47850. if (value) {
  47851. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_PHYSICAL;
  47852. }
  47853. else {
  47854. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47855. }
  47856. }
  47857. },
  47858. enumerable: true,
  47859. configurable: true
  47860. });
  47861. Object.defineProperty(PBRMaterial.prototype, "useGLTFLightFalloff", {
  47862. /**
  47863. * In order to support the falloff compatibility with gltf, a special mode has been added
  47864. * to reproduce the gltf light falloff.
  47865. */
  47866. get: function () {
  47867. return this._lightFalloff === BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47868. },
  47869. /**
  47870. * In order to support the falloff compatibility with gltf, a special mode has been added
  47871. * to reproduce the gltf light falloff.
  47872. */
  47873. set: function (value) {
  47874. if (value !== this.useGLTFLightFalloff) {
  47875. // Ensure the effect will be rebuilt.
  47876. this._markAllSubMeshesAsTexturesDirty();
  47877. if (value) {
  47878. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_GLTF;
  47879. }
  47880. else {
  47881. this._lightFalloff = BABYLON.PBRBaseMaterial.LIGHTFALLOFF_STANDARD;
  47882. }
  47883. }
  47884. },
  47885. enumerable: true,
  47886. configurable: true
  47887. });
  47888. Object.defineProperty(PBRMaterial.prototype, "imageProcessingConfiguration", {
  47889. /**
  47890. * Gets the image processing configuration used either in this material.
  47891. */
  47892. get: function () {
  47893. return this._imageProcessingConfiguration;
  47894. },
  47895. /**
  47896. * Sets the Default image processing configuration used either in the this material.
  47897. *
  47898. * If sets to null, the scene one is in use.
  47899. */
  47900. set: function (value) {
  47901. this._attachImageProcessingConfiguration(value);
  47902. // Ensure the effect will be rebuilt.
  47903. this._markAllSubMeshesAsTexturesDirty();
  47904. },
  47905. enumerable: true,
  47906. configurable: true
  47907. });
  47908. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurvesEnabled", {
  47909. /**
  47910. * Gets wether the color curves effect is enabled.
  47911. */
  47912. get: function () {
  47913. return this.imageProcessingConfiguration.colorCurvesEnabled;
  47914. },
  47915. /**
  47916. * Sets wether the color curves effect is enabled.
  47917. */
  47918. set: function (value) {
  47919. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  47920. },
  47921. enumerable: true,
  47922. configurable: true
  47923. });
  47924. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingEnabled", {
  47925. /**
  47926. * Gets wether the color grading effect is enabled.
  47927. */
  47928. get: function () {
  47929. return this.imageProcessingConfiguration.colorGradingEnabled;
  47930. },
  47931. /**
  47932. * Gets wether the color grading effect is enabled.
  47933. */
  47934. set: function (value) {
  47935. this.imageProcessingConfiguration.colorGradingEnabled = value;
  47936. },
  47937. enumerable: true,
  47938. configurable: true
  47939. });
  47940. Object.defineProperty(PBRMaterial.prototype, "cameraToneMappingEnabled", {
  47941. /**
  47942. * Gets wether tonemapping is enabled or not.
  47943. */
  47944. get: function () {
  47945. return this._imageProcessingConfiguration.toneMappingEnabled;
  47946. },
  47947. /**
  47948. * Sets wether tonemapping is enabled or not
  47949. */
  47950. set: function (value) {
  47951. this._imageProcessingConfiguration.toneMappingEnabled = value;
  47952. },
  47953. enumerable: true,
  47954. configurable: true
  47955. });
  47956. Object.defineProperty(PBRMaterial.prototype, "cameraExposure", {
  47957. /**
  47958. * The camera exposure used on this material.
  47959. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47960. * This corresponds to a photographic exposure.
  47961. */
  47962. get: function () {
  47963. return this._imageProcessingConfiguration.exposure;
  47964. },
  47965. /**
  47966. * The camera exposure used on this material.
  47967. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  47968. * This corresponds to a photographic exposure.
  47969. */
  47970. set: function (value) {
  47971. this._imageProcessingConfiguration.exposure = value;
  47972. },
  47973. enumerable: true,
  47974. configurable: true
  47975. });
  47976. Object.defineProperty(PBRMaterial.prototype, "cameraContrast", {
  47977. /**
  47978. * Gets The camera contrast used on this material.
  47979. */
  47980. get: function () {
  47981. return this._imageProcessingConfiguration.contrast;
  47982. },
  47983. /**
  47984. * Sets The camera contrast used on this material.
  47985. */
  47986. set: function (value) {
  47987. this._imageProcessingConfiguration.contrast = value;
  47988. },
  47989. enumerable: true,
  47990. configurable: true
  47991. });
  47992. Object.defineProperty(PBRMaterial.prototype, "cameraColorGradingTexture", {
  47993. /**
  47994. * Gets the Color Grading 2D Lookup Texture.
  47995. */
  47996. get: function () {
  47997. return this._imageProcessingConfiguration.colorGradingTexture;
  47998. },
  47999. /**
  48000. * Sets the Color Grading 2D Lookup Texture.
  48001. */
  48002. set: function (value) {
  48003. this._imageProcessingConfiguration.colorGradingTexture = value;
  48004. },
  48005. enumerable: true,
  48006. configurable: true
  48007. });
  48008. Object.defineProperty(PBRMaterial.prototype, "cameraColorCurves", {
  48009. /**
  48010. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48011. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48012. * 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;
  48013. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48014. */
  48015. get: function () {
  48016. return this._imageProcessingConfiguration.colorCurves;
  48017. },
  48018. /**
  48019. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48020. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48021. * 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;
  48022. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48023. */
  48024. set: function (value) {
  48025. this._imageProcessingConfiguration.colorCurves = value;
  48026. },
  48027. enumerable: true,
  48028. configurable: true
  48029. });
  48030. /**
  48031. * Returns the name of this material class.
  48032. */
  48033. PBRMaterial.prototype.getClassName = function () {
  48034. return "PBRMaterial";
  48035. };
  48036. /**
  48037. * Returns an array of the actively used textures.
  48038. * @returns - Array of BaseTextures
  48039. */
  48040. PBRMaterial.prototype.getActiveTextures = function () {
  48041. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48042. if (this._albedoTexture) {
  48043. activeTextures.push(this._albedoTexture);
  48044. }
  48045. if (this._ambientTexture) {
  48046. activeTextures.push(this._ambientTexture);
  48047. }
  48048. if (this._opacityTexture) {
  48049. activeTextures.push(this._opacityTexture);
  48050. }
  48051. if (this._reflectionTexture) {
  48052. activeTextures.push(this._reflectionTexture);
  48053. }
  48054. if (this._emissiveTexture) {
  48055. activeTextures.push(this._emissiveTexture);
  48056. }
  48057. if (this._reflectivityTexture) {
  48058. activeTextures.push(this._reflectivityTexture);
  48059. }
  48060. if (this._metallicTexture) {
  48061. activeTextures.push(this._metallicTexture);
  48062. }
  48063. if (this._microSurfaceTexture) {
  48064. activeTextures.push(this._microSurfaceTexture);
  48065. }
  48066. if (this._bumpTexture) {
  48067. activeTextures.push(this._bumpTexture);
  48068. }
  48069. if (this._lightmapTexture) {
  48070. activeTextures.push(this._lightmapTexture);
  48071. }
  48072. if (this._refractionTexture) {
  48073. activeTextures.push(this._refractionTexture);
  48074. }
  48075. return activeTextures;
  48076. };
  48077. /**
  48078. * Checks to see if a texture is used in the material.
  48079. * @param texture - Base texture to use.
  48080. * @returns - Boolean specifying if a texture is used in the material.
  48081. */
  48082. PBRMaterial.prototype.hasTexture = function (texture) {
  48083. if (_super.prototype.hasTexture.call(this, texture)) {
  48084. return true;
  48085. }
  48086. if (this._albedoTexture === texture) {
  48087. return true;
  48088. }
  48089. if (this._ambientTexture === texture) {
  48090. return true;
  48091. }
  48092. if (this._opacityTexture === texture) {
  48093. return true;
  48094. }
  48095. if (this._reflectionTexture === texture) {
  48096. return true;
  48097. }
  48098. if (this._reflectivityTexture === texture) {
  48099. return true;
  48100. }
  48101. if (this._metallicTexture === texture) {
  48102. return true;
  48103. }
  48104. if (this._microSurfaceTexture === texture) {
  48105. return true;
  48106. }
  48107. if (this._bumpTexture === texture) {
  48108. return true;
  48109. }
  48110. if (this._lightmapTexture === texture) {
  48111. return true;
  48112. }
  48113. if (this._refractionTexture === texture) {
  48114. return true;
  48115. }
  48116. return false;
  48117. };
  48118. /**
  48119. * Makes a duplicate of the current material.
  48120. * @param name - name to use for the new material.
  48121. */
  48122. PBRMaterial.prototype.clone = function (name) {
  48123. var _this = this;
  48124. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMaterial(name, _this.getScene()); }, this);
  48125. clone.id = name;
  48126. clone.name = name;
  48127. return clone;
  48128. };
  48129. /**
  48130. * Serializes this PBR Material.
  48131. * @returns - An object with the serialized material.
  48132. */
  48133. PBRMaterial.prototype.serialize = function () {
  48134. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48135. serializationObject.customType = "BABYLON.PBRMaterial";
  48136. return serializationObject;
  48137. };
  48138. // Statics
  48139. /**
  48140. * Parses a PBR Material from a serialized object.
  48141. * @param source - Serialized object.
  48142. * @param scene - BJS scene instance.
  48143. * @param rootUrl - url for the scene object
  48144. * @returns - PBRMaterial
  48145. */
  48146. PBRMaterial.Parse = function (source, scene, rootUrl) {
  48147. return BABYLON.SerializationHelper.Parse(function () { return new PBRMaterial(source.name, scene); }, source, scene, rootUrl);
  48148. };
  48149. /**
  48150. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  48151. */
  48152. PBRMaterial.PBRMATERIAL_OPAQUE = 0;
  48153. /**
  48154. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  48155. */
  48156. PBRMaterial.PBRMATERIAL_ALPHATEST = 1;
  48157. /**
  48158. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48159. */
  48160. PBRMaterial.PBRMATERIAL_ALPHABLEND = 2;
  48161. /**
  48162. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  48163. * They are also discarded below the alpha cutoff threshold to improve performances.
  48164. */
  48165. PBRMaterial.PBRMATERIAL_ALPHATESTANDBLEND = 3;
  48166. /**
  48167. * Defines the default value of how much AO map is occluding the analytical lights
  48168. * (point spot...).
  48169. */
  48170. PBRMaterial.DEFAULT_AO_ON_ANALYTICAL_LIGHTS = 1;
  48171. __decorate([
  48172. BABYLON.serialize(),
  48173. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48174. ], PBRMaterial.prototype, "directIntensity", void 0);
  48175. __decorate([
  48176. BABYLON.serialize(),
  48177. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48178. ], PBRMaterial.prototype, "emissiveIntensity", void 0);
  48179. __decorate([
  48180. BABYLON.serialize(),
  48181. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48182. ], PBRMaterial.prototype, "environmentIntensity", void 0);
  48183. __decorate([
  48184. BABYLON.serialize(),
  48185. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48186. ], PBRMaterial.prototype, "specularIntensity", void 0);
  48187. __decorate([
  48188. BABYLON.serialize(),
  48189. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48190. ], PBRMaterial.prototype, "disableBumpMap", void 0);
  48191. __decorate([
  48192. BABYLON.serializeAsTexture(),
  48193. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48194. ], PBRMaterial.prototype, "albedoTexture", void 0);
  48195. __decorate([
  48196. BABYLON.serializeAsTexture(),
  48197. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48198. ], PBRMaterial.prototype, "ambientTexture", void 0);
  48199. __decorate([
  48200. BABYLON.serialize(),
  48201. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48202. ], PBRMaterial.prototype, "ambientTextureStrength", void 0);
  48203. __decorate([
  48204. BABYLON.serialize(),
  48205. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48206. ], PBRMaterial.prototype, "ambientTextureImpactOnAnalyticalLights", void 0);
  48207. __decorate([
  48208. BABYLON.serializeAsTexture(),
  48209. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48210. ], PBRMaterial.prototype, "opacityTexture", void 0);
  48211. __decorate([
  48212. BABYLON.serializeAsTexture(),
  48213. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48214. ], PBRMaterial.prototype, "reflectionTexture", void 0);
  48215. __decorate([
  48216. BABYLON.serializeAsTexture(),
  48217. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48218. ], PBRMaterial.prototype, "emissiveTexture", void 0);
  48219. __decorate([
  48220. BABYLON.serializeAsTexture(),
  48221. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48222. ], PBRMaterial.prototype, "reflectivityTexture", void 0);
  48223. __decorate([
  48224. BABYLON.serializeAsTexture(),
  48225. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48226. ], PBRMaterial.prototype, "metallicTexture", void 0);
  48227. __decorate([
  48228. BABYLON.serialize(),
  48229. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48230. ], PBRMaterial.prototype, "metallic", void 0);
  48231. __decorate([
  48232. BABYLON.serialize(),
  48233. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48234. ], PBRMaterial.prototype, "roughness", void 0);
  48235. __decorate([
  48236. BABYLON.serializeAsTexture(),
  48237. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48238. ], PBRMaterial.prototype, "microSurfaceTexture", void 0);
  48239. __decorate([
  48240. BABYLON.serializeAsTexture(),
  48241. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48242. ], PBRMaterial.prototype, "bumpTexture", void 0);
  48243. __decorate([
  48244. BABYLON.serializeAsTexture(),
  48245. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", null)
  48246. ], PBRMaterial.prototype, "lightmapTexture", void 0);
  48247. __decorate([
  48248. BABYLON.serializeAsTexture(),
  48249. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48250. ], PBRMaterial.prototype, "refractionTexture", void 0);
  48251. __decorate([
  48252. BABYLON.serializeAsColor3("ambient"),
  48253. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48254. ], PBRMaterial.prototype, "ambientColor", void 0);
  48255. __decorate([
  48256. BABYLON.serializeAsColor3("albedo"),
  48257. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48258. ], PBRMaterial.prototype, "albedoColor", void 0);
  48259. __decorate([
  48260. BABYLON.serializeAsColor3("reflectivity"),
  48261. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48262. ], PBRMaterial.prototype, "reflectivityColor", void 0);
  48263. __decorate([
  48264. BABYLON.serializeAsColor3("reflection"),
  48265. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48266. ], PBRMaterial.prototype, "reflectionColor", void 0);
  48267. __decorate([
  48268. BABYLON.serializeAsColor3("emissive"),
  48269. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48270. ], PBRMaterial.prototype, "emissiveColor", void 0);
  48271. __decorate([
  48272. BABYLON.serialize(),
  48273. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48274. ], PBRMaterial.prototype, "microSurface", void 0);
  48275. __decorate([
  48276. BABYLON.serialize(),
  48277. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48278. ], PBRMaterial.prototype, "indexOfRefraction", void 0);
  48279. __decorate([
  48280. BABYLON.serialize(),
  48281. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48282. ], PBRMaterial.prototype, "invertRefractionY", void 0);
  48283. __decorate([
  48284. BABYLON.serialize(),
  48285. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48286. ], PBRMaterial.prototype, "linkRefractionWithTransparency", void 0);
  48287. __decorate([
  48288. BABYLON.serialize(),
  48289. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48290. ], PBRMaterial.prototype, "useLightmapAsShadowmap", void 0);
  48291. __decorate([
  48292. BABYLON.serialize(),
  48293. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48294. ], PBRMaterial.prototype, "useAlphaFromAlbedoTexture", void 0);
  48295. __decorate([
  48296. BABYLON.serialize(),
  48297. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48298. ], PBRMaterial.prototype, "forceAlphaTest", void 0);
  48299. __decorate([
  48300. BABYLON.serialize(),
  48301. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesAndMiscDirty")
  48302. ], PBRMaterial.prototype, "alphaCutOff", void 0);
  48303. __decorate([
  48304. BABYLON.serialize(),
  48305. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48306. ], PBRMaterial.prototype, "useSpecularOverAlpha", void 0);
  48307. __decorate([
  48308. BABYLON.serialize(),
  48309. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48310. ], PBRMaterial.prototype, "useMicroSurfaceFromReflectivityMapAlpha", void 0);
  48311. __decorate([
  48312. BABYLON.serialize(),
  48313. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48314. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureAlpha", void 0);
  48315. __decorate([
  48316. BABYLON.serialize(),
  48317. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48318. ], PBRMaterial.prototype, "useRoughnessFromMetallicTextureGreen", void 0);
  48319. __decorate([
  48320. BABYLON.serialize(),
  48321. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48322. ], PBRMaterial.prototype, "useMetallnessFromMetallicTextureBlue", void 0);
  48323. __decorate([
  48324. BABYLON.serialize(),
  48325. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48326. ], PBRMaterial.prototype, "useAmbientOcclusionFromMetallicTextureRed", void 0);
  48327. __decorate([
  48328. BABYLON.serialize(),
  48329. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48330. ], PBRMaterial.prototype, "useAmbientInGrayScale", void 0);
  48331. __decorate([
  48332. BABYLON.serialize(),
  48333. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48334. ], PBRMaterial.prototype, "useAutoMicroSurfaceFromReflectivityMap", void 0);
  48335. __decorate([
  48336. BABYLON.serialize()
  48337. ], PBRMaterial.prototype, "usePhysicalLightFalloff", null);
  48338. __decorate([
  48339. BABYLON.serialize()
  48340. ], PBRMaterial.prototype, "useGLTFLightFalloff", null);
  48341. __decorate([
  48342. BABYLON.serialize(),
  48343. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48344. ], PBRMaterial.prototype, "useRadianceOverAlpha", void 0);
  48345. __decorate([
  48346. BABYLON.serialize(),
  48347. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48348. ], PBRMaterial.prototype, "useObjectSpaceNormalMap", void 0);
  48349. __decorate([
  48350. BABYLON.serialize(),
  48351. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48352. ], PBRMaterial.prototype, "useParallax", void 0);
  48353. __decorate([
  48354. BABYLON.serialize(),
  48355. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48356. ], PBRMaterial.prototype, "useParallaxOcclusion", void 0);
  48357. __decorate([
  48358. BABYLON.serialize(),
  48359. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48360. ], PBRMaterial.prototype, "parallaxScaleBias", void 0);
  48361. __decorate([
  48362. BABYLON.serialize(),
  48363. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48364. ], PBRMaterial.prototype, "disableLighting", void 0);
  48365. __decorate([
  48366. BABYLON.serialize(),
  48367. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48368. ], PBRMaterial.prototype, "forceIrradianceInFragment", void 0);
  48369. __decorate([
  48370. BABYLON.serialize(),
  48371. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  48372. ], PBRMaterial.prototype, "maxSimultaneousLights", void 0);
  48373. __decorate([
  48374. BABYLON.serialize(),
  48375. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48376. ], PBRMaterial.prototype, "invertNormalMapX", void 0);
  48377. __decorate([
  48378. BABYLON.serialize(),
  48379. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48380. ], PBRMaterial.prototype, "invertNormalMapY", void 0);
  48381. __decorate([
  48382. BABYLON.serialize(),
  48383. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48384. ], PBRMaterial.prototype, "twoSidedLighting", void 0);
  48385. __decorate([
  48386. BABYLON.serialize(),
  48387. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48388. ], PBRMaterial.prototype, "useAlphaFresnel", void 0);
  48389. __decorate([
  48390. BABYLON.serialize(),
  48391. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48392. ], PBRMaterial.prototype, "useLinearAlphaFresnel", void 0);
  48393. __decorate([
  48394. BABYLON.serializeAsTexture(),
  48395. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48396. ], PBRMaterial.prototype, "environmentBRDFTexture", void 0);
  48397. __decorate([
  48398. BABYLON.serialize(),
  48399. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48400. ], PBRMaterial.prototype, "forceNormalForward", void 0);
  48401. __decorate([
  48402. BABYLON.serialize(),
  48403. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48404. ], PBRMaterial.prototype, "enableSpecularAntiAliasing", void 0);
  48405. __decorate([
  48406. BABYLON.serialize(),
  48407. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48408. ], PBRMaterial.prototype, "useHorizonOcclusion", void 0);
  48409. __decorate([
  48410. BABYLON.serialize(),
  48411. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48412. ], PBRMaterial.prototype, "useRadianceOcclusion", void 0);
  48413. __decorate([
  48414. BABYLON.serialize(),
  48415. BABYLON.expandToProperty("_markAllSubMeshesAsMiscDirty")
  48416. ], PBRMaterial.prototype, "unlit", void 0);
  48417. return PBRMaterial;
  48418. }(BABYLON.PBRBaseMaterial));
  48419. BABYLON.PBRMaterial = PBRMaterial;
  48420. })(BABYLON || (BABYLON = {}));
  48421. //# sourceMappingURL=babylon.pbrMaterial.js.map
  48422. var BABYLON;
  48423. (function (BABYLON) {
  48424. /**
  48425. * The PBR material of BJS following the metal roughness convention.
  48426. *
  48427. * This fits to the PBR convention in the GLTF definition:
  48428. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  48429. */
  48430. var PBRMetallicRoughnessMaterial = /** @class */ (function (_super) {
  48431. __extends(PBRMetallicRoughnessMaterial, _super);
  48432. /**
  48433. * Instantiates a new PBRMetalRoughnessMaterial instance.
  48434. *
  48435. * @param name The material name
  48436. * @param scene The scene the material will be use in.
  48437. */
  48438. function PBRMetallicRoughnessMaterial(name, scene) {
  48439. var _this = _super.call(this, name, scene) || this;
  48440. _this._useRoughnessFromMetallicTextureAlpha = false;
  48441. _this._useRoughnessFromMetallicTextureGreen = true;
  48442. _this._useMetallnessFromMetallicTextureBlue = true;
  48443. _this.metallic = 1.0;
  48444. _this.roughness = 1.0;
  48445. return _this;
  48446. }
  48447. /**
  48448. * Return the currrent class name of the material.
  48449. */
  48450. PBRMetallicRoughnessMaterial.prototype.getClassName = function () {
  48451. return "PBRMetallicRoughnessMaterial";
  48452. };
  48453. /**
  48454. * Return the active textures of the material.
  48455. */
  48456. PBRMetallicRoughnessMaterial.prototype.getActiveTextures = function () {
  48457. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48458. if (this.baseTexture) {
  48459. activeTextures.push(this.baseTexture);
  48460. }
  48461. if (this.metallicRoughnessTexture) {
  48462. activeTextures.push(this.metallicRoughnessTexture);
  48463. }
  48464. return activeTextures;
  48465. };
  48466. /**
  48467. * Checks to see if a texture is used in the material.
  48468. * @param texture - Base texture to use.
  48469. * @returns - Boolean specifying if a texture is used in the material.
  48470. */
  48471. PBRMetallicRoughnessMaterial.prototype.hasTexture = function (texture) {
  48472. if (_super.prototype.hasTexture.call(this, texture)) {
  48473. return true;
  48474. }
  48475. if (this.baseTexture === texture) {
  48476. return true;
  48477. }
  48478. if (this.metallicRoughnessTexture === texture) {
  48479. return true;
  48480. }
  48481. return false;
  48482. };
  48483. /**
  48484. * Makes a duplicate of the current material.
  48485. * @param name - name to use for the new material.
  48486. */
  48487. PBRMetallicRoughnessMaterial.prototype.clone = function (name) {
  48488. var _this = this;
  48489. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this);
  48490. clone.id = name;
  48491. clone.name = name;
  48492. return clone;
  48493. };
  48494. /**
  48495. * Serialize the material to a parsable JSON object.
  48496. */
  48497. PBRMetallicRoughnessMaterial.prototype.serialize = function () {
  48498. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48499. serializationObject.customType = "BABYLON.PBRMetallicRoughnessMaterial";
  48500. return serializationObject;
  48501. };
  48502. /**
  48503. * Parses a JSON object correponding to the serialize function.
  48504. */
  48505. PBRMetallicRoughnessMaterial.Parse = function (source, scene, rootUrl) {
  48506. return BABYLON.SerializationHelper.Parse(function () { return new PBRMetallicRoughnessMaterial(source.name, scene); }, source, scene, rootUrl);
  48507. };
  48508. __decorate([
  48509. BABYLON.serializeAsColor3(),
  48510. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48511. ], PBRMetallicRoughnessMaterial.prototype, "baseColor", void 0);
  48512. __decorate([
  48513. BABYLON.serializeAsTexture(),
  48514. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48515. ], PBRMetallicRoughnessMaterial.prototype, "baseTexture", void 0);
  48516. __decorate([
  48517. BABYLON.serialize(),
  48518. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48519. ], PBRMetallicRoughnessMaterial.prototype, "metallic", void 0);
  48520. __decorate([
  48521. BABYLON.serialize(),
  48522. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  48523. ], PBRMetallicRoughnessMaterial.prototype, "roughness", void 0);
  48524. __decorate([
  48525. BABYLON.serializeAsTexture(),
  48526. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_metallicTexture")
  48527. ], PBRMetallicRoughnessMaterial.prototype, "metallicRoughnessTexture", void 0);
  48528. return PBRMetallicRoughnessMaterial;
  48529. }(BABYLON.PBRBaseSimpleMaterial));
  48530. BABYLON.PBRMetallicRoughnessMaterial = PBRMetallicRoughnessMaterial;
  48531. })(BABYLON || (BABYLON = {}));
  48532. //# sourceMappingURL=babylon.pbrMetallicRoughnessMaterial.js.map
  48533. var BABYLON;
  48534. (function (BABYLON) {
  48535. /**
  48536. * The PBR material of BJS following the specular glossiness convention.
  48537. *
  48538. * This fits to the PBR convention in the GLTF definition:
  48539. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  48540. */
  48541. var PBRSpecularGlossinessMaterial = /** @class */ (function (_super) {
  48542. __extends(PBRSpecularGlossinessMaterial, _super);
  48543. /**
  48544. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  48545. *
  48546. * @param name The material name
  48547. * @param scene The scene the material will be use in.
  48548. */
  48549. function PBRSpecularGlossinessMaterial(name, scene) {
  48550. var _this = _super.call(this, name, scene) || this;
  48551. _this._useMicroSurfaceFromReflectivityMapAlpha = true;
  48552. return _this;
  48553. }
  48554. /**
  48555. * Return the currrent class name of the material.
  48556. */
  48557. PBRSpecularGlossinessMaterial.prototype.getClassName = function () {
  48558. return "PBRSpecularGlossinessMaterial";
  48559. };
  48560. /**
  48561. * Return the active textures of the material.
  48562. */
  48563. PBRSpecularGlossinessMaterial.prototype.getActiveTextures = function () {
  48564. var activeTextures = _super.prototype.getActiveTextures.call(this);
  48565. if (this.diffuseTexture) {
  48566. activeTextures.push(this.diffuseTexture);
  48567. }
  48568. if (this.specularGlossinessTexture) {
  48569. activeTextures.push(this.specularGlossinessTexture);
  48570. }
  48571. return activeTextures;
  48572. };
  48573. /**
  48574. * Checks to see if a texture is used in the material.
  48575. * @param texture - Base texture to use.
  48576. * @returns - Boolean specifying if a texture is used in the material.
  48577. */
  48578. PBRSpecularGlossinessMaterial.prototype.hasTexture = function (texture) {
  48579. if (_super.prototype.hasTexture.call(this, texture)) {
  48580. return true;
  48581. }
  48582. if (this.diffuseTexture === texture) {
  48583. return true;
  48584. }
  48585. if (this.specularGlossinessTexture === texture) {
  48586. return true;
  48587. }
  48588. return false;
  48589. };
  48590. /**
  48591. * Makes a duplicate of the current material.
  48592. * @param name - name to use for the new material.
  48593. */
  48594. PBRSpecularGlossinessMaterial.prototype.clone = function (name) {
  48595. var _this = this;
  48596. var clone = BABYLON.SerializationHelper.Clone(function () { return new PBRSpecularGlossinessMaterial(name, _this.getScene()); }, this);
  48597. clone.id = name;
  48598. clone.name = name;
  48599. return clone;
  48600. };
  48601. /**
  48602. * Serialize the material to a parsable JSON object.
  48603. */
  48604. PBRSpecularGlossinessMaterial.prototype.serialize = function () {
  48605. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  48606. serializationObject.customType = "BABYLON.PBRSpecularGlossinessMaterial";
  48607. return serializationObject;
  48608. };
  48609. /**
  48610. * Parses a JSON object correponding to the serialize function.
  48611. */
  48612. PBRSpecularGlossinessMaterial.Parse = function (source, scene, rootUrl) {
  48613. return BABYLON.SerializationHelper.Parse(function () { return new PBRSpecularGlossinessMaterial(source.name, scene); }, source, scene, rootUrl);
  48614. };
  48615. __decorate([
  48616. BABYLON.serializeAsColor3("diffuse"),
  48617. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoColor")
  48618. ], PBRSpecularGlossinessMaterial.prototype, "diffuseColor", void 0);
  48619. __decorate([
  48620. BABYLON.serializeAsTexture(),
  48621. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_albedoTexture")
  48622. ], PBRSpecularGlossinessMaterial.prototype, "diffuseTexture", void 0);
  48623. __decorate([
  48624. BABYLON.serializeAsColor3("specular"),
  48625. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityColor")
  48626. ], PBRSpecularGlossinessMaterial.prototype, "specularColor", void 0);
  48627. __decorate([
  48628. BABYLON.serialize(),
  48629. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_microSurface")
  48630. ], PBRSpecularGlossinessMaterial.prototype, "glossiness", void 0);
  48631. __decorate([
  48632. BABYLON.serializeAsTexture(),
  48633. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty", "_reflectivityTexture")
  48634. ], PBRSpecularGlossinessMaterial.prototype, "specularGlossinessTexture", void 0);
  48635. return PBRSpecularGlossinessMaterial;
  48636. }(BABYLON.PBRBaseSimpleMaterial));
  48637. BABYLON.PBRSpecularGlossinessMaterial = PBRSpecularGlossinessMaterial;
  48638. })(BABYLON || (BABYLON = {}));
  48639. //# sourceMappingURL=babylon.pbrSpecularGlossinessMaterial.js.map
  48640. var BABYLON;
  48641. (function (BABYLON) {
  48642. /**
  48643. * @ignore
  48644. * This is a list of all the different input types that are available in the application.
  48645. * Fo instance: ArcRotateCameraGamepadInput...
  48646. */
  48647. BABYLON.CameraInputTypes = {};
  48648. /**
  48649. * This represents the input manager used within a camera.
  48650. * It helps dealing with all the different kind of input attached to a camera.
  48651. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48652. */
  48653. var CameraInputsManager = /** @class */ (function () {
  48654. /**
  48655. * Instantiate a new Camera Input Manager.
  48656. * @param camera Defines the camera the input manager blongs to
  48657. */
  48658. function CameraInputsManager(camera) {
  48659. this.attached = {};
  48660. this.camera = camera;
  48661. this.checkInputs = function () { };
  48662. }
  48663. /**
  48664. * Add an input method to a camera
  48665. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  48666. * @param input camera input method
  48667. */
  48668. CameraInputsManager.prototype.add = function (input) {
  48669. var type = input.getSimpleName();
  48670. if (this.attached[type]) {
  48671. BABYLON.Tools.Warn("camera input of type " + type + " already exists on camera");
  48672. return;
  48673. }
  48674. this.attached[type] = input;
  48675. input.camera = this.camera;
  48676. //for checkInputs, we are dynamically creating a function
  48677. //the goal is to avoid the performance penalty of looping for inputs in the render loop
  48678. if (input.checkInputs) {
  48679. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48680. }
  48681. if (this.attachedElement) {
  48682. input.attachControl(this.attachedElement);
  48683. }
  48684. };
  48685. /**
  48686. * Remove a specific input method from a camera
  48687. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  48688. * @param inputToRemove camera input method
  48689. */
  48690. CameraInputsManager.prototype.remove = function (inputToRemove) {
  48691. for (var cam in this.attached) {
  48692. var input = this.attached[cam];
  48693. if (input === inputToRemove) {
  48694. input.detachControl(this.attachedElement);
  48695. input.camera = null;
  48696. delete this.attached[cam];
  48697. this.rebuildInputCheck();
  48698. }
  48699. }
  48700. };
  48701. /**
  48702. * Remove a specific input type from a camera
  48703. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  48704. * @param inputType the type of the input to remove
  48705. */
  48706. CameraInputsManager.prototype.removeByType = function (inputType) {
  48707. for (var cam in this.attached) {
  48708. var input = this.attached[cam];
  48709. if (input.getClassName() === inputType) {
  48710. input.detachControl(this.attachedElement);
  48711. input.camera = null;
  48712. delete this.attached[cam];
  48713. this.rebuildInputCheck();
  48714. }
  48715. }
  48716. };
  48717. CameraInputsManager.prototype._addCheckInputs = function (fn) {
  48718. var current = this.checkInputs;
  48719. return function () {
  48720. current();
  48721. fn();
  48722. };
  48723. };
  48724. /**
  48725. * Attach the input controls to the currently attached dom element to listen the events from.
  48726. * @param input Defines the input to attach
  48727. */
  48728. CameraInputsManager.prototype.attachInput = function (input) {
  48729. if (this.attachedElement) {
  48730. input.attachControl(this.attachedElement, this.noPreventDefault);
  48731. }
  48732. };
  48733. /**
  48734. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  48735. * @param element Defines the dom element to collect the events from
  48736. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  48737. */
  48738. CameraInputsManager.prototype.attachElement = function (element, noPreventDefault) {
  48739. if (noPreventDefault === void 0) { noPreventDefault = false; }
  48740. if (this.attachedElement) {
  48741. return;
  48742. }
  48743. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  48744. this.attachedElement = element;
  48745. this.noPreventDefault = noPreventDefault;
  48746. for (var cam in this.attached) {
  48747. this.attached[cam].attachControl(element, noPreventDefault);
  48748. }
  48749. };
  48750. /**
  48751. * Detach the current manager inputs controls from a specific dom element.
  48752. * @param element Defines the dom element to collect the events from
  48753. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  48754. */
  48755. CameraInputsManager.prototype.detachElement = function (element, disconnect) {
  48756. if (disconnect === void 0) { disconnect = false; }
  48757. if (this.attachedElement !== element) {
  48758. return;
  48759. }
  48760. for (var cam in this.attached) {
  48761. this.attached[cam].detachControl(element);
  48762. if (disconnect) {
  48763. this.attached[cam].camera = null;
  48764. }
  48765. }
  48766. this.attachedElement = null;
  48767. };
  48768. /**
  48769. * Rebuild the dynamic inputCheck function from the current list of
  48770. * defined inputs in the manager.
  48771. */
  48772. CameraInputsManager.prototype.rebuildInputCheck = function () {
  48773. this.checkInputs = function () { };
  48774. for (var cam in this.attached) {
  48775. var input = this.attached[cam];
  48776. if (input.checkInputs) {
  48777. this.checkInputs = this._addCheckInputs(input.checkInputs.bind(input));
  48778. }
  48779. }
  48780. };
  48781. /**
  48782. * Remove all attached input methods from a camera
  48783. */
  48784. CameraInputsManager.prototype.clear = function () {
  48785. if (this.attachedElement) {
  48786. this.detachElement(this.attachedElement, true);
  48787. }
  48788. this.attached = {};
  48789. this.attachedElement = null;
  48790. this.checkInputs = function () { };
  48791. };
  48792. /**
  48793. * Serialize the current input manager attached to a camera.
  48794. * This ensures than once parsed,
  48795. * the input associated to the camera will be identical to the current ones
  48796. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  48797. */
  48798. CameraInputsManager.prototype.serialize = function (serializedCamera) {
  48799. var inputs = {};
  48800. for (var cam in this.attached) {
  48801. var input = this.attached[cam];
  48802. var res = BABYLON.SerializationHelper.Serialize(input);
  48803. inputs[input.getClassName()] = res;
  48804. }
  48805. serializedCamera.inputsmgr = inputs;
  48806. };
  48807. /**
  48808. * Parses an input manager serialized JSON to restore the previous list of inputs
  48809. * and states associated to a camera.
  48810. * @param parsedCamera Defines the JSON to parse
  48811. */
  48812. CameraInputsManager.prototype.parse = function (parsedCamera) {
  48813. var parsedInputs = parsedCamera.inputsmgr;
  48814. if (parsedInputs) {
  48815. this.clear();
  48816. for (var n in parsedInputs) {
  48817. var construct = BABYLON.CameraInputTypes[n];
  48818. if (construct) {
  48819. var parsedinput = parsedInputs[n];
  48820. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedinput, null);
  48821. this.add(input);
  48822. }
  48823. }
  48824. }
  48825. else {
  48826. //2016-03-08 this part is for managing backward compatibility
  48827. for (var n in this.attached) {
  48828. var construct = BABYLON.CameraInputTypes[this.attached[n].getClassName()];
  48829. if (construct) {
  48830. var input = BABYLON.SerializationHelper.Parse(function () { return new construct(); }, parsedCamera, null);
  48831. this.remove(this.attached[n]);
  48832. this.add(input);
  48833. }
  48834. }
  48835. }
  48836. };
  48837. return CameraInputsManager;
  48838. }());
  48839. BABYLON.CameraInputsManager = CameraInputsManager;
  48840. })(BABYLON || (BABYLON = {}));
  48841. //# sourceMappingURL=babylon.cameraInputsManager.js.map
  48842. var BABYLON;
  48843. (function (BABYLON) {
  48844. /**
  48845. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  48846. * This is the base of the follow, arc rotate cameras and Free camera
  48847. * @see http://doc.babylonjs.com/features/cameras
  48848. */
  48849. var TargetCamera = /** @class */ (function (_super) {
  48850. __extends(TargetCamera, _super);
  48851. /**
  48852. * Instantiates a target camera that takes a meshor position as a target and continues to look at it while it moves.
  48853. * This is the base of the follow, arc rotate cameras and Free camera
  48854. * @see http://doc.babylonjs.com/features/cameras
  48855. * @param name Defines the name of the camera in the scene
  48856. * @param position Defines the start position of the camera in the scene
  48857. * @param scene Defines the scene the camera belongs to
  48858. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  48859. */
  48860. function TargetCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  48861. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  48862. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  48863. /**
  48864. * Define the current direction the camera is moving to
  48865. */
  48866. _this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  48867. /**
  48868. * Define the current rotation the camera is rotating to
  48869. */
  48870. _this.cameraRotation = new BABYLON.Vector2(0, 0);
  48871. /**
  48872. * When set, the up vector of the camera will be updated by the rotation of the camera
  48873. */
  48874. _this.updateUpVectorFromRotation = false;
  48875. _this._tmpQuaternion = new BABYLON.Quaternion();
  48876. /**
  48877. * Define the current rotation of the camera
  48878. */
  48879. _this.rotation = new BABYLON.Vector3(0, 0, 0);
  48880. /**
  48881. * Define the current speed of the camera
  48882. */
  48883. _this.speed = 2.0;
  48884. /**
  48885. * Add cconstraint to the camera to prevent it to move freely in all directions and
  48886. * around all axis.
  48887. */
  48888. _this.noRotationConstraint = false;
  48889. /**
  48890. * Define the current target of the camera as an object or a position.
  48891. */
  48892. _this.lockedTarget = null;
  48893. /** @hidden */
  48894. _this._currentTarget = BABYLON.Vector3.Zero();
  48895. /** @hidden */
  48896. _this._initialFocalDistance = 1;
  48897. /** @hidden */
  48898. _this._viewMatrix = BABYLON.Matrix.Zero();
  48899. /** @hidden */
  48900. _this._camMatrix = BABYLON.Matrix.Zero();
  48901. /** @hidden */
  48902. _this._cameraTransformMatrix = BABYLON.Matrix.Zero();
  48903. /** @hidden */
  48904. _this._cameraRotationMatrix = BABYLON.Matrix.Zero();
  48905. /** @hidden */
  48906. _this._referencePoint = new BABYLON.Vector3(0, 0, 1);
  48907. /** @hidden */
  48908. _this._transformedReferencePoint = BABYLON.Vector3.Zero();
  48909. _this._globalCurrentTarget = BABYLON.Vector3.Zero();
  48910. _this._globalCurrentUpVector = BABYLON.Vector3.Zero();
  48911. _this._defaultUp = BABYLON.Vector3.Up();
  48912. _this._cachedRotationZ = 0;
  48913. _this._cachedQuaternionRotationZ = 0;
  48914. return _this;
  48915. }
  48916. /**
  48917. * Gets the position in front of the camera at a given distance.
  48918. * @param distance The distance from the camera we want the position to be
  48919. * @returns the position
  48920. */
  48921. TargetCamera.prototype.getFrontPosition = function (distance) {
  48922. this.getWorldMatrix();
  48923. var direction = this.getTarget().subtract(this.position);
  48924. direction.normalize();
  48925. direction.scaleInPlace(distance);
  48926. return this.globalPosition.add(direction);
  48927. };
  48928. /** @hidden */
  48929. TargetCamera.prototype._getLockedTargetPosition = function () {
  48930. if (!this.lockedTarget) {
  48931. return null;
  48932. }
  48933. if (this.lockedTarget.absolutePosition) {
  48934. this.lockedTarget.computeWorldMatrix();
  48935. }
  48936. return this.lockedTarget.absolutePosition || this.lockedTarget;
  48937. };
  48938. /**
  48939. * Store current camera state of the camera (fov, position, rotation, etc..)
  48940. * @returns the camera
  48941. */
  48942. TargetCamera.prototype.storeState = function () {
  48943. this._storedPosition = this.position.clone();
  48944. this._storedRotation = this.rotation.clone();
  48945. if (this.rotationQuaternion) {
  48946. this._storedRotationQuaternion = this.rotationQuaternion.clone();
  48947. }
  48948. return _super.prototype.storeState.call(this);
  48949. };
  48950. /**
  48951. * Restored camera state. You must call storeState() first
  48952. * @returns whether it was successful or not
  48953. * @hidden
  48954. */
  48955. TargetCamera.prototype._restoreStateValues = function () {
  48956. if (!_super.prototype._restoreStateValues.call(this)) {
  48957. return false;
  48958. }
  48959. this.position = this._storedPosition.clone();
  48960. this.rotation = this._storedRotation.clone();
  48961. if (this.rotationQuaternion) {
  48962. this.rotationQuaternion = this._storedRotationQuaternion.clone();
  48963. }
  48964. this.cameraDirection.copyFromFloats(0, 0, 0);
  48965. this.cameraRotation.copyFromFloats(0, 0);
  48966. return true;
  48967. };
  48968. /** @hidden */
  48969. TargetCamera.prototype._initCache = function () {
  48970. _super.prototype._initCache.call(this);
  48971. this._cache.lockedTarget = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48972. this._cache.rotation = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48973. this._cache.rotationQuaternion = new BABYLON.Quaternion(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  48974. };
  48975. /** @hidden */
  48976. TargetCamera.prototype._updateCache = function (ignoreParentClass) {
  48977. if (!ignoreParentClass) {
  48978. _super.prototype._updateCache.call(this);
  48979. }
  48980. var lockedTargetPosition = this._getLockedTargetPosition();
  48981. if (!lockedTargetPosition) {
  48982. this._cache.lockedTarget = null;
  48983. }
  48984. else {
  48985. if (!this._cache.lockedTarget) {
  48986. this._cache.lockedTarget = lockedTargetPosition.clone();
  48987. }
  48988. else {
  48989. this._cache.lockedTarget.copyFrom(lockedTargetPosition);
  48990. }
  48991. }
  48992. this._cache.rotation.copyFrom(this.rotation);
  48993. if (this.rotationQuaternion) {
  48994. this._cache.rotationQuaternion.copyFrom(this.rotationQuaternion);
  48995. }
  48996. };
  48997. // Synchronized
  48998. /** @hidden */
  48999. TargetCamera.prototype._isSynchronizedViewMatrix = function () {
  49000. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  49001. return false;
  49002. }
  49003. var lockedTargetPosition = this._getLockedTargetPosition();
  49004. return (this._cache.lockedTarget ? this._cache.lockedTarget.equals(lockedTargetPosition) : !lockedTargetPosition)
  49005. && (this.rotationQuaternion ? this.rotationQuaternion.equals(this._cache.rotationQuaternion) : this._cache.rotation.equals(this.rotation));
  49006. };
  49007. // Methods
  49008. /** @hidden */
  49009. TargetCamera.prototype._computeLocalCameraSpeed = function () {
  49010. var engine = this.getEngine();
  49011. return this.speed * Math.sqrt((engine.getDeltaTime() / (engine.getFps() * 100.0)));
  49012. };
  49013. // Target
  49014. /** @hidden */
  49015. TargetCamera.prototype.setTarget = function (target) {
  49016. this.upVector.normalize();
  49017. this._initialFocalDistance = target.subtract(this.position).length();
  49018. if (this.position.z === target.z) {
  49019. this.position.z += BABYLON.Epsilon;
  49020. }
  49021. BABYLON.Matrix.LookAtLHToRef(this.position, target, this._defaultUp, this._camMatrix);
  49022. this._camMatrix.invert();
  49023. this.rotation.x = Math.atan(this._camMatrix.m[6] / this._camMatrix.m[10]);
  49024. var vDir = target.subtract(this.position);
  49025. if (vDir.x >= 0.0) {
  49026. this.rotation.y = (-Math.atan(vDir.z / vDir.x) + Math.PI / 2.0);
  49027. }
  49028. else {
  49029. this.rotation.y = (-Math.atan(vDir.z / vDir.x) - Math.PI / 2.0);
  49030. }
  49031. this.rotation.z = 0;
  49032. if (isNaN(this.rotation.x)) {
  49033. this.rotation.x = 0;
  49034. }
  49035. if (isNaN(this.rotation.y)) {
  49036. this.rotation.y = 0;
  49037. }
  49038. if (isNaN(this.rotation.z)) {
  49039. this.rotation.z = 0;
  49040. }
  49041. if (this.rotationQuaternion) {
  49042. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49043. }
  49044. };
  49045. /**
  49046. * Return the current target position of the camera. This value is expressed in local space.
  49047. * @returns the target position
  49048. */
  49049. TargetCamera.prototype.getTarget = function () {
  49050. return this._currentTarget;
  49051. };
  49052. /** @hidden */
  49053. TargetCamera.prototype._decideIfNeedsToMove = function () {
  49054. return Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49055. };
  49056. /** @hidden */
  49057. TargetCamera.prototype._updatePosition = function () {
  49058. if (this.parent) {
  49059. this.parent.getWorldMatrix().invertToRef(BABYLON.Tmp.Matrix[0]);
  49060. BABYLON.Vector3.TransformNormalToRef(this.cameraDirection, BABYLON.Tmp.Matrix[0], BABYLON.Tmp.Vector3[0]);
  49061. this.position.addInPlace(BABYLON.Tmp.Vector3[0]);
  49062. return;
  49063. }
  49064. this.position.addInPlace(this.cameraDirection);
  49065. };
  49066. /** @hidden */
  49067. TargetCamera.prototype._checkInputs = function () {
  49068. var needToMove = this._decideIfNeedsToMove();
  49069. var needToRotate = Math.abs(this.cameraRotation.x) > 0 || Math.abs(this.cameraRotation.y) > 0;
  49070. // Move
  49071. if (needToMove) {
  49072. this._updatePosition();
  49073. }
  49074. // Rotate
  49075. if (needToRotate) {
  49076. this.rotation.x += this.cameraRotation.x;
  49077. this.rotation.y += this.cameraRotation.y;
  49078. //rotate, if quaternion is set and rotation was used
  49079. if (this.rotationQuaternion) {
  49080. var len = this.rotation.lengthSquared();
  49081. if (len) {
  49082. BABYLON.Quaternion.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this.rotationQuaternion);
  49083. }
  49084. }
  49085. if (!this.noRotationConstraint) {
  49086. var limit = (Math.PI / 2) * 0.95;
  49087. if (this.rotation.x > limit) {
  49088. this.rotation.x = limit;
  49089. }
  49090. if (this.rotation.x < -limit) {
  49091. this.rotation.x = -limit;
  49092. }
  49093. }
  49094. }
  49095. // Inertia
  49096. if (needToMove) {
  49097. if (Math.abs(this.cameraDirection.x) < this.speed * BABYLON.Epsilon) {
  49098. this.cameraDirection.x = 0;
  49099. }
  49100. if (Math.abs(this.cameraDirection.y) < this.speed * BABYLON.Epsilon) {
  49101. this.cameraDirection.y = 0;
  49102. }
  49103. if (Math.abs(this.cameraDirection.z) < this.speed * BABYLON.Epsilon) {
  49104. this.cameraDirection.z = 0;
  49105. }
  49106. this.cameraDirection.scaleInPlace(this.inertia);
  49107. }
  49108. if (needToRotate) {
  49109. if (Math.abs(this.cameraRotation.x) < this.speed * BABYLON.Epsilon) {
  49110. this.cameraRotation.x = 0;
  49111. }
  49112. if (Math.abs(this.cameraRotation.y) < this.speed * BABYLON.Epsilon) {
  49113. this.cameraRotation.y = 0;
  49114. }
  49115. this.cameraRotation.scaleInPlace(this.inertia);
  49116. }
  49117. _super.prototype._checkInputs.call(this);
  49118. };
  49119. TargetCamera.prototype._updateCameraRotationMatrix = function () {
  49120. if (this.rotationQuaternion) {
  49121. this.rotationQuaternion.toRotationMatrix(this._cameraRotationMatrix);
  49122. }
  49123. else {
  49124. BABYLON.Matrix.RotationYawPitchRollToRef(this.rotation.y, this.rotation.x, this.rotation.z, this._cameraRotationMatrix);
  49125. }
  49126. };
  49127. /**
  49128. * 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)
  49129. * @returns the current camera
  49130. */
  49131. TargetCamera.prototype._rotateUpVectorWithCameraRotationMatrix = function () {
  49132. BABYLON.Vector3.TransformNormalToRef(this._defaultUp, this._cameraRotationMatrix, this.upVector);
  49133. return this;
  49134. };
  49135. /** @hidden */
  49136. TargetCamera.prototype._getViewMatrix = function () {
  49137. if (this.lockedTarget) {
  49138. this.setTarget(this._getLockedTargetPosition());
  49139. }
  49140. // Compute
  49141. this._updateCameraRotationMatrix();
  49142. // Apply the changed rotation to the upVector
  49143. if (this.rotationQuaternion && this._cachedQuaternionRotationZ != this.rotationQuaternion.z) {
  49144. this._rotateUpVectorWithCameraRotationMatrix();
  49145. this._cachedQuaternionRotationZ = this.rotationQuaternion.z;
  49146. }
  49147. else if (this._cachedRotationZ != this.rotation.z) {
  49148. this._rotateUpVectorWithCameraRotationMatrix();
  49149. this._cachedRotationZ = this.rotation.z;
  49150. }
  49151. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  49152. // Computing target and final matrix
  49153. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  49154. if (this.updateUpVectorFromRotation) {
  49155. if (this.rotationQuaternion) {
  49156. BABYLON.Axis.Y.rotateByQuaternionToRef(this.rotationQuaternion, this.upVector);
  49157. }
  49158. else {
  49159. BABYLON.Quaternion.FromEulerVectorToRef(this.rotation, this._tmpQuaternion);
  49160. BABYLON.Axis.Y.rotateByQuaternionToRef(this._tmpQuaternion, this.upVector);
  49161. }
  49162. }
  49163. this._computeViewMatrix(this.position, this._currentTarget, this.upVector);
  49164. return this._viewMatrix;
  49165. };
  49166. TargetCamera.prototype._computeViewMatrix = function (position, target, up) {
  49167. if (this.parent) {
  49168. var parentWorldMatrix = this.parent.getWorldMatrix();
  49169. BABYLON.Vector3.TransformCoordinatesToRef(position, parentWorldMatrix, this._globalPosition);
  49170. BABYLON.Vector3.TransformCoordinatesToRef(target, parentWorldMatrix, this._globalCurrentTarget);
  49171. BABYLON.Vector3.TransformNormalToRef(up, parentWorldMatrix, this._globalCurrentUpVector);
  49172. this._markSyncedWithParent();
  49173. }
  49174. else {
  49175. this._globalPosition.copyFrom(position);
  49176. this._globalCurrentTarget.copyFrom(target);
  49177. this._globalCurrentUpVector.copyFrom(up);
  49178. }
  49179. if (this.getScene().useRightHandedSystem) {
  49180. BABYLON.Matrix.LookAtRHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49181. }
  49182. else {
  49183. BABYLON.Matrix.LookAtLHToRef(this._globalPosition, this._globalCurrentTarget, this._globalCurrentUpVector, this._viewMatrix);
  49184. }
  49185. };
  49186. /**
  49187. * @hidden
  49188. */
  49189. TargetCamera.prototype.createRigCamera = function (name, cameraIndex) {
  49190. if (this.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE) {
  49191. var rigCamera = new TargetCamera(name, this.position.clone(), this.getScene());
  49192. if (this.cameraRigMode === BABYLON.Camera.RIG_MODE_VR || this.cameraRigMode === BABYLON.Camera.RIG_MODE_WEBVR) {
  49193. if (!this.rotationQuaternion) {
  49194. this.rotationQuaternion = new BABYLON.Quaternion();
  49195. }
  49196. rigCamera._cameraRigParams = {};
  49197. rigCamera.rotationQuaternion = new BABYLON.Quaternion();
  49198. }
  49199. return rigCamera;
  49200. }
  49201. return null;
  49202. };
  49203. /**
  49204. * @hidden
  49205. */
  49206. TargetCamera.prototype._updateRigCameras = function () {
  49207. var camLeft = this._rigCameras[0];
  49208. var camRight = this._rigCameras[1];
  49209. this.computeWorldMatrix();
  49210. switch (this.cameraRigMode) {
  49211. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  49212. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  49213. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  49214. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  49215. //provisionnaly using _cameraRigParams.stereoHalfAngle instead of calculations based on _cameraRigParams.interaxialDistance:
  49216. var leftSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? 1 : -1;
  49217. var rightSign = (this.cameraRigMode === BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED) ? -1 : 1;
  49218. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * leftSign, camLeft);
  49219. this._getRigCamPositionAndTarget(this._cameraRigParams.stereoHalfAngle * rightSign, camRight);
  49220. break;
  49221. case BABYLON.Camera.RIG_MODE_VR:
  49222. if (camLeft.rotationQuaternion) {
  49223. camLeft.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49224. camRight.rotationQuaternion.copyFrom(this.rotationQuaternion);
  49225. }
  49226. else {
  49227. camLeft.rotation.copyFrom(this.rotation);
  49228. camRight.rotation.copyFrom(this.rotation);
  49229. }
  49230. camLeft.position.copyFrom(this.position);
  49231. camRight.position.copyFrom(this.position);
  49232. break;
  49233. }
  49234. _super.prototype._updateRigCameras.call(this);
  49235. };
  49236. TargetCamera.prototype._getRigCamPositionAndTarget = function (halfSpace, rigCamera) {
  49237. var target = this.getTarget();
  49238. target.subtractToRef(this.position, TargetCamera._TargetFocalPoint);
  49239. TargetCamera._TargetFocalPoint.normalize().scaleInPlace(this._initialFocalDistance);
  49240. var newFocalTarget = TargetCamera._TargetFocalPoint.addInPlace(this.position);
  49241. BABYLON.Matrix.TranslationToRef(-newFocalTarget.x, -newFocalTarget.y, -newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49242. TargetCamera._TargetTransformMatrix.multiplyToRef(BABYLON.Matrix.RotationY(halfSpace), TargetCamera._RigCamTransformMatrix);
  49243. BABYLON.Matrix.TranslationToRef(newFocalTarget.x, newFocalTarget.y, newFocalTarget.z, TargetCamera._TargetTransformMatrix);
  49244. TargetCamera._RigCamTransformMatrix.multiplyToRef(TargetCamera._TargetTransformMatrix, TargetCamera._RigCamTransformMatrix);
  49245. BABYLON.Vector3.TransformCoordinatesToRef(this.position, TargetCamera._RigCamTransformMatrix, rigCamera.position);
  49246. rigCamera.setTarget(newFocalTarget);
  49247. };
  49248. /**
  49249. * Gets the current object class name.
  49250. * @return the class name
  49251. */
  49252. TargetCamera.prototype.getClassName = function () {
  49253. return "TargetCamera";
  49254. };
  49255. TargetCamera._RigCamTransformMatrix = new BABYLON.Matrix();
  49256. TargetCamera._TargetTransformMatrix = new BABYLON.Matrix();
  49257. TargetCamera._TargetFocalPoint = new BABYLON.Vector3();
  49258. __decorate([
  49259. BABYLON.serializeAsVector3()
  49260. ], TargetCamera.prototype, "rotation", void 0);
  49261. __decorate([
  49262. BABYLON.serialize()
  49263. ], TargetCamera.prototype, "speed", void 0);
  49264. __decorate([
  49265. BABYLON.serializeAsMeshReference("lockedTargetId")
  49266. ], TargetCamera.prototype, "lockedTarget", void 0);
  49267. return TargetCamera;
  49268. }(BABYLON.Camera));
  49269. BABYLON.TargetCamera = TargetCamera;
  49270. })(BABYLON || (BABYLON = {}));
  49271. //# sourceMappingURL=babylon.targetCamera.js.map
  49272. var BABYLON;
  49273. (function (BABYLON) {
  49274. /**
  49275. * Manage the mouse inputs to control the movement of a free camera.
  49276. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49277. */
  49278. var FreeCameraMouseInput = /** @class */ (function () {
  49279. /**
  49280. * Manage the mouse inputs to control the movement of a free camera.
  49281. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49282. * @param touchEnabled Defines if touch is enabled or not
  49283. */
  49284. function FreeCameraMouseInput(
  49285. /**
  49286. * Define if touch is enabled in the mouse input
  49287. */
  49288. touchEnabled) {
  49289. if (touchEnabled === void 0) { touchEnabled = true; }
  49290. this.touchEnabled = touchEnabled;
  49291. /**
  49292. * Defines the buttons associated with the input to handle camera move.
  49293. */
  49294. this.buttons = [0, 1, 2];
  49295. /**
  49296. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  49297. */
  49298. this.angularSensibility = 2000.0;
  49299. this.previousPosition = null;
  49300. }
  49301. /**
  49302. * Attach the input controls to a specific dom element to get the input from.
  49303. * @param element Defines the element the controls should be listened from
  49304. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49305. */
  49306. FreeCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  49307. var _this = this;
  49308. var engine = this.camera.getEngine();
  49309. if (!this._pointerInput) {
  49310. this._pointerInput = function (p, s) {
  49311. var evt = p.event;
  49312. if (engine.isInVRExclusivePointerMode) {
  49313. return;
  49314. }
  49315. if (!_this.touchEnabled && evt.pointerType === "touch") {
  49316. return;
  49317. }
  49318. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  49319. return;
  49320. }
  49321. var srcElement = (evt.srcElement || evt.target);
  49322. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  49323. try {
  49324. srcElement.setPointerCapture(evt.pointerId);
  49325. }
  49326. catch (e) {
  49327. //Nothing to do with the error. Execution will continue.
  49328. }
  49329. _this.previousPosition = {
  49330. x: evt.clientX,
  49331. y: evt.clientY
  49332. };
  49333. if (!noPreventDefault) {
  49334. evt.preventDefault();
  49335. element.focus();
  49336. }
  49337. }
  49338. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  49339. try {
  49340. srcElement.releasePointerCapture(evt.pointerId);
  49341. }
  49342. catch (e) {
  49343. //Nothing to do with the error.
  49344. }
  49345. _this.previousPosition = null;
  49346. if (!noPreventDefault) {
  49347. evt.preventDefault();
  49348. }
  49349. }
  49350. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  49351. if (!_this.previousPosition || engine.isPointerLock) {
  49352. return;
  49353. }
  49354. var offsetX = evt.clientX - _this.previousPosition.x;
  49355. if (_this.camera.getScene().useRightHandedSystem) {
  49356. offsetX *= -1;
  49357. }
  49358. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49359. offsetX *= -1;
  49360. }
  49361. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49362. var offsetY = evt.clientY - _this.previousPosition.y;
  49363. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49364. _this.previousPosition = {
  49365. x: evt.clientX,
  49366. y: evt.clientY
  49367. };
  49368. if (!noPreventDefault) {
  49369. evt.preventDefault();
  49370. }
  49371. }
  49372. };
  49373. }
  49374. this._onMouseMove = function (evt) {
  49375. if (!engine.isPointerLock) {
  49376. return;
  49377. }
  49378. if (engine.isInVRExclusivePointerMode) {
  49379. return;
  49380. }
  49381. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  49382. if (_this.camera.getScene().useRightHandedSystem) {
  49383. offsetX *= -1;
  49384. }
  49385. if (_this.camera.parent && _this.camera.parent._getWorldMatrixDeterminant() < 0) {
  49386. offsetX *= -1;
  49387. }
  49388. _this.camera.cameraRotation.y += offsetX / _this.angularSensibility;
  49389. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  49390. _this.camera.cameraRotation.x += offsetY / _this.angularSensibility;
  49391. _this.previousPosition = null;
  49392. if (!noPreventDefault) {
  49393. evt.preventDefault();
  49394. }
  49395. };
  49396. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  49397. element.addEventListener("mousemove", this._onMouseMove, false);
  49398. };
  49399. /**
  49400. * Detach the current controls from the specified dom element.
  49401. * @param element Defines the element to stop listening the inputs from
  49402. */
  49403. FreeCameraMouseInput.prototype.detachControl = function (element) {
  49404. if (this._observer && element) {
  49405. this.camera.getScene().onPointerObservable.remove(this._observer);
  49406. if (this._onMouseMove) {
  49407. element.removeEventListener("mousemove", this._onMouseMove);
  49408. }
  49409. this._observer = null;
  49410. this._onMouseMove = null;
  49411. this.previousPosition = null;
  49412. }
  49413. };
  49414. /**
  49415. * Gets the class name of the current intput.
  49416. * @returns the class name
  49417. */
  49418. FreeCameraMouseInput.prototype.getClassName = function () {
  49419. return "FreeCameraMouseInput";
  49420. };
  49421. /**
  49422. * Get the friendly name associated with the input class.
  49423. * @returns the input friendly name
  49424. */
  49425. FreeCameraMouseInput.prototype.getSimpleName = function () {
  49426. return "mouse";
  49427. };
  49428. __decorate([
  49429. BABYLON.serialize()
  49430. ], FreeCameraMouseInput.prototype, "buttons", void 0);
  49431. __decorate([
  49432. BABYLON.serialize()
  49433. ], FreeCameraMouseInput.prototype, "angularSensibility", void 0);
  49434. return FreeCameraMouseInput;
  49435. }());
  49436. BABYLON.FreeCameraMouseInput = FreeCameraMouseInput;
  49437. BABYLON.CameraInputTypes["FreeCameraMouseInput"] = FreeCameraMouseInput;
  49438. })(BABYLON || (BABYLON = {}));
  49439. //# sourceMappingURL=babylon.freeCameraMouseInput.js.map
  49440. var BABYLON;
  49441. (function (BABYLON) {
  49442. /**
  49443. * Manage the keyboard inputs to control the movement of a free camera.
  49444. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49445. */
  49446. var FreeCameraKeyboardMoveInput = /** @class */ (function () {
  49447. function FreeCameraKeyboardMoveInput() {
  49448. /**
  49449. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49450. */
  49451. this.keysUp = [38];
  49452. /**
  49453. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49454. */
  49455. this.keysDown = [40];
  49456. /**
  49457. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49458. */
  49459. this.keysLeft = [37];
  49460. /**
  49461. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49462. */
  49463. this.keysRight = [39];
  49464. this._keys = new Array();
  49465. }
  49466. /**
  49467. * Attach the input controls to a specific dom element to get the input from.
  49468. * @param element Defines the element the controls should be listened from
  49469. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49470. */
  49471. FreeCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  49472. var _this = this;
  49473. if (this._onCanvasBlurObserver) {
  49474. return;
  49475. }
  49476. this._scene = this.camera.getScene();
  49477. this._engine = this._scene.getEngine();
  49478. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  49479. _this._keys = [];
  49480. });
  49481. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  49482. var evt = info.event;
  49483. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  49484. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49485. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49486. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49487. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49488. var index = _this._keys.indexOf(evt.keyCode);
  49489. if (index === -1) {
  49490. _this._keys.push(evt.keyCode);
  49491. }
  49492. if (!noPreventDefault) {
  49493. evt.preventDefault();
  49494. }
  49495. }
  49496. }
  49497. else {
  49498. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  49499. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  49500. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  49501. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  49502. var index = _this._keys.indexOf(evt.keyCode);
  49503. if (index >= 0) {
  49504. _this._keys.splice(index, 1);
  49505. }
  49506. if (!noPreventDefault) {
  49507. evt.preventDefault();
  49508. }
  49509. }
  49510. }
  49511. });
  49512. };
  49513. /**
  49514. * Detach the current controls from the specified dom element.
  49515. * @param element Defines the element to stop listening the inputs from
  49516. */
  49517. FreeCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  49518. if (this._scene) {
  49519. if (this._onKeyboardObserver) {
  49520. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  49521. }
  49522. if (this._onCanvasBlurObserver) {
  49523. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  49524. }
  49525. this._onKeyboardObserver = null;
  49526. this._onCanvasBlurObserver = null;
  49527. }
  49528. this._keys = [];
  49529. };
  49530. /**
  49531. * Update the current camera state depending on the inputs that have been used this frame.
  49532. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  49533. */
  49534. FreeCameraKeyboardMoveInput.prototype.checkInputs = function () {
  49535. if (this._onKeyboardObserver) {
  49536. var camera = this.camera;
  49537. // Keyboard
  49538. for (var index = 0; index < this._keys.length; index++) {
  49539. var keyCode = this._keys[index];
  49540. var speed = camera._computeLocalCameraSpeed();
  49541. if (this.keysLeft.indexOf(keyCode) !== -1) {
  49542. camera._localDirection.copyFromFloats(-speed, 0, 0);
  49543. }
  49544. else if (this.keysUp.indexOf(keyCode) !== -1) {
  49545. camera._localDirection.copyFromFloats(0, 0, speed);
  49546. }
  49547. else if (this.keysRight.indexOf(keyCode) !== -1) {
  49548. camera._localDirection.copyFromFloats(speed, 0, 0);
  49549. }
  49550. else if (this.keysDown.indexOf(keyCode) !== -1) {
  49551. camera._localDirection.copyFromFloats(0, 0, -speed);
  49552. }
  49553. if (camera.getScene().useRightHandedSystem) {
  49554. camera._localDirection.z *= -1;
  49555. }
  49556. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  49557. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  49558. camera.cameraDirection.addInPlace(camera._transformedDirection);
  49559. }
  49560. }
  49561. };
  49562. /**
  49563. * Gets the class name of the current intput.
  49564. * @returns the class name
  49565. */
  49566. FreeCameraKeyboardMoveInput.prototype.getClassName = function () {
  49567. return "FreeCameraKeyboardMoveInput";
  49568. };
  49569. /** @hidden */
  49570. FreeCameraKeyboardMoveInput.prototype._onLostFocus = function (e) {
  49571. this._keys = [];
  49572. };
  49573. /**
  49574. * Get the friendly name associated with the input class.
  49575. * @returns the input friendly name
  49576. */
  49577. FreeCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  49578. return "keyboard";
  49579. };
  49580. __decorate([
  49581. BABYLON.serialize()
  49582. ], FreeCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  49583. __decorate([
  49584. BABYLON.serialize()
  49585. ], FreeCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  49586. __decorate([
  49587. BABYLON.serialize()
  49588. ], FreeCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  49589. __decorate([
  49590. BABYLON.serialize()
  49591. ], FreeCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  49592. return FreeCameraKeyboardMoveInput;
  49593. }());
  49594. BABYLON.FreeCameraKeyboardMoveInput = FreeCameraKeyboardMoveInput;
  49595. BABYLON.CameraInputTypes["FreeCameraKeyboardMoveInput"] = FreeCameraKeyboardMoveInput;
  49596. })(BABYLON || (BABYLON = {}));
  49597. //# sourceMappingURL=babylon.freeCameraKeyboardMoveInput.js.map
  49598. var BABYLON;
  49599. (function (BABYLON) {
  49600. /**
  49601. * Default Inputs manager for the FreeCamera.
  49602. * It groups all the default supported inputs for ease of use.
  49603. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49604. */
  49605. var FreeCameraInputsManager = /** @class */ (function (_super) {
  49606. __extends(FreeCameraInputsManager, _super);
  49607. /**
  49608. * Instantiates a new FreeCameraInputsManager.
  49609. * @param camera Defines the camera the inputs belong to
  49610. */
  49611. function FreeCameraInputsManager(camera) {
  49612. return _super.call(this, camera) || this;
  49613. }
  49614. /**
  49615. * Add keyboard input support to the input manager.
  49616. * @returns the current input manager
  49617. */
  49618. FreeCameraInputsManager.prototype.addKeyboard = function () {
  49619. this.add(new BABYLON.FreeCameraKeyboardMoveInput());
  49620. return this;
  49621. };
  49622. /**
  49623. * Add mouse input support to the input manager.
  49624. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  49625. * @returns the current input manager
  49626. */
  49627. FreeCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  49628. if (touchEnabled === void 0) { touchEnabled = true; }
  49629. this.add(new BABYLON.FreeCameraMouseInput(touchEnabled));
  49630. return this;
  49631. };
  49632. /**
  49633. * Add orientation input support to the input manager.
  49634. * @returns the current input manager
  49635. */
  49636. FreeCameraInputsManager.prototype.addDeviceOrientation = function () {
  49637. this.add(new BABYLON.FreeCameraDeviceOrientationInput());
  49638. return this;
  49639. };
  49640. /**
  49641. * Add touch input support to the input manager.
  49642. * @returns the current input manager
  49643. */
  49644. FreeCameraInputsManager.prototype.addTouch = function () {
  49645. this.add(new BABYLON.FreeCameraTouchInput());
  49646. return this;
  49647. };
  49648. /**
  49649. * Add virtual joystick input support to the input manager.
  49650. * @returns the current input manager
  49651. */
  49652. FreeCameraInputsManager.prototype.addVirtualJoystick = function () {
  49653. this.add(new BABYLON.FreeCameraVirtualJoystickInput());
  49654. return this;
  49655. };
  49656. return FreeCameraInputsManager;
  49657. }(BABYLON.CameraInputsManager));
  49658. BABYLON.FreeCameraInputsManager = FreeCameraInputsManager;
  49659. })(BABYLON || (BABYLON = {}));
  49660. //# sourceMappingURL=babylon.freeCameraInputsManager.js.map
  49661. var BABYLON;
  49662. (function (BABYLON) {
  49663. BABYLON.Node.AddNodeConstructor("FreeCamera", function (name, scene) {
  49664. // Forcing to use the Universal camera
  49665. return function () { return new BABYLON.UniversalCamera(name, BABYLON.Vector3.Zero(), scene); };
  49666. });
  49667. /**
  49668. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49669. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  49670. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49671. */
  49672. var FreeCamera = /** @class */ (function (_super) {
  49673. __extends(FreeCamera, _super);
  49674. /**
  49675. * Instantiates a Free Camera.
  49676. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  49677. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  49678. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  49679. * @param name Define the name of the camera in the scene
  49680. * @param position Define the start position of the camera in the scene
  49681. * @param scene Define the scene the camera belongs to
  49682. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  49683. */
  49684. function FreeCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  49685. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  49686. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  49687. /**
  49688. * Define the collision ellipsoid of the camera.
  49689. * This is helpful to simulate a camera body like the player body around the camera
  49690. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  49691. */
  49692. _this.ellipsoid = new BABYLON.Vector3(0.5, 1, 0.5);
  49693. /**
  49694. * Define an offset for the position of the ellipsoid around the camera.
  49695. * This can be helpful to determine the center of the body near the gravity center of the body
  49696. * instead of its head.
  49697. */
  49698. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  49699. /**
  49700. * Enable or disable collisions of the camera with the rest of the scene objects.
  49701. */
  49702. _this.checkCollisions = false;
  49703. /**
  49704. * Enable or disable gravity on the camera.
  49705. */
  49706. _this.applyGravity = false;
  49707. _this._needMoveForGravity = false;
  49708. _this._oldPosition = BABYLON.Vector3.Zero();
  49709. _this._diffPosition = BABYLON.Vector3.Zero();
  49710. _this._newPosition = BABYLON.Vector3.Zero();
  49711. // Collisions
  49712. _this._collisionMask = -1;
  49713. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  49714. if (collidedMesh === void 0) { collidedMesh = null; }
  49715. //TODO move this to the collision coordinator!
  49716. if (_this.getScene().workerCollisions) {
  49717. newPosition.multiplyInPlace(_this._collider._radius);
  49718. }
  49719. var updatePosition = function (newPos) {
  49720. _this._newPosition.copyFrom(newPos);
  49721. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  49722. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  49723. _this.position.addInPlace(_this._diffPosition);
  49724. if (_this.onCollide && collidedMesh) {
  49725. _this.onCollide(collidedMesh);
  49726. }
  49727. }
  49728. };
  49729. updatePosition(newPosition);
  49730. };
  49731. _this.inputs = new BABYLON.FreeCameraInputsManager(_this);
  49732. _this.inputs.addKeyboard().addMouse();
  49733. return _this;
  49734. }
  49735. Object.defineProperty(FreeCamera.prototype, "angularSensibility", {
  49736. /**
  49737. * Gets the input sensibility for a mouse input. (default is 2000.0)
  49738. * Higher values reduce sensitivity.
  49739. */
  49740. get: function () {
  49741. var mouse = this.inputs.attached["mouse"];
  49742. if (mouse) {
  49743. return mouse.angularSensibility;
  49744. }
  49745. return 0;
  49746. },
  49747. /**
  49748. * Sets the input sensibility for a mouse input. (default is 2000.0)
  49749. * Higher values reduce sensitivity.
  49750. */
  49751. set: function (value) {
  49752. var mouse = this.inputs.attached["mouse"];
  49753. if (mouse) {
  49754. mouse.angularSensibility = value;
  49755. }
  49756. },
  49757. enumerable: true,
  49758. configurable: true
  49759. });
  49760. Object.defineProperty(FreeCamera.prototype, "keysUp", {
  49761. /**
  49762. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  49763. */
  49764. get: function () {
  49765. var keyboard = this.inputs.attached["keyboard"];
  49766. if (keyboard) {
  49767. return keyboard.keysUp;
  49768. }
  49769. return [];
  49770. },
  49771. set: function (value) {
  49772. var keyboard = this.inputs.attached["keyboard"];
  49773. if (keyboard) {
  49774. keyboard.keysUp = value;
  49775. }
  49776. },
  49777. enumerable: true,
  49778. configurable: true
  49779. });
  49780. Object.defineProperty(FreeCamera.prototype, "keysDown", {
  49781. /**
  49782. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  49783. */
  49784. get: function () {
  49785. var keyboard = this.inputs.attached["keyboard"];
  49786. if (keyboard) {
  49787. return keyboard.keysDown;
  49788. }
  49789. return [];
  49790. },
  49791. set: function (value) {
  49792. var keyboard = this.inputs.attached["keyboard"];
  49793. if (keyboard) {
  49794. keyboard.keysDown = value;
  49795. }
  49796. },
  49797. enumerable: true,
  49798. configurable: true
  49799. });
  49800. Object.defineProperty(FreeCamera.prototype, "keysLeft", {
  49801. /**
  49802. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  49803. */
  49804. get: function () {
  49805. var keyboard = this.inputs.attached["keyboard"];
  49806. if (keyboard) {
  49807. return keyboard.keysLeft;
  49808. }
  49809. return [];
  49810. },
  49811. set: function (value) {
  49812. var keyboard = this.inputs.attached["keyboard"];
  49813. if (keyboard) {
  49814. keyboard.keysLeft = value;
  49815. }
  49816. },
  49817. enumerable: true,
  49818. configurable: true
  49819. });
  49820. Object.defineProperty(FreeCamera.prototype, "keysRight", {
  49821. /**
  49822. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  49823. */
  49824. get: function () {
  49825. var keyboard = this.inputs.attached["keyboard"];
  49826. if (keyboard) {
  49827. return keyboard.keysRight;
  49828. }
  49829. return [];
  49830. },
  49831. set: function (value) {
  49832. var keyboard = this.inputs.attached["keyboard"];
  49833. if (keyboard) {
  49834. keyboard.keysRight = value;
  49835. }
  49836. },
  49837. enumerable: true,
  49838. configurable: true
  49839. });
  49840. /**
  49841. * Attached controls to the current camera.
  49842. * @param element Defines the element the controls should be listened from
  49843. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  49844. */
  49845. FreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  49846. this.inputs.attachElement(element, noPreventDefault);
  49847. };
  49848. /**
  49849. * Detach the current controls from the camera.
  49850. * The camera will stop reacting to inputs.
  49851. * @param element Defines the element to stop listening the inputs from
  49852. */
  49853. FreeCamera.prototype.detachControl = function (element) {
  49854. this.inputs.detachElement(element);
  49855. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  49856. this.cameraRotation = new BABYLON.Vector2(0, 0);
  49857. };
  49858. Object.defineProperty(FreeCamera.prototype, "collisionMask", {
  49859. /**
  49860. * Define a collision mask to limit the list of object the camera can collide with
  49861. */
  49862. get: function () {
  49863. return this._collisionMask;
  49864. },
  49865. set: function (mask) {
  49866. this._collisionMask = !isNaN(mask) ? mask : -1;
  49867. },
  49868. enumerable: true,
  49869. configurable: true
  49870. });
  49871. /** @hidden */
  49872. FreeCamera.prototype._collideWithWorld = function (displacement) {
  49873. var globalPosition;
  49874. if (this.parent) {
  49875. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  49876. }
  49877. else {
  49878. globalPosition = this.position;
  49879. }
  49880. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  49881. this._oldPosition.addInPlace(this.ellipsoidOffset);
  49882. if (!this._collider) {
  49883. this._collider = new BABYLON.Collider();
  49884. }
  49885. this._collider._radius = this.ellipsoid;
  49886. this._collider.collisionMask = this._collisionMask;
  49887. //no need for clone, as long as gravity is not on.
  49888. var actualDisplacement = displacement;
  49889. //add gravity to the direction to prevent the dual-collision checking
  49890. if (this.applyGravity) {
  49891. //this prevents mending with cameraDirection, a global variable of the free camera class.
  49892. actualDisplacement = displacement.add(this.getScene().gravity);
  49893. }
  49894. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  49895. };
  49896. /** @hidden */
  49897. FreeCamera.prototype._checkInputs = function () {
  49898. if (!this._localDirection) {
  49899. this._localDirection = BABYLON.Vector3.Zero();
  49900. this._transformedDirection = BABYLON.Vector3.Zero();
  49901. }
  49902. this.inputs.checkInputs();
  49903. _super.prototype._checkInputs.call(this);
  49904. };
  49905. /** @hidden */
  49906. FreeCamera.prototype._decideIfNeedsToMove = function () {
  49907. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  49908. };
  49909. /** @hidden */
  49910. FreeCamera.prototype._updatePosition = function () {
  49911. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  49912. this._collideWithWorld(this.cameraDirection);
  49913. }
  49914. else {
  49915. _super.prototype._updatePosition.call(this);
  49916. }
  49917. };
  49918. /**
  49919. * Destroy the camera and release the current resources hold by it.
  49920. */
  49921. FreeCamera.prototype.dispose = function () {
  49922. this.inputs.clear();
  49923. _super.prototype.dispose.call(this);
  49924. };
  49925. /**
  49926. * Gets the current object class name.
  49927. * @return the class name
  49928. */
  49929. FreeCamera.prototype.getClassName = function () {
  49930. return "FreeCamera";
  49931. };
  49932. __decorate([
  49933. BABYLON.serializeAsVector3()
  49934. ], FreeCamera.prototype, "ellipsoid", void 0);
  49935. __decorate([
  49936. BABYLON.serializeAsVector3()
  49937. ], FreeCamera.prototype, "ellipsoidOffset", void 0);
  49938. __decorate([
  49939. BABYLON.serialize()
  49940. ], FreeCamera.prototype, "checkCollisions", void 0);
  49941. __decorate([
  49942. BABYLON.serialize()
  49943. ], FreeCamera.prototype, "applyGravity", void 0);
  49944. return FreeCamera;
  49945. }(BABYLON.TargetCamera));
  49946. BABYLON.FreeCamera = FreeCamera;
  49947. })(BABYLON || (BABYLON = {}));
  49948. //# sourceMappingURL=babylon.freeCamera.js.map
  49949. var BABYLON;
  49950. (function (BABYLON) {
  49951. /**
  49952. * Listen to mouse events to control the camera.
  49953. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49954. */
  49955. var FlyCameraMouseInput = /** @class */ (function () {
  49956. /**
  49957. * Listen to mouse events to control the camera.
  49958. * @param touchEnabled Define if touch is enabled. (Default is true.)
  49959. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  49960. */
  49961. function FlyCameraMouseInput(touchEnabled) {
  49962. if (touchEnabled === void 0) { touchEnabled = true; }
  49963. /**
  49964. * Defines the buttons associated with the input to handle camera rotation.
  49965. */
  49966. this.buttons = [0, 1, 2];
  49967. /**
  49968. * Assign buttons for Yaw control.
  49969. */
  49970. this.buttonsYaw = [-1, 0, 1];
  49971. /**
  49972. * Assign buttons for Pitch control.
  49973. */
  49974. this.buttonsPitch = [-1, 0, 1];
  49975. /**
  49976. * Assign buttons for Roll control.
  49977. */
  49978. this.buttonsRoll = [2];
  49979. /**
  49980. * Detect if any button is being pressed while mouse is moved.
  49981. * -1 = Mouse locked.
  49982. * 0 = Left button.
  49983. * 1 = Middle Button.
  49984. * 2 = Right Button.
  49985. */
  49986. this.activeButton = -1;
  49987. /**
  49988. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  49989. * Higher values reduce its sensitivity.
  49990. */
  49991. this.angularSensibility = 1000.0;
  49992. this.previousPosition = null;
  49993. }
  49994. /**
  49995. * Attach the mouse control to the HTML DOM element.
  49996. * @param element Defines the element that listens to the input events.
  49997. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  49998. */
  49999. FlyCameraMouseInput.prototype.attachControl = function (element, noPreventDefault) {
  50000. var _this = this;
  50001. this.element = element;
  50002. this.noPreventDefault = noPreventDefault;
  50003. this._observer = this.camera.getScene().onPointerObservable.add(function (p, s) {
  50004. _this._pointerInput(p, s);
  50005. }, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  50006. // Correct Roll by rate, if enabled.
  50007. this._rollObserver = this.camera.getScene().onBeforeRenderObservable.add(function () {
  50008. if (_this.camera.rollCorrect) {
  50009. _this.camera.restoreRoll(_this.camera.rollCorrect);
  50010. }
  50011. });
  50012. // Helper function to keep 'this'.
  50013. this._mousemoveCallback = function (e) {
  50014. _this._onMouseMove(e);
  50015. };
  50016. element.addEventListener("mousemove", this._mousemoveCallback, false);
  50017. };
  50018. /**
  50019. * Detach the current controls from the specified dom element.
  50020. * @param element Defines the element to stop listening the inputs from
  50021. */
  50022. FlyCameraMouseInput.prototype.detachControl = function (element) {
  50023. if (this._observer && element) {
  50024. this.camera.getScene().onPointerObservable.remove(this._observer);
  50025. this.camera.getScene().onBeforeRenderObservable.remove(this._rollObserver);
  50026. if (this._mousemoveCallback) {
  50027. element.removeEventListener("mousemove", this._mousemoveCallback);
  50028. }
  50029. this._observer = null;
  50030. this._rollObserver = null;
  50031. this.previousPosition = null;
  50032. this.noPreventDefault = undefined;
  50033. }
  50034. };
  50035. /**
  50036. * Gets the class name of the current input.
  50037. * @returns the class name.
  50038. */
  50039. FlyCameraMouseInput.prototype.getClassName = function () {
  50040. return "FlyCameraMouseInput";
  50041. };
  50042. /**
  50043. * Get the friendly name associated with the input class.
  50044. * @returns the input's friendly name.
  50045. */
  50046. FlyCameraMouseInput.prototype.getSimpleName = function () {
  50047. return "mouse";
  50048. };
  50049. // Track mouse movement, when the pointer is not locked.
  50050. FlyCameraMouseInput.prototype._pointerInput = function (p, s) {
  50051. var e = p.event;
  50052. var camera = this.camera;
  50053. var engine = camera.getEngine();
  50054. if (engine.isInVRExclusivePointerMode) {
  50055. return;
  50056. }
  50057. if (!this.touchEnabled && e.pointerType === "touch") {
  50058. return;
  50059. }
  50060. // Mouse is moved but an unknown mouse button is pressed.
  50061. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && this.buttons.indexOf(e.button) === -1) {
  50062. return;
  50063. }
  50064. var srcElement = (e.srcElement || e.target);
  50065. // Mouse down.
  50066. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  50067. try {
  50068. srcElement.setPointerCapture(e.pointerId);
  50069. }
  50070. catch (e) {
  50071. // Nothing to do with the error. Execution continues.
  50072. }
  50073. this.previousPosition = {
  50074. x: e.clientX,
  50075. y: e.clientY
  50076. };
  50077. this.activeButton = e.button;
  50078. if (!this.noPreventDefault) {
  50079. e.preventDefault();
  50080. this.element.focus();
  50081. }
  50082. }
  50083. else
  50084. // Mouse up.
  50085. if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  50086. try {
  50087. srcElement.releasePointerCapture(e.pointerId);
  50088. }
  50089. catch (e) {
  50090. // Nothing to do with the error. Execution continues.
  50091. }
  50092. this.activeButton = -1;
  50093. this.previousPosition = null;
  50094. if (!this.noPreventDefault) {
  50095. e.preventDefault();
  50096. }
  50097. }
  50098. else
  50099. // Mouse move.
  50100. if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  50101. if (!this.previousPosition || engine.isPointerLock) {
  50102. return;
  50103. }
  50104. var offsetX = e.clientX - this.previousPosition.x;
  50105. var offsetY = e.clientY - this.previousPosition.y;
  50106. this.rotateCamera(offsetX, offsetY);
  50107. this.previousPosition = {
  50108. x: e.clientX,
  50109. y: e.clientY
  50110. };
  50111. if (!this.noPreventDefault) {
  50112. e.preventDefault();
  50113. }
  50114. }
  50115. };
  50116. // Track mouse movement, when pointer is locked.
  50117. FlyCameraMouseInput.prototype._onMouseMove = function (e) {
  50118. var camera = this.camera;
  50119. var engine = camera.getEngine();
  50120. if (!engine.isPointerLock || engine.isInVRExclusivePointerMode) {
  50121. return;
  50122. }
  50123. var offsetX = e.movementX || e.mozMovementX || e.webkitMovementX || e.msMovementX || 0;
  50124. var offsetY = e.movementY || e.mozMovementY || e.webkitMovementY || e.msMovementY || 0;
  50125. this.rotateCamera(offsetX, offsetY);
  50126. this.previousPosition = null;
  50127. if (!this.noPreventDefault) {
  50128. e.preventDefault();
  50129. }
  50130. };
  50131. /**
  50132. * Rotate camera by mouse offset.
  50133. */
  50134. FlyCameraMouseInput.prototype.rotateCamera = function (offsetX, offsetY) {
  50135. var _this = this;
  50136. var camera = this.camera;
  50137. var scene = this.camera.getScene();
  50138. if (scene.useRightHandedSystem) {
  50139. offsetX *= -1;
  50140. }
  50141. if (camera.parent && camera.parent._getWorldMatrixDeterminant() < 0) {
  50142. offsetX *= -1;
  50143. }
  50144. var x = offsetX / this.angularSensibility;
  50145. var y = offsetY / this.angularSensibility;
  50146. // Initialize to current rotation.
  50147. var currentRotation = BABYLON.Quaternion.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, camera.rotation.z);
  50148. var rotationChange;
  50149. // Pitch.
  50150. if (this.buttonsPitch.some(function (v) { return v === _this.activeButton; })) {
  50151. // Apply change in Radians to vector Angle.
  50152. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, y);
  50153. // Apply Pitch to quaternion.
  50154. currentRotation.multiplyInPlace(rotationChange);
  50155. }
  50156. // Yaw.
  50157. if (this.buttonsYaw.some(function (v) { return v === _this.activeButton; })) {
  50158. // Apply change in Radians to vector Angle.
  50159. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Y, x);
  50160. // Apply Yaw to quaternion.
  50161. currentRotation.multiplyInPlace(rotationChange);
  50162. // Add Roll, if banked turning is enabled, within Roll limit.
  50163. var limit = (camera.bankedTurnLimit) + camera._trackRoll; // Defaults to 90° plus manual roll.
  50164. if (camera.bankedTurn && -limit < camera.rotation.z && camera.rotation.z < limit) {
  50165. var bankingDelta = camera.bankedTurnMultiplier * -x;
  50166. // Apply change in Radians to vector Angle.
  50167. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, bankingDelta);
  50168. // Apply Yaw to quaternion.
  50169. currentRotation.multiplyInPlace(rotationChange);
  50170. }
  50171. }
  50172. // Roll.
  50173. if (this.buttonsRoll.some(function (v) { return v === _this.activeButton; })) {
  50174. // Apply change in Radians to vector Angle.
  50175. rotationChange = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.Z, -x);
  50176. // Track Rolling.
  50177. camera._trackRoll -= x;
  50178. // Apply Pitch to quaternion.
  50179. currentRotation.multiplyInPlace(rotationChange);
  50180. }
  50181. // Apply rotationQuaternion to Euler camera.rotation.
  50182. currentRotation.toEulerAnglesToRef(camera.rotation);
  50183. };
  50184. __decorate([
  50185. BABYLON.serialize()
  50186. ], FlyCameraMouseInput.prototype, "buttons", void 0);
  50187. __decorate([
  50188. BABYLON.serialize()
  50189. ], FlyCameraMouseInput.prototype, "angularSensibility", void 0);
  50190. return FlyCameraMouseInput;
  50191. }());
  50192. BABYLON.FlyCameraMouseInput = FlyCameraMouseInput;
  50193. BABYLON.CameraInputTypes["FlyCameraMouseInput"] = FlyCameraMouseInput;
  50194. })(BABYLON || (BABYLON = {}));
  50195. //# sourceMappingURL=babylon.flyCameraMouseInput.js.map
  50196. var BABYLON;
  50197. (function (BABYLON) {
  50198. /**
  50199. * Listen to keyboard events to control the camera.
  50200. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50201. */
  50202. var FlyCameraKeyboardInput = /** @class */ (function () {
  50203. function FlyCameraKeyboardInput() {
  50204. /**
  50205. * The list of keyboard keys used to control the forward move of the camera.
  50206. */
  50207. this.keysForward = [87];
  50208. /**
  50209. * The list of keyboard keys used to control the backward move of the camera.
  50210. */
  50211. this.keysBackward = [83];
  50212. /**
  50213. * The list of keyboard keys used to control the forward move of the camera.
  50214. */
  50215. this.keysUp = [69];
  50216. /**
  50217. * The list of keyboard keys used to control the backward move of the camera.
  50218. */
  50219. this.keysDown = [81];
  50220. /**
  50221. * The list of keyboard keys used to control the right strafe move of the camera.
  50222. */
  50223. this.keysRight = [68];
  50224. /**
  50225. * The list of keyboard keys used to control the left strafe move of the camera.
  50226. */
  50227. this.keysLeft = [65];
  50228. this._keys = new Array();
  50229. }
  50230. /**
  50231. * Attach the input controls to a specific dom element to get the input from.
  50232. * @param element Defines the element the controls should be listened from
  50233. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50234. */
  50235. FlyCameraKeyboardInput.prototype.attachControl = function (element, noPreventDefault) {
  50236. var _this = this;
  50237. if (this._onCanvasBlurObserver) {
  50238. return;
  50239. }
  50240. this._scene = this.camera.getScene();
  50241. this._engine = this._scene.getEngine();
  50242. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50243. _this._keys = [];
  50244. });
  50245. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50246. var evt = info.event;
  50247. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50248. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50249. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50250. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50251. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50252. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50253. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50254. var index = _this._keys.indexOf(evt.keyCode);
  50255. if (index === -1) {
  50256. _this._keys.push(evt.keyCode);
  50257. }
  50258. if (!noPreventDefault) {
  50259. evt.preventDefault();
  50260. }
  50261. }
  50262. }
  50263. else {
  50264. if (_this.keysForward.indexOf(evt.keyCode) !== -1 ||
  50265. _this.keysBackward.indexOf(evt.keyCode) !== -1 ||
  50266. _this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50267. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50268. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50269. _this.keysRight.indexOf(evt.keyCode) !== -1) {
  50270. var index = _this._keys.indexOf(evt.keyCode);
  50271. if (index >= 0) {
  50272. _this._keys.splice(index, 1);
  50273. }
  50274. if (!noPreventDefault) {
  50275. evt.preventDefault();
  50276. }
  50277. }
  50278. }
  50279. });
  50280. };
  50281. /**
  50282. * Detach the current controls from the specified dom element.
  50283. * @param element Defines the element to stop listening the inputs from
  50284. */
  50285. FlyCameraKeyboardInput.prototype.detachControl = function (element) {
  50286. if (this._scene) {
  50287. if (this._onKeyboardObserver) {
  50288. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50289. }
  50290. if (this._onCanvasBlurObserver) {
  50291. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50292. }
  50293. this._onKeyboardObserver = null;
  50294. this._onCanvasBlurObserver = null;
  50295. }
  50296. this._keys = [];
  50297. };
  50298. /**
  50299. * Gets the class name of the current intput.
  50300. * @returns the class name
  50301. */
  50302. FlyCameraKeyboardInput.prototype.getClassName = function () {
  50303. return "FlyCameraKeyboardInput";
  50304. };
  50305. /** @hidden */
  50306. FlyCameraKeyboardInput.prototype._onLostFocus = function (e) {
  50307. this._keys = [];
  50308. };
  50309. /**
  50310. * Get the friendly name associated with the input class.
  50311. * @returns the input friendly name
  50312. */
  50313. FlyCameraKeyboardInput.prototype.getSimpleName = function () {
  50314. return "keyboard";
  50315. };
  50316. /**
  50317. * Update the current camera state depending on the inputs that have been used this frame.
  50318. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50319. */
  50320. FlyCameraKeyboardInput.prototype.checkInputs = function () {
  50321. if (this._onKeyboardObserver) {
  50322. var camera = this.camera;
  50323. // Keyboard
  50324. for (var index = 0; index < this._keys.length; index++) {
  50325. var keyCode = this._keys[index];
  50326. var speed = camera._computeLocalCameraSpeed();
  50327. if (this.keysForward.indexOf(keyCode) !== -1) {
  50328. camera._localDirection.copyFromFloats(0, 0, speed);
  50329. }
  50330. else if (this.keysBackward.indexOf(keyCode) !== -1) {
  50331. camera._localDirection.copyFromFloats(0, 0, -speed);
  50332. }
  50333. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50334. camera._localDirection.copyFromFloats(0, speed, 0);
  50335. }
  50336. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50337. camera._localDirection.copyFromFloats(0, -speed, 0);
  50338. }
  50339. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50340. camera._localDirection.copyFromFloats(speed, 0, 0);
  50341. }
  50342. else if (this.keysLeft.indexOf(keyCode) !== -1) {
  50343. camera._localDirection.copyFromFloats(-speed, 0, 0);
  50344. }
  50345. if (camera.getScene().useRightHandedSystem) {
  50346. camera._localDirection.z *= -1;
  50347. }
  50348. camera.getViewMatrix().invertToRef(camera._cameraTransformMatrix);
  50349. BABYLON.Vector3.TransformNormalToRef(camera._localDirection, camera._cameraTransformMatrix, camera._transformedDirection);
  50350. camera.cameraDirection.addInPlace(camera._transformedDirection);
  50351. }
  50352. }
  50353. };
  50354. __decorate([
  50355. BABYLON.serialize()
  50356. ], FlyCameraKeyboardInput.prototype, "keysForward", void 0);
  50357. __decorate([
  50358. BABYLON.serialize()
  50359. ], FlyCameraKeyboardInput.prototype, "keysBackward", void 0);
  50360. __decorate([
  50361. BABYLON.serialize()
  50362. ], FlyCameraKeyboardInput.prototype, "keysUp", void 0);
  50363. __decorate([
  50364. BABYLON.serialize()
  50365. ], FlyCameraKeyboardInput.prototype, "keysDown", void 0);
  50366. __decorate([
  50367. BABYLON.serialize()
  50368. ], FlyCameraKeyboardInput.prototype, "keysRight", void 0);
  50369. __decorate([
  50370. BABYLON.serialize()
  50371. ], FlyCameraKeyboardInput.prototype, "keysLeft", void 0);
  50372. return FlyCameraKeyboardInput;
  50373. }());
  50374. BABYLON.FlyCameraKeyboardInput = FlyCameraKeyboardInput;
  50375. BABYLON.CameraInputTypes["FlyCameraKeyboardInput"] = FlyCameraKeyboardInput;
  50376. })(BABYLON || (BABYLON = {}));
  50377. //# sourceMappingURL=babylon.flyCameraKeyboardInput.js.map
  50378. var BABYLON;
  50379. (function (BABYLON) {
  50380. /**
  50381. * Default Inputs manager for the FlyCamera.
  50382. * It groups all the default supported inputs for ease of use.
  50383. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50384. */
  50385. var FlyCameraInputsManager = /** @class */ (function (_super) {
  50386. __extends(FlyCameraInputsManager, _super);
  50387. /**
  50388. * Instantiates a new FlyCameraInputsManager.
  50389. * @param camera Defines the camera the inputs belong to.
  50390. */
  50391. function FlyCameraInputsManager(camera) {
  50392. return _super.call(this, camera) || this;
  50393. }
  50394. /**
  50395. * Add keyboard input support to the input manager.
  50396. * @returns the new FlyCameraKeyboardMoveInput().
  50397. */
  50398. FlyCameraInputsManager.prototype.addKeyboard = function () {
  50399. this.add(new BABYLON.FlyCameraKeyboardInput());
  50400. return this;
  50401. };
  50402. /**
  50403. * Add mouse input support to the input manager.
  50404. * @param touchEnabled Enable touch screen support.
  50405. * @returns the new FlyCameraMouseInput().
  50406. */
  50407. FlyCameraInputsManager.prototype.addMouse = function (touchEnabled) {
  50408. if (touchEnabled === void 0) { touchEnabled = true; }
  50409. this.add(new BABYLON.FlyCameraMouseInput(touchEnabled));
  50410. return this;
  50411. };
  50412. return FlyCameraInputsManager;
  50413. }(BABYLON.CameraInputsManager));
  50414. BABYLON.FlyCameraInputsManager = FlyCameraInputsManager;
  50415. })(BABYLON || (BABYLON = {}));
  50416. //# sourceMappingURL=babylon.flyCameraInputsManager.js.map
  50417. var BABYLON;
  50418. (function (BABYLON) {
  50419. /**
  50420. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50421. * such as in a 3D Space Shooter or a Flight Simulator.
  50422. */
  50423. var FlyCamera = /** @class */ (function (_super) {
  50424. __extends(FlyCamera, _super);
  50425. /**
  50426. * Instantiates a FlyCamera.
  50427. * This is a flying camera, designed for 3D movement and rotation in all directions,
  50428. * such as in a 3D Space Shooter or a Flight Simulator.
  50429. * @param name Define the name of the camera in the scene.
  50430. * @param position Define the starting position of the camera in the scene.
  50431. * @param scene Define the scene the camera belongs to.
  50432. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  50433. */
  50434. function FlyCamera(name, position, scene, setActiveOnSceneIfNoneActive) {
  50435. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  50436. var _this = _super.call(this, name, position, scene, setActiveOnSceneIfNoneActive) || this;
  50437. /**
  50438. * Define the collision ellipsoid of the camera.
  50439. * This is helpful for simulating a camera body, like a player's body.
  50440. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  50441. */
  50442. _this.ellipsoid = new BABYLON.Vector3(1, 1, 1);
  50443. /**
  50444. * Define an offset for the position of the ellipsoid around the camera.
  50445. * This can be helpful if the camera is attached away from the player's body center,
  50446. * such as at its head.
  50447. */
  50448. _this.ellipsoidOffset = new BABYLON.Vector3(0, 0, 0);
  50449. /**
  50450. * Enable or disable collisions of the camera with the rest of the scene objects.
  50451. */
  50452. _this.checkCollisions = false;
  50453. /**
  50454. * Enable or disable gravity on the camera.
  50455. */
  50456. _this.applyGravity = false;
  50457. /**
  50458. * Define the current direction the camera is moving to.
  50459. */
  50460. _this.cameraDirection = BABYLON.Vector3.Zero();
  50461. /**
  50462. * Track Roll to maintain the wanted Rolling when looking around.
  50463. */
  50464. _this._trackRoll = 0;
  50465. /**
  50466. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  50467. */
  50468. _this.rollCorrect = 100;
  50469. /**
  50470. * Mimic a banked turn, Rolling the camera when Yawing.
  50471. * It's recommended to use rollCorrect = 10 for faster banking correction.
  50472. */
  50473. _this.bankedTurn = false;
  50474. /**
  50475. * Limit in radians for how much Roll banking will add. (Default: 90°)
  50476. */
  50477. _this.bankedTurnLimit = Math.PI / 2;
  50478. /**
  50479. * Value of 0 disables the banked Roll.
  50480. * Value of 1 is equal to the Yaw angle in radians.
  50481. */
  50482. _this.bankedTurnMultiplier = 1;
  50483. _this._needMoveForGravity = false;
  50484. _this._oldPosition = BABYLON.Vector3.Zero();
  50485. _this._diffPosition = BABYLON.Vector3.Zero();
  50486. _this._newPosition = BABYLON.Vector3.Zero();
  50487. // Collisions.
  50488. _this._collisionMask = -1;
  50489. /** @hidden */
  50490. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  50491. if (collidedMesh === void 0) { collidedMesh = null; }
  50492. // TODO Move this to the collision coordinator!
  50493. if (_this.getScene().workerCollisions) {
  50494. newPosition.multiplyInPlace(_this._collider._radius);
  50495. }
  50496. var updatePosition = function (newPos) {
  50497. _this._newPosition.copyFrom(newPos);
  50498. _this._newPosition.subtractToRef(_this._oldPosition, _this._diffPosition);
  50499. if (_this._diffPosition.length() > BABYLON.Engine.CollisionsEpsilon) {
  50500. _this.position.addInPlace(_this._diffPosition);
  50501. if (_this.onCollide && collidedMesh) {
  50502. _this.onCollide(collidedMesh);
  50503. }
  50504. }
  50505. };
  50506. updatePosition(newPosition);
  50507. };
  50508. _this.inputs = new BABYLON.FlyCameraInputsManager(_this);
  50509. _this.inputs.addKeyboard().addMouse();
  50510. return _this;
  50511. }
  50512. Object.defineProperty(FlyCamera.prototype, "angularSensibility", {
  50513. /**
  50514. * Gets the input sensibility for mouse input.
  50515. * Higher values reduce sensitivity.
  50516. */
  50517. get: function () {
  50518. var mouse = this.inputs.attached["mouse"];
  50519. if (mouse) {
  50520. return mouse.angularSensibility;
  50521. }
  50522. return 0;
  50523. },
  50524. /**
  50525. * Sets the input sensibility for a mouse input.
  50526. * Higher values reduce sensitivity.
  50527. */
  50528. set: function (value) {
  50529. var mouse = this.inputs.attached["mouse"];
  50530. if (mouse) {
  50531. mouse.angularSensibility = value;
  50532. }
  50533. },
  50534. enumerable: true,
  50535. configurable: true
  50536. });
  50537. Object.defineProperty(FlyCamera.prototype, "keysForward", {
  50538. /**
  50539. * Get the keys for camera movement forward.
  50540. */
  50541. get: function () {
  50542. var keyboard = this.inputs.attached["keyboard"];
  50543. if (keyboard) {
  50544. return keyboard.keysForward;
  50545. }
  50546. return [];
  50547. },
  50548. /**
  50549. * Set the keys for camera movement forward.
  50550. */
  50551. set: function (value) {
  50552. var keyboard = this.inputs.attached["keyboard"];
  50553. if (keyboard) {
  50554. keyboard.keysForward = value;
  50555. }
  50556. },
  50557. enumerable: true,
  50558. configurable: true
  50559. });
  50560. Object.defineProperty(FlyCamera.prototype, "keysBackward", {
  50561. /**
  50562. * Get the keys for camera movement backward.
  50563. */
  50564. get: function () {
  50565. var keyboard = this.inputs.attached["keyboard"];
  50566. if (keyboard) {
  50567. return keyboard.keysBackward;
  50568. }
  50569. return [];
  50570. },
  50571. set: function (value) {
  50572. var keyboard = this.inputs.attached["keyboard"];
  50573. if (keyboard) {
  50574. keyboard.keysBackward = value;
  50575. }
  50576. },
  50577. enumerable: true,
  50578. configurable: true
  50579. });
  50580. Object.defineProperty(FlyCamera.prototype, "keysUp", {
  50581. /**
  50582. * Get the keys for camera movement up.
  50583. */
  50584. get: function () {
  50585. var keyboard = this.inputs.attached["keyboard"];
  50586. if (keyboard) {
  50587. return keyboard.keysUp;
  50588. }
  50589. return [];
  50590. },
  50591. /**
  50592. * Set the keys for camera movement up.
  50593. */
  50594. set: function (value) {
  50595. var keyboard = this.inputs.attached["keyboard"];
  50596. if (keyboard) {
  50597. keyboard.keysUp = value;
  50598. }
  50599. },
  50600. enumerable: true,
  50601. configurable: true
  50602. });
  50603. Object.defineProperty(FlyCamera.prototype, "keysDown", {
  50604. /**
  50605. * Get the keys for camera movement down.
  50606. */
  50607. get: function () {
  50608. var keyboard = this.inputs.attached["keyboard"];
  50609. if (keyboard) {
  50610. return keyboard.keysDown;
  50611. }
  50612. return [];
  50613. },
  50614. /**
  50615. * Set the keys for camera movement down.
  50616. */
  50617. set: function (value) {
  50618. var keyboard = this.inputs.attached["keyboard"];
  50619. if (keyboard) {
  50620. keyboard.keysDown = value;
  50621. }
  50622. },
  50623. enumerable: true,
  50624. configurable: true
  50625. });
  50626. Object.defineProperty(FlyCamera.prototype, "keysLeft", {
  50627. /**
  50628. * Get the keys for camera movement left.
  50629. */
  50630. get: function () {
  50631. var keyboard = this.inputs.attached["keyboard"];
  50632. if (keyboard) {
  50633. return keyboard.keysLeft;
  50634. }
  50635. return [];
  50636. },
  50637. /**
  50638. * Set the keys for camera movement left.
  50639. */
  50640. set: function (value) {
  50641. var keyboard = this.inputs.attached["keyboard"];
  50642. if (keyboard) {
  50643. keyboard.keysLeft = value;
  50644. }
  50645. },
  50646. enumerable: true,
  50647. configurable: true
  50648. });
  50649. Object.defineProperty(FlyCamera.prototype, "keysRight", {
  50650. /**
  50651. * Set the keys for camera movement right.
  50652. */
  50653. get: function () {
  50654. var keyboard = this.inputs.attached["keyboard"];
  50655. if (keyboard) {
  50656. return keyboard.keysRight;
  50657. }
  50658. return [];
  50659. },
  50660. /**
  50661. * Set the keys for camera movement right.
  50662. */
  50663. set: function (value) {
  50664. var keyboard = this.inputs.attached["keyboard"];
  50665. if (keyboard) {
  50666. keyboard.keysRight = value;
  50667. }
  50668. },
  50669. enumerable: true,
  50670. configurable: true
  50671. });
  50672. /**
  50673. * Attach a control to the HTML DOM element.
  50674. * @param element Defines the element that listens to the input events.
  50675. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  50676. */
  50677. FlyCamera.prototype.attachControl = function (element, noPreventDefault) {
  50678. this.inputs.attachElement(element, noPreventDefault);
  50679. };
  50680. /**
  50681. * Detach a control from the HTML DOM element.
  50682. * The camera will stop reacting to that input.
  50683. * @param element Defines the element that listens to the input events.
  50684. */
  50685. FlyCamera.prototype.detachControl = function (element) {
  50686. this.inputs.detachElement(element);
  50687. this.cameraDirection = new BABYLON.Vector3(0, 0, 0);
  50688. };
  50689. Object.defineProperty(FlyCamera.prototype, "collisionMask", {
  50690. /**
  50691. * Get the mask that the camera ignores in collision events.
  50692. */
  50693. get: function () {
  50694. return this._collisionMask;
  50695. },
  50696. /**
  50697. * Set the mask that the camera ignores in collision events.
  50698. */
  50699. set: function (mask) {
  50700. this._collisionMask = !isNaN(mask) ? mask : -1;
  50701. },
  50702. enumerable: true,
  50703. configurable: true
  50704. });
  50705. /** @hidden */
  50706. FlyCamera.prototype._collideWithWorld = function (displacement) {
  50707. var globalPosition;
  50708. if (this.parent) {
  50709. globalPosition = BABYLON.Vector3.TransformCoordinates(this.position, this.parent.getWorldMatrix());
  50710. }
  50711. else {
  50712. globalPosition = this.position;
  50713. }
  50714. globalPosition.subtractFromFloatsToRef(0, this.ellipsoid.y, 0, this._oldPosition);
  50715. this._oldPosition.addInPlace(this.ellipsoidOffset);
  50716. if (!this._collider) {
  50717. this._collider = new BABYLON.Collider();
  50718. }
  50719. this._collider._radius = this.ellipsoid;
  50720. this._collider.collisionMask = this._collisionMask;
  50721. // No need for clone, as long as gravity is not on.
  50722. var actualDisplacement = displacement;
  50723. // Add gravity to direction to prevent dual-collision checking.
  50724. if (this.applyGravity) {
  50725. // This prevents mending with cameraDirection, a global variable of the fly camera class.
  50726. actualDisplacement = displacement.add(this.getScene().gravity);
  50727. }
  50728. this.getScene().collisionCoordinator.getNewPosition(this._oldPosition, actualDisplacement, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  50729. };
  50730. /** @hidden */
  50731. FlyCamera.prototype._checkInputs = function () {
  50732. if (!this._localDirection) {
  50733. this._localDirection = BABYLON.Vector3.Zero();
  50734. this._transformedDirection = BABYLON.Vector3.Zero();
  50735. }
  50736. this.inputs.checkInputs();
  50737. _super.prototype._checkInputs.call(this);
  50738. };
  50739. /** @hidden */
  50740. FlyCamera.prototype._decideIfNeedsToMove = function () {
  50741. return this._needMoveForGravity || Math.abs(this.cameraDirection.x) > 0 || Math.abs(this.cameraDirection.y) > 0 || Math.abs(this.cameraDirection.z) > 0;
  50742. };
  50743. /** @hidden */
  50744. FlyCamera.prototype._updatePosition = function () {
  50745. if (this.checkCollisions && this.getScene().collisionsEnabled) {
  50746. this._collideWithWorld(this.cameraDirection);
  50747. }
  50748. else {
  50749. _super.prototype._updatePosition.call(this);
  50750. }
  50751. };
  50752. /**
  50753. * Restore the Roll to its target value at the rate specified.
  50754. * @param rate - Higher means slower restoring.
  50755. * @hidden
  50756. */
  50757. FlyCamera.prototype.restoreRoll = function (rate) {
  50758. var limit = this._trackRoll; // Target Roll.
  50759. var z = this.rotation.z; // Current Roll.
  50760. var delta = limit - z; // Difference in Roll.
  50761. var minRad = 0.001; // Tenth of a radian is a barely noticable difference.
  50762. // If the difference is noticable, restore the Roll.
  50763. if (Math.abs(delta) >= minRad) {
  50764. // Change Z rotation towards the target Roll.
  50765. this.rotation.z += delta / rate;
  50766. // Match when near enough.
  50767. if (Math.abs(limit - this.rotation.z) <= minRad) {
  50768. this.rotation.z = limit;
  50769. }
  50770. }
  50771. };
  50772. /**
  50773. * Destroy the camera and release the current resources held by it.
  50774. */
  50775. FlyCamera.prototype.dispose = function () {
  50776. this.inputs.clear();
  50777. _super.prototype.dispose.call(this);
  50778. };
  50779. /**
  50780. * Get the current object class name.
  50781. * @returns the class name.
  50782. */
  50783. FlyCamera.prototype.getClassName = function () {
  50784. return "FlyCamera";
  50785. };
  50786. __decorate([
  50787. BABYLON.serializeAsVector3()
  50788. ], FlyCamera.prototype, "ellipsoid", void 0);
  50789. __decorate([
  50790. BABYLON.serializeAsVector3()
  50791. ], FlyCamera.prototype, "ellipsoidOffset", void 0);
  50792. __decorate([
  50793. BABYLON.serialize()
  50794. ], FlyCamera.prototype, "checkCollisions", void 0);
  50795. __decorate([
  50796. BABYLON.serialize()
  50797. ], FlyCamera.prototype, "applyGravity", void 0);
  50798. return FlyCamera;
  50799. }(BABYLON.TargetCamera));
  50800. BABYLON.FlyCamera = FlyCamera;
  50801. })(BABYLON || (BABYLON = {}));
  50802. //# sourceMappingURL=babylon.flyCamera.js.map
  50803. var BABYLON;
  50804. (function (BABYLON) {
  50805. /**
  50806. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  50807. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  50808. */
  50809. var ArcRotateCameraKeyboardMoveInput = /** @class */ (function () {
  50810. function ArcRotateCameraKeyboardMoveInput() {
  50811. /**
  50812. * Defines the list of key codes associated with the up action (increase alpha)
  50813. */
  50814. this.keysUp = [38];
  50815. /**
  50816. * Defines the list of key codes associated with the down action (decrease alpha)
  50817. */
  50818. this.keysDown = [40];
  50819. /**
  50820. * Defines the list of key codes associated with the left action (increase beta)
  50821. */
  50822. this.keysLeft = [37];
  50823. /**
  50824. * Defines the list of key codes associated with the right action (decrease beta)
  50825. */
  50826. this.keysRight = [39];
  50827. /**
  50828. * Defines the list of key codes associated with the reset action.
  50829. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  50830. */
  50831. this.keysReset = [220];
  50832. /**
  50833. * Defines the panning sensibility of the inputs.
  50834. * (How fast is the camera paning)
  50835. */
  50836. this.panningSensibility = 50.0;
  50837. /**
  50838. * Defines the zooming sensibility of the inputs.
  50839. * (How fast is the camera zooming)
  50840. */
  50841. this.zoomingSensibility = 25.0;
  50842. /**
  50843. * Defines wether maintaining the alt key down switch the movement mode from
  50844. * orientation to zoom.
  50845. */
  50846. this.useAltToZoom = true;
  50847. /**
  50848. * Rotation speed of the camera
  50849. */
  50850. this.angularSpeed = 0.01;
  50851. this._keys = new Array();
  50852. }
  50853. /**
  50854. * Attach the input controls to a specific dom element to get the input from.
  50855. * @param element Defines the element the controls should be listened from
  50856. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  50857. */
  50858. ArcRotateCameraKeyboardMoveInput.prototype.attachControl = function (element, noPreventDefault) {
  50859. var _this = this;
  50860. if (this._onCanvasBlurObserver) {
  50861. return;
  50862. }
  50863. this._scene = this.camera.getScene();
  50864. this._engine = this._scene.getEngine();
  50865. this._onCanvasBlurObserver = this._engine.onCanvasBlurObservable.add(function () {
  50866. _this._keys = [];
  50867. });
  50868. this._onKeyboardObserver = this._scene.onKeyboardObservable.add(function (info) {
  50869. var evt = info.event;
  50870. if (info.type === BABYLON.KeyboardEventTypes.KEYDOWN) {
  50871. _this._ctrlPressed = evt.ctrlKey;
  50872. _this._altPressed = evt.altKey;
  50873. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50874. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50875. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50876. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50877. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50878. var index = _this._keys.indexOf(evt.keyCode);
  50879. if (index === -1) {
  50880. _this._keys.push(evt.keyCode);
  50881. }
  50882. if (evt.preventDefault) {
  50883. if (!noPreventDefault) {
  50884. evt.preventDefault();
  50885. }
  50886. }
  50887. }
  50888. }
  50889. else {
  50890. if (_this.keysUp.indexOf(evt.keyCode) !== -1 ||
  50891. _this.keysDown.indexOf(evt.keyCode) !== -1 ||
  50892. _this.keysLeft.indexOf(evt.keyCode) !== -1 ||
  50893. _this.keysRight.indexOf(evt.keyCode) !== -1 ||
  50894. _this.keysReset.indexOf(evt.keyCode) !== -1) {
  50895. var index = _this._keys.indexOf(evt.keyCode);
  50896. if (index >= 0) {
  50897. _this._keys.splice(index, 1);
  50898. }
  50899. if (evt.preventDefault) {
  50900. if (!noPreventDefault) {
  50901. evt.preventDefault();
  50902. }
  50903. }
  50904. }
  50905. }
  50906. });
  50907. };
  50908. /**
  50909. * Detach the current controls from the specified dom element.
  50910. * @param element Defines the element to stop listening the inputs from
  50911. */
  50912. ArcRotateCameraKeyboardMoveInput.prototype.detachControl = function (element) {
  50913. if (this._scene) {
  50914. if (this._onKeyboardObserver) {
  50915. this._scene.onKeyboardObservable.remove(this._onKeyboardObserver);
  50916. }
  50917. if (this._onCanvasBlurObserver) {
  50918. this._engine.onCanvasBlurObservable.remove(this._onCanvasBlurObserver);
  50919. }
  50920. this._onKeyboardObserver = null;
  50921. this._onCanvasBlurObserver = null;
  50922. }
  50923. this._keys = [];
  50924. };
  50925. /**
  50926. * Update the current camera state depending on the inputs that have been used this frame.
  50927. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  50928. */
  50929. ArcRotateCameraKeyboardMoveInput.prototype.checkInputs = function () {
  50930. if (this._onKeyboardObserver) {
  50931. var camera = this.camera;
  50932. for (var index = 0; index < this._keys.length; index++) {
  50933. var keyCode = this._keys[index];
  50934. if (this.keysLeft.indexOf(keyCode) !== -1) {
  50935. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50936. camera.inertialPanningX -= 1 / this.panningSensibility;
  50937. }
  50938. else {
  50939. camera.inertialAlphaOffset -= this.angularSpeed;
  50940. }
  50941. }
  50942. else if (this.keysUp.indexOf(keyCode) !== -1) {
  50943. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50944. camera.inertialPanningY += 1 / this.panningSensibility;
  50945. }
  50946. else if (this._altPressed && this.useAltToZoom) {
  50947. camera.inertialRadiusOffset += 1 / this.zoomingSensibility;
  50948. }
  50949. else {
  50950. camera.inertialBetaOffset -= this.angularSpeed;
  50951. }
  50952. }
  50953. else if (this.keysRight.indexOf(keyCode) !== -1) {
  50954. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50955. camera.inertialPanningX += 1 / this.panningSensibility;
  50956. }
  50957. else {
  50958. camera.inertialAlphaOffset += this.angularSpeed;
  50959. }
  50960. }
  50961. else if (this.keysDown.indexOf(keyCode) !== -1) {
  50962. if (this._ctrlPressed && this.camera._useCtrlForPanning) {
  50963. camera.inertialPanningY -= 1 / this.panningSensibility;
  50964. }
  50965. else if (this._altPressed && this.useAltToZoom) {
  50966. camera.inertialRadiusOffset -= 1 / this.zoomingSensibility;
  50967. }
  50968. else {
  50969. camera.inertialBetaOffset += this.angularSpeed;
  50970. }
  50971. }
  50972. else if (this.keysReset.indexOf(keyCode) !== -1) {
  50973. if (camera.useInputToRestoreState) {
  50974. camera.restoreState();
  50975. }
  50976. }
  50977. }
  50978. }
  50979. };
  50980. /**
  50981. * Gets the class name of the current intput.
  50982. * @returns the class name
  50983. */
  50984. ArcRotateCameraKeyboardMoveInput.prototype.getClassName = function () {
  50985. return "ArcRotateCameraKeyboardMoveInput";
  50986. };
  50987. /**
  50988. * Get the friendly name associated with the input class.
  50989. * @returns the input friendly name
  50990. */
  50991. ArcRotateCameraKeyboardMoveInput.prototype.getSimpleName = function () {
  50992. return "keyboard";
  50993. };
  50994. __decorate([
  50995. BABYLON.serialize()
  50996. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysUp", void 0);
  50997. __decorate([
  50998. BABYLON.serialize()
  50999. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysDown", void 0);
  51000. __decorate([
  51001. BABYLON.serialize()
  51002. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysLeft", void 0);
  51003. __decorate([
  51004. BABYLON.serialize()
  51005. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysRight", void 0);
  51006. __decorate([
  51007. BABYLON.serialize()
  51008. ], ArcRotateCameraKeyboardMoveInput.prototype, "keysReset", void 0);
  51009. __decorate([
  51010. BABYLON.serialize()
  51011. ], ArcRotateCameraKeyboardMoveInput.prototype, "panningSensibility", void 0);
  51012. __decorate([
  51013. BABYLON.serialize()
  51014. ], ArcRotateCameraKeyboardMoveInput.prototype, "zoomingSensibility", void 0);
  51015. __decorate([
  51016. BABYLON.serialize()
  51017. ], ArcRotateCameraKeyboardMoveInput.prototype, "useAltToZoom", void 0);
  51018. __decorate([
  51019. BABYLON.serialize()
  51020. ], ArcRotateCameraKeyboardMoveInput.prototype, "angularSpeed", void 0);
  51021. return ArcRotateCameraKeyboardMoveInput;
  51022. }());
  51023. BABYLON.ArcRotateCameraKeyboardMoveInput = ArcRotateCameraKeyboardMoveInput;
  51024. BABYLON.CameraInputTypes["ArcRotateCameraKeyboardMoveInput"] = ArcRotateCameraKeyboardMoveInput;
  51025. })(BABYLON || (BABYLON = {}));
  51026. //# sourceMappingURL=babylon.arcRotateCameraKeyboardMoveInput.js.map
  51027. var BABYLON;
  51028. (function (BABYLON) {
  51029. /**
  51030. * Manage the mouse wheel inputs to control an arc rotate camera.
  51031. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51032. */
  51033. var ArcRotateCameraMouseWheelInput = /** @class */ (function () {
  51034. function ArcRotateCameraMouseWheelInput() {
  51035. /**
  51036. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51037. */
  51038. this.wheelPrecision = 3.0;
  51039. /**
  51040. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  51041. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  51042. */
  51043. this.wheelDeltaPercentage = 0;
  51044. }
  51045. /**
  51046. * Attach the input controls to a specific dom element to get the input from.
  51047. * @param element Defines the element the controls should be listened from
  51048. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51049. */
  51050. ArcRotateCameraMouseWheelInput.prototype.attachControl = function (element, noPreventDefault) {
  51051. var _this = this;
  51052. this._wheel = function (p, s) {
  51053. //sanity check - this should be a PointerWheel event.
  51054. if (p.type !== BABYLON.PointerEventTypes.POINTERWHEEL) {
  51055. return;
  51056. }
  51057. var event = p.event;
  51058. var delta = 0;
  51059. if (event.wheelDelta) {
  51060. if (_this.wheelDeltaPercentage) {
  51061. var wheelDelta = (event.wheelDelta * 0.01 * _this.wheelDeltaPercentage) * _this.camera.radius;
  51062. if (event.wheelDelta > 0) {
  51063. delta = wheelDelta / (1.0 + _this.wheelDeltaPercentage);
  51064. }
  51065. else {
  51066. delta = wheelDelta * (1.0 + _this.wheelDeltaPercentage);
  51067. }
  51068. }
  51069. else {
  51070. delta = event.wheelDelta / (_this.wheelPrecision * 40);
  51071. }
  51072. }
  51073. else {
  51074. var deltaValue = event.deltaY || event.detail;
  51075. delta = -deltaValue / _this.wheelPrecision;
  51076. }
  51077. if (delta) {
  51078. _this.camera.inertialRadiusOffset += delta;
  51079. }
  51080. if (event.preventDefault) {
  51081. if (!noPreventDefault) {
  51082. event.preventDefault();
  51083. }
  51084. }
  51085. };
  51086. this._observer = this.camera.getScene().onPointerObservable.add(this._wheel, BABYLON.PointerEventTypes.POINTERWHEEL);
  51087. };
  51088. /**
  51089. * Detach the current controls from the specified dom element.
  51090. * @param element Defines the element to stop listening the inputs from
  51091. */
  51092. ArcRotateCameraMouseWheelInput.prototype.detachControl = function (element) {
  51093. if (this._observer && element) {
  51094. this.camera.getScene().onPointerObservable.remove(this._observer);
  51095. this._observer = null;
  51096. this._wheel = null;
  51097. }
  51098. };
  51099. /**
  51100. * Gets the class name of the current intput.
  51101. * @returns the class name
  51102. */
  51103. ArcRotateCameraMouseWheelInput.prototype.getClassName = function () {
  51104. return "ArcRotateCameraMouseWheelInput";
  51105. };
  51106. /**
  51107. * Get the friendly name associated with the input class.
  51108. * @returns the input friendly name
  51109. */
  51110. ArcRotateCameraMouseWheelInput.prototype.getSimpleName = function () {
  51111. return "mousewheel";
  51112. };
  51113. __decorate([
  51114. BABYLON.serialize()
  51115. ], ArcRotateCameraMouseWheelInput.prototype, "wheelPrecision", void 0);
  51116. __decorate([
  51117. BABYLON.serialize()
  51118. ], ArcRotateCameraMouseWheelInput.prototype, "wheelDeltaPercentage", void 0);
  51119. return ArcRotateCameraMouseWheelInput;
  51120. }());
  51121. BABYLON.ArcRotateCameraMouseWheelInput = ArcRotateCameraMouseWheelInput;
  51122. BABYLON.CameraInputTypes["ArcRotateCameraMouseWheelInput"] = ArcRotateCameraMouseWheelInput;
  51123. })(BABYLON || (BABYLON = {}));
  51124. //# sourceMappingURL=babylon.arcRotateCameraMouseWheelInput.js.map
  51125. var BABYLON;
  51126. (function (BABYLON) {
  51127. /**
  51128. * Manage the pointers inputs to control an arc rotate camera.
  51129. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51130. */
  51131. var ArcRotateCameraPointersInput = /** @class */ (function () {
  51132. function ArcRotateCameraPointersInput() {
  51133. /**
  51134. * Defines the buttons associated with the input to handle camera move.
  51135. */
  51136. this.buttons = [0, 1, 2];
  51137. /**
  51138. * Defines the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51139. */
  51140. this.angularSensibilityX = 1000.0;
  51141. /**
  51142. * Defines the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51143. */
  51144. this.angularSensibilityY = 1000.0;
  51145. /**
  51146. * Defines the pointer pinch precision or how fast is the camera zooming.
  51147. */
  51148. this.pinchPrecision = 12.0;
  51149. /**
  51150. * pinchDeltaPercentage will be used instead of pinchPrecision if different from 0.
  51151. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51152. */
  51153. this.pinchDeltaPercentage = 0;
  51154. /**
  51155. * Defines the pointer panning sensibility or how fast is the camera moving.
  51156. */
  51157. this.panningSensibility = 1000.0;
  51158. /**
  51159. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  51160. */
  51161. this.multiTouchPanning = true;
  51162. /**
  51163. * Defines whether panning is enabled for both pan (2 fingers swipe) and zoom (pinch) through multitouch.
  51164. */
  51165. this.multiTouchPanAndZoom = true;
  51166. /**
  51167. * Revers pinch action direction.
  51168. */
  51169. this.pinchInwards = true;
  51170. this._isPanClick = false;
  51171. }
  51172. /**
  51173. * Attach the input controls to a specific dom element to get the input from.
  51174. * @param element Defines the element the controls should be listened from
  51175. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  51176. */
  51177. ArcRotateCameraPointersInput.prototype.attachControl = function (element, noPreventDefault) {
  51178. var _this = this;
  51179. var engine = this.camera.getEngine();
  51180. var cacheSoloPointer; // cache pointer object for better perf on camera rotation
  51181. var pointA = null;
  51182. var pointB = null;
  51183. var previousPinchSquaredDistance = 0;
  51184. var initialDistance = 0;
  51185. var twoFingerActivityCount = 0;
  51186. var previousMultiTouchPanPosition = { x: 0, y: 0, isPaning: false, isPinching: false };
  51187. this._pointerInput = function (p, s) {
  51188. var evt = p.event;
  51189. var isTouch = p.event.pointerType === "touch";
  51190. if (engine.isInVRExclusivePointerMode) {
  51191. return;
  51192. }
  51193. if (p.type !== BABYLON.PointerEventTypes.POINTERMOVE && _this.buttons.indexOf(evt.button) === -1) {
  51194. return;
  51195. }
  51196. var srcElement = (evt.srcElement || evt.target);
  51197. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN && srcElement) {
  51198. try {
  51199. srcElement.setPointerCapture(evt.pointerId);
  51200. }
  51201. catch (e) {
  51202. //Nothing to do with the error. Execution will continue.
  51203. }
  51204. // Manage panning with pan button click
  51205. _this._isPanClick = evt.button === _this.camera._panningMouseButton;
  51206. // manage pointers
  51207. cacheSoloPointer = { x: evt.clientX, y: evt.clientY, pointerId: evt.pointerId, type: evt.pointerType };
  51208. if (pointA === null) {
  51209. pointA = cacheSoloPointer;
  51210. }
  51211. else if (pointB === null) {
  51212. pointB = cacheSoloPointer;
  51213. }
  51214. if (!noPreventDefault) {
  51215. evt.preventDefault();
  51216. element.focus();
  51217. }
  51218. }
  51219. else if (p.type === BABYLON.PointerEventTypes.POINTERDOUBLETAP) {
  51220. if (_this.camera.useInputToRestoreState) {
  51221. _this.camera.restoreState();
  51222. }
  51223. }
  51224. else if (p.type === BABYLON.PointerEventTypes.POINTERUP && srcElement) {
  51225. try {
  51226. srcElement.releasePointerCapture(evt.pointerId);
  51227. }
  51228. catch (e) {
  51229. //Nothing to do with the error.
  51230. }
  51231. cacheSoloPointer = null;
  51232. previousPinchSquaredDistance = 0;
  51233. previousMultiTouchPanPosition.isPaning = false;
  51234. previousMultiTouchPanPosition.isPinching = false;
  51235. twoFingerActivityCount = 0;
  51236. initialDistance = 0;
  51237. if (!isTouch) {
  51238. pointB = null; // Mouse and pen are mono pointer
  51239. }
  51240. //would be better to use pointers.remove(evt.pointerId) for multitouch gestures,
  51241. //but emptying completly pointers collection is required to fix a bug on iPhone :
  51242. //when changing orientation while pinching camera, one pointer stay pressed forever if we don't release all pointers
  51243. //will be ok to put back pointers.remove(evt.pointerId); when iPhone bug corrected
  51244. if (engine._badOS) {
  51245. pointA = pointB = null;
  51246. }
  51247. else {
  51248. //only remove the impacted pointer in case of multitouch allowing on most
  51249. //platforms switching from rotate to zoom and pan seamlessly.
  51250. if (pointB && pointA && pointA.pointerId == evt.pointerId) {
  51251. pointA = pointB;
  51252. pointB = null;
  51253. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51254. }
  51255. else if (pointA && pointB && pointB.pointerId == evt.pointerId) {
  51256. pointB = null;
  51257. cacheSoloPointer = { x: pointA.x, y: pointA.y, pointerId: pointA.pointerId, type: evt.pointerType };
  51258. }
  51259. else {
  51260. pointA = pointB = null;
  51261. }
  51262. }
  51263. if (!noPreventDefault) {
  51264. evt.preventDefault();
  51265. }
  51266. }
  51267. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  51268. if (!noPreventDefault) {
  51269. evt.preventDefault();
  51270. }
  51271. // One button down
  51272. if (pointA && pointB === null && cacheSoloPointer) {
  51273. if (_this.panningSensibility !== 0 &&
  51274. ((evt.ctrlKey && _this.camera._useCtrlForPanning) || _this._isPanClick)) {
  51275. _this.camera.inertialPanningX += -(evt.clientX - cacheSoloPointer.x) / _this.panningSensibility;
  51276. _this.camera.inertialPanningY += (evt.clientY - cacheSoloPointer.y) / _this.panningSensibility;
  51277. }
  51278. else {
  51279. var offsetX = evt.clientX - cacheSoloPointer.x;
  51280. var offsetY = evt.clientY - cacheSoloPointer.y;
  51281. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51282. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51283. }
  51284. cacheSoloPointer.x = evt.clientX;
  51285. cacheSoloPointer.y = evt.clientY;
  51286. }
  51287. // Two buttons down: pinch/pan
  51288. else if (pointA && pointB) {
  51289. //if (noPreventDefault) { evt.preventDefault(); } //if pinch gesture, could be useful to force preventDefault to avoid html page scroll/zoom in some mobile browsers
  51290. var ed = (pointA.pointerId === evt.pointerId) ? pointA : pointB;
  51291. ed.x = evt.clientX;
  51292. ed.y = evt.clientY;
  51293. var direction = _this.pinchInwards ? 1 : -1;
  51294. var distX = pointA.x - pointB.x;
  51295. var distY = pointA.y - pointB.y;
  51296. var pinchSquaredDistance = (distX * distX) + (distY * distY);
  51297. var pinchDistance = Math.sqrt(pinchSquaredDistance);
  51298. if (previousPinchSquaredDistance === 0) {
  51299. initialDistance = pinchDistance;
  51300. previousPinchSquaredDistance = pinchSquaredDistance;
  51301. previousMultiTouchPanPosition.x = (pointA.x + pointB.x) / 2;
  51302. previousMultiTouchPanPosition.y = (pointA.y + pointB.y) / 2;
  51303. return;
  51304. }
  51305. if (_this.multiTouchPanAndZoom) {
  51306. if (_this.pinchDeltaPercentage) {
  51307. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51308. }
  51309. else {
  51310. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51311. (_this.pinchPrecision *
  51312. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51313. direction);
  51314. }
  51315. if (_this.panningSensibility !== 0) {
  51316. var pointersCenterX = (pointA.x + pointB.x) / 2;
  51317. var pointersCenterY = (pointA.y + pointB.y) / 2;
  51318. var pointersCenterDistX = pointersCenterX - previousMultiTouchPanPosition.x;
  51319. var pointersCenterDistY = pointersCenterY - previousMultiTouchPanPosition.y;
  51320. previousMultiTouchPanPosition.x = pointersCenterX;
  51321. previousMultiTouchPanPosition.y = pointersCenterY;
  51322. _this.camera.inertialPanningX += -(pointersCenterDistX) / (_this.panningSensibility);
  51323. _this.camera.inertialPanningY += (pointersCenterDistY) / (_this.panningSensibility);
  51324. }
  51325. }
  51326. else {
  51327. twoFingerActivityCount++;
  51328. if (previousMultiTouchPanPosition.isPinching || (twoFingerActivityCount < 20 && Math.abs(pinchDistance - initialDistance) > _this.camera.pinchToPanMaxDistance)) {
  51329. if (_this.pinchDeltaPercentage) {
  51330. _this.camera.inertialRadiusOffset += ((pinchSquaredDistance - previousPinchSquaredDistance) * 0.001) * _this.camera.radius * _this.pinchDeltaPercentage;
  51331. }
  51332. else {
  51333. _this.camera.inertialRadiusOffset += (pinchSquaredDistance - previousPinchSquaredDistance) /
  51334. (_this.pinchPrecision *
  51335. ((_this.angularSensibilityX + _this.angularSensibilityY) / 2) *
  51336. direction);
  51337. }
  51338. previousMultiTouchPanPosition.isPaning = false;
  51339. previousMultiTouchPanPosition.isPinching = true;
  51340. }
  51341. else {
  51342. if (cacheSoloPointer && cacheSoloPointer.pointerId === ed.pointerId && _this.panningSensibility !== 0 && _this.multiTouchPanning) {
  51343. if (!previousMultiTouchPanPosition.isPaning) {
  51344. previousMultiTouchPanPosition.isPaning = true;
  51345. previousMultiTouchPanPosition.isPinching = false;
  51346. previousMultiTouchPanPosition.x = ed.x;
  51347. previousMultiTouchPanPosition.y = ed.y;
  51348. return;
  51349. }
  51350. _this.camera.inertialPanningX += -(ed.x - previousMultiTouchPanPosition.x) / (_this.panningSensibility);
  51351. _this.camera.inertialPanningY += (ed.y - previousMultiTouchPanPosition.y) / (_this.panningSensibility);
  51352. }
  51353. }
  51354. if (cacheSoloPointer && cacheSoloPointer.pointerId === evt.pointerId) {
  51355. previousMultiTouchPanPosition.x = ed.x;
  51356. previousMultiTouchPanPosition.y = ed.y;
  51357. }
  51358. }
  51359. previousPinchSquaredDistance = pinchSquaredDistance;
  51360. }
  51361. }
  51362. };
  51363. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE | BABYLON.PointerEventTypes.POINTERDOUBLETAP);
  51364. this._onContextMenu = function (evt) {
  51365. evt.preventDefault();
  51366. };
  51367. if (!this.camera._useCtrlForPanning) {
  51368. element.addEventListener("contextmenu", this._onContextMenu, false);
  51369. }
  51370. this._onLostFocus = function () {
  51371. //this._keys = [];
  51372. pointA = pointB = null;
  51373. previousPinchSquaredDistance = 0;
  51374. previousMultiTouchPanPosition.isPaning = false;
  51375. previousMultiTouchPanPosition.isPinching = false;
  51376. twoFingerActivityCount = 0;
  51377. cacheSoloPointer = null;
  51378. initialDistance = 0;
  51379. };
  51380. this._onMouseMove = function (evt) {
  51381. if (!engine.isPointerLock) {
  51382. return;
  51383. }
  51384. var offsetX = evt.movementX || evt.mozMovementX || evt.webkitMovementX || evt.msMovementX || 0;
  51385. var offsetY = evt.movementY || evt.mozMovementY || evt.webkitMovementY || evt.msMovementY || 0;
  51386. _this.camera.inertialAlphaOffset -= offsetX / _this.angularSensibilityX;
  51387. _this.camera.inertialBetaOffset -= offsetY / _this.angularSensibilityY;
  51388. if (!noPreventDefault) {
  51389. evt.preventDefault();
  51390. }
  51391. };
  51392. this._onGestureStart = function (e) {
  51393. if (window.MSGesture === undefined) {
  51394. return;
  51395. }
  51396. if (!_this._MSGestureHandler) {
  51397. _this._MSGestureHandler = new MSGesture();
  51398. _this._MSGestureHandler.target = element;
  51399. }
  51400. _this._MSGestureHandler.addPointer(e.pointerId);
  51401. };
  51402. this._onGesture = function (e) {
  51403. _this.camera.radius *= e.scale;
  51404. if (e.preventDefault) {
  51405. if (!noPreventDefault) {
  51406. e.stopPropagation();
  51407. e.preventDefault();
  51408. }
  51409. }
  51410. };
  51411. element.addEventListener("mousemove", this._onMouseMove, false);
  51412. element.addEventListener("MSPointerDown", this._onGestureStart, false);
  51413. element.addEventListener("MSGestureChange", this._onGesture, false);
  51414. BABYLON.Tools.RegisterTopRootEvents([
  51415. { name: "blur", handler: this._onLostFocus }
  51416. ]);
  51417. };
  51418. /**
  51419. * Detach the current controls from the specified dom element.
  51420. * @param element Defines the element to stop listening the inputs from
  51421. */
  51422. ArcRotateCameraPointersInput.prototype.detachControl = function (element) {
  51423. if (this._onLostFocus) {
  51424. BABYLON.Tools.UnregisterTopRootEvents([
  51425. { name: "blur", handler: this._onLostFocus }
  51426. ]);
  51427. }
  51428. if (element && this._observer) {
  51429. this.camera.getScene().onPointerObservable.remove(this._observer);
  51430. this._observer = null;
  51431. if (this._onContextMenu) {
  51432. element.removeEventListener("contextmenu", this._onContextMenu);
  51433. }
  51434. if (this._onMouseMove) {
  51435. element.removeEventListener("mousemove", this._onMouseMove);
  51436. }
  51437. if (this._onGestureStart) {
  51438. element.removeEventListener("MSPointerDown", this._onGestureStart);
  51439. }
  51440. if (this._onGesture) {
  51441. element.removeEventListener("MSGestureChange", this._onGesture);
  51442. }
  51443. this._isPanClick = false;
  51444. this.pinchInwards = true;
  51445. this._onMouseMove = null;
  51446. this._onGestureStart = null;
  51447. this._onGesture = null;
  51448. this._MSGestureHandler = null;
  51449. this._onLostFocus = null;
  51450. this._onContextMenu = null;
  51451. }
  51452. };
  51453. /**
  51454. * Gets the class name of the current intput.
  51455. * @returns the class name
  51456. */
  51457. ArcRotateCameraPointersInput.prototype.getClassName = function () {
  51458. return "ArcRotateCameraPointersInput";
  51459. };
  51460. /**
  51461. * Get the friendly name associated with the input class.
  51462. * @returns the input friendly name
  51463. */
  51464. ArcRotateCameraPointersInput.prototype.getSimpleName = function () {
  51465. return "pointers";
  51466. };
  51467. __decorate([
  51468. BABYLON.serialize()
  51469. ], ArcRotateCameraPointersInput.prototype, "buttons", void 0);
  51470. __decorate([
  51471. BABYLON.serialize()
  51472. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityX", void 0);
  51473. __decorate([
  51474. BABYLON.serialize()
  51475. ], ArcRotateCameraPointersInput.prototype, "angularSensibilityY", void 0);
  51476. __decorate([
  51477. BABYLON.serialize()
  51478. ], ArcRotateCameraPointersInput.prototype, "pinchPrecision", void 0);
  51479. __decorate([
  51480. BABYLON.serialize()
  51481. ], ArcRotateCameraPointersInput.prototype, "pinchDeltaPercentage", void 0);
  51482. __decorate([
  51483. BABYLON.serialize()
  51484. ], ArcRotateCameraPointersInput.prototype, "panningSensibility", void 0);
  51485. __decorate([
  51486. BABYLON.serialize()
  51487. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanning", void 0);
  51488. __decorate([
  51489. BABYLON.serialize()
  51490. ], ArcRotateCameraPointersInput.prototype, "multiTouchPanAndZoom", void 0);
  51491. return ArcRotateCameraPointersInput;
  51492. }());
  51493. BABYLON.ArcRotateCameraPointersInput = ArcRotateCameraPointersInput;
  51494. BABYLON.CameraInputTypes["ArcRotateCameraPointersInput"] = ArcRotateCameraPointersInput;
  51495. })(BABYLON || (BABYLON = {}));
  51496. //# sourceMappingURL=babylon.arcRotateCameraPointersInput.js.map
  51497. var BABYLON;
  51498. (function (BABYLON) {
  51499. /**
  51500. * Default Inputs manager for the ArcRotateCamera.
  51501. * It groups all the default supported inputs for ease of use.
  51502. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  51503. */
  51504. var ArcRotateCameraInputsManager = /** @class */ (function (_super) {
  51505. __extends(ArcRotateCameraInputsManager, _super);
  51506. /**
  51507. * Instantiates a new ArcRotateCameraInputsManager.
  51508. * @param camera Defines the camera the inputs belong to
  51509. */
  51510. function ArcRotateCameraInputsManager(camera) {
  51511. return _super.call(this, camera) || this;
  51512. }
  51513. /**
  51514. * Add mouse wheel input support to the input manager.
  51515. * @returns the current input manager
  51516. */
  51517. ArcRotateCameraInputsManager.prototype.addMouseWheel = function () {
  51518. this.add(new BABYLON.ArcRotateCameraMouseWheelInput());
  51519. return this;
  51520. };
  51521. /**
  51522. * Add pointers input support to the input manager.
  51523. * @returns the current input manager
  51524. */
  51525. ArcRotateCameraInputsManager.prototype.addPointers = function () {
  51526. this.add(new BABYLON.ArcRotateCameraPointersInput());
  51527. return this;
  51528. };
  51529. /**
  51530. * Add keyboard input support to the input manager.
  51531. * @returns the current input manager
  51532. */
  51533. ArcRotateCameraInputsManager.prototype.addKeyboard = function () {
  51534. this.add(new BABYLON.ArcRotateCameraKeyboardMoveInput());
  51535. return this;
  51536. };
  51537. /**
  51538. * Add orientation input support to the input manager.
  51539. * @returns the current input manager
  51540. */
  51541. ArcRotateCameraInputsManager.prototype.addVRDeviceOrientation = function () {
  51542. this.add(new BABYLON.ArcRotateCameraVRDeviceOrientationInput());
  51543. return this;
  51544. };
  51545. return ArcRotateCameraInputsManager;
  51546. }(BABYLON.CameraInputsManager));
  51547. BABYLON.ArcRotateCameraInputsManager = ArcRotateCameraInputsManager;
  51548. })(BABYLON || (BABYLON = {}));
  51549. //# sourceMappingURL=babylon.arcRotateCameraInputsManager.js.map
  51550. var BABYLON;
  51551. (function (BABYLON) {
  51552. BABYLON.Node.AddNodeConstructor("ArcRotateCamera", function (name, scene) {
  51553. return function () { return new ArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  51554. });
  51555. /**
  51556. * This represents an orbital type of camera.
  51557. *
  51558. * 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.
  51559. * 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.
  51560. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  51561. */
  51562. var ArcRotateCamera = /** @class */ (function (_super) {
  51563. __extends(ArcRotateCamera, _super);
  51564. /**
  51565. * Instantiates a new ArcRotateCamera in a given scene
  51566. * @param name Defines the name of the camera
  51567. * @param alpha Defines the camera rotation along the logitudinal axis
  51568. * @param beta Defines the camera rotation along the latitudinal axis
  51569. * @param radius Defines the camera distance from its target
  51570. * @param target Defines the camera target
  51571. * @param scene Defines the scene the camera belongs to
  51572. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  51573. */
  51574. function ArcRotateCamera(name, alpha, beta, radius, target, scene, setActiveOnSceneIfNoneActive) {
  51575. if (setActiveOnSceneIfNoneActive === void 0) { setActiveOnSceneIfNoneActive = true; }
  51576. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene, setActiveOnSceneIfNoneActive) || this;
  51577. /**
  51578. * Current inertia value on the longitudinal axis.
  51579. * The bigger this number the longer it will take for the camera to stop.
  51580. */
  51581. _this.inertialAlphaOffset = 0;
  51582. /**
  51583. * Current inertia value on the latitudinal axis.
  51584. * The bigger this number the longer it will take for the camera to stop.
  51585. */
  51586. _this.inertialBetaOffset = 0;
  51587. /**
  51588. * Current inertia value on the radius axis.
  51589. * The bigger this number the longer it will take for the camera to stop.
  51590. */
  51591. _this.inertialRadiusOffset = 0;
  51592. /**
  51593. * Minimum allowed angle on the longitudinal axis.
  51594. * This can help limiting how the Camera is able to move in the scene.
  51595. */
  51596. _this.lowerAlphaLimit = null;
  51597. /**
  51598. * Maximum allowed angle on the longitudinal axis.
  51599. * This can help limiting how the Camera is able to move in the scene.
  51600. */
  51601. _this.upperAlphaLimit = null;
  51602. /**
  51603. * Minimum allowed angle on the latitudinal axis.
  51604. * This can help limiting how the Camera is able to move in the scene.
  51605. */
  51606. _this.lowerBetaLimit = 0.01;
  51607. /**
  51608. * Maximum allowed angle on the latitudinal axis.
  51609. * This can help limiting how the Camera is able to move in the scene.
  51610. */
  51611. _this.upperBetaLimit = Math.PI;
  51612. /**
  51613. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  51614. * This can help limiting how the Camera is able to move in the scene.
  51615. */
  51616. _this.lowerRadiusLimit = null;
  51617. /**
  51618. * Maximum allowed distance of the camera to the target (The camera can not get further).
  51619. * This can help limiting how the Camera is able to move in the scene.
  51620. */
  51621. _this.upperRadiusLimit = null;
  51622. /**
  51623. * Defines the current inertia value used during panning of the camera along the X axis.
  51624. */
  51625. _this.inertialPanningX = 0;
  51626. /**
  51627. * Defines the current inertia value used during panning of the camera along the Y axis.
  51628. */
  51629. _this.inertialPanningY = 0;
  51630. /**
  51631. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  51632. * Basically if your fingers moves away from more than this distance you will be considered
  51633. * in pinch mode.
  51634. */
  51635. _this.pinchToPanMaxDistance = 20;
  51636. /**
  51637. * Defines the maximum distance the camera can pan.
  51638. * This could help keeping the cammera always in your scene.
  51639. */
  51640. _this.panningDistanceLimit = null;
  51641. /**
  51642. * Defines the target of the camera before paning.
  51643. */
  51644. _this.panningOriginTarget = BABYLON.Vector3.Zero();
  51645. /**
  51646. * Defines the value of the inertia used during panning.
  51647. * 0 would mean stop inertia and one would mean no decelleration at all.
  51648. */
  51649. _this.panningInertia = 0.9;
  51650. //-- end properties for backward compatibility for inputs
  51651. /**
  51652. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  51653. */
  51654. _this.zoomOnFactor = 1;
  51655. /**
  51656. * Defines a screen offset for the camera position.
  51657. */
  51658. _this.targetScreenOffset = BABYLON.Vector2.Zero();
  51659. /**
  51660. * Allows the camera to be completely reversed.
  51661. * If false the camera can not arrive upside down.
  51662. */
  51663. _this.allowUpsideDown = true;
  51664. /**
  51665. * Define if double tap/click is used to restore the previously saved state of the camera.
  51666. */
  51667. _this.useInputToRestoreState = true;
  51668. /** @hidden */
  51669. _this._viewMatrix = new BABYLON.Matrix();
  51670. /**
  51671. * Defines the allowed panning axis.
  51672. */
  51673. _this.panningAxis = new BABYLON.Vector3(1, 1, 0);
  51674. /**
  51675. * Observable triggered when the mesh target has been changed on the camera.
  51676. */
  51677. _this.onMeshTargetChangedObservable = new BABYLON.Observable();
  51678. /**
  51679. * Defines whether the camera should check collision with the objects oh the scene.
  51680. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  51681. */
  51682. _this.checkCollisions = false;
  51683. /**
  51684. * Defines the collision radius of the camera.
  51685. * This simulates a sphere around the camera.
  51686. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  51687. */
  51688. _this.collisionRadius = new BABYLON.Vector3(0.5, 0.5, 0.5);
  51689. _this._previousPosition = BABYLON.Vector3.Zero();
  51690. _this._collisionVelocity = BABYLON.Vector3.Zero();
  51691. _this._newPosition = BABYLON.Vector3.Zero();
  51692. _this._computationVector = BABYLON.Vector3.Zero();
  51693. _this._onCollisionPositionChange = function (collisionId, newPosition, collidedMesh) {
  51694. if (collidedMesh === void 0) { collidedMesh = null; }
  51695. if (_this.getScene().workerCollisions && _this.checkCollisions) {
  51696. newPosition.multiplyInPlace(_this._collider._radius);
  51697. }
  51698. if (!collidedMesh) {
  51699. _this._previousPosition.copyFrom(_this.position);
  51700. }
  51701. else {
  51702. _this.setPosition(newPosition);
  51703. if (_this.onCollide) {
  51704. _this.onCollide(collidedMesh);
  51705. }
  51706. }
  51707. // Recompute because of constraints
  51708. var cosa = Math.cos(_this.alpha);
  51709. var sina = Math.sin(_this.alpha);
  51710. var cosb = Math.cos(_this.beta);
  51711. var sinb = Math.sin(_this.beta);
  51712. if (sinb === 0) {
  51713. sinb = 0.0001;
  51714. }
  51715. var target = _this._getTargetPosition();
  51716. _this._computationVector.copyFromFloats(_this.radius * cosa * sinb, _this.radius * cosb, _this.radius * sina * sinb);
  51717. target.addToRef(_this._computationVector, _this._newPosition);
  51718. _this.position.copyFrom(_this._newPosition);
  51719. var up = _this.upVector;
  51720. if (_this.allowUpsideDown && _this.beta < 0) {
  51721. up = up.clone();
  51722. up = up.negate();
  51723. }
  51724. _this._computeViewMatrix(_this.position, target, up);
  51725. _this._viewMatrix.addAtIndex(12, _this.targetScreenOffset.x);
  51726. _this._viewMatrix.addAtIndex(13, _this.targetScreenOffset.y);
  51727. _this._collisionTriggered = false;
  51728. };
  51729. _this._target = BABYLON.Vector3.Zero();
  51730. if (target) {
  51731. _this.setTarget(target);
  51732. }
  51733. _this.alpha = alpha;
  51734. _this.beta = beta;
  51735. _this.radius = radius;
  51736. _this.getViewMatrix();
  51737. _this.inputs = new BABYLON.ArcRotateCameraInputsManager(_this);
  51738. _this.inputs.addKeyboard().addMouseWheel().addPointers();
  51739. return _this;
  51740. }
  51741. Object.defineProperty(ArcRotateCamera.prototype, "target", {
  51742. /**
  51743. * Defines the target point of the camera.
  51744. * The camera looks towards it form the radius distance.
  51745. */
  51746. get: function () {
  51747. return this._target;
  51748. },
  51749. set: function (value) {
  51750. this.setTarget(value);
  51751. },
  51752. enumerable: true,
  51753. configurable: true
  51754. });
  51755. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityX", {
  51756. //-- begin properties for backward compatibility for inputs
  51757. /**
  51758. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  51759. */
  51760. get: function () {
  51761. var pointers = this.inputs.attached["pointers"];
  51762. if (pointers) {
  51763. return pointers.angularSensibilityX;
  51764. }
  51765. return 0;
  51766. },
  51767. set: function (value) {
  51768. var pointers = this.inputs.attached["pointers"];
  51769. if (pointers) {
  51770. pointers.angularSensibilityX = value;
  51771. }
  51772. },
  51773. enumerable: true,
  51774. configurable: true
  51775. });
  51776. Object.defineProperty(ArcRotateCamera.prototype, "angularSensibilityY", {
  51777. /**
  51778. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  51779. */
  51780. get: function () {
  51781. var pointers = this.inputs.attached["pointers"];
  51782. if (pointers) {
  51783. return pointers.angularSensibilityY;
  51784. }
  51785. return 0;
  51786. },
  51787. set: function (value) {
  51788. var pointers = this.inputs.attached["pointers"];
  51789. if (pointers) {
  51790. pointers.angularSensibilityY = value;
  51791. }
  51792. },
  51793. enumerable: true,
  51794. configurable: true
  51795. });
  51796. Object.defineProperty(ArcRotateCamera.prototype, "pinchPrecision", {
  51797. /**
  51798. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  51799. */
  51800. get: function () {
  51801. var pointers = this.inputs.attached["pointers"];
  51802. if (pointers) {
  51803. return pointers.pinchPrecision;
  51804. }
  51805. return 0;
  51806. },
  51807. set: function (value) {
  51808. var pointers = this.inputs.attached["pointers"];
  51809. if (pointers) {
  51810. pointers.pinchPrecision = value;
  51811. }
  51812. },
  51813. enumerable: true,
  51814. configurable: true
  51815. });
  51816. Object.defineProperty(ArcRotateCamera.prototype, "pinchDeltaPercentage", {
  51817. /**
  51818. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  51819. * It will be used instead of pinchDeltaPrecision if different from 0.
  51820. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51821. */
  51822. get: function () {
  51823. var pointers = this.inputs.attached["pointers"];
  51824. if (pointers) {
  51825. return pointers.pinchDeltaPercentage;
  51826. }
  51827. return 0;
  51828. },
  51829. set: function (value) {
  51830. var pointers = this.inputs.attached["pointers"];
  51831. if (pointers) {
  51832. pointers.pinchDeltaPercentage = value;
  51833. }
  51834. },
  51835. enumerable: true,
  51836. configurable: true
  51837. });
  51838. Object.defineProperty(ArcRotateCamera.prototype, "panningSensibility", {
  51839. /**
  51840. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  51841. */
  51842. get: function () {
  51843. var pointers = this.inputs.attached["pointers"];
  51844. if (pointers) {
  51845. return pointers.panningSensibility;
  51846. }
  51847. return 0;
  51848. },
  51849. set: function (value) {
  51850. var pointers = this.inputs.attached["pointers"];
  51851. if (pointers) {
  51852. pointers.panningSensibility = value;
  51853. }
  51854. },
  51855. enumerable: true,
  51856. configurable: true
  51857. });
  51858. Object.defineProperty(ArcRotateCamera.prototype, "keysUp", {
  51859. /**
  51860. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  51861. */
  51862. get: function () {
  51863. var keyboard = this.inputs.attached["keyboard"];
  51864. if (keyboard) {
  51865. return keyboard.keysUp;
  51866. }
  51867. return [];
  51868. },
  51869. set: function (value) {
  51870. var keyboard = this.inputs.attached["keyboard"];
  51871. if (keyboard) {
  51872. keyboard.keysUp = value;
  51873. }
  51874. },
  51875. enumerable: true,
  51876. configurable: true
  51877. });
  51878. Object.defineProperty(ArcRotateCamera.prototype, "keysDown", {
  51879. /**
  51880. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  51881. */
  51882. get: function () {
  51883. var keyboard = this.inputs.attached["keyboard"];
  51884. if (keyboard) {
  51885. return keyboard.keysDown;
  51886. }
  51887. return [];
  51888. },
  51889. set: function (value) {
  51890. var keyboard = this.inputs.attached["keyboard"];
  51891. if (keyboard) {
  51892. keyboard.keysDown = value;
  51893. }
  51894. },
  51895. enumerable: true,
  51896. configurable: true
  51897. });
  51898. Object.defineProperty(ArcRotateCamera.prototype, "keysLeft", {
  51899. /**
  51900. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  51901. */
  51902. get: function () {
  51903. var keyboard = this.inputs.attached["keyboard"];
  51904. if (keyboard) {
  51905. return keyboard.keysLeft;
  51906. }
  51907. return [];
  51908. },
  51909. set: function (value) {
  51910. var keyboard = this.inputs.attached["keyboard"];
  51911. if (keyboard) {
  51912. keyboard.keysLeft = value;
  51913. }
  51914. },
  51915. enumerable: true,
  51916. configurable: true
  51917. });
  51918. Object.defineProperty(ArcRotateCamera.prototype, "keysRight", {
  51919. /**
  51920. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  51921. */
  51922. get: function () {
  51923. var keyboard = this.inputs.attached["keyboard"];
  51924. if (keyboard) {
  51925. return keyboard.keysRight;
  51926. }
  51927. return [];
  51928. },
  51929. set: function (value) {
  51930. var keyboard = this.inputs.attached["keyboard"];
  51931. if (keyboard) {
  51932. keyboard.keysRight = value;
  51933. }
  51934. },
  51935. enumerable: true,
  51936. configurable: true
  51937. });
  51938. Object.defineProperty(ArcRotateCamera.prototype, "wheelPrecision", {
  51939. /**
  51940. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  51941. */
  51942. get: function () {
  51943. var mousewheel = this.inputs.attached["mousewheel"];
  51944. if (mousewheel) {
  51945. return mousewheel.wheelPrecision;
  51946. }
  51947. return 0;
  51948. },
  51949. set: function (value) {
  51950. var mousewheel = this.inputs.attached["mousewheel"];
  51951. if (mousewheel) {
  51952. mousewheel.wheelPrecision = value;
  51953. }
  51954. },
  51955. enumerable: true,
  51956. configurable: true
  51957. });
  51958. Object.defineProperty(ArcRotateCamera.prototype, "wheelDeltaPercentage", {
  51959. /**
  51960. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  51961. * It will be used instead of pinchDeltaPrecision if different from 0.
  51962. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  51963. */
  51964. get: function () {
  51965. var mousewheel = this.inputs.attached["mousewheel"];
  51966. if (mousewheel) {
  51967. return mousewheel.wheelDeltaPercentage;
  51968. }
  51969. return 0;
  51970. },
  51971. set: function (value) {
  51972. var mousewheel = this.inputs.attached["mousewheel"];
  51973. if (mousewheel) {
  51974. mousewheel.wheelDeltaPercentage = value;
  51975. }
  51976. },
  51977. enumerable: true,
  51978. configurable: true
  51979. });
  51980. Object.defineProperty(ArcRotateCamera.prototype, "bouncingBehavior", {
  51981. /**
  51982. * Gets the bouncing behavior of the camera if it has been enabled.
  51983. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51984. */
  51985. get: function () {
  51986. return this._bouncingBehavior;
  51987. },
  51988. enumerable: true,
  51989. configurable: true
  51990. });
  51991. Object.defineProperty(ArcRotateCamera.prototype, "useBouncingBehavior", {
  51992. /**
  51993. * Defines if the bouncing behavior of the camera is enabled on the camera.
  51994. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  51995. */
  51996. get: function () {
  51997. return this._bouncingBehavior != null;
  51998. },
  51999. set: function (value) {
  52000. if (value === this.useBouncingBehavior) {
  52001. return;
  52002. }
  52003. if (value) {
  52004. this._bouncingBehavior = new BABYLON.BouncingBehavior();
  52005. this.addBehavior(this._bouncingBehavior);
  52006. }
  52007. else if (this._bouncingBehavior) {
  52008. this.removeBehavior(this._bouncingBehavior);
  52009. this._bouncingBehavior = null;
  52010. }
  52011. },
  52012. enumerable: true,
  52013. configurable: true
  52014. });
  52015. Object.defineProperty(ArcRotateCamera.prototype, "framingBehavior", {
  52016. /**
  52017. * Gets the framing behavior of the camera if it has been enabled.
  52018. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52019. */
  52020. get: function () {
  52021. return this._framingBehavior;
  52022. },
  52023. enumerable: true,
  52024. configurable: true
  52025. });
  52026. Object.defineProperty(ArcRotateCamera.prototype, "useFramingBehavior", {
  52027. /**
  52028. * Defines if the framing behavior of the camera is enabled on the camera.
  52029. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  52030. */
  52031. get: function () {
  52032. return this._framingBehavior != null;
  52033. },
  52034. set: function (value) {
  52035. if (value === this.useFramingBehavior) {
  52036. return;
  52037. }
  52038. if (value) {
  52039. this._framingBehavior = new BABYLON.FramingBehavior();
  52040. this.addBehavior(this._framingBehavior);
  52041. }
  52042. else if (this._framingBehavior) {
  52043. this.removeBehavior(this._framingBehavior);
  52044. this._framingBehavior = null;
  52045. }
  52046. },
  52047. enumerable: true,
  52048. configurable: true
  52049. });
  52050. Object.defineProperty(ArcRotateCamera.prototype, "autoRotationBehavior", {
  52051. /**
  52052. * Gets the auto rotation behavior of the camera if it has been enabled.
  52053. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52054. */
  52055. get: function () {
  52056. return this._autoRotationBehavior;
  52057. },
  52058. enumerable: true,
  52059. configurable: true
  52060. });
  52061. Object.defineProperty(ArcRotateCamera.prototype, "useAutoRotationBehavior", {
  52062. /**
  52063. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  52064. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  52065. */
  52066. get: function () {
  52067. return this._autoRotationBehavior != null;
  52068. },
  52069. set: function (value) {
  52070. if (value === this.useAutoRotationBehavior) {
  52071. return;
  52072. }
  52073. if (value) {
  52074. this._autoRotationBehavior = new BABYLON.AutoRotationBehavior();
  52075. this.addBehavior(this._autoRotationBehavior);
  52076. }
  52077. else if (this._autoRotationBehavior) {
  52078. this.removeBehavior(this._autoRotationBehavior);
  52079. this._autoRotationBehavior = null;
  52080. }
  52081. },
  52082. enumerable: true,
  52083. configurable: true
  52084. });
  52085. // Cache
  52086. /** @hidden */
  52087. ArcRotateCamera.prototype._initCache = function () {
  52088. _super.prototype._initCache.call(this);
  52089. this._cache._target = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  52090. this._cache.alpha = undefined;
  52091. this._cache.beta = undefined;
  52092. this._cache.radius = undefined;
  52093. this._cache.targetScreenOffset = BABYLON.Vector2.Zero();
  52094. };
  52095. /** @hidden */
  52096. ArcRotateCamera.prototype._updateCache = function (ignoreParentClass) {
  52097. if (!ignoreParentClass) {
  52098. _super.prototype._updateCache.call(this);
  52099. }
  52100. this._cache._target.copyFrom(this._getTargetPosition());
  52101. this._cache.alpha = this.alpha;
  52102. this._cache.beta = this.beta;
  52103. this._cache.radius = this.radius;
  52104. this._cache.targetScreenOffset.copyFrom(this.targetScreenOffset);
  52105. };
  52106. ArcRotateCamera.prototype._getTargetPosition = function () {
  52107. if (this._targetHost && this._targetHost.getAbsolutePosition) {
  52108. var pos = this._targetHost.absolutePosition;
  52109. if (this._targetBoundingCenter) {
  52110. pos.addToRef(this._targetBoundingCenter, this._target);
  52111. }
  52112. else {
  52113. this._target.copyFrom(pos);
  52114. }
  52115. }
  52116. var lockedTargetPosition = this._getLockedTargetPosition();
  52117. if (lockedTargetPosition) {
  52118. return lockedTargetPosition;
  52119. }
  52120. return this._target;
  52121. };
  52122. /**
  52123. * Stores the current state of the camera (alpha, beta, radius and target)
  52124. * @returns the camera itself
  52125. */
  52126. ArcRotateCamera.prototype.storeState = function () {
  52127. this._storedAlpha = this.alpha;
  52128. this._storedBeta = this.beta;
  52129. this._storedRadius = this.radius;
  52130. this._storedTarget = this._getTargetPosition().clone();
  52131. return _super.prototype.storeState.call(this);
  52132. };
  52133. /**
  52134. * @hidden
  52135. * Restored camera state. You must call storeState() first
  52136. */
  52137. ArcRotateCamera.prototype._restoreStateValues = function () {
  52138. if (!_super.prototype._restoreStateValues.call(this)) {
  52139. return false;
  52140. }
  52141. this.alpha = this._storedAlpha;
  52142. this.beta = this._storedBeta;
  52143. this.radius = this._storedRadius;
  52144. this.setTarget(this._storedTarget.clone());
  52145. this.inertialAlphaOffset = 0;
  52146. this.inertialBetaOffset = 0;
  52147. this.inertialRadiusOffset = 0;
  52148. this.inertialPanningX = 0;
  52149. this.inertialPanningY = 0;
  52150. return true;
  52151. };
  52152. // Synchronized
  52153. /** @hidden */
  52154. ArcRotateCamera.prototype._isSynchronizedViewMatrix = function () {
  52155. if (!_super.prototype._isSynchronizedViewMatrix.call(this)) {
  52156. return false;
  52157. }
  52158. return this._cache._target.equals(this._getTargetPosition())
  52159. && this._cache.alpha === this.alpha
  52160. && this._cache.beta === this.beta
  52161. && this._cache.radius === this.radius
  52162. && this._cache.targetScreenOffset.equals(this.targetScreenOffset);
  52163. };
  52164. /**
  52165. * Attached controls to the current camera.
  52166. * @param element Defines the element the controls should be listened from
  52167. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  52168. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  52169. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  52170. */
  52171. ArcRotateCamera.prototype.attachControl = function (element, noPreventDefault, useCtrlForPanning, panningMouseButton) {
  52172. var _this = this;
  52173. if (useCtrlForPanning === void 0) { useCtrlForPanning = true; }
  52174. if (panningMouseButton === void 0) { panningMouseButton = 2; }
  52175. this._useCtrlForPanning = useCtrlForPanning;
  52176. this._panningMouseButton = panningMouseButton;
  52177. this.inputs.attachElement(element, noPreventDefault);
  52178. this._reset = function () {
  52179. _this.inertialAlphaOffset = 0;
  52180. _this.inertialBetaOffset = 0;
  52181. _this.inertialRadiusOffset = 0;
  52182. _this.inertialPanningX = 0;
  52183. _this.inertialPanningY = 0;
  52184. };
  52185. };
  52186. /**
  52187. * Detach the current controls from the camera.
  52188. * The camera will stop reacting to inputs.
  52189. * @param element Defines the element to stop listening the inputs from
  52190. */
  52191. ArcRotateCamera.prototype.detachControl = function (element) {
  52192. this.inputs.detachElement(element);
  52193. if (this._reset) {
  52194. this._reset();
  52195. }
  52196. };
  52197. /** @hidden */
  52198. ArcRotateCamera.prototype._checkInputs = function () {
  52199. //if (async) collision inspection was triggered, don't update the camera's position - until the collision callback was called.
  52200. if (this._collisionTriggered) {
  52201. return;
  52202. }
  52203. this.inputs.checkInputs();
  52204. // Inertia
  52205. if (this.inertialAlphaOffset !== 0 || this.inertialBetaOffset !== 0 || this.inertialRadiusOffset !== 0) {
  52206. var inertialAlphaOffset = this.inertialAlphaOffset;
  52207. if (this.beta <= 0) {
  52208. inertialAlphaOffset *= -1;
  52209. }
  52210. if (this.getScene().useRightHandedSystem) {
  52211. inertialAlphaOffset *= -1;
  52212. }
  52213. if (this.parent && this.parent._getWorldMatrixDeterminant() < 0) {
  52214. inertialAlphaOffset *= -1;
  52215. }
  52216. this.alpha += inertialAlphaOffset;
  52217. this.beta += this.inertialBetaOffset;
  52218. this.radius -= this.inertialRadiusOffset;
  52219. this.inertialAlphaOffset *= this.inertia;
  52220. this.inertialBetaOffset *= this.inertia;
  52221. this.inertialRadiusOffset *= this.inertia;
  52222. if (Math.abs(this.inertialAlphaOffset) < BABYLON.Epsilon) {
  52223. this.inertialAlphaOffset = 0;
  52224. }
  52225. if (Math.abs(this.inertialBetaOffset) < BABYLON.Epsilon) {
  52226. this.inertialBetaOffset = 0;
  52227. }
  52228. if (Math.abs(this.inertialRadiusOffset) < this.speed * BABYLON.Epsilon) {
  52229. this.inertialRadiusOffset = 0;
  52230. }
  52231. }
  52232. // Panning inertia
  52233. if (this.inertialPanningX !== 0 || this.inertialPanningY !== 0) {
  52234. if (!this._localDirection) {
  52235. this._localDirection = BABYLON.Vector3.Zero();
  52236. this._transformedDirection = BABYLON.Vector3.Zero();
  52237. }
  52238. this._localDirection.copyFromFloats(this.inertialPanningX, this.inertialPanningY, this.inertialPanningY);
  52239. this._localDirection.multiplyInPlace(this.panningAxis);
  52240. this._viewMatrix.invertToRef(this._cameraTransformMatrix);
  52241. BABYLON.Vector3.TransformNormalToRef(this._localDirection, this._cameraTransformMatrix, this._transformedDirection);
  52242. //Eliminate y if map panning is enabled (panningAxis == 1,0,1)
  52243. if (!this.panningAxis.y) {
  52244. this._transformedDirection.y = 0;
  52245. }
  52246. if (!this._targetHost) {
  52247. if (this.panningDistanceLimit) {
  52248. this._transformedDirection.addInPlace(this._target);
  52249. var distanceSquared = BABYLON.Vector3.DistanceSquared(this._transformedDirection, this.panningOriginTarget);
  52250. if (distanceSquared <= (this.panningDistanceLimit * this.panningDistanceLimit)) {
  52251. this._target.copyFrom(this._transformedDirection);
  52252. }
  52253. }
  52254. else {
  52255. this._target.addInPlace(this._transformedDirection);
  52256. }
  52257. }
  52258. this.inertialPanningX *= this.panningInertia;
  52259. this.inertialPanningY *= this.panningInertia;
  52260. if (Math.abs(this.inertialPanningX) < this.speed * BABYLON.Epsilon) {
  52261. this.inertialPanningX = 0;
  52262. }
  52263. if (Math.abs(this.inertialPanningY) < this.speed * BABYLON.Epsilon) {
  52264. this.inertialPanningY = 0;
  52265. }
  52266. }
  52267. // Limits
  52268. this._checkLimits();
  52269. _super.prototype._checkInputs.call(this);
  52270. };
  52271. ArcRotateCamera.prototype._checkLimits = function () {
  52272. if (this.lowerBetaLimit === null || this.lowerBetaLimit === undefined) {
  52273. if (this.allowUpsideDown && this.beta > Math.PI) {
  52274. this.beta = this.beta - (2 * Math.PI);
  52275. }
  52276. }
  52277. else {
  52278. if (this.beta < this.lowerBetaLimit) {
  52279. this.beta = this.lowerBetaLimit;
  52280. }
  52281. }
  52282. if (this.upperBetaLimit === null || this.upperBetaLimit === undefined) {
  52283. if (this.allowUpsideDown && this.beta < -Math.PI) {
  52284. this.beta = this.beta + (2 * Math.PI);
  52285. }
  52286. }
  52287. else {
  52288. if (this.beta > this.upperBetaLimit) {
  52289. this.beta = this.upperBetaLimit;
  52290. }
  52291. }
  52292. if (this.lowerAlphaLimit !== null && this.alpha < this.lowerAlphaLimit) {
  52293. this.alpha = this.lowerAlphaLimit;
  52294. }
  52295. if (this.upperAlphaLimit !== null && this.alpha > this.upperAlphaLimit) {
  52296. this.alpha = this.upperAlphaLimit;
  52297. }
  52298. if (this.lowerRadiusLimit !== null && this.radius < this.lowerRadiusLimit) {
  52299. this.radius = this.lowerRadiusLimit;
  52300. this.inertialRadiusOffset = 0;
  52301. }
  52302. if (this.upperRadiusLimit !== null && this.radius > this.upperRadiusLimit) {
  52303. this.radius = this.upperRadiusLimit;
  52304. this.inertialRadiusOffset = 0;
  52305. }
  52306. };
  52307. /**
  52308. * Rebuilds angles (alpha, beta) and radius from the give position and target.
  52309. */
  52310. ArcRotateCamera.prototype.rebuildAnglesAndRadius = function () {
  52311. this.position.subtractToRef(this._getTargetPosition(), this._computationVector);
  52312. this.radius = this._computationVector.length();
  52313. if (this.radius === 0) {
  52314. this.radius = 0.0001; // Just to avoid division by zero
  52315. }
  52316. // Alpha
  52317. this.alpha = Math.acos(this._computationVector.x / Math.sqrt(Math.pow(this._computationVector.x, 2) + Math.pow(this._computationVector.z, 2)));
  52318. if (this._computationVector.z < 0) {
  52319. this.alpha = 2 * Math.PI - this.alpha;
  52320. }
  52321. // Beta
  52322. this.beta = Math.acos(this._computationVector.y / this.radius);
  52323. this._checkLimits();
  52324. };
  52325. /**
  52326. * Use a position to define the current camera related information like aplha, beta and radius
  52327. * @param position Defines the position to set the camera at
  52328. */
  52329. ArcRotateCamera.prototype.setPosition = function (position) {
  52330. if (this.position.equals(position)) {
  52331. return;
  52332. }
  52333. this.position.copyFrom(position);
  52334. this.rebuildAnglesAndRadius();
  52335. };
  52336. /**
  52337. * Defines the target the camera should look at.
  52338. * This will automatically adapt alpha beta and radius to fit within the new target.
  52339. * @param target Defines the new target as a Vector or a mesh
  52340. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  52341. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  52342. */
  52343. ArcRotateCamera.prototype.setTarget = function (target, toBoundingCenter, allowSamePosition) {
  52344. if (toBoundingCenter === void 0) { toBoundingCenter = false; }
  52345. if (allowSamePosition === void 0) { allowSamePosition = false; }
  52346. if (target.getBoundingInfo) {
  52347. if (toBoundingCenter) {
  52348. this._targetBoundingCenter = target.getBoundingInfo().boundingBox.centerWorld.clone();
  52349. }
  52350. else {
  52351. this._targetBoundingCenter = null;
  52352. }
  52353. this._targetHost = target;
  52354. this._target = this._getTargetPosition();
  52355. this.onMeshTargetChangedObservable.notifyObservers(this._targetHost);
  52356. }
  52357. else {
  52358. var newTarget = target;
  52359. var currentTarget = this._getTargetPosition();
  52360. if (currentTarget && !allowSamePosition && currentTarget.equals(newTarget)) {
  52361. return;
  52362. }
  52363. this._targetHost = null;
  52364. this._target = newTarget;
  52365. this._targetBoundingCenter = null;
  52366. this.onMeshTargetChangedObservable.notifyObservers(null);
  52367. }
  52368. this.rebuildAnglesAndRadius();
  52369. };
  52370. /** @hidden */
  52371. ArcRotateCamera.prototype._getViewMatrix = function () {
  52372. // Compute
  52373. var cosa = Math.cos(this.alpha);
  52374. var sina = Math.sin(this.alpha);
  52375. var cosb = Math.cos(this.beta);
  52376. var sinb = Math.sin(this.beta);
  52377. if (sinb === 0) {
  52378. sinb = 0.0001;
  52379. }
  52380. var target = this._getTargetPosition();
  52381. this._computationVector.copyFromFloats(this.radius * cosa * sinb, this.radius * cosb, this.radius * sina * sinb);
  52382. // Rotate according to up vector
  52383. if (this.upVector.x !== 0 || this.upVector.y !== 1.0 || this.upVector.z !== 0) {
  52384. if (!this._tempAxisVector) {
  52385. this._tempAxisVector = new BABYLON.Vector3();
  52386. this._tempAxisRotationMatrix = new BABYLON.Matrix();
  52387. }
  52388. BABYLON.Vector3.CrossToRef(BABYLON.Vector3.Up(), this.upVector, this._tempAxisVector);
  52389. this._tempAxisVector.normalize();
  52390. var angle = Math.acos(BABYLON.Vector3.Dot(BABYLON.Vector3.UpReadOnly, this.upVector));
  52391. BABYLON.Matrix.RotationAxisToRef(this._tempAxisVector, angle, this._tempAxisRotationMatrix);
  52392. this._tempAxisVector.copyFrom(this._computationVector);
  52393. BABYLON.Vector3.TransformCoordinatesToRef(this._tempAxisVector, this._tempAxisRotationMatrix, this._computationVector);
  52394. }
  52395. target.addToRef(this._computationVector, this._newPosition);
  52396. if (this.getScene().collisionsEnabled && this.checkCollisions) {
  52397. if (!this._collider) {
  52398. this._collider = new BABYLON.Collider();
  52399. }
  52400. this._collider._radius = this.collisionRadius;
  52401. this._newPosition.subtractToRef(this.position, this._collisionVelocity);
  52402. this._collisionTriggered = true;
  52403. this.getScene().collisionCoordinator.getNewPosition(this.position, this._collisionVelocity, this._collider, 3, null, this._onCollisionPositionChange, this.uniqueId);
  52404. }
  52405. else {
  52406. this.position.copyFrom(this._newPosition);
  52407. var up = this.upVector;
  52408. if (this.allowUpsideDown && sinb < 0) {
  52409. up = up.clone();
  52410. up = up.negate();
  52411. }
  52412. this._computeViewMatrix(this.position, target, up);
  52413. this._viewMatrix.addAtIndex(12, this.targetScreenOffset.x);
  52414. this._viewMatrix.addAtIndex(13, this.targetScreenOffset.y);
  52415. }
  52416. this._currentTarget = target;
  52417. return this._viewMatrix;
  52418. };
  52419. /**
  52420. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  52421. * @param meshes Defines the mesh to zoom on
  52422. * @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)
  52423. */
  52424. ArcRotateCamera.prototype.zoomOn = function (meshes, doNotUpdateMaxZ) {
  52425. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52426. meshes = meshes || this.getScene().meshes;
  52427. var minMaxVector = BABYLON.Mesh.MinMax(meshes);
  52428. var distance = BABYLON.Vector3.Distance(minMaxVector.min, minMaxVector.max);
  52429. this.radius = distance * this.zoomOnFactor;
  52430. this.focusOn({ min: minMaxVector.min, max: minMaxVector.max, distance: distance }, doNotUpdateMaxZ);
  52431. };
  52432. /**
  52433. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  52434. * The target will be changed but the radius
  52435. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  52436. * @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)
  52437. */
  52438. ArcRotateCamera.prototype.focusOn = function (meshesOrMinMaxVectorAndDistance, doNotUpdateMaxZ) {
  52439. if (doNotUpdateMaxZ === void 0) { doNotUpdateMaxZ = false; }
  52440. var meshesOrMinMaxVector;
  52441. var distance;
  52442. if (meshesOrMinMaxVectorAndDistance.min === undefined) { // meshes
  52443. var meshes = meshesOrMinMaxVectorAndDistance || this.getScene().meshes;
  52444. meshesOrMinMaxVector = BABYLON.Mesh.MinMax(meshes);
  52445. distance = BABYLON.Vector3.Distance(meshesOrMinMaxVector.min, meshesOrMinMaxVector.max);
  52446. }
  52447. else { //minMaxVector and distance
  52448. var minMaxVectorAndDistance = meshesOrMinMaxVectorAndDistance;
  52449. meshesOrMinMaxVector = minMaxVectorAndDistance;
  52450. distance = minMaxVectorAndDistance.distance;
  52451. }
  52452. this._target = BABYLON.Mesh.Center(meshesOrMinMaxVector);
  52453. if (!doNotUpdateMaxZ) {
  52454. this.maxZ = distance * 2;
  52455. }
  52456. };
  52457. /**
  52458. * @override
  52459. * Override Camera.createRigCamera
  52460. */
  52461. ArcRotateCamera.prototype.createRigCamera = function (name, cameraIndex) {
  52462. var alphaShift = 0;
  52463. switch (this.cameraRigMode) {
  52464. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52465. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52466. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52467. case BABYLON.Camera.RIG_MODE_VR:
  52468. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? 1 : -1);
  52469. break;
  52470. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52471. alphaShift = this._cameraRigParams.stereoHalfAngle * (cameraIndex === 0 ? -1 : 1);
  52472. break;
  52473. }
  52474. var rigCam = new ArcRotateCamera(name, this.alpha + alphaShift, this.beta, this.radius, this._target, this.getScene());
  52475. rigCam._cameraRigParams = {};
  52476. return rigCam;
  52477. };
  52478. /**
  52479. * @hidden
  52480. * @override
  52481. * Override Camera._updateRigCameras
  52482. */
  52483. ArcRotateCamera.prototype._updateRigCameras = function () {
  52484. var camLeft = this._rigCameras[0];
  52485. var camRight = this._rigCameras[1];
  52486. camLeft.beta = camRight.beta = this.beta;
  52487. switch (this.cameraRigMode) {
  52488. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH:
  52489. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL:
  52490. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER:
  52491. case BABYLON.Camera.RIG_MODE_VR:
  52492. camLeft.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52493. camRight.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52494. break;
  52495. case BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED:
  52496. camLeft.alpha = this.alpha + this._cameraRigParams.stereoHalfAngle;
  52497. camRight.alpha = this.alpha - this._cameraRigParams.stereoHalfAngle;
  52498. break;
  52499. }
  52500. _super.prototype._updateRigCameras.call(this);
  52501. };
  52502. /**
  52503. * Destroy the camera and release the current resources hold by it.
  52504. */
  52505. ArcRotateCamera.prototype.dispose = function () {
  52506. this.inputs.clear();
  52507. _super.prototype.dispose.call(this);
  52508. };
  52509. /**
  52510. * Gets the current object class name.
  52511. * @return the class name
  52512. */
  52513. ArcRotateCamera.prototype.getClassName = function () {
  52514. return "ArcRotateCamera";
  52515. };
  52516. __decorate([
  52517. BABYLON.serialize()
  52518. ], ArcRotateCamera.prototype, "alpha", void 0);
  52519. __decorate([
  52520. BABYLON.serialize()
  52521. ], ArcRotateCamera.prototype, "beta", void 0);
  52522. __decorate([
  52523. BABYLON.serialize()
  52524. ], ArcRotateCamera.prototype, "radius", void 0);
  52525. __decorate([
  52526. BABYLON.serializeAsVector3("target")
  52527. ], ArcRotateCamera.prototype, "_target", void 0);
  52528. __decorate([
  52529. BABYLON.serialize()
  52530. ], ArcRotateCamera.prototype, "inertialAlphaOffset", void 0);
  52531. __decorate([
  52532. BABYLON.serialize()
  52533. ], ArcRotateCamera.prototype, "inertialBetaOffset", void 0);
  52534. __decorate([
  52535. BABYLON.serialize()
  52536. ], ArcRotateCamera.prototype, "inertialRadiusOffset", void 0);
  52537. __decorate([
  52538. BABYLON.serialize()
  52539. ], ArcRotateCamera.prototype, "lowerAlphaLimit", void 0);
  52540. __decorate([
  52541. BABYLON.serialize()
  52542. ], ArcRotateCamera.prototype, "upperAlphaLimit", void 0);
  52543. __decorate([
  52544. BABYLON.serialize()
  52545. ], ArcRotateCamera.prototype, "lowerBetaLimit", void 0);
  52546. __decorate([
  52547. BABYLON.serialize()
  52548. ], ArcRotateCamera.prototype, "upperBetaLimit", void 0);
  52549. __decorate([
  52550. BABYLON.serialize()
  52551. ], ArcRotateCamera.prototype, "lowerRadiusLimit", void 0);
  52552. __decorate([
  52553. BABYLON.serialize()
  52554. ], ArcRotateCamera.prototype, "upperRadiusLimit", void 0);
  52555. __decorate([
  52556. BABYLON.serialize()
  52557. ], ArcRotateCamera.prototype, "inertialPanningX", void 0);
  52558. __decorate([
  52559. BABYLON.serialize()
  52560. ], ArcRotateCamera.prototype, "inertialPanningY", void 0);
  52561. __decorate([
  52562. BABYLON.serialize()
  52563. ], ArcRotateCamera.prototype, "pinchToPanMaxDistance", void 0);
  52564. __decorate([
  52565. BABYLON.serialize()
  52566. ], ArcRotateCamera.prototype, "panningDistanceLimit", void 0);
  52567. __decorate([
  52568. BABYLON.serializeAsVector3()
  52569. ], ArcRotateCamera.prototype, "panningOriginTarget", void 0);
  52570. __decorate([
  52571. BABYLON.serialize()
  52572. ], ArcRotateCamera.prototype, "panningInertia", void 0);
  52573. __decorate([
  52574. BABYLON.serialize()
  52575. ], ArcRotateCamera.prototype, "zoomOnFactor", void 0);
  52576. __decorate([
  52577. BABYLON.serialize()
  52578. ], ArcRotateCamera.prototype, "targetScreenOffset", void 0);
  52579. __decorate([
  52580. BABYLON.serialize()
  52581. ], ArcRotateCamera.prototype, "allowUpsideDown", void 0);
  52582. __decorate([
  52583. BABYLON.serialize()
  52584. ], ArcRotateCamera.prototype, "useInputToRestoreState", void 0);
  52585. return ArcRotateCamera;
  52586. }(BABYLON.TargetCamera));
  52587. BABYLON.ArcRotateCamera = ArcRotateCamera;
  52588. })(BABYLON || (BABYLON = {}));
  52589. //# sourceMappingURL=babylon.arcRotateCamera.js.map
  52590. var BABYLON;
  52591. (function (BABYLON) {
  52592. BABYLON.Node.AddNodeConstructor("Light_Type_3", function (name, scene) {
  52593. return function () { return new HemisphericLight(name, BABYLON.Vector3.Zero(), scene); };
  52594. });
  52595. /**
  52596. * The HemisphericLight simulates the ambient environment light,
  52597. * so the passed direction is the light reflection direction, not the incoming direction.
  52598. */
  52599. var HemisphericLight = /** @class */ (function (_super) {
  52600. __extends(HemisphericLight, _super);
  52601. /**
  52602. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  52603. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  52604. * The HemisphericLight can't cast shadows.
  52605. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52606. * @param name The friendly name of the light
  52607. * @param direction The direction of the light reflection
  52608. * @param scene The scene the light belongs to
  52609. */
  52610. function HemisphericLight(name, direction, scene) {
  52611. var _this = _super.call(this, name, scene) || this;
  52612. /**
  52613. * The groundColor is the light in the opposite direction to the one specified during creation.
  52614. * 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.
  52615. */
  52616. _this.groundColor = new BABYLON.Color3(0.0, 0.0, 0.0);
  52617. _this.direction = direction || BABYLON.Vector3.Up();
  52618. return _this;
  52619. }
  52620. HemisphericLight.prototype._buildUniformLayout = function () {
  52621. this._uniformBuffer.addUniform("vLightData", 4);
  52622. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  52623. this._uniformBuffer.addUniform("vLightSpecular", 3);
  52624. this._uniformBuffer.addUniform("vLightGround", 3);
  52625. this._uniformBuffer.addUniform("shadowsInfo", 3);
  52626. this._uniformBuffer.addUniform("depthValues", 2);
  52627. this._uniformBuffer.create();
  52628. };
  52629. /**
  52630. * Returns the string "HemisphericLight".
  52631. * @return The class name
  52632. */
  52633. HemisphericLight.prototype.getClassName = function () {
  52634. return "HemisphericLight";
  52635. };
  52636. /**
  52637. * Sets the HemisphericLight direction towards the passed target (Vector3).
  52638. * Returns the updated direction.
  52639. * @param target The target the direction should point to
  52640. * @return The computed direction
  52641. */
  52642. HemisphericLight.prototype.setDirectionToTarget = function (target) {
  52643. this.direction = BABYLON.Vector3.Normalize(target.subtract(BABYLON.Vector3.Zero()));
  52644. return this.direction;
  52645. };
  52646. /**
  52647. * Returns the shadow generator associated to the light.
  52648. * @returns Always null for hemispheric lights because it does not support shadows.
  52649. */
  52650. HemisphericLight.prototype.getShadowGenerator = function () {
  52651. return null;
  52652. };
  52653. /**
  52654. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  52655. * @param effect The effect to update
  52656. * @param lightIndex The index of the light in the effect to update
  52657. * @returns The hemispheric light
  52658. */
  52659. HemisphericLight.prototype.transferToEffect = function (effect, lightIndex) {
  52660. var normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  52661. this._uniformBuffer.updateFloat4("vLightData", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, 0.0, lightIndex);
  52662. this._uniformBuffer.updateColor3("vLightGround", this.groundColor.scale(this.intensity), lightIndex);
  52663. return this;
  52664. };
  52665. /**
  52666. * Computes the world matrix of the node
  52667. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52668. * @param useWasUpdatedFlag defines a reserved property
  52669. * @returns the world matrix
  52670. */
  52671. HemisphericLight.prototype.computeWorldMatrix = function (force, useWasUpdatedFlag) {
  52672. if (!this._worldMatrix) {
  52673. this._worldMatrix = BABYLON.Matrix.Identity();
  52674. }
  52675. return this._worldMatrix;
  52676. };
  52677. /**
  52678. * Returns the integer 3.
  52679. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  52680. */
  52681. HemisphericLight.prototype.getTypeID = function () {
  52682. return BABYLON.Light.LIGHTTYPEID_HEMISPHERICLIGHT;
  52683. };
  52684. /**
  52685. * Prepares the list of defines specific to the light type.
  52686. * @param defines the list of defines
  52687. * @param lightIndex defines the index of the light for the effect
  52688. */
  52689. HemisphericLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  52690. defines["HEMILIGHT" + lightIndex] = true;
  52691. };
  52692. __decorate([
  52693. BABYLON.serializeAsColor3()
  52694. ], HemisphericLight.prototype, "groundColor", void 0);
  52695. __decorate([
  52696. BABYLON.serializeAsVector3()
  52697. ], HemisphericLight.prototype, "direction", void 0);
  52698. return HemisphericLight;
  52699. }(BABYLON.Light));
  52700. BABYLON.HemisphericLight = HemisphericLight;
  52701. })(BABYLON || (BABYLON = {}));
  52702. //# sourceMappingURL=babylon.hemisphericLight.js.map
  52703. var BABYLON;
  52704. (function (BABYLON) {
  52705. /**
  52706. * Base implementation IShadowLight
  52707. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  52708. */
  52709. var ShadowLight = /** @class */ (function (_super) {
  52710. __extends(ShadowLight, _super);
  52711. function ShadowLight() {
  52712. var _this = _super !== null && _super.apply(this, arguments) || this;
  52713. _this._needProjectionMatrixCompute = true;
  52714. return _this;
  52715. }
  52716. ShadowLight.prototype._setPosition = function (value) {
  52717. this._position = value;
  52718. };
  52719. Object.defineProperty(ShadowLight.prototype, "position", {
  52720. /**
  52721. * Sets the position the shadow will be casted from. Also use as the light position for both
  52722. * point and spot lights.
  52723. */
  52724. get: function () {
  52725. return this._position;
  52726. },
  52727. /**
  52728. * Sets the position the shadow will be casted from. Also use as the light position for both
  52729. * point and spot lights.
  52730. */
  52731. set: function (value) {
  52732. this._setPosition(value);
  52733. },
  52734. enumerable: true,
  52735. configurable: true
  52736. });
  52737. ShadowLight.prototype._setDirection = function (value) {
  52738. this._direction = value;
  52739. };
  52740. Object.defineProperty(ShadowLight.prototype, "direction", {
  52741. /**
  52742. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  52743. * Also use as the light direction on spot and directional lights.
  52744. */
  52745. get: function () {
  52746. return this._direction;
  52747. },
  52748. /**
  52749. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  52750. * Also use as the light direction on spot and directional lights.
  52751. */
  52752. set: function (value) {
  52753. this._setDirection(value);
  52754. },
  52755. enumerable: true,
  52756. configurable: true
  52757. });
  52758. Object.defineProperty(ShadowLight.prototype, "shadowMinZ", {
  52759. /**
  52760. * Gets the shadow projection clipping minimum z value.
  52761. */
  52762. get: function () {
  52763. return this._shadowMinZ;
  52764. },
  52765. /**
  52766. * Sets the shadow projection clipping minimum z value.
  52767. */
  52768. set: function (value) {
  52769. this._shadowMinZ = value;
  52770. this.forceProjectionMatrixCompute();
  52771. },
  52772. enumerable: true,
  52773. configurable: true
  52774. });
  52775. Object.defineProperty(ShadowLight.prototype, "shadowMaxZ", {
  52776. /**
  52777. * Sets the shadow projection clipping maximum z value.
  52778. */
  52779. get: function () {
  52780. return this._shadowMaxZ;
  52781. },
  52782. /**
  52783. * Gets the shadow projection clipping maximum z value.
  52784. */
  52785. set: function (value) {
  52786. this._shadowMaxZ = value;
  52787. this.forceProjectionMatrixCompute();
  52788. },
  52789. enumerable: true,
  52790. configurable: true
  52791. });
  52792. /**
  52793. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  52794. * @returns true if the information has been computed, false if it does not need to (no parenting)
  52795. */
  52796. ShadowLight.prototype.computeTransformedInformation = function () {
  52797. if (this.parent && this.parent.getWorldMatrix) {
  52798. if (!this.transformedPosition) {
  52799. this.transformedPosition = BABYLON.Vector3.Zero();
  52800. }
  52801. BABYLON.Vector3.TransformCoordinatesToRef(this.position, this.parent.getWorldMatrix(), this.transformedPosition);
  52802. // In case the direction is present.
  52803. if (this.direction) {
  52804. if (!this.transformedDirection) {
  52805. this.transformedDirection = BABYLON.Vector3.Zero();
  52806. }
  52807. BABYLON.Vector3.TransformNormalToRef(this.direction, this.parent.getWorldMatrix(), this.transformedDirection);
  52808. }
  52809. return true;
  52810. }
  52811. return false;
  52812. };
  52813. /**
  52814. * Return the depth scale used for the shadow map.
  52815. * @returns the depth scale.
  52816. */
  52817. ShadowLight.prototype.getDepthScale = function () {
  52818. return 50.0;
  52819. };
  52820. /**
  52821. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  52822. * @param faceIndex The index of the face we are computed the direction to generate shadow
  52823. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  52824. */
  52825. ShadowLight.prototype.getShadowDirection = function (faceIndex) {
  52826. return this.transformedDirection ? this.transformedDirection : this.direction;
  52827. };
  52828. /**
  52829. * Returns the ShadowLight absolute position in the World.
  52830. * @returns the position vector in world space
  52831. */
  52832. ShadowLight.prototype.getAbsolutePosition = function () {
  52833. return this.transformedPosition ? this.transformedPosition : this.position;
  52834. };
  52835. /**
  52836. * Sets the ShadowLight direction toward the passed target.
  52837. * @param target The point tot target in local space
  52838. * @returns the updated ShadowLight direction
  52839. */
  52840. ShadowLight.prototype.setDirectionToTarget = function (target) {
  52841. this.direction = BABYLON.Vector3.Normalize(target.subtract(this.position));
  52842. return this.direction;
  52843. };
  52844. /**
  52845. * Returns the light rotation in euler definition.
  52846. * @returns the x y z rotation in local space.
  52847. */
  52848. ShadowLight.prototype.getRotation = function () {
  52849. this.direction.normalize();
  52850. var xaxis = BABYLON.Vector3.Cross(this.direction, BABYLON.Axis.Y);
  52851. var yaxis = BABYLON.Vector3.Cross(xaxis, this.direction);
  52852. return BABYLON.Vector3.RotationFromAxis(xaxis, yaxis, this.direction);
  52853. };
  52854. /**
  52855. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  52856. * @returns true if a cube texture needs to be use
  52857. */
  52858. ShadowLight.prototype.needCube = function () {
  52859. return false;
  52860. };
  52861. /**
  52862. * Detects if the projection matrix requires to be recomputed this frame.
  52863. * @returns true if it requires to be recomputed otherwise, false.
  52864. */
  52865. ShadowLight.prototype.needProjectionMatrixCompute = function () {
  52866. return this._needProjectionMatrixCompute;
  52867. };
  52868. /**
  52869. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  52870. */
  52871. ShadowLight.prototype.forceProjectionMatrixCompute = function () {
  52872. this._needProjectionMatrixCompute = true;
  52873. };
  52874. /** @hidden */
  52875. ShadowLight.prototype._initCache = function () {
  52876. _super.prototype._initCache.call(this);
  52877. this._cache.position = BABYLON.Vector3.Zero();
  52878. };
  52879. /** @hidden */
  52880. ShadowLight.prototype._isSynchronized = function () {
  52881. if (!this._cache.position.equals(this.position)) {
  52882. return false;
  52883. }
  52884. return true;
  52885. };
  52886. /**
  52887. * Computes the world matrix of the node
  52888. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  52889. * @returns the world matrix
  52890. */
  52891. ShadowLight.prototype.computeWorldMatrix = function (force) {
  52892. if (!force && this.isSynchronized()) {
  52893. this._currentRenderId = this.getScene().getRenderId();
  52894. return this._worldMatrix;
  52895. }
  52896. this._updateCache();
  52897. this._cache.position.copyFrom(this.position);
  52898. if (!this._worldMatrix) {
  52899. this._worldMatrix = BABYLON.Matrix.Identity();
  52900. }
  52901. BABYLON.Matrix.TranslationToRef(this.position.x, this.position.y, this.position.z, this._worldMatrix);
  52902. if (this.parent && this.parent.getWorldMatrix) {
  52903. this._worldMatrix.multiplyToRef(this.parent.getWorldMatrix(), this._worldMatrix);
  52904. this._markSyncedWithParent();
  52905. }
  52906. // Cache the determinant
  52907. this._worldMatrixDeterminant = this._worldMatrix.determinant();
  52908. return this._worldMatrix;
  52909. };
  52910. /**
  52911. * Gets the minZ used for shadow according to both the scene and the light.
  52912. * @param activeCamera The camera we are returning the min for
  52913. * @returns the depth min z
  52914. */
  52915. ShadowLight.prototype.getDepthMinZ = function (activeCamera) {
  52916. return this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ;
  52917. };
  52918. /**
  52919. * Gets the maxZ used for shadow according to both the scene and the light.
  52920. * @param activeCamera The camera we are returning the max for
  52921. * @returns the depth max z
  52922. */
  52923. ShadowLight.prototype.getDepthMaxZ = function (activeCamera) {
  52924. return this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ;
  52925. };
  52926. /**
  52927. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  52928. * @param matrix The materix to updated with the projection information
  52929. * @param viewMatrix The transform matrix of the light
  52930. * @param renderList The list of mesh to render in the map
  52931. * @returns The current light
  52932. */
  52933. ShadowLight.prototype.setShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  52934. if (this.customProjectionMatrixBuilder) {
  52935. this.customProjectionMatrixBuilder(viewMatrix, renderList, matrix);
  52936. }
  52937. else {
  52938. this._setDefaultShadowProjectionMatrix(matrix, viewMatrix, renderList);
  52939. }
  52940. return this;
  52941. };
  52942. __decorate([
  52943. BABYLON.serializeAsVector3()
  52944. ], ShadowLight.prototype, "position", null);
  52945. __decorate([
  52946. BABYLON.serializeAsVector3()
  52947. ], ShadowLight.prototype, "direction", null);
  52948. __decorate([
  52949. BABYLON.serialize()
  52950. ], ShadowLight.prototype, "shadowMinZ", null);
  52951. __decorate([
  52952. BABYLON.serialize()
  52953. ], ShadowLight.prototype, "shadowMaxZ", null);
  52954. return ShadowLight;
  52955. }(BABYLON.Light));
  52956. BABYLON.ShadowLight = ShadowLight;
  52957. })(BABYLON || (BABYLON = {}));
  52958. //# sourceMappingURL=babylon.shadowLight.js.map
  52959. var BABYLON;
  52960. (function (BABYLON) {
  52961. BABYLON.Node.AddNodeConstructor("Light_Type_0", function (name, scene) {
  52962. return function () { return new PointLight(name, BABYLON.Vector3.Zero(), scene); };
  52963. });
  52964. /**
  52965. * A point light is a light defined by an unique point in world space.
  52966. * The light is emitted in every direction from this point.
  52967. * A good example of a point light is a standard light bulb.
  52968. * Documentation: https://doc.babylonjs.com/babylon101/lights
  52969. */
  52970. var PointLight = /** @class */ (function (_super) {
  52971. __extends(PointLight, _super);
  52972. /**
  52973. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  52974. * A PointLight emits the light in every direction.
  52975. * It can cast shadows.
  52976. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  52977. * ```javascript
  52978. * var pointLight = new BABYLON.PointLight("pl", camera.position, scene);
  52979. * ```
  52980. * Documentation : https://doc.babylonjs.com/babylon101/lights
  52981. * @param name The light friendly name
  52982. * @param position The position of the point light in the scene
  52983. * @param scene The scene the lights belongs to
  52984. */
  52985. function PointLight(name, position, scene) {
  52986. var _this = _super.call(this, name, scene) || this;
  52987. _this._shadowAngle = Math.PI / 2;
  52988. _this.position = position;
  52989. return _this;
  52990. }
  52991. Object.defineProperty(PointLight.prototype, "shadowAngle", {
  52992. /**
  52993. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  52994. * This specifies what angle the shadow will use to be created.
  52995. *
  52996. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  52997. */
  52998. get: function () {
  52999. return this._shadowAngle;
  53000. },
  53001. /**
  53002. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53003. * This specifies what angle the shadow will use to be created.
  53004. *
  53005. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53006. */
  53007. set: function (value) {
  53008. this._shadowAngle = value;
  53009. this.forceProjectionMatrixCompute();
  53010. },
  53011. enumerable: true,
  53012. configurable: true
  53013. });
  53014. Object.defineProperty(PointLight.prototype, "direction", {
  53015. /**
  53016. * Gets the direction if it has been set.
  53017. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53018. */
  53019. get: function () {
  53020. return this._direction;
  53021. },
  53022. /**
  53023. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53024. */
  53025. set: function (value) {
  53026. var previousNeedCube = this.needCube();
  53027. this._direction = value;
  53028. if (this.needCube() !== previousNeedCube && this._shadowGenerator) {
  53029. this._shadowGenerator.recreateShadowMap();
  53030. }
  53031. },
  53032. enumerable: true,
  53033. configurable: true
  53034. });
  53035. /**
  53036. * Returns the string "PointLight"
  53037. * @returns the class name
  53038. */
  53039. PointLight.prototype.getClassName = function () {
  53040. return "PointLight";
  53041. };
  53042. /**
  53043. * Returns the integer 0.
  53044. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53045. */
  53046. PointLight.prototype.getTypeID = function () {
  53047. return BABYLON.Light.LIGHTTYPEID_POINTLIGHT;
  53048. };
  53049. /**
  53050. * Specifies wether or not the shadowmap should be a cube texture.
  53051. * @returns true if the shadowmap needs to be a cube texture.
  53052. */
  53053. PointLight.prototype.needCube = function () {
  53054. return !this.direction;
  53055. };
  53056. /**
  53057. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53058. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53059. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53060. */
  53061. PointLight.prototype.getShadowDirection = function (faceIndex) {
  53062. if (this.direction) {
  53063. return _super.prototype.getShadowDirection.call(this, faceIndex);
  53064. }
  53065. else {
  53066. switch (faceIndex) {
  53067. case 0:
  53068. return new BABYLON.Vector3(1.0, 0.0, 0.0);
  53069. case 1:
  53070. return new BABYLON.Vector3(-1.0, 0.0, 0.0);
  53071. case 2:
  53072. return new BABYLON.Vector3(0.0, -1.0, 0.0);
  53073. case 3:
  53074. return new BABYLON.Vector3(0.0, 1.0, 0.0);
  53075. case 4:
  53076. return new BABYLON.Vector3(0.0, 0.0, 1.0);
  53077. case 5:
  53078. return new BABYLON.Vector3(0.0, 0.0, -1.0);
  53079. }
  53080. }
  53081. return BABYLON.Vector3.Zero();
  53082. };
  53083. /**
  53084. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53085. * - fov = PI / 2
  53086. * - aspect ratio : 1.0
  53087. * - z-near and far equal to the active camera minZ and maxZ.
  53088. * Returns the PointLight.
  53089. */
  53090. PointLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53091. var activeCamera = this.getScene().activeCamera;
  53092. if (!activeCamera) {
  53093. return;
  53094. }
  53095. BABYLON.Matrix.PerspectiveFovLHToRef(this.shadowAngle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53096. };
  53097. PointLight.prototype._buildUniformLayout = function () {
  53098. this._uniformBuffer.addUniform("vLightData", 4);
  53099. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53100. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53101. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53102. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53103. this._uniformBuffer.addUniform("depthValues", 2);
  53104. this._uniformBuffer.create();
  53105. };
  53106. /**
  53107. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53108. * @param effect The effect to update
  53109. * @param lightIndex The index of the light in the effect to update
  53110. * @returns The point light
  53111. */
  53112. PointLight.prototype.transferToEffect = function (effect, lightIndex) {
  53113. if (this.computeTransformedInformation()) {
  53114. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, 0.0, lightIndex);
  53115. }
  53116. else {
  53117. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, 0, lightIndex);
  53118. }
  53119. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, 0, 0, lightIndex);
  53120. return this;
  53121. };
  53122. /**
  53123. * Prepares the list of defines specific to the light type.
  53124. * @param defines the list of defines
  53125. * @param lightIndex defines the index of the light for the effect
  53126. */
  53127. PointLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53128. defines["POINTLIGHT" + lightIndex] = true;
  53129. };
  53130. __decorate([
  53131. BABYLON.serialize()
  53132. ], PointLight.prototype, "shadowAngle", null);
  53133. return PointLight;
  53134. }(BABYLON.ShadowLight));
  53135. BABYLON.PointLight = PointLight;
  53136. })(BABYLON || (BABYLON = {}));
  53137. //# sourceMappingURL=babylon.pointLight.js.map
  53138. var BABYLON;
  53139. (function (BABYLON) {
  53140. BABYLON.Node.AddNodeConstructor("Light_Type_1", function (name, scene) {
  53141. return function () { return new DirectionalLight(name, BABYLON.Vector3.Zero(), scene); };
  53142. });
  53143. /**
  53144. * A directional light is defined by a direction (what a surprise!).
  53145. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  53146. * 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.
  53147. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53148. */
  53149. var DirectionalLight = /** @class */ (function (_super) {
  53150. __extends(DirectionalLight, _super);
  53151. /**
  53152. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  53153. * The directional light is emitted from everywhere in the given direction.
  53154. * It can cast shadows.
  53155. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53156. * @param name The friendly name of the light
  53157. * @param direction The direction of the light
  53158. * @param scene The scene the light belongs to
  53159. */
  53160. function DirectionalLight(name, direction, scene) {
  53161. var _this = _super.call(this, name, scene) || this;
  53162. _this._shadowFrustumSize = 0;
  53163. _this._shadowOrthoScale = 0.1;
  53164. /**
  53165. * Automatically compute the projection matrix to best fit (including all the casters)
  53166. * on each frame.
  53167. */
  53168. _this.autoUpdateExtends = true;
  53169. // Cache
  53170. _this._orthoLeft = Number.MAX_VALUE;
  53171. _this._orthoRight = Number.MIN_VALUE;
  53172. _this._orthoTop = Number.MIN_VALUE;
  53173. _this._orthoBottom = Number.MAX_VALUE;
  53174. _this.position = direction.scale(-1.0);
  53175. _this.direction = direction;
  53176. return _this;
  53177. }
  53178. Object.defineProperty(DirectionalLight.prototype, "shadowFrustumSize", {
  53179. /**
  53180. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  53181. */
  53182. get: function () {
  53183. return this._shadowFrustumSize;
  53184. },
  53185. /**
  53186. * Specifies a fix frustum size for the shadow generation.
  53187. */
  53188. set: function (value) {
  53189. this._shadowFrustumSize = value;
  53190. this.forceProjectionMatrixCompute();
  53191. },
  53192. enumerable: true,
  53193. configurable: true
  53194. });
  53195. Object.defineProperty(DirectionalLight.prototype, "shadowOrthoScale", {
  53196. /**
  53197. * Gets the shadow projection scale against the optimal computed one.
  53198. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53199. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53200. */
  53201. get: function () {
  53202. return this._shadowOrthoScale;
  53203. },
  53204. /**
  53205. * Sets the shadow projection scale against the optimal computed one.
  53206. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  53207. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  53208. */
  53209. set: function (value) {
  53210. this._shadowOrthoScale = value;
  53211. this.forceProjectionMatrixCompute();
  53212. },
  53213. enumerable: true,
  53214. configurable: true
  53215. });
  53216. /**
  53217. * Returns the string "DirectionalLight".
  53218. * @return The class name
  53219. */
  53220. DirectionalLight.prototype.getClassName = function () {
  53221. return "DirectionalLight";
  53222. };
  53223. /**
  53224. * Returns the integer 1.
  53225. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53226. */
  53227. DirectionalLight.prototype.getTypeID = function () {
  53228. return BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT;
  53229. };
  53230. /**
  53231. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  53232. * Returns the DirectionalLight Shadow projection matrix.
  53233. */
  53234. DirectionalLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53235. if (this.shadowFrustumSize > 0) {
  53236. this._setDefaultFixedFrustumShadowProjectionMatrix(matrix, viewMatrix);
  53237. }
  53238. else {
  53239. this._setDefaultAutoExtendShadowProjectionMatrix(matrix, viewMatrix, renderList);
  53240. }
  53241. };
  53242. /**
  53243. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  53244. * Returns the DirectionalLight Shadow projection matrix.
  53245. */
  53246. DirectionalLight.prototype._setDefaultFixedFrustumShadowProjectionMatrix = function (matrix, viewMatrix) {
  53247. var activeCamera = this.getScene().activeCamera;
  53248. if (!activeCamera) {
  53249. return;
  53250. }
  53251. BABYLON.Matrix.OrthoLHToRef(this.shadowFrustumSize, this.shadowFrustumSize, this.shadowMinZ !== undefined ? this.shadowMinZ : activeCamera.minZ, this.shadowMaxZ !== undefined ? this.shadowMaxZ : activeCamera.maxZ, matrix);
  53252. };
  53253. /**
  53254. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  53255. * Returns the DirectionalLight Shadow projection matrix.
  53256. */
  53257. DirectionalLight.prototype._setDefaultAutoExtendShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53258. var activeCamera = this.getScene().activeCamera;
  53259. if (!activeCamera) {
  53260. return;
  53261. }
  53262. // Check extends
  53263. if (this.autoUpdateExtends || this._orthoLeft === Number.MAX_VALUE) {
  53264. var tempVector3 = BABYLON.Vector3.Zero();
  53265. this._orthoLeft = Number.MAX_VALUE;
  53266. this._orthoRight = Number.MIN_VALUE;
  53267. this._orthoTop = Number.MIN_VALUE;
  53268. this._orthoBottom = Number.MAX_VALUE;
  53269. for (var meshIndex = 0; meshIndex < renderList.length; meshIndex++) {
  53270. var mesh = renderList[meshIndex];
  53271. if (!mesh) {
  53272. continue;
  53273. }
  53274. var boundingInfo = mesh.getBoundingInfo();
  53275. var boundingBox = boundingInfo.boundingBox;
  53276. for (var index = 0; index < boundingBox.vectorsWorld.length; index++) {
  53277. BABYLON.Vector3.TransformCoordinatesToRef(boundingBox.vectorsWorld[index], viewMatrix, tempVector3);
  53278. if (tempVector3.x < this._orthoLeft) {
  53279. this._orthoLeft = tempVector3.x;
  53280. }
  53281. if (tempVector3.y < this._orthoBottom) {
  53282. this._orthoBottom = tempVector3.y;
  53283. }
  53284. if (tempVector3.x > this._orthoRight) {
  53285. this._orthoRight = tempVector3.x;
  53286. }
  53287. if (tempVector3.y > this._orthoTop) {
  53288. this._orthoTop = tempVector3.y;
  53289. }
  53290. }
  53291. }
  53292. }
  53293. var xOffset = this._orthoRight - this._orthoLeft;
  53294. var yOffset = this._orthoTop - this._orthoBottom;
  53295. 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);
  53296. };
  53297. DirectionalLight.prototype._buildUniformLayout = function () {
  53298. this._uniformBuffer.addUniform("vLightData", 4);
  53299. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53300. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53301. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53302. this._uniformBuffer.addUniform("depthValues", 2);
  53303. this._uniformBuffer.create();
  53304. };
  53305. /**
  53306. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  53307. * @param effect The effect to update
  53308. * @param lightIndex The index of the light in the effect to update
  53309. * @returns The directional light
  53310. */
  53311. DirectionalLight.prototype.transferToEffect = function (effect, lightIndex) {
  53312. if (this.computeTransformedInformation()) {
  53313. this._uniformBuffer.updateFloat4("vLightData", this.transformedDirection.x, this.transformedDirection.y, this.transformedDirection.z, 1, lightIndex);
  53314. return this;
  53315. }
  53316. this._uniformBuffer.updateFloat4("vLightData", this.direction.x, this.direction.y, this.direction.z, 1, lightIndex);
  53317. return this;
  53318. };
  53319. /**
  53320. * Gets the minZ used for shadow according to both the scene and the light.
  53321. *
  53322. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53323. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53324. * @param activeCamera The camera we are returning the min for
  53325. * @returns the depth min z
  53326. */
  53327. DirectionalLight.prototype.getDepthMinZ = function (activeCamera) {
  53328. return 1;
  53329. };
  53330. /**
  53331. * Gets the maxZ used for shadow according to both the scene and the light.
  53332. *
  53333. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  53334. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  53335. * @param activeCamera The camera we are returning the max for
  53336. * @returns the depth max z
  53337. */
  53338. DirectionalLight.prototype.getDepthMaxZ = function (activeCamera) {
  53339. return 1;
  53340. };
  53341. /**
  53342. * Prepares the list of defines specific to the light type.
  53343. * @param defines the list of defines
  53344. * @param lightIndex defines the index of the light for the effect
  53345. */
  53346. DirectionalLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53347. defines["DIRLIGHT" + lightIndex] = true;
  53348. };
  53349. __decorate([
  53350. BABYLON.serialize()
  53351. ], DirectionalLight.prototype, "shadowFrustumSize", null);
  53352. __decorate([
  53353. BABYLON.serialize()
  53354. ], DirectionalLight.prototype, "shadowOrthoScale", null);
  53355. __decorate([
  53356. BABYLON.serialize()
  53357. ], DirectionalLight.prototype, "autoUpdateExtends", void 0);
  53358. return DirectionalLight;
  53359. }(BABYLON.ShadowLight));
  53360. BABYLON.DirectionalLight = DirectionalLight;
  53361. })(BABYLON || (BABYLON = {}));
  53362. //# sourceMappingURL=babylon.directionalLight.js.map
  53363. var BABYLON;
  53364. (function (BABYLON) {
  53365. BABYLON.Node.AddNodeConstructor("Light_Type_2", function (name, scene) {
  53366. return function () { return new SpotLight(name, BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), 0, 0, scene); };
  53367. });
  53368. /**
  53369. * A spot light is defined by a position, a direction, an angle, and an exponent.
  53370. * These values define a cone of light starting from the position, emitting toward the direction.
  53371. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  53372. * and the exponent defines the speed of the decay of the light with distance (reach).
  53373. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53374. */
  53375. var SpotLight = /** @class */ (function (_super) {
  53376. __extends(SpotLight, _super);
  53377. /**
  53378. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  53379. * It can cast shadows.
  53380. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53381. * @param name The light friendly name
  53382. * @param position The position of the spot light in the scene
  53383. * @param direction The direction of the light in the scene
  53384. * @param angle The cone angle of the light in Radians
  53385. * @param exponent The light decay speed with the distance from the emission spot
  53386. * @param scene The scene the lights belongs to
  53387. */
  53388. function SpotLight(name, position, direction, angle, exponent, scene) {
  53389. var _this = _super.call(this, name, scene) || this;
  53390. _this._innerAngle = 0;
  53391. _this._projectionTextureMatrix = BABYLON.Matrix.Zero();
  53392. _this._projectionTextureLightNear = 1e-6;
  53393. _this._projectionTextureLightFar = 1000.0;
  53394. _this._projectionTextureUpDirection = BABYLON.Vector3.Up();
  53395. _this._projectionTextureViewLightDirty = true;
  53396. _this._projectionTextureProjectionLightDirty = true;
  53397. _this._projectionTextureDirty = true;
  53398. _this._projectionTextureViewTargetVector = BABYLON.Vector3.Zero();
  53399. _this._projectionTextureViewLightMatrix = BABYLON.Matrix.Zero();
  53400. _this._projectionTextureProjectionLightMatrix = BABYLON.Matrix.Zero();
  53401. _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);
  53402. _this.position = position;
  53403. _this.direction = direction;
  53404. _this.angle = angle;
  53405. _this.exponent = exponent;
  53406. return _this;
  53407. }
  53408. Object.defineProperty(SpotLight.prototype, "angle", {
  53409. /**
  53410. * Gets the cone angle of the spot light in Radians.
  53411. */
  53412. get: function () {
  53413. return this._angle;
  53414. },
  53415. /**
  53416. * Sets the cone angle of the spot light in Radians.
  53417. */
  53418. set: function (value) {
  53419. this._angle = value;
  53420. this._cosHalfAngle = Math.cos(value * 0.5);
  53421. this._projectionTextureProjectionLightDirty = true;
  53422. this.forceProjectionMatrixCompute();
  53423. this._computeAngleValues();
  53424. },
  53425. enumerable: true,
  53426. configurable: true
  53427. });
  53428. Object.defineProperty(SpotLight.prototype, "innerAngle", {
  53429. /**
  53430. * Only used in gltf falloff mode, this defines the angle where
  53431. * the directional falloff will start before cutting at angle which could be seen
  53432. * as outer angle.
  53433. */
  53434. get: function () {
  53435. return this._innerAngle;
  53436. },
  53437. /**
  53438. * Only used in gltf falloff mode, this defines the angle where
  53439. * the directional falloff will start before cutting at angle which could be seen
  53440. * as outer angle.
  53441. */
  53442. set: function (value) {
  53443. this._innerAngle = value;
  53444. this._computeAngleValues();
  53445. },
  53446. enumerable: true,
  53447. configurable: true
  53448. });
  53449. Object.defineProperty(SpotLight.prototype, "shadowAngleScale", {
  53450. /**
  53451. * Allows scaling the angle of the light for shadow generation only.
  53452. */
  53453. get: function () {
  53454. return this._shadowAngleScale;
  53455. },
  53456. /**
  53457. * Allows scaling the angle of the light for shadow generation only.
  53458. */
  53459. set: function (value) {
  53460. this._shadowAngleScale = value;
  53461. this.forceProjectionMatrixCompute();
  53462. },
  53463. enumerable: true,
  53464. configurable: true
  53465. });
  53466. Object.defineProperty(SpotLight.prototype, "projectionTextureMatrix", {
  53467. /**
  53468. * Allows reading the projecton texture
  53469. */
  53470. get: function () {
  53471. return this._projectionTextureMatrix;
  53472. },
  53473. enumerable: true,
  53474. configurable: true
  53475. });
  53476. Object.defineProperty(SpotLight.prototype, "projectionTextureLightNear", {
  53477. /**
  53478. * Gets the near clip of the Spotlight for texture projection.
  53479. */
  53480. get: function () {
  53481. return this._projectionTextureLightNear;
  53482. },
  53483. /**
  53484. * Sets the near clip of the Spotlight for texture projection.
  53485. */
  53486. set: function (value) {
  53487. this._projectionTextureLightNear = value;
  53488. this._projectionTextureProjectionLightDirty = true;
  53489. },
  53490. enumerable: true,
  53491. configurable: true
  53492. });
  53493. Object.defineProperty(SpotLight.prototype, "projectionTextureLightFar", {
  53494. /**
  53495. * Gets the far clip of the Spotlight for texture projection.
  53496. */
  53497. get: function () {
  53498. return this._projectionTextureLightFar;
  53499. },
  53500. /**
  53501. * Sets the far clip of the Spotlight for texture projection.
  53502. */
  53503. set: function (value) {
  53504. this._projectionTextureLightFar = value;
  53505. this._projectionTextureProjectionLightDirty = true;
  53506. },
  53507. enumerable: true,
  53508. configurable: true
  53509. });
  53510. Object.defineProperty(SpotLight.prototype, "projectionTextureUpDirection", {
  53511. /**
  53512. * Gets the Up vector of the Spotlight for texture projection.
  53513. */
  53514. get: function () {
  53515. return this._projectionTextureUpDirection;
  53516. },
  53517. /**
  53518. * Sets the Up vector of the Spotlight for texture projection.
  53519. */
  53520. set: function (value) {
  53521. this._projectionTextureUpDirection = value;
  53522. this._projectionTextureProjectionLightDirty = true;
  53523. },
  53524. enumerable: true,
  53525. configurable: true
  53526. });
  53527. Object.defineProperty(SpotLight.prototype, "projectionTexture", {
  53528. /**
  53529. * Gets the projection texture of the light.
  53530. */
  53531. get: function () {
  53532. return this._projectionTexture;
  53533. },
  53534. /**
  53535. * Sets the projection texture of the light.
  53536. */
  53537. set: function (value) {
  53538. this._projectionTexture = value;
  53539. this._projectionTextureDirty = true;
  53540. },
  53541. enumerable: true,
  53542. configurable: true
  53543. });
  53544. /**
  53545. * Returns the string "SpotLight".
  53546. * @returns the class name
  53547. */
  53548. SpotLight.prototype.getClassName = function () {
  53549. return "SpotLight";
  53550. };
  53551. /**
  53552. * Returns the integer 2.
  53553. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53554. */
  53555. SpotLight.prototype.getTypeID = function () {
  53556. return BABYLON.Light.LIGHTTYPEID_SPOTLIGHT;
  53557. };
  53558. /**
  53559. * Overrides the direction setter to recompute the projection texture view light Matrix.
  53560. */
  53561. SpotLight.prototype._setDirection = function (value) {
  53562. _super.prototype._setDirection.call(this, value);
  53563. this._projectionTextureViewLightDirty = true;
  53564. };
  53565. /**
  53566. * Overrides the position setter to recompute the projection texture view light Matrix.
  53567. */
  53568. SpotLight.prototype._setPosition = function (value) {
  53569. _super.prototype._setPosition.call(this, value);
  53570. this._projectionTextureViewLightDirty = true;
  53571. };
  53572. /**
  53573. * 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.
  53574. * Returns the SpotLight.
  53575. */
  53576. SpotLight.prototype._setDefaultShadowProjectionMatrix = function (matrix, viewMatrix, renderList) {
  53577. var activeCamera = this.getScene().activeCamera;
  53578. if (!activeCamera) {
  53579. return;
  53580. }
  53581. this._shadowAngleScale = this._shadowAngleScale || 1;
  53582. var angle = this._shadowAngleScale * this._angle;
  53583. BABYLON.Matrix.PerspectiveFovLHToRef(angle, 1.0, this.getDepthMinZ(activeCamera), this.getDepthMaxZ(activeCamera), matrix);
  53584. };
  53585. SpotLight.prototype._computeProjectionTextureViewLightMatrix = function () {
  53586. this._projectionTextureViewLightDirty = false;
  53587. this._projectionTextureDirty = true;
  53588. this.position.addToRef(this.direction, this._projectionTextureViewTargetVector);
  53589. BABYLON.Matrix.LookAtLHToRef(this.position, this._projectionTextureViewTargetVector, this._projectionTextureUpDirection, this._projectionTextureViewLightMatrix);
  53590. };
  53591. SpotLight.prototype._computeProjectionTextureProjectionLightMatrix = function () {
  53592. this._projectionTextureProjectionLightDirty = false;
  53593. this._projectionTextureDirty = true;
  53594. var light_far = this.projectionTextureLightFar;
  53595. var light_near = this.projectionTextureLightNear;
  53596. var P = light_far / (light_far - light_near);
  53597. var Q = -P * light_near;
  53598. var S = 1.0 / Math.tan(this._angle / 2.0);
  53599. var A = 1.0;
  53600. 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);
  53601. };
  53602. /**
  53603. * Main function for light texture projection matrix computing.
  53604. */
  53605. SpotLight.prototype._computeProjectionTextureMatrix = function () {
  53606. this._projectionTextureDirty = false;
  53607. this._projectionTextureViewLightMatrix.multiplyToRef(this._projectionTextureProjectionLightMatrix, this._projectionTextureMatrix);
  53608. this._projectionTextureMatrix.multiplyToRef(this._projectionTextureScalingMatrix, this._projectionTextureMatrix);
  53609. };
  53610. SpotLight.prototype._buildUniformLayout = function () {
  53611. this._uniformBuffer.addUniform("vLightData", 4);
  53612. this._uniformBuffer.addUniform("vLightDiffuse", 4);
  53613. this._uniformBuffer.addUniform("vLightSpecular", 3);
  53614. this._uniformBuffer.addUniform("vLightDirection", 3);
  53615. this._uniformBuffer.addUniform("vLightFalloff", 4);
  53616. this._uniformBuffer.addUniform("shadowsInfo", 3);
  53617. this._uniformBuffer.addUniform("depthValues", 2);
  53618. this._uniformBuffer.create();
  53619. };
  53620. SpotLight.prototype._computeAngleValues = function () {
  53621. this._lightAngleScale = 1.0 / Math.max(0.001, (Math.cos(this._innerAngle * 0.5) - this._cosHalfAngle));
  53622. this._lightAngleOffset = -this._cosHalfAngle * this._lightAngleScale;
  53623. };
  53624. /**
  53625. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  53626. * @param effect The effect to update
  53627. * @param lightIndex The index of the light in the effect to update
  53628. * @returns The spot light
  53629. */
  53630. SpotLight.prototype.transferToEffect = function (effect, lightIndex) {
  53631. var normalizeDirection;
  53632. if (this.computeTransformedInformation()) {
  53633. this._uniformBuffer.updateFloat4("vLightData", this.transformedPosition.x, this.transformedPosition.y, this.transformedPosition.z, this.exponent, lightIndex);
  53634. normalizeDirection = BABYLON.Vector3.Normalize(this.transformedDirection);
  53635. }
  53636. else {
  53637. this._uniformBuffer.updateFloat4("vLightData", this.position.x, this.position.y, this.position.z, this.exponent, lightIndex);
  53638. normalizeDirection = BABYLON.Vector3.Normalize(this.direction);
  53639. }
  53640. this._uniformBuffer.updateFloat4("vLightDirection", normalizeDirection.x, normalizeDirection.y, normalizeDirection.z, this._cosHalfAngle, lightIndex);
  53641. this._uniformBuffer.updateFloat4("vLightFalloff", this.range, this._inverseSquaredRange, this._lightAngleScale, this._lightAngleOffset, lightIndex);
  53642. if (this.projectionTexture && this.projectionTexture.isReady()) {
  53643. if (this._projectionTextureViewLightDirty) {
  53644. this._computeProjectionTextureViewLightMatrix();
  53645. }
  53646. if (this._projectionTextureProjectionLightDirty) {
  53647. this._computeProjectionTextureProjectionLightMatrix();
  53648. }
  53649. if (this._projectionTextureDirty) {
  53650. this._computeProjectionTextureMatrix();
  53651. }
  53652. effect.setMatrix("textureProjectionMatrix" + lightIndex, this._projectionTextureMatrix);
  53653. effect.setTexture("projectionLightSampler" + lightIndex, this.projectionTexture);
  53654. }
  53655. return this;
  53656. };
  53657. /**
  53658. * Disposes the light and the associated resources.
  53659. */
  53660. SpotLight.prototype.dispose = function () {
  53661. _super.prototype.dispose.call(this);
  53662. if (this._projectionTexture) {
  53663. this._projectionTexture.dispose();
  53664. }
  53665. };
  53666. /**
  53667. * Prepares the list of defines specific to the light type.
  53668. * @param defines the list of defines
  53669. * @param lightIndex defines the index of the light for the effect
  53670. */
  53671. SpotLight.prototype.prepareLightSpecificDefines = function (defines, lightIndex) {
  53672. defines["SPOTLIGHT" + lightIndex] = true;
  53673. defines["PROJECTEDLIGHTTEXTURE" + lightIndex] = this.projectionTexture ? true : false;
  53674. };
  53675. __decorate([
  53676. BABYLON.serialize()
  53677. ], SpotLight.prototype, "angle", null);
  53678. __decorate([
  53679. BABYLON.serialize()
  53680. ], SpotLight.prototype, "innerAngle", null);
  53681. __decorate([
  53682. BABYLON.serialize()
  53683. ], SpotLight.prototype, "shadowAngleScale", null);
  53684. __decorate([
  53685. BABYLON.serialize()
  53686. ], SpotLight.prototype, "exponent", void 0);
  53687. __decorate([
  53688. BABYLON.serialize()
  53689. ], SpotLight.prototype, "projectionTextureLightNear", null);
  53690. __decorate([
  53691. BABYLON.serialize()
  53692. ], SpotLight.prototype, "projectionTextureLightFar", null);
  53693. __decorate([
  53694. BABYLON.serialize()
  53695. ], SpotLight.prototype, "projectionTextureUpDirection", null);
  53696. __decorate([
  53697. BABYLON.serializeAsTexture("projectedLightTexture")
  53698. ], SpotLight.prototype, "_projectionTexture", void 0);
  53699. return SpotLight;
  53700. }(BABYLON.ShadowLight));
  53701. BABYLON.SpotLight = SpotLight;
  53702. })(BABYLON || (BABYLON = {}));
  53703. //# sourceMappingURL=babylon.spotLight.js.map
  53704. var BABYLON;
  53705. (function (BABYLON) {
  53706. /**
  53707. * Class used to override all child animations of a given target
  53708. */
  53709. var AnimationPropertiesOverride = /** @class */ (function () {
  53710. function AnimationPropertiesOverride() {
  53711. /**
  53712. * Gets or sets a value indicating if animation blending must be used
  53713. */
  53714. this.enableBlending = false;
  53715. /**
  53716. * Gets or sets the blending speed to use when enableBlending is true
  53717. */
  53718. this.blendingSpeed = 0.01;
  53719. /**
  53720. * Gets or sets the default loop mode to use
  53721. */
  53722. this.loopMode = BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE;
  53723. }
  53724. return AnimationPropertiesOverride;
  53725. }());
  53726. BABYLON.AnimationPropertiesOverride = AnimationPropertiesOverride;
  53727. })(BABYLON || (BABYLON = {}));
  53728. //# sourceMappingURL=babylon.animationPropertiesOverride.js.map
  53729. var BABYLON;
  53730. (function (BABYLON) {
  53731. /**
  53732. * Represents the range of an animation
  53733. */
  53734. var AnimationRange = /** @class */ (function () {
  53735. /**
  53736. * Initializes the range of an animation
  53737. * @param name The name of the animation range
  53738. * @param from The starting frame of the animation
  53739. * @param to The ending frame of the animation
  53740. */
  53741. function AnimationRange(
  53742. /**The name of the animation range**/
  53743. name,
  53744. /**The starting frame of the animation */
  53745. from,
  53746. /**The ending frame of the animation*/
  53747. to) {
  53748. this.name = name;
  53749. this.from = from;
  53750. this.to = to;
  53751. }
  53752. /**
  53753. * Makes a copy of the animation range
  53754. * @returns A copy of the animation range
  53755. */
  53756. AnimationRange.prototype.clone = function () {
  53757. return new AnimationRange(this.name, this.from, this.to);
  53758. };
  53759. return AnimationRange;
  53760. }());
  53761. BABYLON.AnimationRange = AnimationRange;
  53762. /**
  53763. * Composed of a frame, and an action function
  53764. */
  53765. var AnimationEvent = /** @class */ (function () {
  53766. /**
  53767. * Initializes the animation event
  53768. * @param frame The frame for which the event is triggered
  53769. * @param action The event to perform when triggered
  53770. * @param onlyOnce Specifies if the event should be triggered only once
  53771. */
  53772. function AnimationEvent(
  53773. /** The frame for which the event is triggered **/
  53774. frame,
  53775. /** The event to perform when triggered **/
  53776. action,
  53777. /** Specifies if the event should be triggered only once**/
  53778. onlyOnce) {
  53779. this.frame = frame;
  53780. this.action = action;
  53781. this.onlyOnce = onlyOnce;
  53782. /**
  53783. * Specifies if the animation event is done
  53784. */
  53785. this.isDone = false;
  53786. }
  53787. /** @hidden */
  53788. AnimationEvent.prototype._clone = function () {
  53789. return new AnimationEvent(this.frame, this.action, this.onlyOnce);
  53790. };
  53791. return AnimationEvent;
  53792. }());
  53793. BABYLON.AnimationEvent = AnimationEvent;
  53794. /**
  53795. * A cursor which tracks a point on a path
  53796. */
  53797. var PathCursor = /** @class */ (function () {
  53798. /**
  53799. * Initializes the path cursor
  53800. * @param path The path to track
  53801. */
  53802. function PathCursor(path) {
  53803. this.path = path;
  53804. /**
  53805. * Stores path cursor callbacks for when an onchange event is triggered
  53806. */
  53807. this._onchange = new Array();
  53808. /**
  53809. * The value of the path cursor
  53810. */
  53811. this.value = 0;
  53812. /**
  53813. * The animation array of the path cursor
  53814. */
  53815. this.animations = new Array();
  53816. }
  53817. /**
  53818. * Gets the cursor point on the path
  53819. * @returns A point on the path cursor at the cursor location
  53820. */
  53821. PathCursor.prototype.getPoint = function () {
  53822. var point = this.path.getPointAtLengthPosition(this.value);
  53823. return new BABYLON.Vector3(point.x, 0, point.y);
  53824. };
  53825. /**
  53826. * Moves the cursor ahead by the step amount
  53827. * @param step The amount to move the cursor forward
  53828. * @returns This path cursor
  53829. */
  53830. PathCursor.prototype.moveAhead = function (step) {
  53831. if (step === void 0) { step = 0.002; }
  53832. this.move(step);
  53833. return this;
  53834. };
  53835. /**
  53836. * Moves the cursor behind by the step amount
  53837. * @param step The amount to move the cursor back
  53838. * @returns This path cursor
  53839. */
  53840. PathCursor.prototype.moveBack = function (step) {
  53841. if (step === void 0) { step = 0.002; }
  53842. this.move(-step);
  53843. return this;
  53844. };
  53845. /**
  53846. * Moves the cursor by the step amount
  53847. * If the step amount is greater than one, an exception is thrown
  53848. * @param step The amount to move the cursor
  53849. * @returns This path cursor
  53850. */
  53851. PathCursor.prototype.move = function (step) {
  53852. if (Math.abs(step) > 1) {
  53853. throw "step size should be less than 1.";
  53854. }
  53855. this.value += step;
  53856. this.ensureLimits();
  53857. this.raiseOnChange();
  53858. return this;
  53859. };
  53860. /**
  53861. * Ensures that the value is limited between zero and one
  53862. * @returns This path cursor
  53863. */
  53864. PathCursor.prototype.ensureLimits = function () {
  53865. while (this.value > 1) {
  53866. this.value -= 1;
  53867. }
  53868. while (this.value < 0) {
  53869. this.value += 1;
  53870. }
  53871. return this;
  53872. };
  53873. /**
  53874. * Runs onchange callbacks on change (used by the animation engine)
  53875. * @returns This path cursor
  53876. */
  53877. PathCursor.prototype.raiseOnChange = function () {
  53878. var _this = this;
  53879. this._onchange.forEach(function (f) { return f(_this); });
  53880. return this;
  53881. };
  53882. /**
  53883. * Executes a function on change
  53884. * @param f A path cursor onchange callback
  53885. * @returns This path cursor
  53886. */
  53887. PathCursor.prototype.onchange = function (f) {
  53888. this._onchange.push(f);
  53889. return this;
  53890. };
  53891. return PathCursor;
  53892. }());
  53893. BABYLON.PathCursor = PathCursor;
  53894. /**
  53895. * Enum for the animation key frame interpolation type
  53896. */
  53897. var AnimationKeyInterpolation;
  53898. (function (AnimationKeyInterpolation) {
  53899. /**
  53900. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  53901. */
  53902. AnimationKeyInterpolation[AnimationKeyInterpolation["STEP"] = 1] = "STEP";
  53903. })(AnimationKeyInterpolation = BABYLON.AnimationKeyInterpolation || (BABYLON.AnimationKeyInterpolation = {}));
  53904. /**
  53905. * Class used to store any kind of animation
  53906. */
  53907. var Animation = /** @class */ (function () {
  53908. /**
  53909. * Initializes the animation
  53910. * @param name Name of the animation
  53911. * @param targetProperty Property to animate
  53912. * @param framePerSecond The frames per second of the animation
  53913. * @param dataType The data type of the animation
  53914. * @param loopMode The loop mode of the animation
  53915. * @param enableBlendings Specifies if blending should be enabled
  53916. */
  53917. function Animation(
  53918. /**Name of the animation */
  53919. name,
  53920. /**Property to animate */
  53921. targetProperty,
  53922. /**The frames per second of the animation */
  53923. framePerSecond,
  53924. /**The data type of the animation */
  53925. dataType,
  53926. /**The loop mode of the animation */
  53927. loopMode,
  53928. /**Specifies if blending should be enabled */
  53929. enableBlending) {
  53930. this.name = name;
  53931. this.targetProperty = targetProperty;
  53932. this.framePerSecond = framePerSecond;
  53933. this.dataType = dataType;
  53934. this.loopMode = loopMode;
  53935. this.enableBlending = enableBlending;
  53936. /**
  53937. * @hidden Internal use only
  53938. */
  53939. this._runtimeAnimations = new Array();
  53940. /**
  53941. * The set of event that will be linked to this animation
  53942. */
  53943. this._events = new Array();
  53944. /**
  53945. * Stores the blending speed of the animation
  53946. */
  53947. this.blendingSpeed = 0.01;
  53948. /**
  53949. * Stores the animation ranges for the animation
  53950. */
  53951. this._ranges = {};
  53952. this.targetPropertyPath = targetProperty.split(".");
  53953. this.dataType = dataType;
  53954. this.loopMode = loopMode === undefined ? Animation.ANIMATIONLOOPMODE_CYCLE : loopMode;
  53955. }
  53956. /**
  53957. * @hidden Internal use
  53958. */
  53959. Animation._PrepareAnimation = function (name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction) {
  53960. var dataType = undefined;
  53961. if (!isNaN(parseFloat(from)) && isFinite(from)) {
  53962. dataType = Animation.ANIMATIONTYPE_FLOAT;
  53963. }
  53964. else if (from instanceof BABYLON.Quaternion) {
  53965. dataType = Animation.ANIMATIONTYPE_QUATERNION;
  53966. }
  53967. else if (from instanceof BABYLON.Vector3) {
  53968. dataType = Animation.ANIMATIONTYPE_VECTOR3;
  53969. }
  53970. else if (from instanceof BABYLON.Vector2) {
  53971. dataType = Animation.ANIMATIONTYPE_VECTOR2;
  53972. }
  53973. else if (from instanceof BABYLON.Color3) {
  53974. dataType = Animation.ANIMATIONTYPE_COLOR3;
  53975. }
  53976. else if (from instanceof BABYLON.Size) {
  53977. dataType = Animation.ANIMATIONTYPE_SIZE;
  53978. }
  53979. if (dataType == undefined) {
  53980. return null;
  53981. }
  53982. var animation = new Animation(name, targetProperty, framePerSecond, dataType, loopMode);
  53983. var keys = [{ frame: 0, value: from }, { frame: totalFrame, value: to }];
  53984. animation.setKeys(keys);
  53985. if (easingFunction !== undefined) {
  53986. animation.setEasingFunction(easingFunction);
  53987. }
  53988. return animation;
  53989. };
  53990. /**
  53991. * Sets up an animation
  53992. * @param property The property to animate
  53993. * @param animationType The animation type to apply
  53994. * @param framePerSecond The frames per second of the animation
  53995. * @param easingFunction The easing function used in the animation
  53996. * @returns The created animation
  53997. */
  53998. Animation.CreateAnimation = function (property, animationType, framePerSecond, easingFunction) {
  53999. var animation = new Animation(property + "Animation", property, framePerSecond, animationType, Animation.ANIMATIONLOOPMODE_CONSTANT);
  54000. animation.setEasingFunction(easingFunction);
  54001. return animation;
  54002. };
  54003. /**
  54004. * Create and start an animation on a node
  54005. * @param name defines the name of the global animation that will be run on all nodes
  54006. * @param node defines the root node where the animation will take place
  54007. * @param targetProperty defines property to animate
  54008. * @param framePerSecond defines the number of frame per second yo use
  54009. * @param totalFrame defines the number of frames in total
  54010. * @param from defines the initial value
  54011. * @param to defines the final value
  54012. * @param loopMode defines which loop mode you want to use (off by default)
  54013. * @param easingFunction defines the easing function to use (linear by default)
  54014. * @param onAnimationEnd defines the callback to call when animation end
  54015. * @returns the animatable created for this animation
  54016. */
  54017. Animation.CreateAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54018. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54019. if (!animation) {
  54020. return null;
  54021. }
  54022. return node.getScene().beginDirectAnimation(node, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54023. };
  54024. /**
  54025. * Create and start an animation on a node and its descendants
  54026. * @param name defines the name of the global animation that will be run on all nodes
  54027. * @param node defines the root node where the animation will take place
  54028. * @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
  54029. * @param targetProperty defines property to animate
  54030. * @param framePerSecond defines the number of frame per second to use
  54031. * @param totalFrame defines the number of frames in total
  54032. * @param from defines the initial value
  54033. * @param to defines the final value
  54034. * @param loopMode defines which loop mode you want to use (off by default)
  54035. * @param easingFunction defines the easing function to use (linear by default)
  54036. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  54037. * @returns the list of animatables created for all nodes
  54038. * @example https://www.babylonjs-playground.com/#MH0VLI
  54039. */
  54040. Animation.CreateAndStartHierarchyAnimation = function (name, node, directDescendantsOnly, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54041. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54042. if (!animation) {
  54043. return null;
  54044. }
  54045. var scene = node.getScene();
  54046. return scene.beginDirectHierarchyAnimation(node, directDescendantsOnly, [animation], 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54047. };
  54048. /**
  54049. * Creates a new animation, merges it with the existing animations and starts it
  54050. * @param name Name of the animation
  54051. * @param node Node which contains the scene that begins the animations
  54052. * @param targetProperty Specifies which property to animate
  54053. * @param framePerSecond The frames per second of the animation
  54054. * @param totalFrame The total number of frames
  54055. * @param from The frame at the beginning of the animation
  54056. * @param to The frame at the end of the animation
  54057. * @param loopMode Specifies the loop mode of the animation
  54058. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  54059. * @param onAnimationEnd Callback to run once the animation is complete
  54060. * @returns Nullable animation
  54061. */
  54062. Animation.CreateMergeAndStartAnimation = function (name, node, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction, onAnimationEnd) {
  54063. var animation = Animation._PrepareAnimation(name, targetProperty, framePerSecond, totalFrame, from, to, loopMode, easingFunction);
  54064. if (!animation) {
  54065. return null;
  54066. }
  54067. node.animations.push(animation);
  54068. return node.getScene().beginAnimation(node, 0, totalFrame, (animation.loopMode === 1), 1.0, onAnimationEnd);
  54069. };
  54070. /**
  54071. * Transition property of an host to the target Value
  54072. * @param property The property to transition
  54073. * @param targetValue The target Value of the property
  54074. * @param host The object where the property to animate belongs
  54075. * @param scene Scene used to run the animation
  54076. * @param frameRate Framerate (in frame/s) to use
  54077. * @param transition The transition type we want to use
  54078. * @param duration The duration of the animation, in milliseconds
  54079. * @param onAnimationEnd Callback trigger at the end of the animation
  54080. * @returns Nullable animation
  54081. */
  54082. Animation.TransitionTo = function (property, targetValue, host, scene, frameRate, transition, duration, onAnimationEnd) {
  54083. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  54084. if (duration <= 0) {
  54085. host[property] = targetValue;
  54086. if (onAnimationEnd) {
  54087. onAnimationEnd();
  54088. }
  54089. return null;
  54090. }
  54091. var endFrame = frameRate * (duration / 1000);
  54092. transition.setKeys([{
  54093. frame: 0,
  54094. value: host[property].clone ? host[property].clone() : host[property]
  54095. },
  54096. {
  54097. frame: endFrame,
  54098. value: targetValue
  54099. }]);
  54100. if (!host.animations) {
  54101. host.animations = [];
  54102. }
  54103. host.animations.push(transition);
  54104. var animation = scene.beginAnimation(host, 0, endFrame, false);
  54105. animation.onAnimationEnd = onAnimationEnd;
  54106. return animation;
  54107. };
  54108. Object.defineProperty(Animation.prototype, "runtimeAnimations", {
  54109. /**
  54110. * Return the array of runtime animations currently using this animation
  54111. */
  54112. get: function () {
  54113. return this._runtimeAnimations;
  54114. },
  54115. enumerable: true,
  54116. configurable: true
  54117. });
  54118. Object.defineProperty(Animation.prototype, "hasRunningRuntimeAnimations", {
  54119. /**
  54120. * Specifies if any of the runtime animations are currently running
  54121. */
  54122. get: function () {
  54123. for (var _i = 0, _a = this._runtimeAnimations; _i < _a.length; _i++) {
  54124. var runtimeAnimation = _a[_i];
  54125. if (!runtimeAnimation.isStopped) {
  54126. return true;
  54127. }
  54128. }
  54129. return false;
  54130. },
  54131. enumerable: true,
  54132. configurable: true
  54133. });
  54134. // Methods
  54135. /**
  54136. * Converts the animation to a string
  54137. * @param fullDetails support for multiple levels of logging within scene loading
  54138. * @returns String form of the animation
  54139. */
  54140. Animation.prototype.toString = function (fullDetails) {
  54141. var ret = "Name: " + this.name + ", property: " + this.targetProperty;
  54142. ret += ", datatype: " + (["Float", "Vector3", "Quaternion", "Matrix", "Color3", "Vector2"])[this.dataType];
  54143. ret += ", nKeys: " + (this._keys ? this._keys.length : "none");
  54144. ret += ", nRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  54145. if (fullDetails) {
  54146. ret += ", Ranges: {";
  54147. var first = true;
  54148. for (var name in this._ranges) {
  54149. if (first) {
  54150. ret += ", ";
  54151. first = false;
  54152. }
  54153. ret += name;
  54154. }
  54155. ret += "}";
  54156. }
  54157. return ret;
  54158. };
  54159. /**
  54160. * Add an event to this animation
  54161. * @param event Event to add
  54162. */
  54163. Animation.prototype.addEvent = function (event) {
  54164. this._events.push(event);
  54165. };
  54166. /**
  54167. * Remove all events found at the given frame
  54168. * @param frame The frame to remove events from
  54169. */
  54170. Animation.prototype.removeEvents = function (frame) {
  54171. for (var index = 0; index < this._events.length; index++) {
  54172. if (this._events[index].frame === frame) {
  54173. this._events.splice(index, 1);
  54174. index--;
  54175. }
  54176. }
  54177. };
  54178. /**
  54179. * Retrieves all the events from the animation
  54180. * @returns Events from the animation
  54181. */
  54182. Animation.prototype.getEvents = function () {
  54183. return this._events;
  54184. };
  54185. /**
  54186. * Creates an animation range
  54187. * @param name Name of the animation range
  54188. * @param from Starting frame of the animation range
  54189. * @param to Ending frame of the animation
  54190. */
  54191. Animation.prototype.createRange = function (name, from, to) {
  54192. // check name not already in use; could happen for bones after serialized
  54193. if (!this._ranges[name]) {
  54194. this._ranges[name] = new AnimationRange(name, from, to);
  54195. }
  54196. };
  54197. /**
  54198. * Deletes an animation range by name
  54199. * @param name Name of the animation range to delete
  54200. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  54201. */
  54202. Animation.prototype.deleteRange = function (name, deleteFrames) {
  54203. if (deleteFrames === void 0) { deleteFrames = true; }
  54204. var range = this._ranges[name];
  54205. if (!range) {
  54206. return;
  54207. }
  54208. if (deleteFrames) {
  54209. var from = range.from;
  54210. var to = range.to;
  54211. // this loop MUST go high to low for multiple splices to work
  54212. for (var key = this._keys.length - 1; key >= 0; key--) {
  54213. if (this._keys[key].frame >= from && this._keys[key].frame <= to) {
  54214. this._keys.splice(key, 1);
  54215. }
  54216. }
  54217. }
  54218. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  54219. };
  54220. /**
  54221. * Gets the animation range by name, or null if not defined
  54222. * @param name Name of the animation range
  54223. * @returns Nullable animation range
  54224. */
  54225. Animation.prototype.getRange = function (name) {
  54226. return this._ranges[name];
  54227. };
  54228. /**
  54229. * Gets the key frames from the animation
  54230. * @returns The key frames of the animation
  54231. */
  54232. Animation.prototype.getKeys = function () {
  54233. return this._keys;
  54234. };
  54235. /**
  54236. * Gets the highest frame rate of the animation
  54237. * @returns Highest frame rate of the animation
  54238. */
  54239. Animation.prototype.getHighestFrame = function () {
  54240. var ret = 0;
  54241. for (var key = 0, nKeys = this._keys.length; key < nKeys; key++) {
  54242. if (ret < this._keys[key].frame) {
  54243. ret = this._keys[key].frame;
  54244. }
  54245. }
  54246. return ret;
  54247. };
  54248. /**
  54249. * Gets the easing function of the animation
  54250. * @returns Easing function of the animation
  54251. */
  54252. Animation.prototype.getEasingFunction = function () {
  54253. return this._easingFunction;
  54254. };
  54255. /**
  54256. * Sets the easing function of the animation
  54257. * @param easingFunction A custom mathematical formula for animation
  54258. */
  54259. Animation.prototype.setEasingFunction = function (easingFunction) {
  54260. this._easingFunction = easingFunction;
  54261. };
  54262. /**
  54263. * Interpolates a scalar linearly
  54264. * @param startValue Start value of the animation curve
  54265. * @param endValue End value of the animation curve
  54266. * @param gradient Scalar amount to interpolate
  54267. * @returns Interpolated scalar value
  54268. */
  54269. Animation.prototype.floatInterpolateFunction = function (startValue, endValue, gradient) {
  54270. return BABYLON.Scalar.Lerp(startValue, endValue, gradient);
  54271. };
  54272. /**
  54273. * Interpolates a scalar cubically
  54274. * @param startValue Start value of the animation curve
  54275. * @param outTangent End tangent of the animation
  54276. * @param endValue End value of the animation curve
  54277. * @param inTangent Start tangent of the animation curve
  54278. * @param gradient Scalar amount to interpolate
  54279. * @returns Interpolated scalar value
  54280. */
  54281. Animation.prototype.floatInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54282. return BABYLON.Scalar.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54283. };
  54284. /**
  54285. * Interpolates a quaternion using a spherical linear interpolation
  54286. * @param startValue Start value of the animation curve
  54287. * @param endValue End value of the animation curve
  54288. * @param gradient Scalar amount to interpolate
  54289. * @returns Interpolated quaternion value
  54290. */
  54291. Animation.prototype.quaternionInterpolateFunction = function (startValue, endValue, gradient) {
  54292. return BABYLON.Quaternion.Slerp(startValue, endValue, gradient);
  54293. };
  54294. /**
  54295. * Interpolates a quaternion cubically
  54296. * @param startValue Start value of the animation curve
  54297. * @param outTangent End tangent of the animation curve
  54298. * @param endValue End value of the animation curve
  54299. * @param inTangent Start tangent of the animation curve
  54300. * @param gradient Scalar amount to interpolate
  54301. * @returns Interpolated quaternion value
  54302. */
  54303. Animation.prototype.quaternionInterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54304. return BABYLON.Quaternion.Hermite(startValue, outTangent, endValue, inTangent, gradient).normalize();
  54305. };
  54306. /**
  54307. * Interpolates a Vector3 linearl
  54308. * @param startValue Start value of the animation curve
  54309. * @param endValue End value of the animation curve
  54310. * @param gradient Scalar amount to interpolate
  54311. * @returns Interpolated scalar value
  54312. */
  54313. Animation.prototype.vector3InterpolateFunction = function (startValue, endValue, gradient) {
  54314. return BABYLON.Vector3.Lerp(startValue, endValue, gradient);
  54315. };
  54316. /**
  54317. * Interpolates a Vector3 cubically
  54318. * @param startValue Start value of the animation curve
  54319. * @param outTangent End tangent of the animation
  54320. * @param endValue End value of the animation curve
  54321. * @param inTangent Start tangent of the animation curve
  54322. * @param gradient Scalar amount to interpolate
  54323. * @returns InterpolatedVector3 value
  54324. */
  54325. Animation.prototype.vector3InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54326. return BABYLON.Vector3.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54327. };
  54328. /**
  54329. * Interpolates a Vector2 linearly
  54330. * @param startValue Start value of the animation curve
  54331. * @param endValue End value of the animation curve
  54332. * @param gradient Scalar amount to interpolate
  54333. * @returns Interpolated Vector2 value
  54334. */
  54335. Animation.prototype.vector2InterpolateFunction = function (startValue, endValue, gradient) {
  54336. return BABYLON.Vector2.Lerp(startValue, endValue, gradient);
  54337. };
  54338. /**
  54339. * Interpolates a Vector2 cubically
  54340. * @param startValue Start value of the animation curve
  54341. * @param outTangent End tangent of the animation
  54342. * @param endValue End value of the animation curve
  54343. * @param inTangent Start tangent of the animation curve
  54344. * @param gradient Scalar amount to interpolate
  54345. * @returns Interpolated Vector2 value
  54346. */
  54347. Animation.prototype.vector2InterpolateFunctionWithTangents = function (startValue, outTangent, endValue, inTangent, gradient) {
  54348. return BABYLON.Vector2.Hermite(startValue, outTangent, endValue, inTangent, gradient);
  54349. };
  54350. /**
  54351. * Interpolates a size linearly
  54352. * @param startValue Start value of the animation curve
  54353. * @param endValue End value of the animation curve
  54354. * @param gradient Scalar amount to interpolate
  54355. * @returns Interpolated Size value
  54356. */
  54357. Animation.prototype.sizeInterpolateFunction = function (startValue, endValue, gradient) {
  54358. return BABYLON.Size.Lerp(startValue, endValue, gradient);
  54359. };
  54360. /**
  54361. * Interpolates a Color3 linearly
  54362. * @param startValue Start value of the animation curve
  54363. * @param endValue End value of the animation curve
  54364. * @param gradient Scalar amount to interpolate
  54365. * @returns Interpolated Color3 value
  54366. */
  54367. Animation.prototype.color3InterpolateFunction = function (startValue, endValue, gradient) {
  54368. return BABYLON.Color3.Lerp(startValue, endValue, gradient);
  54369. };
  54370. /**
  54371. * @hidden Internal use only
  54372. */
  54373. Animation.prototype._getKeyValue = function (value) {
  54374. if (typeof value === "function") {
  54375. return value();
  54376. }
  54377. return value;
  54378. };
  54379. /**
  54380. * @hidden Internal use only
  54381. */
  54382. Animation.prototype._interpolate = function (currentFrame, repeatCount, workValue, loopMode, offsetValue, highLimitValue) {
  54383. if (loopMode === Animation.ANIMATIONLOOPMODE_CONSTANT && repeatCount > 0) {
  54384. return highLimitValue.clone ? highLimitValue.clone() : highLimitValue;
  54385. }
  54386. var keys = this.getKeys();
  54387. // Try to get a hash to find the right key
  54388. 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));
  54389. if (keys[startKeyIndex].frame >= currentFrame) {
  54390. while (startKeyIndex - 1 >= 0 && keys[startKeyIndex].frame >= currentFrame) {
  54391. startKeyIndex--;
  54392. }
  54393. }
  54394. for (var key = startKeyIndex; key < keys.length; key++) {
  54395. var endKey = keys[key + 1];
  54396. if (endKey.frame >= currentFrame) {
  54397. var startKey = keys[key];
  54398. var startValue = this._getKeyValue(startKey.value);
  54399. if (startKey.interpolation === AnimationKeyInterpolation.STEP) {
  54400. return startValue;
  54401. }
  54402. var endValue = this._getKeyValue(endKey.value);
  54403. var useTangent = startKey.outTangent !== undefined && endKey.inTangent !== undefined;
  54404. var frameDelta = endKey.frame - startKey.frame;
  54405. // gradient : percent of currentFrame between the frame inf and the frame sup
  54406. var gradient = (currentFrame - startKey.frame) / frameDelta;
  54407. // check for easingFunction and correction of gradient
  54408. var easingFunction = this.getEasingFunction();
  54409. if (easingFunction != null) {
  54410. gradient = easingFunction.ease(gradient);
  54411. }
  54412. switch (this.dataType) {
  54413. // Float
  54414. case Animation.ANIMATIONTYPE_FLOAT:
  54415. var floatValue = useTangent ? this.floatInterpolateFunctionWithTangents(startValue, startKey.outTangent * frameDelta, endValue, endKey.inTangent * frameDelta, gradient) : this.floatInterpolateFunction(startValue, endValue, gradient);
  54416. switch (loopMode) {
  54417. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54418. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54419. return floatValue;
  54420. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54421. return offsetValue * repeatCount + floatValue;
  54422. }
  54423. break;
  54424. // Quaternion
  54425. case Animation.ANIMATIONTYPE_QUATERNION:
  54426. var quatValue = useTangent ? this.quaternionInterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.quaternionInterpolateFunction(startValue, endValue, gradient);
  54427. switch (loopMode) {
  54428. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54429. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54430. return quatValue;
  54431. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54432. return quatValue.addInPlace(offsetValue.scale(repeatCount));
  54433. }
  54434. return quatValue;
  54435. // Vector3
  54436. case Animation.ANIMATIONTYPE_VECTOR3:
  54437. var vec3Value = useTangent ? this.vector3InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector3InterpolateFunction(startValue, endValue, gradient);
  54438. switch (loopMode) {
  54439. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54440. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54441. return vec3Value;
  54442. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54443. return vec3Value.add(offsetValue.scale(repeatCount));
  54444. }
  54445. // Vector2
  54446. case Animation.ANIMATIONTYPE_VECTOR2:
  54447. var vec2Value = useTangent ? this.vector2InterpolateFunctionWithTangents(startValue, startKey.outTangent.scale(frameDelta), endValue, endKey.inTangent.scale(frameDelta), gradient) : this.vector2InterpolateFunction(startValue, endValue, gradient);
  54448. switch (loopMode) {
  54449. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54450. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54451. return vec2Value;
  54452. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54453. return vec2Value.add(offsetValue.scale(repeatCount));
  54454. }
  54455. // Size
  54456. case Animation.ANIMATIONTYPE_SIZE:
  54457. switch (loopMode) {
  54458. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54459. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54460. return this.sizeInterpolateFunction(startValue, endValue, gradient);
  54461. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54462. return this.sizeInterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54463. }
  54464. // Color3
  54465. case Animation.ANIMATIONTYPE_COLOR3:
  54466. switch (loopMode) {
  54467. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54468. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54469. return this.color3InterpolateFunction(startValue, endValue, gradient);
  54470. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54471. return this.color3InterpolateFunction(startValue, endValue, gradient).add(offsetValue.scale(repeatCount));
  54472. }
  54473. // Matrix
  54474. case Animation.ANIMATIONTYPE_MATRIX:
  54475. switch (loopMode) {
  54476. case Animation.ANIMATIONLOOPMODE_CYCLE:
  54477. case Animation.ANIMATIONLOOPMODE_CONSTANT:
  54478. if (Animation.AllowMatricesInterpolation) {
  54479. return this.matrixInterpolateFunction(startValue, endValue, gradient, workValue);
  54480. }
  54481. case Animation.ANIMATIONLOOPMODE_RELATIVE:
  54482. return startValue;
  54483. }
  54484. default:
  54485. break;
  54486. }
  54487. break;
  54488. }
  54489. }
  54490. return this._getKeyValue(keys[keys.length - 1].value);
  54491. };
  54492. /**
  54493. * Defines the function to use to interpolate matrices
  54494. * @param startValue defines the start matrix
  54495. * @param endValue defines the end matrix
  54496. * @param gradient defines the gradient between both matrices
  54497. * @param result defines an optional target matrix where to store the interpolation
  54498. * @returns the interpolated matrix
  54499. */
  54500. Animation.prototype.matrixInterpolateFunction = function (startValue, endValue, gradient, result) {
  54501. if (Animation.AllowMatrixDecomposeForInterpolation) {
  54502. if (result) {
  54503. BABYLON.Matrix.DecomposeLerpToRef(startValue, endValue, gradient, result);
  54504. return result;
  54505. }
  54506. return BABYLON.Matrix.DecomposeLerp(startValue, endValue, gradient);
  54507. }
  54508. if (result) {
  54509. BABYLON.Matrix.LerpToRef(startValue, endValue, gradient, result);
  54510. return result;
  54511. }
  54512. return BABYLON.Matrix.Lerp(startValue, endValue, gradient);
  54513. };
  54514. /**
  54515. * Makes a copy of the animation
  54516. * @returns Cloned animation
  54517. */
  54518. Animation.prototype.clone = function () {
  54519. var clone = new Animation(this.name, this.targetPropertyPath.join("."), this.framePerSecond, this.dataType, this.loopMode);
  54520. clone.enableBlending = this.enableBlending;
  54521. clone.blendingSpeed = this.blendingSpeed;
  54522. if (this._keys) {
  54523. clone.setKeys(this._keys);
  54524. }
  54525. if (this._ranges) {
  54526. clone._ranges = {};
  54527. for (var name in this._ranges) {
  54528. var range = this._ranges[name];
  54529. if (!range) {
  54530. continue;
  54531. }
  54532. clone._ranges[name] = range.clone();
  54533. }
  54534. }
  54535. return clone;
  54536. };
  54537. /**
  54538. * Sets the key frames of the animation
  54539. * @param values The animation key frames to set
  54540. */
  54541. Animation.prototype.setKeys = function (values) {
  54542. this._keys = values.slice(0);
  54543. };
  54544. /**
  54545. * Serializes the animation to an object
  54546. * @returns Serialized object
  54547. */
  54548. Animation.prototype.serialize = function () {
  54549. var serializationObject = {};
  54550. serializationObject.name = this.name;
  54551. serializationObject.property = this.targetProperty;
  54552. serializationObject.framePerSecond = this.framePerSecond;
  54553. serializationObject.dataType = this.dataType;
  54554. serializationObject.loopBehavior = this.loopMode;
  54555. serializationObject.enableBlending = this.enableBlending;
  54556. serializationObject.blendingSpeed = this.blendingSpeed;
  54557. var dataType = this.dataType;
  54558. serializationObject.keys = [];
  54559. var keys = this.getKeys();
  54560. for (var index = 0; index < keys.length; index++) {
  54561. var animationKey = keys[index];
  54562. var key = {};
  54563. key.frame = animationKey.frame;
  54564. switch (dataType) {
  54565. case Animation.ANIMATIONTYPE_FLOAT:
  54566. key.values = [animationKey.value];
  54567. break;
  54568. case Animation.ANIMATIONTYPE_QUATERNION:
  54569. case Animation.ANIMATIONTYPE_MATRIX:
  54570. case Animation.ANIMATIONTYPE_VECTOR3:
  54571. case Animation.ANIMATIONTYPE_COLOR3:
  54572. key.values = animationKey.value.asArray();
  54573. break;
  54574. }
  54575. serializationObject.keys.push(key);
  54576. }
  54577. serializationObject.ranges = [];
  54578. for (var name in this._ranges) {
  54579. var source = this._ranges[name];
  54580. if (!source) {
  54581. continue;
  54582. }
  54583. var range = {};
  54584. range.name = name;
  54585. range.from = source.from;
  54586. range.to = source.to;
  54587. serializationObject.ranges.push(range);
  54588. }
  54589. return serializationObject;
  54590. };
  54591. Object.defineProperty(Animation, "ANIMATIONTYPE_FLOAT", {
  54592. /**
  54593. * Get the float animation type
  54594. */
  54595. get: function () {
  54596. return Animation._ANIMATIONTYPE_FLOAT;
  54597. },
  54598. enumerable: true,
  54599. configurable: true
  54600. });
  54601. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR3", {
  54602. /**
  54603. * Get the Vector3 animation type
  54604. */
  54605. get: function () {
  54606. return Animation._ANIMATIONTYPE_VECTOR3;
  54607. },
  54608. enumerable: true,
  54609. configurable: true
  54610. });
  54611. Object.defineProperty(Animation, "ANIMATIONTYPE_VECTOR2", {
  54612. /**
  54613. * Get the Vector2 animation type
  54614. */
  54615. get: function () {
  54616. return Animation._ANIMATIONTYPE_VECTOR2;
  54617. },
  54618. enumerable: true,
  54619. configurable: true
  54620. });
  54621. Object.defineProperty(Animation, "ANIMATIONTYPE_SIZE", {
  54622. /**
  54623. * Get the Size animation type
  54624. */
  54625. get: function () {
  54626. return Animation._ANIMATIONTYPE_SIZE;
  54627. },
  54628. enumerable: true,
  54629. configurable: true
  54630. });
  54631. Object.defineProperty(Animation, "ANIMATIONTYPE_QUATERNION", {
  54632. /**
  54633. * Get the Quaternion animation type
  54634. */
  54635. get: function () {
  54636. return Animation._ANIMATIONTYPE_QUATERNION;
  54637. },
  54638. enumerable: true,
  54639. configurable: true
  54640. });
  54641. Object.defineProperty(Animation, "ANIMATIONTYPE_MATRIX", {
  54642. /**
  54643. * Get the Matrix animation type
  54644. */
  54645. get: function () {
  54646. return Animation._ANIMATIONTYPE_MATRIX;
  54647. },
  54648. enumerable: true,
  54649. configurable: true
  54650. });
  54651. Object.defineProperty(Animation, "ANIMATIONTYPE_COLOR3", {
  54652. /**
  54653. * Get the Color3 animation type
  54654. */
  54655. get: function () {
  54656. return Animation._ANIMATIONTYPE_COLOR3;
  54657. },
  54658. enumerable: true,
  54659. configurable: true
  54660. });
  54661. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_RELATIVE", {
  54662. /**
  54663. * Get the Relative Loop Mode
  54664. */
  54665. get: function () {
  54666. return Animation._ANIMATIONLOOPMODE_RELATIVE;
  54667. },
  54668. enumerable: true,
  54669. configurable: true
  54670. });
  54671. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CYCLE", {
  54672. /**
  54673. * Get the Cycle Loop Mode
  54674. */
  54675. get: function () {
  54676. return Animation._ANIMATIONLOOPMODE_CYCLE;
  54677. },
  54678. enumerable: true,
  54679. configurable: true
  54680. });
  54681. Object.defineProperty(Animation, "ANIMATIONLOOPMODE_CONSTANT", {
  54682. /**
  54683. * Get the Constant Loop Mode
  54684. */
  54685. get: function () {
  54686. return Animation._ANIMATIONLOOPMODE_CONSTANT;
  54687. },
  54688. enumerable: true,
  54689. configurable: true
  54690. });
  54691. /** @hidden */
  54692. Animation._UniversalLerp = function (left, right, amount) {
  54693. var constructor = left.constructor;
  54694. if (constructor.Lerp) { // Lerp supported
  54695. return constructor.Lerp(left, right, amount);
  54696. }
  54697. else if (constructor.Slerp) { // Slerp supported
  54698. return constructor.Slerp(left, right, amount);
  54699. }
  54700. else if (left.toFixed) { // Number
  54701. return left * (1.0 - amount) + amount * right;
  54702. }
  54703. else { // Blending not supported
  54704. return right;
  54705. }
  54706. };
  54707. /**
  54708. * Parses an animation object and creates an animation
  54709. * @param parsedAnimation Parsed animation object
  54710. * @returns Animation object
  54711. */
  54712. Animation.Parse = function (parsedAnimation) {
  54713. var animation = new Animation(parsedAnimation.name, parsedAnimation.property, parsedAnimation.framePerSecond, parsedAnimation.dataType, parsedAnimation.loopBehavior);
  54714. var dataType = parsedAnimation.dataType;
  54715. var keys = [];
  54716. var data;
  54717. var index;
  54718. if (parsedAnimation.enableBlending) {
  54719. animation.enableBlending = parsedAnimation.enableBlending;
  54720. }
  54721. if (parsedAnimation.blendingSpeed) {
  54722. animation.blendingSpeed = parsedAnimation.blendingSpeed;
  54723. }
  54724. for (index = 0; index < parsedAnimation.keys.length; index++) {
  54725. var key = parsedAnimation.keys[index];
  54726. var inTangent;
  54727. var outTangent;
  54728. switch (dataType) {
  54729. case Animation.ANIMATIONTYPE_FLOAT:
  54730. data = key.values[0];
  54731. if (key.values.length >= 1) {
  54732. inTangent = key.values[1];
  54733. }
  54734. if (key.values.length >= 2) {
  54735. outTangent = key.values[2];
  54736. }
  54737. break;
  54738. case Animation.ANIMATIONTYPE_QUATERNION:
  54739. data = BABYLON.Quaternion.FromArray(key.values);
  54740. if (key.values.length >= 8) {
  54741. var _inTangent = BABYLON.Quaternion.FromArray(key.values.slice(4, 8));
  54742. if (!_inTangent.equals(BABYLON.Quaternion.Zero())) {
  54743. inTangent = _inTangent;
  54744. }
  54745. }
  54746. if (key.values.length >= 12) {
  54747. var _outTangent = BABYLON.Quaternion.FromArray(key.values.slice(8, 12));
  54748. if (!_outTangent.equals(BABYLON.Quaternion.Zero())) {
  54749. outTangent = _outTangent;
  54750. }
  54751. }
  54752. break;
  54753. case Animation.ANIMATIONTYPE_MATRIX:
  54754. data = BABYLON.Matrix.FromArray(key.values);
  54755. break;
  54756. case Animation.ANIMATIONTYPE_COLOR3:
  54757. data = BABYLON.Color3.FromArray(key.values);
  54758. break;
  54759. case Animation.ANIMATIONTYPE_VECTOR3:
  54760. default:
  54761. data = BABYLON.Vector3.FromArray(key.values);
  54762. break;
  54763. }
  54764. var keyData = {};
  54765. keyData.frame = key.frame;
  54766. keyData.value = data;
  54767. if (inTangent != undefined) {
  54768. keyData.inTangent = inTangent;
  54769. }
  54770. if (outTangent != undefined) {
  54771. keyData.outTangent = outTangent;
  54772. }
  54773. keys.push(keyData);
  54774. }
  54775. animation.setKeys(keys);
  54776. if (parsedAnimation.ranges) {
  54777. for (index = 0; index < parsedAnimation.ranges.length; index++) {
  54778. data = parsedAnimation.ranges[index];
  54779. animation.createRange(data.name, data.from, data.to);
  54780. }
  54781. }
  54782. return animation;
  54783. };
  54784. /**
  54785. * Appends the serialized animations from the source animations
  54786. * @param source Source containing the animations
  54787. * @param destination Target to store the animations
  54788. */
  54789. Animation.AppendSerializedAnimations = function (source, destination) {
  54790. if (source.animations) {
  54791. destination.animations = [];
  54792. for (var animationIndex = 0; animationIndex < source.animations.length; animationIndex++) {
  54793. var animation = source.animations[animationIndex];
  54794. destination.animations.push(animation.serialize());
  54795. }
  54796. }
  54797. };
  54798. /**
  54799. * Use matrix interpolation instead of using direct key value when animating matrices
  54800. */
  54801. Animation.AllowMatricesInterpolation = false;
  54802. /**
  54803. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  54804. */
  54805. Animation.AllowMatrixDecomposeForInterpolation = true;
  54806. // Statics
  54807. /**
  54808. * Float animation type
  54809. */
  54810. Animation._ANIMATIONTYPE_FLOAT = 0;
  54811. /**
  54812. * Vector3 animation type
  54813. */
  54814. Animation._ANIMATIONTYPE_VECTOR3 = 1;
  54815. /**
  54816. * Quaternion animation type
  54817. */
  54818. Animation._ANIMATIONTYPE_QUATERNION = 2;
  54819. /**
  54820. * Matrix animation type
  54821. */
  54822. Animation._ANIMATIONTYPE_MATRIX = 3;
  54823. /**
  54824. * Color3 animation type
  54825. */
  54826. Animation._ANIMATIONTYPE_COLOR3 = 4;
  54827. /**
  54828. * Vector2 animation type
  54829. */
  54830. Animation._ANIMATIONTYPE_VECTOR2 = 5;
  54831. /**
  54832. * Size animation type
  54833. */
  54834. Animation._ANIMATIONTYPE_SIZE = 6;
  54835. /**
  54836. * Relative Loop Mode
  54837. */
  54838. Animation._ANIMATIONLOOPMODE_RELATIVE = 0;
  54839. /**
  54840. * Cycle Loop Mode
  54841. */
  54842. Animation._ANIMATIONLOOPMODE_CYCLE = 1;
  54843. /**
  54844. * Constant Loop Mode
  54845. */
  54846. Animation._ANIMATIONLOOPMODE_CONSTANT = 2;
  54847. return Animation;
  54848. }());
  54849. BABYLON.Animation = Animation;
  54850. })(BABYLON || (BABYLON = {}));
  54851. //# sourceMappingURL=babylon.animation.js.map
  54852. var BABYLON;
  54853. (function (BABYLON) {
  54854. /**
  54855. * This class defines the direct association between an animation and a target
  54856. */
  54857. var TargetedAnimation = /** @class */ (function () {
  54858. function TargetedAnimation() {
  54859. }
  54860. return TargetedAnimation;
  54861. }());
  54862. BABYLON.TargetedAnimation = TargetedAnimation;
  54863. /**
  54864. * Use this class to create coordinated animations on multiple targets
  54865. */
  54866. var AnimationGroup = /** @class */ (function () {
  54867. /**
  54868. * Instantiates a new Animation Group.
  54869. * This helps managing several animations at once.
  54870. * @see http://doc.babylonjs.com/how_to/group
  54871. * @param name Defines the name of the group
  54872. * @param scene Defines the scene the group belongs to
  54873. */
  54874. function AnimationGroup(
  54875. /** The name of the animation group */
  54876. name, scene) {
  54877. if (scene === void 0) { scene = null; }
  54878. this.name = name;
  54879. this._targetedAnimations = new Array();
  54880. this._animatables = new Array();
  54881. this._from = Number.MAX_VALUE;
  54882. this._to = -Number.MAX_VALUE;
  54883. this._speedRatio = 1;
  54884. /**
  54885. * This observable will notify when one animation have ended
  54886. */
  54887. this.onAnimationEndObservable = new BABYLON.Observable();
  54888. /**
  54889. * Observer raised when one animation loops
  54890. */
  54891. this.onAnimationLoopObservable = new BABYLON.Observable();
  54892. /**
  54893. * This observable will notify when all animations have ended.
  54894. */
  54895. this.onAnimationGroupEndObservable = new BABYLON.Observable();
  54896. /**
  54897. * This observable will notify when all animations have paused.
  54898. */
  54899. this.onAnimationGroupPauseObservable = new BABYLON.Observable();
  54900. /**
  54901. * This observable will notify when all animations are playing.
  54902. */
  54903. this.onAnimationGroupPlayObservable = new BABYLON.Observable();
  54904. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  54905. this.uniqueId = this._scene.getUniqueId();
  54906. this._scene.animationGroups.push(this);
  54907. }
  54908. Object.defineProperty(AnimationGroup.prototype, "from", {
  54909. /**
  54910. * Gets the first frame
  54911. */
  54912. get: function () {
  54913. return this._from;
  54914. },
  54915. enumerable: true,
  54916. configurable: true
  54917. });
  54918. Object.defineProperty(AnimationGroup.prototype, "to", {
  54919. /**
  54920. * Gets the last frame
  54921. */
  54922. get: function () {
  54923. return this._to;
  54924. },
  54925. enumerable: true,
  54926. configurable: true
  54927. });
  54928. Object.defineProperty(AnimationGroup.prototype, "isStarted", {
  54929. /**
  54930. * Define if the animations are started
  54931. */
  54932. get: function () {
  54933. return this._isStarted;
  54934. },
  54935. enumerable: true,
  54936. configurable: true
  54937. });
  54938. Object.defineProperty(AnimationGroup.prototype, "isPlaying", {
  54939. /**
  54940. * Gets a value indicating that the current group is playing
  54941. */
  54942. get: function () {
  54943. return this._isStarted && !this._isPaused;
  54944. },
  54945. enumerable: true,
  54946. configurable: true
  54947. });
  54948. Object.defineProperty(AnimationGroup.prototype, "speedRatio", {
  54949. /**
  54950. * Gets or sets the speed ratio to use for all animations
  54951. */
  54952. get: function () {
  54953. return this._speedRatio;
  54954. },
  54955. /**
  54956. * Gets or sets the speed ratio to use for all animations
  54957. */
  54958. set: function (value) {
  54959. if (this._speedRatio === value) {
  54960. return;
  54961. }
  54962. this._speedRatio = value;
  54963. for (var index = 0; index < this._animatables.length; index++) {
  54964. var animatable = this._animatables[index];
  54965. animatable.speedRatio = this._speedRatio;
  54966. }
  54967. },
  54968. enumerable: true,
  54969. configurable: true
  54970. });
  54971. Object.defineProperty(AnimationGroup.prototype, "targetedAnimations", {
  54972. /**
  54973. * Gets the targeted animations for this animation group
  54974. */
  54975. get: function () {
  54976. return this._targetedAnimations;
  54977. },
  54978. enumerable: true,
  54979. configurable: true
  54980. });
  54981. Object.defineProperty(AnimationGroup.prototype, "animatables", {
  54982. /**
  54983. * returning the list of animatables controlled by this animation group.
  54984. */
  54985. get: function () {
  54986. return this._animatables;
  54987. },
  54988. enumerable: true,
  54989. configurable: true
  54990. });
  54991. /**
  54992. * Add an animation (with its target) in the group
  54993. * @param animation defines the animation we want to add
  54994. * @param target defines the target of the animation
  54995. * @returns the TargetedAnimation object
  54996. */
  54997. AnimationGroup.prototype.addTargetedAnimation = function (animation, target) {
  54998. var targetedAnimation = {
  54999. animation: animation,
  55000. target: target
  55001. };
  55002. var keys = animation.getKeys();
  55003. if (this._from > keys[0].frame) {
  55004. this._from = keys[0].frame;
  55005. }
  55006. if (this._to < keys[keys.length - 1].frame) {
  55007. this._to = keys[keys.length - 1].frame;
  55008. }
  55009. this._targetedAnimations.push(targetedAnimation);
  55010. return targetedAnimation;
  55011. };
  55012. /**
  55013. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  55014. * It can add constant keys at begin or end
  55015. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  55016. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  55017. * @returns the animation group
  55018. */
  55019. AnimationGroup.prototype.normalize = function (beginFrame, endFrame) {
  55020. if (beginFrame === void 0) { beginFrame = null; }
  55021. if (endFrame === void 0) { endFrame = null; }
  55022. if (beginFrame == null) {
  55023. beginFrame = this._from;
  55024. }
  55025. if (endFrame == null) {
  55026. endFrame = this._to;
  55027. }
  55028. for (var index = 0; index < this._targetedAnimations.length; index++) {
  55029. var targetedAnimation = this._targetedAnimations[index];
  55030. var keys = targetedAnimation.animation.getKeys();
  55031. var startKey = keys[0];
  55032. var endKey = keys[keys.length - 1];
  55033. if (startKey.frame > beginFrame) {
  55034. var newKey = {
  55035. frame: beginFrame,
  55036. value: startKey.value,
  55037. inTangent: startKey.inTangent,
  55038. outTangent: startKey.outTangent,
  55039. interpolation: startKey.interpolation
  55040. };
  55041. keys.splice(0, 0, newKey);
  55042. }
  55043. if (endKey.frame < endFrame) {
  55044. var newKey = {
  55045. frame: endFrame,
  55046. value: endKey.value,
  55047. inTangent: endKey.outTangent,
  55048. outTangent: endKey.outTangent,
  55049. interpolation: endKey.interpolation
  55050. };
  55051. keys.push(newKey);
  55052. }
  55053. }
  55054. this._from = beginFrame;
  55055. this._to = endFrame;
  55056. return this;
  55057. };
  55058. /**
  55059. * Start all animations on given targets
  55060. * @param loop defines if animations must loop
  55061. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  55062. * @param from defines the from key (optional)
  55063. * @param to defines the to key (optional)
  55064. * @returns the current animation group
  55065. */
  55066. AnimationGroup.prototype.start = function (loop, speedRatio, from, to) {
  55067. var _this = this;
  55068. if (loop === void 0) { loop = false; }
  55069. if (speedRatio === void 0) { speedRatio = 1; }
  55070. if (this._isStarted || this._targetedAnimations.length === 0) {
  55071. return this;
  55072. }
  55073. var _loop_1 = function (targetedAnimation) {
  55074. var animatable = this_1._scene.beginDirectAnimation(targetedAnimation.target, [targetedAnimation.animation], from !== undefined ? from : this_1._from, to !== undefined ? to : this_1._to, loop, speedRatio);
  55075. animatable.onAnimationEnd = function () {
  55076. _this.onAnimationEndObservable.notifyObservers(targetedAnimation);
  55077. _this._checkAnimationGroupEnded(animatable);
  55078. };
  55079. animatable.onAnimationLoop = function () {
  55080. _this.onAnimationLoopObservable.notifyObservers(targetedAnimation);
  55081. };
  55082. this_1._animatables.push(animatable);
  55083. };
  55084. var this_1 = this;
  55085. for (var _i = 0, _a = this._targetedAnimations; _i < _a.length; _i++) {
  55086. var targetedAnimation = _a[_i];
  55087. _loop_1(targetedAnimation);
  55088. }
  55089. this._speedRatio = speedRatio;
  55090. if (from !== undefined && to !== undefined && from > to && this._speedRatio > 0) {
  55091. this._speedRatio = -speedRatio;
  55092. }
  55093. this._isStarted = true;
  55094. this._isPaused = false;
  55095. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55096. return this;
  55097. };
  55098. /**
  55099. * Pause all animations
  55100. * @returns the animation group
  55101. */
  55102. AnimationGroup.prototype.pause = function () {
  55103. if (!this._isStarted) {
  55104. return this;
  55105. }
  55106. this._isPaused = true;
  55107. for (var index = 0; index < this._animatables.length; index++) {
  55108. var animatable = this._animatables[index];
  55109. animatable.pause();
  55110. }
  55111. this.onAnimationGroupPauseObservable.notifyObservers(this);
  55112. return this;
  55113. };
  55114. /**
  55115. * Play all animations to initial state
  55116. * This function will start() the animations if they were not started or will restart() them if they were paused
  55117. * @param loop defines if animations must loop
  55118. * @returns the animation group
  55119. */
  55120. AnimationGroup.prototype.play = function (loop) {
  55121. // only if all animatables are ready and exist
  55122. if (this.isStarted && this._animatables.length === this._targetedAnimations.length) {
  55123. if (loop !== undefined) {
  55124. for (var index = 0; index < this._animatables.length; index++) {
  55125. var animatable = this._animatables[index];
  55126. animatable.loopAnimation = loop;
  55127. }
  55128. }
  55129. this.restart();
  55130. }
  55131. else {
  55132. this.stop();
  55133. this.start(loop, this._speedRatio);
  55134. }
  55135. this._isPaused = false;
  55136. return this;
  55137. };
  55138. /**
  55139. * Reset all animations to initial state
  55140. * @returns the animation group
  55141. */
  55142. AnimationGroup.prototype.reset = function () {
  55143. if (!this._isStarted) {
  55144. return this;
  55145. }
  55146. for (var index = 0; index < this._animatables.length; index++) {
  55147. var animatable = this._animatables[index];
  55148. animatable.reset();
  55149. }
  55150. return this;
  55151. };
  55152. /**
  55153. * Restart animations from key 0
  55154. * @returns the animation group
  55155. */
  55156. AnimationGroup.prototype.restart = function () {
  55157. if (!this._isStarted) {
  55158. return this;
  55159. }
  55160. for (var index = 0; index < this._animatables.length; index++) {
  55161. var animatable = this._animatables[index];
  55162. animatable.restart();
  55163. }
  55164. this.onAnimationGroupPlayObservable.notifyObservers(this);
  55165. return this;
  55166. };
  55167. /**
  55168. * Stop all animations
  55169. * @returns the animation group
  55170. */
  55171. AnimationGroup.prototype.stop = function () {
  55172. if (!this._isStarted) {
  55173. return this;
  55174. }
  55175. var list = this._animatables.slice();
  55176. for (var index = 0; index < list.length; index++) {
  55177. list[index].stop();
  55178. }
  55179. this._isStarted = false;
  55180. return this;
  55181. };
  55182. /**
  55183. * Set animation weight for all animatables
  55184. * @param weight defines the weight to use
  55185. * @return the animationGroup
  55186. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55187. */
  55188. AnimationGroup.prototype.setWeightForAllAnimatables = function (weight) {
  55189. for (var index = 0; index < this._animatables.length; index++) {
  55190. var animatable = this._animatables[index];
  55191. animatable.weight = weight;
  55192. }
  55193. return this;
  55194. };
  55195. /**
  55196. * Synchronize and normalize all animatables with a source animatable
  55197. * @param root defines the root animatable to synchronize with
  55198. * @return the animationGroup
  55199. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  55200. */
  55201. AnimationGroup.prototype.syncAllAnimationsWith = function (root) {
  55202. for (var index = 0; index < this._animatables.length; index++) {
  55203. var animatable = this._animatables[index];
  55204. animatable.syncWith(root);
  55205. }
  55206. return this;
  55207. };
  55208. /**
  55209. * Goes to a specific frame in this animation group
  55210. * @param frame the frame number to go to
  55211. * @return the animationGroup
  55212. */
  55213. AnimationGroup.prototype.goToFrame = function (frame) {
  55214. if (!this._isStarted) {
  55215. return this;
  55216. }
  55217. for (var index = 0; index < this._animatables.length; index++) {
  55218. var animatable = this._animatables[index];
  55219. animatable.goToFrame(frame);
  55220. }
  55221. return this;
  55222. };
  55223. /**
  55224. * Dispose all associated resources
  55225. */
  55226. AnimationGroup.prototype.dispose = function () {
  55227. this._targetedAnimations = [];
  55228. this._animatables = [];
  55229. var index = this._scene.animationGroups.indexOf(this);
  55230. if (index > -1) {
  55231. this._scene.animationGroups.splice(index, 1);
  55232. }
  55233. this.onAnimationEndObservable.clear();
  55234. this.onAnimationGroupEndObservable.clear();
  55235. this.onAnimationGroupPauseObservable.clear();
  55236. this.onAnimationGroupPlayObservable.clear();
  55237. this.onAnimationLoopObservable.clear();
  55238. };
  55239. AnimationGroup.prototype._checkAnimationGroupEnded = function (animatable) {
  55240. // animatable should be taken out of the array
  55241. var idx = this._animatables.indexOf(animatable);
  55242. if (idx > -1) {
  55243. this._animatables.splice(idx, 1);
  55244. }
  55245. // all animatables were removed? animation group ended!
  55246. if (this._animatables.length === 0) {
  55247. this._isStarted = false;
  55248. this.onAnimationGroupEndObservable.notifyObservers(this);
  55249. }
  55250. };
  55251. // Statics
  55252. /**
  55253. * Returns a new AnimationGroup object parsed from the source provided.
  55254. * @param parsedAnimationGroup defines the source
  55255. * @param scene defines the scene that will receive the animationGroup
  55256. * @returns a new AnimationGroup
  55257. */
  55258. AnimationGroup.Parse = function (parsedAnimationGroup, scene) {
  55259. var animationGroup = new BABYLON.AnimationGroup(parsedAnimationGroup.name, scene);
  55260. for (var i = 0; i < parsedAnimationGroup.targetedAnimations.length; i++) {
  55261. var targetedAnimation = parsedAnimationGroup.targetedAnimations[i];
  55262. var animation = BABYLON.Animation.Parse(targetedAnimation.animation);
  55263. var id = targetedAnimation.targetId;
  55264. if (targetedAnimation.animation.property === "influence") { // morph target animation
  55265. var morphTarget = scene.getMorphTargetById(id);
  55266. if (morphTarget) {
  55267. animationGroup.addTargetedAnimation(animation, morphTarget);
  55268. }
  55269. }
  55270. else {
  55271. var targetNode = scene.getNodeByID(id);
  55272. if (targetNode != null) {
  55273. animationGroup.addTargetedAnimation(animation, targetNode);
  55274. }
  55275. }
  55276. }
  55277. if (parsedAnimationGroup.from !== null && parsedAnimationGroup.from !== null) {
  55278. animationGroup.normalize(parsedAnimationGroup.from, parsedAnimationGroup.to);
  55279. }
  55280. return animationGroup;
  55281. };
  55282. /**
  55283. * Returns the string "AnimationGroup"
  55284. * @returns "AnimationGroup"
  55285. */
  55286. AnimationGroup.prototype.getClassName = function () {
  55287. return "AnimationGroup";
  55288. };
  55289. /**
  55290. * Creates a detailled string about the object
  55291. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  55292. * @returns a string representing the object
  55293. */
  55294. AnimationGroup.prototype.toString = function (fullDetails) {
  55295. var ret = "Name: " + this.name;
  55296. ret += ", type: " + this.getClassName();
  55297. if (fullDetails) {
  55298. ret += ", from: " + this._from;
  55299. ret += ", to: " + this._to;
  55300. ret += ", isStarted: " + this._isStarted;
  55301. ret += ", speedRatio: " + this._speedRatio;
  55302. ret += ", targetedAnimations length: " + this._targetedAnimations.length;
  55303. ret += ", animatables length: " + this._animatables;
  55304. }
  55305. return ret;
  55306. };
  55307. return AnimationGroup;
  55308. }());
  55309. BABYLON.AnimationGroup = AnimationGroup;
  55310. })(BABYLON || (BABYLON = {}));
  55311. //# sourceMappingURL=babylon.animationGroup.js.map
  55312. var BABYLON;
  55313. (function (BABYLON) {
  55314. // Static values to help the garbage collector
  55315. // Quaternion
  55316. var _staticOffsetValueQuaternion = Object.freeze(new BABYLON.Quaternion(0, 0, 0, 0));
  55317. // Vector3
  55318. var _staticOffsetValueVector3 = Object.freeze(BABYLON.Vector3.Zero());
  55319. // Vector2
  55320. var _staticOffsetValueVector2 = Object.freeze(BABYLON.Vector2.Zero());
  55321. // Size
  55322. var _staticOffsetValueSize = Object.freeze(BABYLON.Size.Zero());
  55323. // Color3
  55324. var _staticOffsetValueColor3 = Object.freeze(BABYLON.Color3.Black());
  55325. /**
  55326. * Defines a runtime animation
  55327. */
  55328. var RuntimeAnimation = /** @class */ (function () {
  55329. /**
  55330. * Create a new RuntimeAnimation object
  55331. * @param target defines the target of the animation
  55332. * @param animation defines the source animation object
  55333. * @param scene defines the hosting scene
  55334. * @param host defines the initiating Animatable
  55335. */
  55336. function RuntimeAnimation(target, animation, scene, host) {
  55337. var _this = this;
  55338. this._events = new Array();
  55339. /**
  55340. * The current frame of the runtime animation
  55341. */
  55342. this._currentFrame = 0;
  55343. /**
  55344. * The original value of the runtime animation
  55345. */
  55346. this._originalValue = new Array();
  55347. /**
  55348. * The offsets cache of the runtime animation
  55349. */
  55350. this._offsetsCache = {};
  55351. /**
  55352. * The high limits cache of the runtime animation
  55353. */
  55354. this._highLimitsCache = {};
  55355. /**
  55356. * Specifies if the runtime animation has been stopped
  55357. */
  55358. this._stopped = false;
  55359. /**
  55360. * The blending factor of the runtime animation
  55361. */
  55362. this._blendingFactor = 0;
  55363. /**
  55364. * The target path of the runtime animation
  55365. */
  55366. this._targetPath = "";
  55367. /**
  55368. * The weight of the runtime animation
  55369. */
  55370. this._weight = 1.0;
  55371. /**
  55372. * The ratio offset of the runtime animation
  55373. */
  55374. this._ratioOffset = 0;
  55375. /**
  55376. * The previous delay of the runtime animation
  55377. */
  55378. this._previousDelay = 0;
  55379. /**
  55380. * The previous ratio of the runtime animation
  55381. */
  55382. this._previousRatio = 0;
  55383. this._animation = animation;
  55384. this._target = target;
  55385. this._scene = scene;
  55386. this._host = host;
  55387. animation._runtimeAnimations.push(this);
  55388. // Cloning events locally
  55389. var events = animation.getEvents();
  55390. if (events && events.length > 0) {
  55391. events.forEach(function (e) {
  55392. _this._events.push(e._clone());
  55393. });
  55394. }
  55395. }
  55396. Object.defineProperty(RuntimeAnimation.prototype, "currentFrame", {
  55397. /**
  55398. * Gets the current frame of the runtime animation
  55399. */
  55400. get: function () {
  55401. return this._currentFrame;
  55402. },
  55403. enumerable: true,
  55404. configurable: true
  55405. });
  55406. Object.defineProperty(RuntimeAnimation.prototype, "weight", {
  55407. /**
  55408. * Gets the weight of the runtime animation
  55409. */
  55410. get: function () {
  55411. return this._weight;
  55412. },
  55413. enumerable: true,
  55414. configurable: true
  55415. });
  55416. Object.defineProperty(RuntimeAnimation.prototype, "currentValue", {
  55417. /**
  55418. * Gets the current value of the runtime animation
  55419. */
  55420. get: function () {
  55421. return this._currentValue;
  55422. },
  55423. enumerable: true,
  55424. configurable: true
  55425. });
  55426. Object.defineProperty(RuntimeAnimation.prototype, "targetPath", {
  55427. /**
  55428. * Gets the target path of the runtime animation
  55429. */
  55430. get: function () {
  55431. return this._targetPath;
  55432. },
  55433. enumerable: true,
  55434. configurable: true
  55435. });
  55436. Object.defineProperty(RuntimeAnimation.prototype, "target", {
  55437. /**
  55438. * Gets the actual target of the runtime animation
  55439. */
  55440. get: function () {
  55441. return this._activeTarget;
  55442. },
  55443. enumerable: true,
  55444. configurable: true
  55445. });
  55446. Object.defineProperty(RuntimeAnimation.prototype, "animation", {
  55447. /**
  55448. * Gets the animation from the runtime animation
  55449. */
  55450. get: function () {
  55451. return this._animation;
  55452. },
  55453. enumerable: true,
  55454. configurable: true
  55455. });
  55456. /**
  55457. * Resets the runtime animation to the beginning
  55458. * @param restoreOriginal defines whether to restore the target property to the original value
  55459. */
  55460. RuntimeAnimation.prototype.reset = function (restoreOriginal) {
  55461. if (restoreOriginal === void 0) { restoreOriginal = false; }
  55462. if (restoreOriginal) {
  55463. if (this._target instanceof Array) {
  55464. var index = 0;
  55465. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55466. var target = _a[_i];
  55467. if (this._originalValue[index] !== undefined) {
  55468. this._setValue(target, this._originalValue[index], -1);
  55469. }
  55470. index++;
  55471. }
  55472. }
  55473. else {
  55474. if (this._originalValue[0] !== undefined) {
  55475. this._setValue(this._target, this._originalValue[0], -1);
  55476. }
  55477. }
  55478. }
  55479. this._offsetsCache = {};
  55480. this._highLimitsCache = {};
  55481. this._currentFrame = 0;
  55482. this._blendingFactor = 0;
  55483. this._originalValue = new Array();
  55484. // Events
  55485. for (var index = 0; index < this._events.length; index++) {
  55486. this._events[index].isDone = false;
  55487. }
  55488. };
  55489. /**
  55490. * Specifies if the runtime animation is stopped
  55491. * @returns Boolean specifying if the runtime animation is stopped
  55492. */
  55493. RuntimeAnimation.prototype.isStopped = function () {
  55494. return this._stopped;
  55495. };
  55496. /**
  55497. * Disposes of the runtime animation
  55498. */
  55499. RuntimeAnimation.prototype.dispose = function () {
  55500. var index = this._animation.runtimeAnimations.indexOf(this);
  55501. if (index > -1) {
  55502. this._animation.runtimeAnimations.splice(index, 1);
  55503. }
  55504. };
  55505. /**
  55506. * Interpolates the animation from the current frame
  55507. * @param currentFrame The frame to interpolate the animation to
  55508. * @param repeatCount The number of times that the animation should loop
  55509. * @param loopMode The type of looping mode to use
  55510. * @param offsetValue Animation offset value
  55511. * @param highLimitValue The high limit value
  55512. * @returns The interpolated value
  55513. */
  55514. RuntimeAnimation.prototype._interpolate = function (currentFrame, repeatCount, loopMode, offsetValue, highLimitValue) {
  55515. this._currentFrame = currentFrame;
  55516. if (this._animation.dataType === BABYLON.Animation.ANIMATIONTYPE_MATRIX && !this._workValue) {
  55517. this._workValue = BABYLON.Matrix.Zero();
  55518. }
  55519. return this._animation._interpolate(currentFrame, repeatCount, this._workValue, loopMode, offsetValue, highLimitValue);
  55520. };
  55521. /**
  55522. * Apply the interpolated value to the target
  55523. * @param currentValue defines the value computed by the animation
  55524. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  55525. */
  55526. RuntimeAnimation.prototype.setValue = function (currentValue, weight) {
  55527. if (weight === void 0) { weight = 1.0; }
  55528. if (this._target instanceof Array) {
  55529. var index = 0;
  55530. for (var _i = 0, _a = this._target; _i < _a.length; _i++) {
  55531. var target = _a[_i];
  55532. this._setValue(target, currentValue, weight, index);
  55533. index++;
  55534. }
  55535. }
  55536. else {
  55537. this._setValue(this._target, currentValue, weight);
  55538. }
  55539. };
  55540. RuntimeAnimation.prototype._setValue = function (target, currentValue, weight, targetIndex) {
  55541. if (targetIndex === void 0) { targetIndex = 0; }
  55542. // Set value
  55543. var path;
  55544. var destination;
  55545. var targetPropertyPath = this._animation.targetPropertyPath;
  55546. if (targetPropertyPath.length > 1) {
  55547. var property = target[targetPropertyPath[0]];
  55548. for (var index = 1; index < targetPropertyPath.length - 1; index++) {
  55549. property = property[targetPropertyPath[index]];
  55550. }
  55551. path = targetPropertyPath[targetPropertyPath.length - 1];
  55552. destination = property;
  55553. }
  55554. else {
  55555. path = targetPropertyPath[0];
  55556. destination = target;
  55557. }
  55558. this._targetPath = path;
  55559. this._activeTarget = destination;
  55560. this._weight = weight;
  55561. if (this._originalValue[targetIndex] === undefined) {
  55562. var originalValue = void 0;
  55563. if (destination.getRestPose && path === "_matrix") { // For bones
  55564. originalValue = destination.getRestPose();
  55565. }
  55566. else {
  55567. originalValue = destination[path];
  55568. }
  55569. if (originalValue && originalValue.clone) {
  55570. this._originalValue[targetIndex] = originalValue.clone();
  55571. }
  55572. else {
  55573. this._originalValue[targetIndex] = originalValue;
  55574. }
  55575. }
  55576. // Blending
  55577. var enableBlending = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.enableBlending : this._animation.enableBlending;
  55578. if (enableBlending && this._blendingFactor <= 1.0) {
  55579. if (!this._originalBlendValue) {
  55580. var originalValue = destination[path];
  55581. if (originalValue.clone) {
  55582. this._originalBlendValue = originalValue.clone();
  55583. }
  55584. else {
  55585. this._originalBlendValue = originalValue;
  55586. }
  55587. }
  55588. if (this._originalBlendValue.m) { // Matrix
  55589. if (BABYLON.Animation.AllowMatrixDecomposeForInterpolation) {
  55590. if (this._currentValue) {
  55591. BABYLON.Matrix.DecomposeLerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55592. }
  55593. else {
  55594. this._currentValue = BABYLON.Matrix.DecomposeLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55595. }
  55596. }
  55597. else {
  55598. if (this._currentValue) {
  55599. BABYLON.Matrix.LerpToRef(this._originalBlendValue, currentValue, this._blendingFactor, this._currentValue);
  55600. }
  55601. else {
  55602. this._currentValue = BABYLON.Matrix.Lerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55603. }
  55604. }
  55605. }
  55606. else {
  55607. this._currentValue = BABYLON.Animation._UniversalLerp(this._originalBlendValue, currentValue, this._blendingFactor);
  55608. }
  55609. var blendingSpeed = target && target.animationPropertiesOverride ? target.animationPropertiesOverride.blendingSpeed : this._animation.blendingSpeed;
  55610. this._blendingFactor += blendingSpeed;
  55611. }
  55612. else {
  55613. this._currentValue = currentValue;
  55614. }
  55615. if (weight !== -1.0) {
  55616. this._scene._registerTargetForLateAnimationBinding(this, this._originalValue[targetIndex]);
  55617. }
  55618. else {
  55619. destination[path] = this._currentValue;
  55620. }
  55621. if (target.markAsDirty) {
  55622. target.markAsDirty(this._animation.targetProperty);
  55623. }
  55624. };
  55625. /**
  55626. * Gets the loop pmode of the runtime animation
  55627. * @returns Loop Mode
  55628. */
  55629. RuntimeAnimation.prototype._getCorrectLoopMode = function () {
  55630. if (this._target && this._target.animationPropertiesOverride) {
  55631. return this._target.animationPropertiesOverride.loopMode;
  55632. }
  55633. return this._animation.loopMode;
  55634. };
  55635. /**
  55636. * Move the current animation to a given frame
  55637. * @param frame defines the frame to move to
  55638. */
  55639. RuntimeAnimation.prototype.goToFrame = function (frame) {
  55640. var keys = this._animation.getKeys();
  55641. if (frame < keys[0].frame) {
  55642. frame = keys[0].frame;
  55643. }
  55644. else if (frame > keys[keys.length - 1].frame) {
  55645. frame = keys[keys.length - 1].frame;
  55646. }
  55647. var currentValue = this._interpolate(frame, 0, this._getCorrectLoopMode());
  55648. this.setValue(currentValue, -1);
  55649. };
  55650. /**
  55651. * @hidden Internal use only
  55652. */
  55653. RuntimeAnimation.prototype._prepareForSpeedRatioChange = function (newSpeedRatio) {
  55654. var newRatio = this._previousDelay * (this._animation.framePerSecond * newSpeedRatio) / 1000.0;
  55655. this._ratioOffset = this._previousRatio - newRatio;
  55656. };
  55657. /**
  55658. * Execute the current animation
  55659. * @param delay defines the delay to add to the current frame
  55660. * @param from defines the lower bound of the animation range
  55661. * @param to defines the upper bound of the animation range
  55662. * @param loop defines if the current animation must loop
  55663. * @param speedRatio defines the current speed ratio
  55664. * @param weight defines the weight of the animation (default is -1 so no weight)
  55665. * @param onLoop optional callback called when animation loops
  55666. * @returns a boolean indicating if the animation is running
  55667. */
  55668. RuntimeAnimation.prototype.animate = function (delay, from, to, loop, speedRatio, weight, onLoop) {
  55669. if (weight === void 0) { weight = -1.0; }
  55670. var targetPropertyPath = this._animation.targetPropertyPath;
  55671. if (!targetPropertyPath || targetPropertyPath.length < 1) {
  55672. this._stopped = true;
  55673. return false;
  55674. }
  55675. var returnValue = true;
  55676. var keys = this._animation.getKeys();
  55677. // Adding a start key at frame 0 if missing
  55678. if (keys[0].frame !== 0) {
  55679. var newKey = { frame: 0, value: keys[0].value };
  55680. keys.splice(0, 0, newKey);
  55681. }
  55682. // Adding a duplicate key when there is only one key at frame zero
  55683. else if (keys.length === 1) {
  55684. var newKey = { frame: 0.001, value: keys[0].value };
  55685. keys.push(newKey);
  55686. }
  55687. // Check limits
  55688. if (from < keys[0].frame || from > keys[keys.length - 1].frame) {
  55689. from = keys[0].frame;
  55690. }
  55691. if (to < keys[0].frame || to > keys[keys.length - 1].frame) {
  55692. to = keys[keys.length - 1].frame;
  55693. }
  55694. //to and from cannot be the same key
  55695. if (from === to) {
  55696. if (from > keys[0].frame) {
  55697. from--;
  55698. }
  55699. else if (to < keys[keys.length - 1].frame) {
  55700. to++;
  55701. }
  55702. }
  55703. // Compute ratio
  55704. var range = to - from;
  55705. var offsetValue;
  55706. // ratio represents the frame delta between from and to
  55707. var ratio = (delay * (this._animation.framePerSecond * speedRatio) / 1000.0) + this._ratioOffset;
  55708. var highLimitValue = 0;
  55709. this._previousDelay = delay;
  55710. this._previousRatio = ratio;
  55711. if (((to > from && ratio >= range) || (from > to && ratio <= range)) && !loop) { // If we are out of range and not looping get back to caller
  55712. returnValue = false;
  55713. highLimitValue = this._animation._getKeyValue(keys[keys.length - 1].value);
  55714. }
  55715. else {
  55716. // Get max value if required
  55717. if (this._getCorrectLoopMode() !== BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE) {
  55718. var keyOffset = to.toString() + from.toString();
  55719. if (!this._offsetsCache[keyOffset]) {
  55720. var fromValue = this._interpolate(from, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55721. var toValue = this._interpolate(to, 0, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  55722. switch (this._animation.dataType) {
  55723. // Float
  55724. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55725. this._offsetsCache[keyOffset] = toValue - fromValue;
  55726. break;
  55727. // Quaternion
  55728. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55729. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55730. break;
  55731. // Vector3
  55732. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55733. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55734. // Vector2
  55735. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55736. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55737. // Size
  55738. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55739. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55740. // Color3
  55741. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55742. this._offsetsCache[keyOffset] = toValue.subtract(fromValue);
  55743. default:
  55744. break;
  55745. }
  55746. this._highLimitsCache[keyOffset] = toValue;
  55747. }
  55748. highLimitValue = this._highLimitsCache[keyOffset];
  55749. offsetValue = this._offsetsCache[keyOffset];
  55750. }
  55751. }
  55752. if (offsetValue === undefined) {
  55753. switch (this._animation.dataType) {
  55754. // Float
  55755. case BABYLON.Animation.ANIMATIONTYPE_FLOAT:
  55756. offsetValue = 0;
  55757. break;
  55758. // Quaternion
  55759. case BABYLON.Animation.ANIMATIONTYPE_QUATERNION:
  55760. offsetValue = _staticOffsetValueQuaternion;
  55761. break;
  55762. // Vector3
  55763. case BABYLON.Animation.ANIMATIONTYPE_VECTOR3:
  55764. offsetValue = _staticOffsetValueVector3;
  55765. break;
  55766. // Vector2
  55767. case BABYLON.Animation.ANIMATIONTYPE_VECTOR2:
  55768. offsetValue = _staticOffsetValueVector2;
  55769. break;
  55770. // Size
  55771. case BABYLON.Animation.ANIMATIONTYPE_SIZE:
  55772. offsetValue = _staticOffsetValueSize;
  55773. break;
  55774. // Color3
  55775. case BABYLON.Animation.ANIMATIONTYPE_COLOR3:
  55776. offsetValue = _staticOffsetValueColor3;
  55777. }
  55778. }
  55779. // Compute value
  55780. var repeatCount = (ratio / range) >> 0;
  55781. var currentFrame = returnValue ? from + ratio % range : to;
  55782. // Need to normalize?
  55783. if (this._host && this._host.syncRoot) {
  55784. var syncRoot = this._host.syncRoot;
  55785. var hostNormalizedFrame = (syncRoot.masterFrame - syncRoot.fromFrame) / (syncRoot.toFrame - syncRoot.fromFrame);
  55786. currentFrame = from + (to - from) * hostNormalizedFrame;
  55787. }
  55788. // Reset events if looping
  55789. var events = this._events;
  55790. if (range > 0 && this.currentFrame > currentFrame ||
  55791. range < 0 && this.currentFrame < currentFrame) {
  55792. if (onLoop) {
  55793. onLoop();
  55794. }
  55795. // Need to reset animation events
  55796. for (var index = 0; index < events.length; index++) {
  55797. if (!events[index].onlyOnce) {
  55798. // reset event, the animation is looping
  55799. events[index].isDone = false;
  55800. }
  55801. }
  55802. }
  55803. var currentValue = this._interpolate(currentFrame, repeatCount, this._getCorrectLoopMode(), offsetValue, highLimitValue);
  55804. // Set value
  55805. this.setValue(currentValue, weight);
  55806. // Check events
  55807. for (var index = 0; index < events.length; index++) {
  55808. // Make sure current frame has passed event frame and that event frame is within the current range
  55809. // Also, handle both forward and reverse animations
  55810. if ((range > 0 && currentFrame >= events[index].frame && events[index].frame >= from) ||
  55811. (range < 0 && currentFrame <= events[index].frame && events[index].frame <= from)) {
  55812. var event = events[index];
  55813. if (!event.isDone) {
  55814. // If event should be done only once, remove it.
  55815. if (event.onlyOnce) {
  55816. events.splice(index, 1);
  55817. index--;
  55818. }
  55819. event.isDone = true;
  55820. event.action(currentFrame);
  55821. } // Don't do anything if the event has already be done.
  55822. }
  55823. }
  55824. if (!returnValue) {
  55825. this._stopped = true;
  55826. }
  55827. return returnValue;
  55828. };
  55829. return RuntimeAnimation;
  55830. }());
  55831. BABYLON.RuntimeAnimation = RuntimeAnimation;
  55832. })(BABYLON || (BABYLON = {}));
  55833. //# sourceMappingURL=babylon.runtimeAnimation.js.map
  55834. var BABYLON;
  55835. (function (BABYLON) {
  55836. /**
  55837. * Class used to store an actual running animation
  55838. */
  55839. var Animatable = /** @class */ (function () {
  55840. /**
  55841. * Creates a new Animatable
  55842. * @param scene defines the hosting scene
  55843. * @param target defines the target object
  55844. * @param fromFrame defines the starting frame number (default is 0)
  55845. * @param toFrame defines the ending frame number (default is 100)
  55846. * @param loopAnimation defines if the animation must loop (default is false)
  55847. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  55848. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  55849. * @param animations defines a group of animation to add to the new Animatable
  55850. * @param onAnimationLoop defines a callback to call when animation loops
  55851. */
  55852. function Animatable(scene,
  55853. /** defines the target object */
  55854. target,
  55855. /** defines the starting frame number (default is 0) */
  55856. fromFrame,
  55857. /** defines the ending frame number (default is 100) */
  55858. toFrame,
  55859. /** defines if the animation must loop (default is false) */
  55860. loopAnimation, speedRatio,
  55861. /** defines a callback to call when animation ends if it is not looping */
  55862. onAnimationEnd, animations,
  55863. /** defines a callback to call when animation loops */
  55864. onAnimationLoop) {
  55865. if (fromFrame === void 0) { fromFrame = 0; }
  55866. if (toFrame === void 0) { toFrame = 100; }
  55867. if (loopAnimation === void 0) { loopAnimation = false; }
  55868. if (speedRatio === void 0) { speedRatio = 1.0; }
  55869. this.target = target;
  55870. this.fromFrame = fromFrame;
  55871. this.toFrame = toFrame;
  55872. this.loopAnimation = loopAnimation;
  55873. this.onAnimationEnd = onAnimationEnd;
  55874. this.onAnimationLoop = onAnimationLoop;
  55875. this._localDelayOffset = null;
  55876. this._pausedDelay = null;
  55877. this._runtimeAnimations = new Array();
  55878. this._paused = false;
  55879. this._speedRatio = 1;
  55880. this._weight = -1.0;
  55881. /**
  55882. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  55883. * This will only apply for non looping animation (default is true)
  55884. */
  55885. this.disposeOnEnd = true;
  55886. /**
  55887. * Gets a boolean indicating if the animation has started
  55888. */
  55889. this.animationStarted = false;
  55890. /**
  55891. * Observer raised when the animation ends
  55892. */
  55893. this.onAnimationEndObservable = new BABYLON.Observable();
  55894. /**
  55895. * Observer raised when the animation loops
  55896. */
  55897. this.onAnimationLoopObservable = new BABYLON.Observable();
  55898. this._scene = scene;
  55899. if (animations) {
  55900. this.appendAnimations(target, animations);
  55901. }
  55902. this._speedRatio = speedRatio;
  55903. scene._activeAnimatables.push(this);
  55904. }
  55905. Object.defineProperty(Animatable.prototype, "syncRoot", {
  55906. /**
  55907. * Gets the root Animatable used to synchronize and normalize animations
  55908. */
  55909. get: function () {
  55910. return this._syncRoot;
  55911. },
  55912. enumerable: true,
  55913. configurable: true
  55914. });
  55915. Object.defineProperty(Animatable.prototype, "masterFrame", {
  55916. /**
  55917. * Gets the current frame of the first RuntimeAnimation
  55918. * Used to synchronize Animatables
  55919. */
  55920. get: function () {
  55921. if (this._runtimeAnimations.length === 0) {
  55922. return 0;
  55923. }
  55924. return this._runtimeAnimations[0].currentFrame;
  55925. },
  55926. enumerable: true,
  55927. configurable: true
  55928. });
  55929. Object.defineProperty(Animatable.prototype, "weight", {
  55930. /**
  55931. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  55932. */
  55933. get: function () {
  55934. return this._weight;
  55935. },
  55936. set: function (value) {
  55937. if (value === -1) { // -1 is ok and means no weight
  55938. this._weight = -1;
  55939. return;
  55940. }
  55941. // Else weight must be in [0, 1] range
  55942. this._weight = Math.min(Math.max(value, 0), 1.0);
  55943. },
  55944. enumerable: true,
  55945. configurable: true
  55946. });
  55947. Object.defineProperty(Animatable.prototype, "speedRatio", {
  55948. /**
  55949. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  55950. */
  55951. get: function () {
  55952. return this._speedRatio;
  55953. },
  55954. set: function (value) {
  55955. for (var index = 0; index < this._runtimeAnimations.length; index++) {
  55956. var animation = this._runtimeAnimations[index];
  55957. animation._prepareForSpeedRatioChange(value);
  55958. }
  55959. this._speedRatio = value;
  55960. },
  55961. enumerable: true,
  55962. configurable: true
  55963. });
  55964. // Methods
  55965. /**
  55966. * Synchronize and normalize current Animatable with a source Animatable
  55967. * This is useful when using animation weights and when animations are not of the same length
  55968. * @param root defines the root Animatable to synchronize with
  55969. * @returns the current Animatable
  55970. */
  55971. Animatable.prototype.syncWith = function (root) {
  55972. this._syncRoot = root;
  55973. if (root) {
  55974. // Make sure this animatable will animate after the root
  55975. var index = this._scene._activeAnimatables.indexOf(this);
  55976. if (index > -1) {
  55977. this._scene._activeAnimatables.splice(index, 1);
  55978. this._scene._activeAnimatables.push(this);
  55979. }
  55980. }
  55981. return this;
  55982. };
  55983. /**
  55984. * Gets the list of runtime animations
  55985. * @returns an array of RuntimeAnimation
  55986. */
  55987. Animatable.prototype.getAnimations = function () {
  55988. return this._runtimeAnimations;
  55989. };
  55990. /**
  55991. * Adds more animations to the current animatable
  55992. * @param target defines the target of the animations
  55993. * @param animations defines the new animations to add
  55994. */
  55995. Animatable.prototype.appendAnimations = function (target, animations) {
  55996. for (var index = 0; index < animations.length; index++) {
  55997. var animation = animations[index];
  55998. this._runtimeAnimations.push(new BABYLON.RuntimeAnimation(target, animation, this._scene, this));
  55999. }
  56000. };
  56001. /**
  56002. * Gets the source animation for a specific property
  56003. * @param property defines the propertyu to look for
  56004. * @returns null or the source animation for the given property
  56005. */
  56006. Animatable.prototype.getAnimationByTargetProperty = function (property) {
  56007. var runtimeAnimations = this._runtimeAnimations;
  56008. for (var index = 0; index < runtimeAnimations.length; index++) {
  56009. if (runtimeAnimations[index].animation.targetProperty === property) {
  56010. return runtimeAnimations[index].animation;
  56011. }
  56012. }
  56013. return null;
  56014. };
  56015. /**
  56016. * Gets the runtime animation for a specific property
  56017. * @param property defines the propertyu to look for
  56018. * @returns null or the runtime animation for the given property
  56019. */
  56020. Animatable.prototype.getRuntimeAnimationByTargetProperty = function (property) {
  56021. var runtimeAnimations = this._runtimeAnimations;
  56022. for (var index = 0; index < runtimeAnimations.length; index++) {
  56023. if (runtimeAnimations[index].animation.targetProperty === property) {
  56024. return runtimeAnimations[index];
  56025. }
  56026. }
  56027. return null;
  56028. };
  56029. /**
  56030. * Resets the animatable to its original state
  56031. */
  56032. Animatable.prototype.reset = function () {
  56033. var runtimeAnimations = this._runtimeAnimations;
  56034. for (var index = 0; index < runtimeAnimations.length; index++) {
  56035. runtimeAnimations[index].reset(true);
  56036. }
  56037. this._localDelayOffset = null;
  56038. this._pausedDelay = null;
  56039. };
  56040. /**
  56041. * Allows the animatable to blend with current running animations
  56042. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56043. * @param blendingSpeed defines the blending speed to use
  56044. */
  56045. Animatable.prototype.enableBlending = function (blendingSpeed) {
  56046. var runtimeAnimations = this._runtimeAnimations;
  56047. for (var index = 0; index < runtimeAnimations.length; index++) {
  56048. runtimeAnimations[index].animation.enableBlending = true;
  56049. runtimeAnimations[index].animation.blendingSpeed = blendingSpeed;
  56050. }
  56051. };
  56052. /**
  56053. * Disable animation blending
  56054. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  56055. */
  56056. Animatable.prototype.disableBlending = function () {
  56057. var runtimeAnimations = this._runtimeAnimations;
  56058. for (var index = 0; index < runtimeAnimations.length; index++) {
  56059. runtimeAnimations[index].animation.enableBlending = false;
  56060. }
  56061. };
  56062. /**
  56063. * Jump directly to a given frame
  56064. * @param frame defines the frame to jump to
  56065. */
  56066. Animatable.prototype.goToFrame = function (frame) {
  56067. var runtimeAnimations = this._runtimeAnimations;
  56068. if (runtimeAnimations[0]) {
  56069. var fps = runtimeAnimations[0].animation.framePerSecond;
  56070. var currentFrame = runtimeAnimations[0].currentFrame;
  56071. var adjustTime = frame - currentFrame;
  56072. var delay = adjustTime * 1000 / (fps * this.speedRatio);
  56073. if (this._localDelayOffset === null) {
  56074. this._localDelayOffset = 0;
  56075. }
  56076. this._localDelayOffset -= delay;
  56077. }
  56078. for (var index = 0; index < runtimeAnimations.length; index++) {
  56079. runtimeAnimations[index].goToFrame(frame);
  56080. }
  56081. };
  56082. /**
  56083. * Pause the animation
  56084. */
  56085. Animatable.prototype.pause = function () {
  56086. if (this._paused) {
  56087. return;
  56088. }
  56089. this._paused = true;
  56090. };
  56091. /**
  56092. * Restart the animation
  56093. */
  56094. Animatable.prototype.restart = function () {
  56095. this._paused = false;
  56096. };
  56097. Animatable.prototype._raiseOnAnimationEnd = function () {
  56098. if (this.onAnimationEnd) {
  56099. this.onAnimationEnd();
  56100. }
  56101. this.onAnimationEndObservable.notifyObservers(this);
  56102. };
  56103. /**
  56104. * Stop and delete the current animation
  56105. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  56106. * @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)
  56107. */
  56108. Animatable.prototype.stop = function (animationName, targetMask) {
  56109. if (animationName || targetMask) {
  56110. var idx = this._scene._activeAnimatables.indexOf(this);
  56111. if (idx > -1) {
  56112. var runtimeAnimations = this._runtimeAnimations;
  56113. for (var index = runtimeAnimations.length - 1; index >= 0; index--) {
  56114. var runtimeAnimation = runtimeAnimations[index];
  56115. if (animationName && runtimeAnimation.animation.name != animationName) {
  56116. continue;
  56117. }
  56118. if (targetMask && !targetMask(runtimeAnimation.target)) {
  56119. continue;
  56120. }
  56121. runtimeAnimation.dispose();
  56122. runtimeAnimations.splice(index, 1);
  56123. }
  56124. if (runtimeAnimations.length == 0) {
  56125. this._scene._activeAnimatables.splice(idx, 1);
  56126. this._raiseOnAnimationEnd();
  56127. }
  56128. }
  56129. }
  56130. else {
  56131. var index = this._scene._activeAnimatables.indexOf(this);
  56132. if (index > -1) {
  56133. this._scene._activeAnimatables.splice(index, 1);
  56134. var runtimeAnimations = this._runtimeAnimations;
  56135. for (var index = 0; index < runtimeAnimations.length; index++) {
  56136. runtimeAnimations[index].dispose();
  56137. }
  56138. this._raiseOnAnimationEnd();
  56139. }
  56140. }
  56141. };
  56142. /**
  56143. * Wait asynchronously for the animation to end
  56144. * @returns a promise which will be fullfilled when the animation ends
  56145. */
  56146. Animatable.prototype.waitAsync = function () {
  56147. var _this = this;
  56148. return new Promise(function (resolve, reject) {
  56149. _this.onAnimationEndObservable.add(function () {
  56150. resolve(_this);
  56151. }, undefined, undefined, _this, true);
  56152. });
  56153. };
  56154. /** @hidden */
  56155. Animatable.prototype._animate = function (delay) {
  56156. var _this = this;
  56157. if (this._paused) {
  56158. this.animationStarted = false;
  56159. if (this._pausedDelay === null) {
  56160. this._pausedDelay = delay;
  56161. }
  56162. return true;
  56163. }
  56164. if (this._localDelayOffset === null) {
  56165. this._localDelayOffset = delay;
  56166. this._pausedDelay = null;
  56167. }
  56168. else if (this._pausedDelay !== null) {
  56169. this._localDelayOffset += delay - this._pausedDelay;
  56170. this._pausedDelay = null;
  56171. }
  56172. if (this._weight === 0) { // We consider that an animation with a weight === 0 is "actively" paused
  56173. return true;
  56174. }
  56175. // Animating
  56176. var running = false;
  56177. var runtimeAnimations = this._runtimeAnimations;
  56178. var index;
  56179. for (index = 0; index < runtimeAnimations.length; index++) {
  56180. var animation = runtimeAnimations[index];
  56181. var isRunning = animation.animate(delay - this._localDelayOffset, this.fromFrame, this.toFrame, this.loopAnimation, this._speedRatio, this._weight, function () {
  56182. _this.onAnimationLoopObservable.notifyObservers(_this);
  56183. if (_this.onAnimationLoop) {
  56184. _this.onAnimationLoop();
  56185. }
  56186. });
  56187. running = running || isRunning;
  56188. }
  56189. this.animationStarted = running;
  56190. if (!running) {
  56191. if (this.disposeOnEnd) {
  56192. // Remove from active animatables
  56193. index = this._scene._activeAnimatables.indexOf(this);
  56194. this._scene._activeAnimatables.splice(index, 1);
  56195. // Dispose all runtime animations
  56196. for (index = 0; index < runtimeAnimations.length; index++) {
  56197. runtimeAnimations[index].dispose();
  56198. }
  56199. }
  56200. this._raiseOnAnimationEnd();
  56201. if (this.disposeOnEnd) {
  56202. this.onAnimationEnd = null;
  56203. this.onAnimationLoop = null;
  56204. this.onAnimationLoopObservable.clear();
  56205. this.onAnimationEndObservable.clear();
  56206. }
  56207. }
  56208. return running;
  56209. };
  56210. return Animatable;
  56211. }());
  56212. BABYLON.Animatable = Animatable;
  56213. })(BABYLON || (BABYLON = {}));
  56214. //# sourceMappingURL=babylon.animatable.js.map
  56215. var BABYLON;
  56216. (function (BABYLON) {
  56217. /**
  56218. * Base class used for every default easing function.
  56219. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56220. */
  56221. var EasingFunction = /** @class */ (function () {
  56222. function EasingFunction() {
  56223. this._easingMode = EasingFunction.EASINGMODE_EASEIN;
  56224. }
  56225. /**
  56226. * Sets the easing mode of the current function.
  56227. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  56228. */
  56229. EasingFunction.prototype.setEasingMode = function (easingMode) {
  56230. var n = Math.min(Math.max(easingMode, 0), 2);
  56231. this._easingMode = n;
  56232. };
  56233. /**
  56234. * Gets the current easing mode.
  56235. * @returns the easing mode
  56236. */
  56237. EasingFunction.prototype.getEasingMode = function () {
  56238. return this._easingMode;
  56239. };
  56240. /**
  56241. * @hidden
  56242. */
  56243. EasingFunction.prototype.easeInCore = function (gradient) {
  56244. throw new Error('You must implement this method');
  56245. };
  56246. /**
  56247. * Given an input gradient between 0 and 1, this returns the corrseponding value
  56248. * of the easing function.
  56249. * @param gradient Defines the value between 0 and 1 we want the easing value for
  56250. * @returns the corresponding value on the curve defined by the easing function
  56251. */
  56252. EasingFunction.prototype.ease = function (gradient) {
  56253. switch (this._easingMode) {
  56254. case EasingFunction.EASINGMODE_EASEIN:
  56255. return this.easeInCore(gradient);
  56256. case EasingFunction.EASINGMODE_EASEOUT:
  56257. return (1 - this.easeInCore(1 - gradient));
  56258. }
  56259. if (gradient >= 0.5) {
  56260. return (((1 - this.easeInCore((1 - gradient) * 2)) * 0.5) + 0.5);
  56261. }
  56262. return (this.easeInCore(gradient * 2) * 0.5);
  56263. };
  56264. /**
  56265. * Interpolation follows the mathematical formula associated with the easing function.
  56266. */
  56267. EasingFunction.EASINGMODE_EASEIN = 0;
  56268. /**
  56269. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  56270. */
  56271. EasingFunction.EASINGMODE_EASEOUT = 1;
  56272. /**
  56273. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  56274. */
  56275. EasingFunction.EASINGMODE_EASEINOUT = 2;
  56276. return EasingFunction;
  56277. }());
  56278. BABYLON.EasingFunction = EasingFunction;
  56279. /**
  56280. * Easing function with a circle shape (see link below).
  56281. * @see https://easings.net/#easeInCirc
  56282. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56283. */
  56284. var CircleEase = /** @class */ (function (_super) {
  56285. __extends(CircleEase, _super);
  56286. function CircleEase() {
  56287. return _super !== null && _super.apply(this, arguments) || this;
  56288. }
  56289. /** @hidden */
  56290. CircleEase.prototype.easeInCore = function (gradient) {
  56291. gradient = Math.max(0, Math.min(1, gradient));
  56292. return (1.0 - Math.sqrt(1.0 - (gradient * gradient)));
  56293. };
  56294. return CircleEase;
  56295. }(EasingFunction));
  56296. BABYLON.CircleEase = CircleEase;
  56297. /**
  56298. * Easing function with a ease back shape (see link below).
  56299. * @see https://easings.net/#easeInBack
  56300. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56301. */
  56302. var BackEase = /** @class */ (function (_super) {
  56303. __extends(BackEase, _super);
  56304. /**
  56305. * Instantiates a back ease easing
  56306. * @see https://easings.net/#easeInBack
  56307. * @param amplitude Defines the amplitude of the function
  56308. */
  56309. function BackEase(
  56310. /** Defines the amplitude of the function */
  56311. amplitude) {
  56312. if (amplitude === void 0) { amplitude = 1; }
  56313. var _this = _super.call(this) || this;
  56314. _this.amplitude = amplitude;
  56315. return _this;
  56316. }
  56317. /** @hidden */
  56318. BackEase.prototype.easeInCore = function (gradient) {
  56319. var num = Math.max(0, this.amplitude);
  56320. return (Math.pow(gradient, 3.0) - ((gradient * num) * Math.sin(3.1415926535897931 * gradient)));
  56321. };
  56322. return BackEase;
  56323. }(EasingFunction));
  56324. BABYLON.BackEase = BackEase;
  56325. /**
  56326. * Easing function with a bouncing shape (see link below).
  56327. * @see https://easings.net/#easeInBounce
  56328. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56329. */
  56330. var BounceEase = /** @class */ (function (_super) {
  56331. __extends(BounceEase, _super);
  56332. /**
  56333. * Instantiates a bounce easing
  56334. * @see https://easings.net/#easeInBounce
  56335. * @param bounces Defines the number of bounces
  56336. * @param bounciness Defines the amplitude of the bounce
  56337. */
  56338. function BounceEase(
  56339. /** Defines the number of bounces */
  56340. bounces,
  56341. /** Defines the amplitude of the bounce */
  56342. bounciness) {
  56343. if (bounces === void 0) { bounces = 3; }
  56344. if (bounciness === void 0) { bounciness = 2; }
  56345. var _this = _super.call(this) || this;
  56346. _this.bounces = bounces;
  56347. _this.bounciness = bounciness;
  56348. return _this;
  56349. }
  56350. /** @hidden */
  56351. BounceEase.prototype.easeInCore = function (gradient) {
  56352. var y = Math.max(0.0, this.bounces);
  56353. var bounciness = this.bounciness;
  56354. if (bounciness <= 1.0) {
  56355. bounciness = 1.001;
  56356. }
  56357. var num9 = Math.pow(bounciness, y);
  56358. var num5 = 1.0 - bounciness;
  56359. var num4 = ((1.0 - num9) / num5) + (num9 * 0.5);
  56360. var num15 = gradient * num4;
  56361. var num65 = Math.log((-num15 * (1.0 - bounciness)) + 1.0) / Math.log(bounciness);
  56362. var num3 = Math.floor(num65);
  56363. var num13 = num3 + 1.0;
  56364. var num8 = (1.0 - Math.pow(bounciness, num3)) / (num5 * num4);
  56365. var num12 = (1.0 - Math.pow(bounciness, num13)) / (num5 * num4);
  56366. var num7 = (num8 + num12) * 0.5;
  56367. var num6 = gradient - num7;
  56368. var num2 = num7 - num8;
  56369. return (((-Math.pow(1.0 / bounciness, y - num3) / (num2 * num2)) * (num6 - num2)) * (num6 + num2));
  56370. };
  56371. return BounceEase;
  56372. }(EasingFunction));
  56373. BABYLON.BounceEase = BounceEase;
  56374. /**
  56375. * Easing function with a power of 3 shape (see link below).
  56376. * @see https://easings.net/#easeInCubic
  56377. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56378. */
  56379. var CubicEase = /** @class */ (function (_super) {
  56380. __extends(CubicEase, _super);
  56381. function CubicEase() {
  56382. return _super !== null && _super.apply(this, arguments) || this;
  56383. }
  56384. /** @hidden */
  56385. CubicEase.prototype.easeInCore = function (gradient) {
  56386. return (gradient * gradient * gradient);
  56387. };
  56388. return CubicEase;
  56389. }(EasingFunction));
  56390. BABYLON.CubicEase = CubicEase;
  56391. /**
  56392. * Easing function with an elastic shape (see link below).
  56393. * @see https://easings.net/#easeInElastic
  56394. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56395. */
  56396. var ElasticEase = /** @class */ (function (_super) {
  56397. __extends(ElasticEase, _super);
  56398. /**
  56399. * Instantiates an elastic easing function
  56400. * @see https://easings.net/#easeInElastic
  56401. * @param oscillations Defines the number of oscillations
  56402. * @param springiness Defines the amplitude of the oscillations
  56403. */
  56404. function ElasticEase(
  56405. /** Defines the number of oscillations*/
  56406. oscillations,
  56407. /** Defines the amplitude of the oscillations*/
  56408. springiness) {
  56409. if (oscillations === void 0) { oscillations = 3; }
  56410. if (springiness === void 0) { springiness = 3; }
  56411. var _this = _super.call(this) || this;
  56412. _this.oscillations = oscillations;
  56413. _this.springiness = springiness;
  56414. return _this;
  56415. }
  56416. /** @hidden */
  56417. ElasticEase.prototype.easeInCore = function (gradient) {
  56418. var num2;
  56419. var num3 = Math.max(0.0, this.oscillations);
  56420. var num = Math.max(0.0, this.springiness);
  56421. if (num == 0) {
  56422. num2 = gradient;
  56423. }
  56424. else {
  56425. num2 = (Math.exp(num * gradient) - 1.0) / (Math.exp(num) - 1.0);
  56426. }
  56427. return (num2 * Math.sin(((6.2831853071795862 * num3) + 1.5707963267948966) * gradient));
  56428. };
  56429. return ElasticEase;
  56430. }(EasingFunction));
  56431. BABYLON.ElasticEase = ElasticEase;
  56432. /**
  56433. * Easing function with an exponential shape (see link below).
  56434. * @see https://easings.net/#easeInExpo
  56435. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56436. */
  56437. var ExponentialEase = /** @class */ (function (_super) {
  56438. __extends(ExponentialEase, _super);
  56439. /**
  56440. * Instantiates an exponential easing function
  56441. * @see https://easings.net/#easeInExpo
  56442. * @param exponent Defines the exponent of the function
  56443. */
  56444. function ExponentialEase(
  56445. /** Defines the exponent of the function */
  56446. exponent) {
  56447. if (exponent === void 0) { exponent = 2; }
  56448. var _this = _super.call(this) || this;
  56449. _this.exponent = exponent;
  56450. return _this;
  56451. }
  56452. /** @hidden */
  56453. ExponentialEase.prototype.easeInCore = function (gradient) {
  56454. if (this.exponent <= 0) {
  56455. return gradient;
  56456. }
  56457. return ((Math.exp(this.exponent * gradient) - 1.0) / (Math.exp(this.exponent) - 1.0));
  56458. };
  56459. return ExponentialEase;
  56460. }(EasingFunction));
  56461. BABYLON.ExponentialEase = ExponentialEase;
  56462. /**
  56463. * Easing function with a power shape (see link below).
  56464. * @see https://easings.net/#easeInQuad
  56465. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56466. */
  56467. var PowerEase = /** @class */ (function (_super) {
  56468. __extends(PowerEase, _super);
  56469. /**
  56470. * Instantiates an power base easing function
  56471. * @see https://easings.net/#easeInQuad
  56472. * @param power Defines the power of the function
  56473. */
  56474. function PowerEase(
  56475. /** Defines the power of the function */
  56476. power) {
  56477. if (power === void 0) { power = 2; }
  56478. var _this = _super.call(this) || this;
  56479. _this.power = power;
  56480. return _this;
  56481. }
  56482. /** @hidden */
  56483. PowerEase.prototype.easeInCore = function (gradient) {
  56484. var y = Math.max(0.0, this.power);
  56485. return Math.pow(gradient, y);
  56486. };
  56487. return PowerEase;
  56488. }(EasingFunction));
  56489. BABYLON.PowerEase = PowerEase;
  56490. /**
  56491. * Easing function with a power of 2 shape (see link below).
  56492. * @see https://easings.net/#easeInQuad
  56493. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56494. */
  56495. var QuadraticEase = /** @class */ (function (_super) {
  56496. __extends(QuadraticEase, _super);
  56497. function QuadraticEase() {
  56498. return _super !== null && _super.apply(this, arguments) || this;
  56499. }
  56500. /** @hidden */
  56501. QuadraticEase.prototype.easeInCore = function (gradient) {
  56502. return (gradient * gradient);
  56503. };
  56504. return QuadraticEase;
  56505. }(EasingFunction));
  56506. BABYLON.QuadraticEase = QuadraticEase;
  56507. /**
  56508. * Easing function with a power of 4 shape (see link below).
  56509. * @see https://easings.net/#easeInQuart
  56510. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56511. */
  56512. var QuarticEase = /** @class */ (function (_super) {
  56513. __extends(QuarticEase, _super);
  56514. function QuarticEase() {
  56515. return _super !== null && _super.apply(this, arguments) || this;
  56516. }
  56517. /** @hidden */
  56518. QuarticEase.prototype.easeInCore = function (gradient) {
  56519. return (gradient * gradient * gradient * gradient);
  56520. };
  56521. return QuarticEase;
  56522. }(EasingFunction));
  56523. BABYLON.QuarticEase = QuarticEase;
  56524. /**
  56525. * Easing function with a power of 5 shape (see link below).
  56526. * @see https://easings.net/#easeInQuint
  56527. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56528. */
  56529. var QuinticEase = /** @class */ (function (_super) {
  56530. __extends(QuinticEase, _super);
  56531. function QuinticEase() {
  56532. return _super !== null && _super.apply(this, arguments) || this;
  56533. }
  56534. /** @hidden */
  56535. QuinticEase.prototype.easeInCore = function (gradient) {
  56536. return (gradient * gradient * gradient * gradient * gradient);
  56537. };
  56538. return QuinticEase;
  56539. }(EasingFunction));
  56540. BABYLON.QuinticEase = QuinticEase;
  56541. /**
  56542. * Easing function with a sin shape (see link below).
  56543. * @see https://easings.net/#easeInSine
  56544. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56545. */
  56546. var SineEase = /** @class */ (function (_super) {
  56547. __extends(SineEase, _super);
  56548. function SineEase() {
  56549. return _super !== null && _super.apply(this, arguments) || this;
  56550. }
  56551. /** @hidden */
  56552. SineEase.prototype.easeInCore = function (gradient) {
  56553. return (1.0 - Math.sin(1.5707963267948966 * (1.0 - gradient)));
  56554. };
  56555. return SineEase;
  56556. }(EasingFunction));
  56557. BABYLON.SineEase = SineEase;
  56558. /**
  56559. * Easing function with a bezier shape (see link below).
  56560. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56561. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  56562. */
  56563. var BezierCurveEase = /** @class */ (function (_super) {
  56564. __extends(BezierCurveEase, _super);
  56565. /**
  56566. * Instantiates a bezier function
  56567. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  56568. * @param x1 Defines the x component of the start tangent in the bezier curve
  56569. * @param y1 Defines the y component of the start tangent in the bezier curve
  56570. * @param x2 Defines the x component of the end tangent in the bezier curve
  56571. * @param y2 Defines the y component of the end tangent in the bezier curve
  56572. */
  56573. function BezierCurveEase(
  56574. /** Defines the x component of the start tangent in the bezier curve */
  56575. x1,
  56576. /** Defines the y component of the start tangent in the bezier curve */
  56577. y1,
  56578. /** Defines the x component of the end tangent in the bezier curve */
  56579. x2,
  56580. /** Defines the y component of the end tangent in the bezier curve */
  56581. y2) {
  56582. if (x1 === void 0) { x1 = 0; }
  56583. if (y1 === void 0) { y1 = 0; }
  56584. if (x2 === void 0) { x2 = 1; }
  56585. if (y2 === void 0) { y2 = 1; }
  56586. var _this = _super.call(this) || this;
  56587. _this.x1 = x1;
  56588. _this.y1 = y1;
  56589. _this.x2 = x2;
  56590. _this.y2 = y2;
  56591. return _this;
  56592. }
  56593. /** @hidden */
  56594. BezierCurveEase.prototype.easeInCore = function (gradient) {
  56595. return BABYLON.BezierCurve.Interpolate(gradient, this.x1, this.y1, this.x2, this.y2);
  56596. };
  56597. return BezierCurveEase;
  56598. }(EasingFunction));
  56599. BABYLON.BezierCurveEase = BezierCurveEase;
  56600. })(BABYLON || (BABYLON = {}));
  56601. //# sourceMappingURL=babylon.easing.js.map
  56602. var BABYLON;
  56603. (function (BABYLON) {
  56604. /**
  56605. * A Condition applied to an Action
  56606. */
  56607. var Condition = /** @class */ (function () {
  56608. /**
  56609. * Creates a new Condition
  56610. * @param actionManager the manager of the action the condition is applied to
  56611. */
  56612. function Condition(actionManager) {
  56613. this._actionManager = actionManager;
  56614. }
  56615. /**
  56616. * Check if the current condition is valid
  56617. * @returns a boolean
  56618. */
  56619. Condition.prototype.isValid = function () {
  56620. return true;
  56621. };
  56622. /**
  56623. * Internal only
  56624. * @hidden
  56625. */
  56626. Condition.prototype._getProperty = function (propertyPath) {
  56627. return this._actionManager._getProperty(propertyPath);
  56628. };
  56629. /**
  56630. * Internal only
  56631. * @hidden
  56632. */
  56633. Condition.prototype._getEffectiveTarget = function (target, propertyPath) {
  56634. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56635. };
  56636. /**
  56637. * Serialize placeholder for child classes
  56638. * @returns the serialized object
  56639. */
  56640. Condition.prototype.serialize = function () {
  56641. };
  56642. /**
  56643. * Internal only
  56644. * @hidden
  56645. */
  56646. Condition.prototype._serialize = function (serializedCondition) {
  56647. return {
  56648. type: 2,
  56649. children: [],
  56650. name: serializedCondition.name,
  56651. properties: serializedCondition.properties
  56652. };
  56653. };
  56654. return Condition;
  56655. }());
  56656. BABYLON.Condition = Condition;
  56657. /**
  56658. * Defines specific conditional operators as extensions of Condition
  56659. */
  56660. var ValueCondition = /** @class */ (function (_super) {
  56661. __extends(ValueCondition, _super);
  56662. /**
  56663. * Creates a new ValueCondition
  56664. * @param actionManager manager for the action the condition applies to
  56665. * @param target for the action
  56666. * @param propertyPath path to specify the property of the target the conditional operator uses
  56667. * @param value the value compared by the conditional operator against the current value of the property
  56668. * @param operator the conditional operator, default ValueCondition.IsEqual
  56669. */
  56670. function ValueCondition(actionManager, target,
  56671. /** path to specify the property of the target the conditional operator uses */
  56672. propertyPath,
  56673. /** the value compared by the conditional operator against the current value of the property */
  56674. value,
  56675. /** the conditional operator, default ValueCondition.IsEqual */
  56676. operator) {
  56677. if (operator === void 0) { operator = ValueCondition.IsEqual; }
  56678. var _this = _super.call(this, actionManager) || this;
  56679. _this.propertyPath = propertyPath;
  56680. _this.value = value;
  56681. _this.operator = operator;
  56682. _this._target = target;
  56683. _this._effectiveTarget = _this._getEffectiveTarget(target, _this.propertyPath);
  56684. _this._property = _this._getProperty(_this.propertyPath);
  56685. return _this;
  56686. }
  56687. Object.defineProperty(ValueCondition, "IsEqual", {
  56688. /**
  56689. * returns the number for IsEqual
  56690. */
  56691. get: function () {
  56692. return ValueCondition._IsEqual;
  56693. },
  56694. enumerable: true,
  56695. configurable: true
  56696. });
  56697. Object.defineProperty(ValueCondition, "IsDifferent", {
  56698. /**
  56699. * Returns the number for IsDifferent
  56700. */
  56701. get: function () {
  56702. return ValueCondition._IsDifferent;
  56703. },
  56704. enumerable: true,
  56705. configurable: true
  56706. });
  56707. Object.defineProperty(ValueCondition, "IsGreater", {
  56708. /**
  56709. * Returns the number for IsGreater
  56710. */
  56711. get: function () {
  56712. return ValueCondition._IsGreater;
  56713. },
  56714. enumerable: true,
  56715. configurable: true
  56716. });
  56717. Object.defineProperty(ValueCondition, "IsLesser", {
  56718. /**
  56719. * Returns the number for IsLesser
  56720. */
  56721. get: function () {
  56722. return ValueCondition._IsLesser;
  56723. },
  56724. enumerable: true,
  56725. configurable: true
  56726. });
  56727. /**
  56728. * Compares the given value with the property value for the specified conditional operator
  56729. * @returns the result of the comparison
  56730. */
  56731. ValueCondition.prototype.isValid = function () {
  56732. switch (this.operator) {
  56733. case ValueCondition.IsGreater:
  56734. return this._effectiveTarget[this._property] > this.value;
  56735. case ValueCondition.IsLesser:
  56736. return this._effectiveTarget[this._property] < this.value;
  56737. case ValueCondition.IsEqual:
  56738. case ValueCondition.IsDifferent:
  56739. var check;
  56740. if (this.value.equals) {
  56741. check = this.value.equals(this._effectiveTarget[this._property]);
  56742. }
  56743. else {
  56744. check = this.value === this._effectiveTarget[this._property];
  56745. }
  56746. return this.operator === ValueCondition.IsEqual ? check : !check;
  56747. }
  56748. return false;
  56749. };
  56750. /**
  56751. * Serialize the ValueCondition into a JSON compatible object
  56752. * @returns serialization object
  56753. */
  56754. ValueCondition.prototype.serialize = function () {
  56755. return this._serialize({
  56756. name: "ValueCondition",
  56757. properties: [
  56758. BABYLON.Action._GetTargetProperty(this._target),
  56759. { name: "propertyPath", value: this.propertyPath },
  56760. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  56761. { name: "operator", value: ValueCondition.GetOperatorName(this.operator) }
  56762. ]
  56763. });
  56764. };
  56765. /**
  56766. * Gets the name of the conditional operator for the ValueCondition
  56767. * @param operator the conditional operator
  56768. * @returns the name
  56769. */
  56770. ValueCondition.GetOperatorName = function (operator) {
  56771. switch (operator) {
  56772. case ValueCondition._IsEqual: return "IsEqual";
  56773. case ValueCondition._IsDifferent: return "IsDifferent";
  56774. case ValueCondition._IsGreater: return "IsGreater";
  56775. case ValueCondition._IsLesser: return "IsLesser";
  56776. default: return "";
  56777. }
  56778. };
  56779. /**
  56780. * Internal only
  56781. * @hidden
  56782. */
  56783. ValueCondition._IsEqual = 0;
  56784. /**
  56785. * Internal only
  56786. * @hidden
  56787. */
  56788. ValueCondition._IsDifferent = 1;
  56789. /**
  56790. * Internal only
  56791. * @hidden
  56792. */
  56793. ValueCondition._IsGreater = 2;
  56794. /**
  56795. * Internal only
  56796. * @hidden
  56797. */
  56798. ValueCondition._IsLesser = 3;
  56799. return ValueCondition;
  56800. }(Condition));
  56801. BABYLON.ValueCondition = ValueCondition;
  56802. /**
  56803. * Defines a predicate condition as an extension of Condition
  56804. */
  56805. var PredicateCondition = /** @class */ (function (_super) {
  56806. __extends(PredicateCondition, _super);
  56807. /**
  56808. * Creates a new PredicateCondition
  56809. * @param actionManager manager for the action the condition applies to
  56810. * @param predicate defines the predicate function used to validate the condition
  56811. */
  56812. function PredicateCondition(actionManager,
  56813. /** defines the predicate function used to validate the condition */
  56814. predicate) {
  56815. var _this = _super.call(this, actionManager) || this;
  56816. _this.predicate = predicate;
  56817. return _this;
  56818. }
  56819. /**
  56820. * @returns the validity of the predicate condition
  56821. */
  56822. PredicateCondition.prototype.isValid = function () {
  56823. return this.predicate();
  56824. };
  56825. return PredicateCondition;
  56826. }(Condition));
  56827. BABYLON.PredicateCondition = PredicateCondition;
  56828. /**
  56829. * Defines a state condition as an extension of Condition
  56830. */
  56831. var StateCondition = /** @class */ (function (_super) {
  56832. __extends(StateCondition, _super);
  56833. /**
  56834. * Creates a new StateCondition
  56835. * @param actionManager manager for the action the condition applies to
  56836. * @param target of the condition
  56837. * @param value to compare with target state
  56838. */
  56839. function StateCondition(actionManager, target,
  56840. /** Value to compare with target state */
  56841. value) {
  56842. var _this = _super.call(this, actionManager) || this;
  56843. _this.value = value;
  56844. _this._target = target;
  56845. return _this;
  56846. }
  56847. /**
  56848. * Gets a boolean indicating if the current condition is met
  56849. * @returns the validity of the state
  56850. */
  56851. StateCondition.prototype.isValid = function () {
  56852. return this._target.state === this.value;
  56853. };
  56854. /**
  56855. * Serialize the StateCondition into a JSON compatible object
  56856. * @returns serialization object
  56857. */
  56858. StateCondition.prototype.serialize = function () {
  56859. return this._serialize({
  56860. name: "StateCondition",
  56861. properties: [
  56862. BABYLON.Action._GetTargetProperty(this._target),
  56863. { name: "value", value: this.value }
  56864. ]
  56865. });
  56866. };
  56867. return StateCondition;
  56868. }(Condition));
  56869. BABYLON.StateCondition = StateCondition;
  56870. })(BABYLON || (BABYLON = {}));
  56871. //# sourceMappingURL=babylon.condition.js.map
  56872. var BABYLON;
  56873. (function (BABYLON) {
  56874. /**
  56875. * The action to be carried out following a trigger
  56876. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  56877. */
  56878. var Action = /** @class */ (function () {
  56879. /**
  56880. * Creates a new Action
  56881. * @param triggerOptions the trigger, with or without parameters, for the action
  56882. * @param condition an optional determinant of action
  56883. */
  56884. function Action(
  56885. /** the trigger, with or without parameters, for the action */
  56886. triggerOptions, condition) {
  56887. this.triggerOptions = triggerOptions;
  56888. /**
  56889. * An event triggered prior to action being executed.
  56890. */
  56891. this.onBeforeExecuteObservable = new BABYLON.Observable();
  56892. if (triggerOptions.parameter) {
  56893. this.trigger = triggerOptions.trigger;
  56894. this._triggerParameter = triggerOptions.parameter;
  56895. }
  56896. else if (triggerOptions.trigger) {
  56897. this.trigger = triggerOptions.trigger;
  56898. }
  56899. else {
  56900. this.trigger = triggerOptions;
  56901. }
  56902. this._nextActiveAction = this;
  56903. this._condition = condition;
  56904. }
  56905. /**
  56906. * Internal only
  56907. * @hidden
  56908. */
  56909. Action.prototype._prepare = function () {
  56910. };
  56911. /**
  56912. * Gets the trigger parameters
  56913. * @returns the trigger parameters
  56914. */
  56915. Action.prototype.getTriggerParameter = function () {
  56916. return this._triggerParameter;
  56917. };
  56918. /**
  56919. * Internal only - executes current action event
  56920. * @hidden
  56921. */
  56922. Action.prototype._executeCurrent = function (evt) {
  56923. if (this._nextActiveAction._condition) {
  56924. var condition = this._nextActiveAction._condition;
  56925. var currentRenderId = this._actionManager.getScene().getRenderId();
  56926. // We cache the current evaluation for the current frame
  56927. if (condition._evaluationId === currentRenderId) {
  56928. if (!condition._currentResult) {
  56929. return;
  56930. }
  56931. }
  56932. else {
  56933. condition._evaluationId = currentRenderId;
  56934. if (!condition.isValid()) {
  56935. condition._currentResult = false;
  56936. return;
  56937. }
  56938. condition._currentResult = true;
  56939. }
  56940. }
  56941. this.onBeforeExecuteObservable.notifyObservers(this);
  56942. this._nextActiveAction.execute(evt);
  56943. this.skipToNextActiveAction();
  56944. };
  56945. /**
  56946. * Execute placeholder for child classes
  56947. * @param evt optional action event
  56948. */
  56949. Action.prototype.execute = function (evt) {
  56950. };
  56951. /**
  56952. * Skips to next active action
  56953. */
  56954. Action.prototype.skipToNextActiveAction = function () {
  56955. if (this._nextActiveAction._child) {
  56956. if (!this._nextActiveAction._child._actionManager) {
  56957. this._nextActiveAction._child._actionManager = this._actionManager;
  56958. }
  56959. this._nextActiveAction = this._nextActiveAction._child;
  56960. }
  56961. else {
  56962. this._nextActiveAction = this;
  56963. }
  56964. };
  56965. /**
  56966. * Adds action to chain of actions, may be a DoNothingAction
  56967. * @param action defines the next action to execute
  56968. * @returns The action passed in
  56969. * @see https://www.babylonjs-playground.com/#1T30HR#0
  56970. */
  56971. Action.prototype.then = function (action) {
  56972. this._child = action;
  56973. action._actionManager = this._actionManager;
  56974. action._prepare();
  56975. return action;
  56976. };
  56977. /**
  56978. * Internal only
  56979. * @hidden
  56980. */
  56981. Action.prototype._getProperty = function (propertyPath) {
  56982. return this._actionManager._getProperty(propertyPath);
  56983. };
  56984. /**
  56985. * Internal only
  56986. * @hidden
  56987. */
  56988. Action.prototype._getEffectiveTarget = function (target, propertyPath) {
  56989. return this._actionManager._getEffectiveTarget(target, propertyPath);
  56990. };
  56991. /**
  56992. * Serialize placeholder for child classes
  56993. * @param parent of child
  56994. * @returns the serialized object
  56995. */
  56996. Action.prototype.serialize = function (parent) {
  56997. };
  56998. /**
  56999. * Internal only called by serialize
  57000. * @hidden
  57001. */
  57002. Action.prototype._serialize = function (serializedAction, parent) {
  57003. var serializationObject = {
  57004. type: 1,
  57005. children: [],
  57006. name: serializedAction.name,
  57007. properties: serializedAction.properties || []
  57008. };
  57009. // Serialize child
  57010. if (this._child) {
  57011. this._child.serialize(serializationObject);
  57012. }
  57013. // Check if "this" has a condition
  57014. if (this._condition) {
  57015. var serializedCondition = this._condition.serialize();
  57016. serializedCondition.children.push(serializationObject);
  57017. if (parent) {
  57018. parent.children.push(serializedCondition);
  57019. }
  57020. return serializedCondition;
  57021. }
  57022. if (parent) {
  57023. parent.children.push(serializationObject);
  57024. }
  57025. return serializationObject;
  57026. };
  57027. /**
  57028. * Internal only
  57029. * @hidden
  57030. */
  57031. Action._SerializeValueAsString = function (value) {
  57032. if (typeof value === "number") {
  57033. return value.toString();
  57034. }
  57035. if (typeof value === "boolean") {
  57036. return value ? "true" : "false";
  57037. }
  57038. if (value instanceof BABYLON.Vector2) {
  57039. return value.x + ", " + value.y;
  57040. }
  57041. if (value instanceof BABYLON.Vector3) {
  57042. return value.x + ", " + value.y + ", " + value.z;
  57043. }
  57044. if (value instanceof BABYLON.Color3) {
  57045. return value.r + ", " + value.g + ", " + value.b;
  57046. }
  57047. if (value instanceof BABYLON.Color4) {
  57048. return value.r + ", " + value.g + ", " + value.b + ", " + value.a;
  57049. }
  57050. return value; // string
  57051. };
  57052. /**
  57053. * Internal only
  57054. * @hidden
  57055. */
  57056. Action._GetTargetProperty = function (target) {
  57057. return {
  57058. name: "target",
  57059. targetType: target instanceof BABYLON.Mesh ? "MeshProperties"
  57060. : target instanceof BABYLON.Light ? "LightProperties"
  57061. : target instanceof BABYLON.Camera ? "CameraProperties"
  57062. : "SceneProperties",
  57063. value: target instanceof BABYLON.Scene ? "Scene" : target.name
  57064. };
  57065. };
  57066. return Action;
  57067. }());
  57068. BABYLON.Action = Action;
  57069. })(BABYLON || (BABYLON = {}));
  57070. //# sourceMappingURL=babylon.action.js.map
  57071. var BABYLON;
  57072. (function (BABYLON) {
  57073. /**
  57074. * ActionEvent is the event being sent when an action is triggered.
  57075. */
  57076. var ActionEvent = /** @class */ (function () {
  57077. /**
  57078. * Creates a new ActionEvent
  57079. * @param source The mesh or sprite that triggered the action
  57080. * @param pointerX The X mouse cursor position at the time of the event
  57081. * @param pointerY The Y mouse cursor position at the time of the event
  57082. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  57083. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  57084. * @param additionalData additional data for the event
  57085. */
  57086. function ActionEvent(
  57087. /** The mesh or sprite that triggered the action */
  57088. source,
  57089. /** The X mouse cursor position at the time of the event */
  57090. pointerX,
  57091. /** The Y mouse cursor position at the time of the event */
  57092. pointerY,
  57093. /** The mesh that is currently pointed at (can be null) */
  57094. meshUnderPointer,
  57095. /** the original (browser) event that triggered the ActionEvent */
  57096. sourceEvent,
  57097. /** additional data for the event */
  57098. additionalData) {
  57099. this.source = source;
  57100. this.pointerX = pointerX;
  57101. this.pointerY = pointerY;
  57102. this.meshUnderPointer = meshUnderPointer;
  57103. this.sourceEvent = sourceEvent;
  57104. this.additionalData = additionalData;
  57105. }
  57106. /**
  57107. * Helper function to auto-create an ActionEvent from a source mesh.
  57108. * @param source The source mesh that triggered the event
  57109. * @param evt The original (browser) event
  57110. * @param additionalData additional data for the event
  57111. * @returns the new ActionEvent
  57112. */
  57113. ActionEvent.CreateNew = function (source, evt, additionalData) {
  57114. var scene = source.getScene();
  57115. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57116. };
  57117. /**
  57118. * Helper function to auto-create an ActionEvent from a source sprite
  57119. * @param source The source sprite that triggered the event
  57120. * @param scene Scene associated with the sprite
  57121. * @param evt The original (browser) event
  57122. * @param additionalData additional data for the event
  57123. * @returns the new ActionEvent
  57124. */
  57125. ActionEvent.CreateNewFromSprite = function (source, scene, evt, additionalData) {
  57126. return new ActionEvent(source, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt, additionalData);
  57127. };
  57128. /**
  57129. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  57130. * @param scene the scene where the event occurred
  57131. * @param evt The original (browser) event
  57132. * @returns the new ActionEvent
  57133. */
  57134. ActionEvent.CreateNewFromScene = function (scene, evt) {
  57135. return new ActionEvent(null, scene.pointerX, scene.pointerY, scene.meshUnderPointer, evt);
  57136. };
  57137. /**
  57138. * Helper function to auto-create an ActionEvent from a primitive
  57139. * @param prim defines the target primitive
  57140. * @param pointerPos defines the pointer position
  57141. * @param evt The original (browser) event
  57142. * @param additionalData additional data for the event
  57143. * @returns the new ActionEvent
  57144. */
  57145. ActionEvent.CreateNewFromPrimitive = function (prim, pointerPos, evt, additionalData) {
  57146. return new ActionEvent(prim, pointerPos.x, pointerPos.y, null, evt, additionalData);
  57147. };
  57148. return ActionEvent;
  57149. }());
  57150. BABYLON.ActionEvent = ActionEvent;
  57151. /**
  57152. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  57153. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  57154. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57155. */
  57156. var ActionManager = /** @class */ (function () {
  57157. /**
  57158. * Creates a new action manager
  57159. * @param scene defines the hosting scene
  57160. */
  57161. function ActionManager(scene) {
  57162. // Members
  57163. /** Gets the list of actions */
  57164. this.actions = new Array();
  57165. /** Gets the cursor to use when hovering items */
  57166. this.hoverCursor = '';
  57167. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  57168. scene.actionManagers.push(this);
  57169. }
  57170. // Methods
  57171. /**
  57172. * Releases all associated resources
  57173. */
  57174. ActionManager.prototype.dispose = function () {
  57175. var index = this._scene.actionManagers.indexOf(this);
  57176. for (var i = 0; i < this.actions.length; i++) {
  57177. var action = this.actions[i];
  57178. ActionManager.Triggers[action.trigger]--;
  57179. if (ActionManager.Triggers[action.trigger] === 0) {
  57180. delete ActionManager.Triggers[action.trigger];
  57181. }
  57182. }
  57183. if (index > -1) {
  57184. this._scene.actionManagers.splice(index, 1);
  57185. }
  57186. };
  57187. /**
  57188. * Gets hosting scene
  57189. * @returns the hosting scene
  57190. */
  57191. ActionManager.prototype.getScene = function () {
  57192. return this._scene;
  57193. };
  57194. /**
  57195. * Does this action manager handles actions of any of the given triggers
  57196. * @param triggers defines the triggers to be tested
  57197. * @return a boolean indicating whether one (or more) of the triggers is handled
  57198. */
  57199. ActionManager.prototype.hasSpecificTriggers = function (triggers) {
  57200. for (var index = 0; index < this.actions.length; index++) {
  57201. var action = this.actions[index];
  57202. if (triggers.indexOf(action.trigger) > -1) {
  57203. return true;
  57204. }
  57205. }
  57206. return false;
  57207. };
  57208. /**
  57209. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  57210. * speed.
  57211. * @param triggerA defines the trigger to be tested
  57212. * @param triggerB defines the trigger to be tested
  57213. * @return a boolean indicating whether one (or more) of the triggers is handled
  57214. */
  57215. ActionManager.prototype.hasSpecificTriggers2 = function (triggerA, triggerB) {
  57216. for (var index = 0; index < this.actions.length; index++) {
  57217. var action = this.actions[index];
  57218. if (triggerA == action.trigger || triggerB == action.trigger) {
  57219. return true;
  57220. }
  57221. }
  57222. return false;
  57223. };
  57224. /**
  57225. * Does this action manager handles actions of a given trigger
  57226. * @param trigger defines the trigger to be tested
  57227. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  57228. * @return whether the trigger is handled
  57229. */
  57230. ActionManager.prototype.hasSpecificTrigger = function (trigger, parameterPredicate) {
  57231. for (var index = 0; index < this.actions.length; index++) {
  57232. var action = this.actions[index];
  57233. if (action.trigger === trigger) {
  57234. if (parameterPredicate) {
  57235. if (parameterPredicate(action.getTriggerParameter())) {
  57236. return true;
  57237. }
  57238. }
  57239. else {
  57240. return true;
  57241. }
  57242. }
  57243. }
  57244. return false;
  57245. };
  57246. Object.defineProperty(ActionManager.prototype, "hasPointerTriggers", {
  57247. /**
  57248. * Does this action manager has pointer triggers
  57249. */
  57250. get: function () {
  57251. for (var index = 0; index < this.actions.length; index++) {
  57252. var action = this.actions[index];
  57253. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPointerOutTrigger) {
  57254. return true;
  57255. }
  57256. }
  57257. return false;
  57258. },
  57259. enumerable: true,
  57260. configurable: true
  57261. });
  57262. Object.defineProperty(ActionManager.prototype, "hasPickTriggers", {
  57263. /**
  57264. * Does this action manager has pick triggers
  57265. */
  57266. get: function () {
  57267. for (var index = 0; index < this.actions.length; index++) {
  57268. var action = this.actions[index];
  57269. if (action.trigger >= ActionManager.OnPickTrigger && action.trigger <= ActionManager.OnPickUpTrigger) {
  57270. return true;
  57271. }
  57272. }
  57273. return false;
  57274. },
  57275. enumerable: true,
  57276. configurable: true
  57277. });
  57278. Object.defineProperty(ActionManager, "HasTriggers", {
  57279. /**
  57280. * Does exist one action manager with at least one trigger
  57281. **/
  57282. get: function () {
  57283. for (var t in ActionManager.Triggers) {
  57284. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57285. return true;
  57286. }
  57287. }
  57288. return false;
  57289. },
  57290. enumerable: true,
  57291. configurable: true
  57292. });
  57293. Object.defineProperty(ActionManager, "HasPickTriggers", {
  57294. /**
  57295. * Does exist one action manager with at least one pick trigger
  57296. **/
  57297. get: function () {
  57298. for (var t in ActionManager.Triggers) {
  57299. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57300. var t_int = parseInt(t);
  57301. if (t_int >= ActionManager.OnPickTrigger && t_int <= ActionManager.OnPickUpTrigger) {
  57302. return true;
  57303. }
  57304. }
  57305. }
  57306. return false;
  57307. },
  57308. enumerable: true,
  57309. configurable: true
  57310. });
  57311. /**
  57312. * Does exist one action manager that handles actions of a given trigger
  57313. * @param trigger defines the trigger to be tested
  57314. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  57315. **/
  57316. ActionManager.HasSpecificTrigger = function (trigger) {
  57317. for (var t in ActionManager.Triggers) {
  57318. if (ActionManager.Triggers.hasOwnProperty(t)) {
  57319. var t_int = parseInt(t);
  57320. if (t_int === trigger) {
  57321. return true;
  57322. }
  57323. }
  57324. }
  57325. return false;
  57326. };
  57327. /**
  57328. * Registers an action to this action manager
  57329. * @param action defines the action to be registered
  57330. * @return the action amended (prepared) after registration
  57331. */
  57332. ActionManager.prototype.registerAction = function (action) {
  57333. if (action.trigger === ActionManager.OnEveryFrameTrigger) {
  57334. if (this.getScene().actionManager !== this) {
  57335. BABYLON.Tools.Warn("OnEveryFrameTrigger can only be used with scene.actionManager");
  57336. return null;
  57337. }
  57338. }
  57339. this.actions.push(action);
  57340. if (ActionManager.Triggers[action.trigger]) {
  57341. ActionManager.Triggers[action.trigger]++;
  57342. }
  57343. else {
  57344. ActionManager.Triggers[action.trigger] = 1;
  57345. }
  57346. action._actionManager = this;
  57347. action._prepare();
  57348. return action;
  57349. };
  57350. /**
  57351. * Unregisters an action to this action manager
  57352. * @param action defines the action to be unregistered
  57353. * @return a boolean indicating whether the action has been unregistered
  57354. */
  57355. ActionManager.prototype.unregisterAction = function (action) {
  57356. var index = this.actions.indexOf(action);
  57357. if (index !== -1) {
  57358. this.actions.splice(index, 1);
  57359. ActionManager.Triggers[action.trigger] -= 1;
  57360. if (ActionManager.Triggers[action.trigger] === 0) {
  57361. delete ActionManager.Triggers[action.trigger];
  57362. }
  57363. delete action._actionManager;
  57364. return true;
  57365. }
  57366. return false;
  57367. };
  57368. /**
  57369. * Process a specific trigger
  57370. * @param trigger defines the trigger to process
  57371. * @param evt defines the event details to be processed
  57372. */
  57373. ActionManager.prototype.processTrigger = function (trigger, evt) {
  57374. for (var index = 0; index < this.actions.length; index++) {
  57375. var action = this.actions[index];
  57376. if (action.trigger === trigger) {
  57377. if (evt) {
  57378. if (trigger === ActionManager.OnKeyUpTrigger
  57379. || trigger === ActionManager.OnKeyDownTrigger) {
  57380. var parameter = action.getTriggerParameter();
  57381. if (parameter && parameter !== evt.sourceEvent.keyCode) {
  57382. if (!parameter.toLowerCase) {
  57383. continue;
  57384. }
  57385. var lowerCase = parameter.toLowerCase();
  57386. if (lowerCase !== evt.sourceEvent.key) {
  57387. var unicode = evt.sourceEvent.charCode ? evt.sourceEvent.charCode : evt.sourceEvent.keyCode;
  57388. var actualkey = String.fromCharCode(unicode).toLowerCase();
  57389. if (actualkey !== lowerCase) {
  57390. continue;
  57391. }
  57392. }
  57393. }
  57394. }
  57395. }
  57396. action._executeCurrent(evt);
  57397. }
  57398. }
  57399. };
  57400. /** @hidden */
  57401. ActionManager.prototype._getEffectiveTarget = function (target, propertyPath) {
  57402. var properties = propertyPath.split(".");
  57403. for (var index = 0; index < properties.length - 1; index++) {
  57404. target = target[properties[index]];
  57405. }
  57406. return target;
  57407. };
  57408. /** @hidden */
  57409. ActionManager.prototype._getProperty = function (propertyPath) {
  57410. var properties = propertyPath.split(".");
  57411. return properties[properties.length - 1];
  57412. };
  57413. /**
  57414. * Serialize this manager to a JSON object
  57415. * @param name defines the property name to store this manager
  57416. * @returns a JSON representation of this manager
  57417. */
  57418. ActionManager.prototype.serialize = function (name) {
  57419. var root = {
  57420. children: new Array(),
  57421. name: name,
  57422. type: 3,
  57423. properties: new Array() // Empty for root but required
  57424. };
  57425. for (var i = 0; i < this.actions.length; i++) {
  57426. var triggerObject = {
  57427. type: 0,
  57428. children: new Array(),
  57429. name: ActionManager.GetTriggerName(this.actions[i].trigger),
  57430. properties: new Array()
  57431. };
  57432. var triggerOptions = this.actions[i].triggerOptions;
  57433. if (triggerOptions && typeof triggerOptions !== "number") {
  57434. if (triggerOptions.parameter instanceof BABYLON.Node) {
  57435. triggerObject.properties.push(BABYLON.Action._GetTargetProperty(triggerOptions.parameter));
  57436. }
  57437. else {
  57438. var parameter = {};
  57439. BABYLON.Tools.DeepCopy(triggerOptions.parameter, parameter, ["mesh"]);
  57440. if (triggerOptions.parameter && triggerOptions.parameter.mesh) {
  57441. parameter._meshId = triggerOptions.parameter.mesh.id;
  57442. }
  57443. triggerObject.properties.push({ name: "parameter", targetType: null, value: parameter });
  57444. }
  57445. }
  57446. // Serialize child action, recursively
  57447. this.actions[i].serialize(triggerObject);
  57448. // Add serialized trigger
  57449. root.children.push(triggerObject);
  57450. }
  57451. return root;
  57452. };
  57453. /**
  57454. * Creates a new ActionManager from a JSON data
  57455. * @param parsedActions defines the JSON data to read from
  57456. * @param object defines the hosting mesh
  57457. * @param scene defines the hosting scene
  57458. */
  57459. ActionManager.Parse = function (parsedActions, object, scene) {
  57460. var actionManager = new ActionManager(scene);
  57461. if (object === null) {
  57462. scene.actionManager = actionManager;
  57463. }
  57464. else {
  57465. object.actionManager = actionManager;
  57466. }
  57467. // instanciate a new object
  57468. var instanciate = function (name, params) {
  57469. // TODO: We will need to find a solution for the next line when using commonjs / es6 .
  57470. var newInstance = Object.create(BABYLON.Tools.Instantiate("BABYLON." + name).prototype);
  57471. newInstance.constructor.apply(newInstance, params);
  57472. return newInstance;
  57473. };
  57474. var parseParameter = function (name, value, target, propertyPath) {
  57475. if (propertyPath === null) {
  57476. // String, boolean or float
  57477. var floatValue = parseFloat(value);
  57478. if (value === "true" || value === "false") {
  57479. return value === "true";
  57480. }
  57481. else {
  57482. return isNaN(floatValue) ? value : floatValue;
  57483. }
  57484. }
  57485. var effectiveTarget = propertyPath.split(".");
  57486. var values = value.split(",");
  57487. // Get effective Target
  57488. for (var i = 0; i < effectiveTarget.length; i++) {
  57489. target = target[effectiveTarget[i]];
  57490. }
  57491. // Return appropriate value with its type
  57492. if (typeof (target) === "boolean") {
  57493. return values[0] === "true";
  57494. }
  57495. if (typeof (target) === "string") {
  57496. return values[0];
  57497. }
  57498. // Parameters with multiple values such as Vector3 etc.
  57499. var split = new Array();
  57500. for (var i = 0; i < values.length; i++) {
  57501. split.push(parseFloat(values[i]));
  57502. }
  57503. if (target instanceof BABYLON.Vector3) {
  57504. return BABYLON.Vector3.FromArray(split);
  57505. }
  57506. if (target instanceof BABYLON.Vector4) {
  57507. return BABYLON.Vector4.FromArray(split);
  57508. }
  57509. if (target instanceof BABYLON.Color3) {
  57510. return BABYLON.Color3.FromArray(split);
  57511. }
  57512. if (target instanceof BABYLON.Color4) {
  57513. return BABYLON.Color4.FromArray(split);
  57514. }
  57515. return parseFloat(values[0]);
  57516. };
  57517. // traverse graph per trigger
  57518. var traverse = function (parsedAction, trigger, condition, action, combineArray) {
  57519. if (combineArray === void 0) { combineArray = null; }
  57520. if (parsedAction.detached) {
  57521. return;
  57522. }
  57523. var parameters = new Array();
  57524. var target = null;
  57525. var propertyPath = null;
  57526. var combine = parsedAction.combine && parsedAction.combine.length > 0;
  57527. // Parameters
  57528. if (parsedAction.type === 2) {
  57529. parameters.push(actionManager);
  57530. }
  57531. else {
  57532. parameters.push(trigger);
  57533. }
  57534. if (combine) {
  57535. var actions = new Array();
  57536. for (var j = 0; j < parsedAction.combine.length; j++) {
  57537. traverse(parsedAction.combine[j], ActionManager.NothingTrigger, condition, action, actions);
  57538. }
  57539. parameters.push(actions);
  57540. }
  57541. else {
  57542. for (var i = 0; i < parsedAction.properties.length; i++) {
  57543. var value = parsedAction.properties[i].value;
  57544. var name = parsedAction.properties[i].name;
  57545. var targetType = parsedAction.properties[i].targetType;
  57546. if (name === "target") {
  57547. if (targetType !== null && targetType === "SceneProperties") {
  57548. value = target = scene;
  57549. }
  57550. else {
  57551. value = target = scene.getNodeByName(value);
  57552. }
  57553. }
  57554. else if (name === "parent") {
  57555. value = scene.getNodeByName(value);
  57556. }
  57557. else if (name === "sound") {
  57558. // Can not externalize to component, so only checks for the presence off the API.
  57559. if (scene.getSoundByName) {
  57560. value = scene.getSoundByName(value);
  57561. }
  57562. }
  57563. else if (name !== "propertyPath") {
  57564. if (parsedAction.type === 2 && name === "operator") {
  57565. value = BABYLON.ValueCondition[value];
  57566. }
  57567. else {
  57568. value = parseParameter(name, value, target, name === "value" ? propertyPath : null);
  57569. }
  57570. }
  57571. else {
  57572. propertyPath = value;
  57573. }
  57574. parameters.push(value);
  57575. }
  57576. }
  57577. if (combineArray === null) {
  57578. parameters.push(condition);
  57579. }
  57580. else {
  57581. parameters.push(null);
  57582. }
  57583. // If interpolate value action
  57584. if (parsedAction.name === "InterpolateValueAction") {
  57585. var param = parameters[parameters.length - 2];
  57586. parameters[parameters.length - 1] = param;
  57587. parameters[parameters.length - 2] = condition;
  57588. }
  57589. // Action or condition(s) and not CombineAction
  57590. var newAction = instanciate(parsedAction.name, parameters);
  57591. if (newAction instanceof BABYLON.Condition && condition !== null) {
  57592. var nothing = new BABYLON.DoNothingAction(trigger, condition);
  57593. if (action) {
  57594. action.then(nothing);
  57595. }
  57596. else {
  57597. actionManager.registerAction(nothing);
  57598. }
  57599. action = nothing;
  57600. }
  57601. if (combineArray === null) {
  57602. if (newAction instanceof BABYLON.Condition) {
  57603. condition = newAction;
  57604. newAction = action;
  57605. }
  57606. else {
  57607. condition = null;
  57608. if (action) {
  57609. action.then(newAction);
  57610. }
  57611. else {
  57612. actionManager.registerAction(newAction);
  57613. }
  57614. }
  57615. }
  57616. else {
  57617. combineArray.push(newAction);
  57618. }
  57619. for (var i = 0; i < parsedAction.children.length; i++) {
  57620. traverse(parsedAction.children[i], trigger, condition, newAction, null);
  57621. }
  57622. };
  57623. // triggers
  57624. for (var i = 0; i < parsedActions.children.length; i++) {
  57625. var triggerParams;
  57626. var trigger = parsedActions.children[i];
  57627. if (trigger.properties.length > 0) {
  57628. var param = trigger.properties[0].value;
  57629. var value = trigger.properties[0].targetType === null ? param : scene.getMeshByName(param);
  57630. if (value._meshId) {
  57631. value.mesh = scene.getMeshByID(value._meshId);
  57632. }
  57633. triggerParams = { trigger: ActionManager[trigger.name], parameter: value };
  57634. }
  57635. else {
  57636. triggerParams = ActionManager[trigger.name];
  57637. }
  57638. for (var j = 0; j < trigger.children.length; j++) {
  57639. if (!trigger.detached) {
  57640. traverse(trigger.children[j], triggerParams, null, null);
  57641. }
  57642. }
  57643. }
  57644. };
  57645. /**
  57646. * Get a trigger name by index
  57647. * @param trigger defines the trigger index
  57648. * @returns a trigger name
  57649. */
  57650. ActionManager.GetTriggerName = function (trigger) {
  57651. switch (trigger) {
  57652. case 0: return "NothingTrigger";
  57653. case 1: return "OnPickTrigger";
  57654. case 2: return "OnLeftPickTrigger";
  57655. case 3: return "OnRightPickTrigger";
  57656. case 4: return "OnCenterPickTrigger";
  57657. case 5: return "OnPickDownTrigger";
  57658. case 6: return "OnPickUpTrigger";
  57659. case 7: return "OnLongPressTrigger";
  57660. case 8: return "OnPointerOverTrigger";
  57661. case 9: return "OnPointerOutTrigger";
  57662. case 10: return "OnEveryFrameTrigger";
  57663. case 11: return "OnIntersectionEnterTrigger";
  57664. case 12: return "OnIntersectionExitTrigger";
  57665. case 13: return "OnKeyDownTrigger";
  57666. case 14: return "OnKeyUpTrigger";
  57667. case 15: return "OnPickOutTrigger";
  57668. default: return "";
  57669. }
  57670. };
  57671. /**
  57672. * Nothing
  57673. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57674. */
  57675. ActionManager.NothingTrigger = 0;
  57676. /**
  57677. * On pick
  57678. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57679. */
  57680. ActionManager.OnPickTrigger = 1;
  57681. /**
  57682. * On left pick
  57683. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57684. */
  57685. ActionManager.OnLeftPickTrigger = 2;
  57686. /**
  57687. * On right pick
  57688. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57689. */
  57690. ActionManager.OnRightPickTrigger = 3;
  57691. /**
  57692. * On center pick
  57693. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57694. */
  57695. ActionManager.OnCenterPickTrigger = 4;
  57696. /**
  57697. * On pick down
  57698. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57699. */
  57700. ActionManager.OnPickDownTrigger = 5;
  57701. /**
  57702. * On double pick
  57703. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57704. */
  57705. ActionManager.OnDoublePickTrigger = 6;
  57706. /**
  57707. * On pick up
  57708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57709. */
  57710. ActionManager.OnPickUpTrigger = 7;
  57711. /**
  57712. * On pick out.
  57713. * This trigger will only be raised if you also declared a OnPickDown
  57714. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57715. */
  57716. ActionManager.OnPickOutTrigger = 16;
  57717. /**
  57718. * On long press
  57719. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57720. */
  57721. ActionManager.OnLongPressTrigger = 8;
  57722. /**
  57723. * On pointer over
  57724. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57725. */
  57726. ActionManager.OnPointerOverTrigger = 9;
  57727. /**
  57728. * On pointer out
  57729. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57730. */
  57731. ActionManager.OnPointerOutTrigger = 10;
  57732. /**
  57733. * On every frame
  57734. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57735. */
  57736. ActionManager.OnEveryFrameTrigger = 11;
  57737. /**
  57738. * On intersection enter
  57739. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57740. */
  57741. ActionManager.OnIntersectionEnterTrigger = 12;
  57742. /**
  57743. * On intersection exit
  57744. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57745. */
  57746. ActionManager.OnIntersectionExitTrigger = 13;
  57747. /**
  57748. * On key down
  57749. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57750. */
  57751. ActionManager.OnKeyDownTrigger = 14;
  57752. /**
  57753. * On key up
  57754. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  57755. */
  57756. ActionManager.OnKeyUpTrigger = 15;
  57757. /** Gets the list of active triggers */
  57758. ActionManager.Triggers = {};
  57759. return ActionManager;
  57760. }());
  57761. BABYLON.ActionManager = ActionManager;
  57762. })(BABYLON || (BABYLON = {}));
  57763. //# sourceMappingURL=babylon.actionManager.js.map
  57764. var BABYLON;
  57765. (function (BABYLON) {
  57766. /**
  57767. * This defines an action responsible to change the value of a property
  57768. * by interpolating between its current value and the newly set one once triggered.
  57769. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57770. */
  57771. var InterpolateValueAction = /** @class */ (function (_super) {
  57772. __extends(InterpolateValueAction, _super);
  57773. /**
  57774. * Instantiate the action
  57775. * @param triggerOptions defines the trigger options
  57776. * @param target defines the object containing the value to interpolate
  57777. * @param propertyPath defines the path to the property in the target object
  57778. * @param value defines the target value at the end of the interpolation
  57779. * @param duration deines the time it will take for the property to interpolate to the value.
  57780. * @param condition defines the trigger related conditions
  57781. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  57782. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  57783. */
  57784. function InterpolateValueAction(triggerOptions, target, propertyPath, value, duration, condition, stopOtherAnimations, onInterpolationDone) {
  57785. if (duration === void 0) { duration = 1000; }
  57786. var _this = _super.call(this, triggerOptions, condition) || this;
  57787. /**
  57788. * Defines the time it will take for the property to interpolate to the value.
  57789. */
  57790. _this.duration = 1000;
  57791. /**
  57792. * Observable triggered once the interpolation animation has been done.
  57793. */
  57794. _this.onInterpolationDoneObservable = new BABYLON.Observable();
  57795. _this.propertyPath = propertyPath;
  57796. _this.value = value;
  57797. _this.duration = duration;
  57798. _this.stopOtherAnimations = stopOtherAnimations;
  57799. _this.onInterpolationDone = onInterpolationDone;
  57800. _this._target = _this._effectiveTarget = target;
  57801. return _this;
  57802. }
  57803. /** @hidden */
  57804. InterpolateValueAction.prototype._prepare = function () {
  57805. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57806. this._property = this._getProperty(this.propertyPath);
  57807. };
  57808. /**
  57809. * Execute the action starts the value interpolation.
  57810. */
  57811. InterpolateValueAction.prototype.execute = function () {
  57812. var _this = this;
  57813. var scene = this._actionManager.getScene();
  57814. var keys = [
  57815. {
  57816. frame: 0,
  57817. value: this._effectiveTarget[this._property]
  57818. }, {
  57819. frame: 100,
  57820. value: this.value
  57821. }
  57822. ];
  57823. var dataType;
  57824. if (typeof this.value === "number") {
  57825. dataType = BABYLON.Animation.ANIMATIONTYPE_FLOAT;
  57826. }
  57827. else if (this.value instanceof BABYLON.Color3) {
  57828. dataType = BABYLON.Animation.ANIMATIONTYPE_COLOR3;
  57829. }
  57830. else if (this.value instanceof BABYLON.Vector3) {
  57831. dataType = BABYLON.Animation.ANIMATIONTYPE_VECTOR3;
  57832. }
  57833. else if (this.value instanceof BABYLON.Matrix) {
  57834. dataType = BABYLON.Animation.ANIMATIONTYPE_MATRIX;
  57835. }
  57836. else if (this.value instanceof BABYLON.Quaternion) {
  57837. dataType = BABYLON.Animation.ANIMATIONTYPE_QUATERNION;
  57838. }
  57839. else {
  57840. BABYLON.Tools.Warn("InterpolateValueAction: Unsupported type (" + typeof this.value + ")");
  57841. return;
  57842. }
  57843. var animation = new BABYLON.Animation("InterpolateValueAction", this._property, 100 * (1000.0 / this.duration), dataType, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  57844. animation.setKeys(keys);
  57845. if (this.stopOtherAnimations) {
  57846. scene.stopAnimation(this._effectiveTarget);
  57847. }
  57848. var wrapper = function () {
  57849. _this.onInterpolationDoneObservable.notifyObservers(_this);
  57850. if (_this.onInterpolationDone) {
  57851. _this.onInterpolationDone();
  57852. }
  57853. };
  57854. scene.beginDirectAnimation(this._effectiveTarget, [animation], 0, 100, false, 1, wrapper);
  57855. };
  57856. /**
  57857. * Serializes the actions and its related information.
  57858. * @param parent defines the object to serialize in
  57859. * @returns the serialized object
  57860. */
  57861. InterpolateValueAction.prototype.serialize = function (parent) {
  57862. return _super.prototype._serialize.call(this, {
  57863. name: "InterpolateValueAction",
  57864. properties: [
  57865. BABYLON.Action._GetTargetProperty(this._target),
  57866. { name: "propertyPath", value: this.propertyPath },
  57867. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) },
  57868. { name: "duration", value: BABYLON.Action._SerializeValueAsString(this.duration) },
  57869. { name: "stopOtherAnimations", value: BABYLON.Action._SerializeValueAsString(this.stopOtherAnimations) || false }
  57870. ]
  57871. }, parent);
  57872. };
  57873. return InterpolateValueAction;
  57874. }(BABYLON.Action));
  57875. BABYLON.InterpolateValueAction = InterpolateValueAction;
  57876. })(BABYLON || (BABYLON = {}));
  57877. //# sourceMappingURL=babylon.interpolateValueAction.js.map
  57878. var BABYLON;
  57879. (function (BABYLON) {
  57880. /**
  57881. * This defines an action responsible to toggle a boolean once triggered.
  57882. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57883. */
  57884. var SwitchBooleanAction = /** @class */ (function (_super) {
  57885. __extends(SwitchBooleanAction, _super);
  57886. /**
  57887. * Instantiate the action
  57888. * @param triggerOptions defines the trigger options
  57889. * @param target defines the object containing the boolean
  57890. * @param propertyPath defines the path to the boolean property in the target object
  57891. * @param condition defines the trigger related conditions
  57892. */
  57893. function SwitchBooleanAction(triggerOptions, target, propertyPath, condition) {
  57894. var _this = _super.call(this, triggerOptions, condition) || this;
  57895. _this.propertyPath = propertyPath;
  57896. _this._target = _this._effectiveTarget = target;
  57897. return _this;
  57898. }
  57899. /** @hidden */
  57900. SwitchBooleanAction.prototype._prepare = function () {
  57901. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57902. this._property = this._getProperty(this.propertyPath);
  57903. };
  57904. /**
  57905. * Execute the action toggle the boolean value.
  57906. */
  57907. SwitchBooleanAction.prototype.execute = function () {
  57908. this._effectiveTarget[this._property] = !this._effectiveTarget[this._property];
  57909. };
  57910. /**
  57911. * Serializes the actions and its related information.
  57912. * @param parent defines the object to serialize in
  57913. * @returns the serialized object
  57914. */
  57915. SwitchBooleanAction.prototype.serialize = function (parent) {
  57916. return _super.prototype._serialize.call(this, {
  57917. name: "SwitchBooleanAction",
  57918. properties: [
  57919. BABYLON.Action._GetTargetProperty(this._target),
  57920. { name: "propertyPath", value: this.propertyPath }
  57921. ]
  57922. }, parent);
  57923. };
  57924. return SwitchBooleanAction;
  57925. }(BABYLON.Action));
  57926. BABYLON.SwitchBooleanAction = SwitchBooleanAction;
  57927. /**
  57928. * This defines an action responsible to set a the state field of the target
  57929. * to a desired value once triggered.
  57930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57931. */
  57932. var SetStateAction = /** @class */ (function (_super) {
  57933. __extends(SetStateAction, _super);
  57934. /**
  57935. * Instantiate the action
  57936. * @param triggerOptions defines the trigger options
  57937. * @param target defines the object containing the state property
  57938. * @param value defines the value to store in the state field
  57939. * @param condition defines the trigger related conditions
  57940. */
  57941. function SetStateAction(triggerOptions, target, value, condition) {
  57942. var _this = _super.call(this, triggerOptions, condition) || this;
  57943. _this.value = value;
  57944. _this._target = target;
  57945. return _this;
  57946. }
  57947. /**
  57948. * Execute the action and store the value on the target state property.
  57949. */
  57950. SetStateAction.prototype.execute = function () {
  57951. this._target.state = this.value;
  57952. };
  57953. /**
  57954. * Serializes the actions and its related information.
  57955. * @param parent defines the object to serialize in
  57956. * @returns the serialized object
  57957. */
  57958. SetStateAction.prototype.serialize = function (parent) {
  57959. return _super.prototype._serialize.call(this, {
  57960. name: "SetStateAction",
  57961. properties: [
  57962. BABYLON.Action._GetTargetProperty(this._target),
  57963. { name: "value", value: this.value }
  57964. ]
  57965. }, parent);
  57966. };
  57967. return SetStateAction;
  57968. }(BABYLON.Action));
  57969. BABYLON.SetStateAction = SetStateAction;
  57970. /**
  57971. * This defines an action responsible to set a property of the target
  57972. * to a desired value once triggered.
  57973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  57974. */
  57975. var SetValueAction = /** @class */ (function (_super) {
  57976. __extends(SetValueAction, _super);
  57977. /**
  57978. * Instantiate the action
  57979. * @param triggerOptions defines the trigger options
  57980. * @param target defines the object containing the property
  57981. * @param propertyPath defines the path of the property to set in the target
  57982. * @param value defines the value to set in the property
  57983. * @param condition defines the trigger related conditions
  57984. */
  57985. function SetValueAction(triggerOptions, target, propertyPath, value, condition) {
  57986. var _this = _super.call(this, triggerOptions, condition) || this;
  57987. _this.propertyPath = propertyPath;
  57988. _this.value = value;
  57989. _this._target = _this._effectiveTarget = target;
  57990. return _this;
  57991. }
  57992. /** @hidden */
  57993. SetValueAction.prototype._prepare = function () {
  57994. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  57995. this._property = this._getProperty(this.propertyPath);
  57996. };
  57997. /**
  57998. * Execute the action and set the targetted property to the desired value.
  57999. */
  58000. SetValueAction.prototype.execute = function () {
  58001. this._effectiveTarget[this._property] = this.value;
  58002. if (this._target.markAsDirty) {
  58003. this._target.markAsDirty(this._property);
  58004. }
  58005. };
  58006. /**
  58007. * Serializes the actions and its related information.
  58008. * @param parent defines the object to serialize in
  58009. * @returns the serialized object
  58010. */
  58011. SetValueAction.prototype.serialize = function (parent) {
  58012. return _super.prototype._serialize.call(this, {
  58013. name: "SetValueAction",
  58014. properties: [
  58015. BABYLON.Action._GetTargetProperty(this._target),
  58016. { name: "propertyPath", value: this.propertyPath },
  58017. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58018. ]
  58019. }, parent);
  58020. };
  58021. return SetValueAction;
  58022. }(BABYLON.Action));
  58023. BABYLON.SetValueAction = SetValueAction;
  58024. /**
  58025. * This defines an action responsible to increment the target value
  58026. * to a desired value once triggered.
  58027. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58028. */
  58029. var IncrementValueAction = /** @class */ (function (_super) {
  58030. __extends(IncrementValueAction, _super);
  58031. /**
  58032. * Instantiate the action
  58033. * @param triggerOptions defines the trigger options
  58034. * @param target defines the object containing the property
  58035. * @param propertyPath defines the path of the property to increment in the target
  58036. * @param value defines the value value we should increment the property by
  58037. * @param condition defines the trigger related conditions
  58038. */
  58039. function IncrementValueAction(triggerOptions, target, propertyPath, value, condition) {
  58040. var _this = _super.call(this, triggerOptions, condition) || this;
  58041. _this.propertyPath = propertyPath;
  58042. _this.value = value;
  58043. _this._target = _this._effectiveTarget = target;
  58044. return _this;
  58045. }
  58046. /** @hidden */
  58047. IncrementValueAction.prototype._prepare = function () {
  58048. this._effectiveTarget = this._getEffectiveTarget(this._effectiveTarget, this.propertyPath);
  58049. this._property = this._getProperty(this.propertyPath);
  58050. if (typeof this._effectiveTarget[this._property] !== "number") {
  58051. BABYLON.Tools.Warn("Warning: IncrementValueAction can only be used with number values");
  58052. }
  58053. };
  58054. /**
  58055. * Execute the action and increment the target of the value amount.
  58056. */
  58057. IncrementValueAction.prototype.execute = function () {
  58058. this._effectiveTarget[this._property] += this.value;
  58059. if (this._target.markAsDirty) {
  58060. this._target.markAsDirty(this._property);
  58061. }
  58062. };
  58063. /**
  58064. * Serializes the actions and its related information.
  58065. * @param parent defines the object to serialize in
  58066. * @returns the serialized object
  58067. */
  58068. IncrementValueAction.prototype.serialize = function (parent) {
  58069. return _super.prototype._serialize.call(this, {
  58070. name: "IncrementValueAction",
  58071. properties: [
  58072. BABYLON.Action._GetTargetProperty(this._target),
  58073. { name: "propertyPath", value: this.propertyPath },
  58074. { name: "value", value: BABYLON.Action._SerializeValueAsString(this.value) }
  58075. ]
  58076. }, parent);
  58077. };
  58078. return IncrementValueAction;
  58079. }(BABYLON.Action));
  58080. BABYLON.IncrementValueAction = IncrementValueAction;
  58081. /**
  58082. * This defines an action responsible to start an animation once triggered.
  58083. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58084. */
  58085. var PlayAnimationAction = /** @class */ (function (_super) {
  58086. __extends(PlayAnimationAction, _super);
  58087. /**
  58088. * Instantiate the action
  58089. * @param triggerOptions defines the trigger options
  58090. * @param target defines the target animation or animation name
  58091. * @param from defines from where the animation should start (animation frame)
  58092. * @param end defines where the animation should stop (animation frame)
  58093. * @param loop defines if the animation should loop or stop after the first play
  58094. * @param condition defines the trigger related conditions
  58095. */
  58096. function PlayAnimationAction(triggerOptions, target, from, to, loop, condition) {
  58097. var _this = _super.call(this, triggerOptions, condition) || this;
  58098. _this.from = from;
  58099. _this.to = to;
  58100. _this.loop = loop;
  58101. _this._target = target;
  58102. return _this;
  58103. }
  58104. /** @hidden */
  58105. PlayAnimationAction.prototype._prepare = function () {
  58106. };
  58107. /**
  58108. * Execute the action and play the animation.
  58109. */
  58110. PlayAnimationAction.prototype.execute = function () {
  58111. var scene = this._actionManager.getScene();
  58112. scene.beginAnimation(this._target, this.from, this.to, this.loop);
  58113. };
  58114. /**
  58115. * Serializes the actions and its related information.
  58116. * @param parent defines the object to serialize in
  58117. * @returns the serialized object
  58118. */
  58119. PlayAnimationAction.prototype.serialize = function (parent) {
  58120. return _super.prototype._serialize.call(this, {
  58121. name: "PlayAnimationAction",
  58122. properties: [
  58123. BABYLON.Action._GetTargetProperty(this._target),
  58124. { name: "from", value: String(this.from) },
  58125. { name: "to", value: String(this.to) },
  58126. { name: "loop", value: BABYLON.Action._SerializeValueAsString(this.loop) || false }
  58127. ]
  58128. }, parent);
  58129. };
  58130. return PlayAnimationAction;
  58131. }(BABYLON.Action));
  58132. BABYLON.PlayAnimationAction = PlayAnimationAction;
  58133. /**
  58134. * This defines an action responsible to stop an animation once triggered.
  58135. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58136. */
  58137. var StopAnimationAction = /** @class */ (function (_super) {
  58138. __extends(StopAnimationAction, _super);
  58139. /**
  58140. * Instantiate the action
  58141. * @param triggerOptions defines the trigger options
  58142. * @param target defines the target animation or animation name
  58143. * @param condition defines the trigger related conditions
  58144. */
  58145. function StopAnimationAction(triggerOptions, target, condition) {
  58146. var _this = _super.call(this, triggerOptions, condition) || this;
  58147. _this._target = target;
  58148. return _this;
  58149. }
  58150. /** @hidden */
  58151. StopAnimationAction.prototype._prepare = function () {
  58152. };
  58153. /**
  58154. * Execute the action and stop the animation.
  58155. */
  58156. StopAnimationAction.prototype.execute = function () {
  58157. var scene = this._actionManager.getScene();
  58158. scene.stopAnimation(this._target);
  58159. };
  58160. /**
  58161. * Serializes the actions and its related information.
  58162. * @param parent defines the object to serialize in
  58163. * @returns the serialized object
  58164. */
  58165. StopAnimationAction.prototype.serialize = function (parent) {
  58166. return _super.prototype._serialize.call(this, {
  58167. name: "StopAnimationAction",
  58168. properties: [BABYLON.Action._GetTargetProperty(this._target)]
  58169. }, parent);
  58170. };
  58171. return StopAnimationAction;
  58172. }(BABYLON.Action));
  58173. BABYLON.StopAnimationAction = StopAnimationAction;
  58174. /**
  58175. * This defines an action responsible that does nothing once triggered.
  58176. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58177. */
  58178. var DoNothingAction = /** @class */ (function (_super) {
  58179. __extends(DoNothingAction, _super);
  58180. /**
  58181. * Instantiate the action
  58182. * @param triggerOptions defines the trigger options
  58183. * @param condition defines the trigger related conditions
  58184. */
  58185. function DoNothingAction(triggerOptions, condition) {
  58186. if (triggerOptions === void 0) { triggerOptions = BABYLON.ActionManager.NothingTrigger; }
  58187. return _super.call(this, triggerOptions, condition) || this;
  58188. }
  58189. /**
  58190. * Execute the action and do nothing.
  58191. */
  58192. DoNothingAction.prototype.execute = function () {
  58193. };
  58194. /**
  58195. * Serializes the actions and its related information.
  58196. * @param parent defines the object to serialize in
  58197. * @returns the serialized object
  58198. */
  58199. DoNothingAction.prototype.serialize = function (parent) {
  58200. return _super.prototype._serialize.call(this, {
  58201. name: "DoNothingAction",
  58202. properties: []
  58203. }, parent);
  58204. };
  58205. return DoNothingAction;
  58206. }(BABYLON.Action));
  58207. BABYLON.DoNothingAction = DoNothingAction;
  58208. /**
  58209. * This defines an action responsible to trigger several actions once triggered.
  58210. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58211. */
  58212. var CombineAction = /** @class */ (function (_super) {
  58213. __extends(CombineAction, _super);
  58214. /**
  58215. * Instantiate the action
  58216. * @param triggerOptions defines the trigger options
  58217. * @param children defines the list of aggregated animations to run
  58218. * @param condition defines the trigger related conditions
  58219. */
  58220. function CombineAction(triggerOptions, children, condition) {
  58221. var _this = _super.call(this, triggerOptions, condition) || this;
  58222. _this.children = children;
  58223. return _this;
  58224. }
  58225. /** @hidden */
  58226. CombineAction.prototype._prepare = function () {
  58227. for (var index = 0; index < this.children.length; index++) {
  58228. this.children[index]._actionManager = this._actionManager;
  58229. this.children[index]._prepare();
  58230. }
  58231. };
  58232. /**
  58233. * Execute the action and executes all the aggregated actions.
  58234. */
  58235. CombineAction.prototype.execute = function (evt) {
  58236. for (var index = 0; index < this.children.length; index++) {
  58237. this.children[index].execute(evt);
  58238. }
  58239. };
  58240. /**
  58241. * Serializes the actions and its related information.
  58242. * @param parent defines the object to serialize in
  58243. * @returns the serialized object
  58244. */
  58245. CombineAction.prototype.serialize = function (parent) {
  58246. var serializationObject = _super.prototype._serialize.call(this, {
  58247. name: "CombineAction",
  58248. properties: [],
  58249. combine: []
  58250. }, parent);
  58251. for (var i = 0; i < this.children.length; i++) {
  58252. serializationObject.combine.push(this.children[i].serialize(null));
  58253. }
  58254. return serializationObject;
  58255. };
  58256. return CombineAction;
  58257. }(BABYLON.Action));
  58258. BABYLON.CombineAction = CombineAction;
  58259. /**
  58260. * This defines an action responsible to run code (external event) once triggered.
  58261. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58262. */
  58263. var ExecuteCodeAction = /** @class */ (function (_super) {
  58264. __extends(ExecuteCodeAction, _super);
  58265. /**
  58266. * Instantiate the action
  58267. * @param triggerOptions defines the trigger options
  58268. * @param func defines the callback function to run
  58269. * @param condition defines the trigger related conditions
  58270. */
  58271. function ExecuteCodeAction(triggerOptions, func, condition) {
  58272. var _this = _super.call(this, triggerOptions, condition) || this;
  58273. _this.func = func;
  58274. return _this;
  58275. }
  58276. /**
  58277. * Execute the action and run the attached code.
  58278. */
  58279. ExecuteCodeAction.prototype.execute = function (evt) {
  58280. this.func(evt);
  58281. };
  58282. return ExecuteCodeAction;
  58283. }(BABYLON.Action));
  58284. BABYLON.ExecuteCodeAction = ExecuteCodeAction;
  58285. /**
  58286. * This defines an action responsible to set the parent property of the target once triggered.
  58287. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  58288. */
  58289. var SetParentAction = /** @class */ (function (_super) {
  58290. __extends(SetParentAction, _super);
  58291. /**
  58292. * Instantiate the action
  58293. * @param triggerOptions defines the trigger options
  58294. * @param target defines the target containing the parent property
  58295. * @param parent defines from where the animation should start (animation frame)
  58296. * @param condition defines the trigger related conditions
  58297. */
  58298. function SetParentAction(triggerOptions, target, parent, condition) {
  58299. var _this = _super.call(this, triggerOptions, condition) || this;
  58300. _this._target = target;
  58301. _this._parent = parent;
  58302. return _this;
  58303. }
  58304. /** @hidden */
  58305. SetParentAction.prototype._prepare = function () {
  58306. };
  58307. /**
  58308. * Execute the action and set the parent property.
  58309. */
  58310. SetParentAction.prototype.execute = function () {
  58311. if (this._target.parent === this._parent) {
  58312. return;
  58313. }
  58314. var invertParentWorldMatrix = this._parent.getWorldMatrix().clone();
  58315. invertParentWorldMatrix.invert();
  58316. this._target.position = BABYLON.Vector3.TransformCoordinates(this._target.position, invertParentWorldMatrix);
  58317. this._target.parent = this._parent;
  58318. };
  58319. /**
  58320. * Serializes the actions and its related information.
  58321. * @param parent defines the object to serialize in
  58322. * @returns the serialized object
  58323. */
  58324. SetParentAction.prototype.serialize = function (parent) {
  58325. return _super.prototype._serialize.call(this, {
  58326. name: "SetParentAction",
  58327. properties: [
  58328. BABYLON.Action._GetTargetProperty(this._target),
  58329. BABYLON.Action._GetTargetProperty(this._parent),
  58330. ]
  58331. }, parent);
  58332. };
  58333. return SetParentAction;
  58334. }(BABYLON.Action));
  58335. BABYLON.SetParentAction = SetParentAction;
  58336. })(BABYLON || (BABYLON = {}));
  58337. //# sourceMappingURL=babylon.directActions.js.map
  58338. var BABYLON;
  58339. (function (BABYLON) {
  58340. /**
  58341. * Class used to manage multiple sprites on the same spritesheet
  58342. * @see http://doc.babylonjs.com/babylon101/sprites
  58343. */
  58344. var SpriteManager = /** @class */ (function () {
  58345. /**
  58346. * Creates a new sprite manager
  58347. * @param name defines the manager's name
  58348. * @param imgUrl defines the sprite sheet url
  58349. * @param capacity defines the maximum allowed number of sprites
  58350. * @param cellSize defines the size of a sprite cell
  58351. * @param scene defines the hosting scene
  58352. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  58353. * @param samplingMode defines the smapling mode to use with spritesheet
  58354. */
  58355. function SpriteManager(
  58356. /** defines the manager's name */
  58357. name, imgUrl, capacity, cellSize, scene, epsilon, samplingMode) {
  58358. if (epsilon === void 0) { epsilon = 0.01; }
  58359. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  58360. this.name = name;
  58361. /** Gets the list of sprites */
  58362. this.sprites = new Array();
  58363. /** Gets or sets the rendering group id (0 by default) */
  58364. this.renderingGroupId = 0;
  58365. /** Gets or sets camera layer mask */
  58366. this.layerMask = 0x0FFFFFFF;
  58367. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  58368. this.fogEnabled = true;
  58369. /** Gets or sets a boolean indicating if the sprites are pickable */
  58370. this.isPickable = false;
  58371. /**
  58372. * An event triggered when the manager is disposed.
  58373. */
  58374. this.onDisposeObservable = new BABYLON.Observable();
  58375. this._vertexBuffers = {};
  58376. if (!scene._getComponent(BABYLON.SceneComponentConstants.NAME_SPRITE)) {
  58377. scene._addComponent(new BABYLON.SpriteSceneComponent(scene));
  58378. }
  58379. this._capacity = capacity;
  58380. this._spriteTexture = new BABYLON.Texture(imgUrl, scene, true, false, samplingMode);
  58381. this._spriteTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58382. this._spriteTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  58383. if (cellSize.width && cellSize.height) {
  58384. this.cellWidth = cellSize.width;
  58385. this.cellHeight = cellSize.height;
  58386. }
  58387. else if (cellSize !== undefined) {
  58388. this.cellWidth = cellSize;
  58389. this.cellHeight = cellSize;
  58390. }
  58391. else {
  58392. return;
  58393. }
  58394. this._epsilon = epsilon;
  58395. this._scene = scene;
  58396. this._scene.spriteManagers.push(this);
  58397. var indices = [];
  58398. var index = 0;
  58399. for (var count = 0; count < capacity; count++) {
  58400. indices.push(index);
  58401. indices.push(index + 1);
  58402. indices.push(index + 2);
  58403. indices.push(index);
  58404. indices.push(index + 2);
  58405. indices.push(index + 3);
  58406. index += 4;
  58407. }
  58408. this._indexBuffer = scene.getEngine().createIndexBuffer(indices);
  58409. // VBO
  58410. // 16 floats per sprite (x, y, z, angle, sizeX, sizeY, offsetX, offsetY, invertU, invertV, cellIndexX, cellIndexY, color r, color g, color b, color a)
  58411. this._vertexData = new Float32Array(capacity * 16 * 4);
  58412. this._buffer = new BABYLON.Buffer(scene.getEngine(), this._vertexData, true, 16);
  58413. var positions = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, 0, 4);
  58414. var options = this._buffer.createVertexBuffer("options", 4, 4);
  58415. var cellInfo = this._buffer.createVertexBuffer("cellInfo", 8, 4);
  58416. var colors = this._buffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, 12, 4);
  58417. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  58418. this._vertexBuffers["options"] = options;
  58419. this._vertexBuffers["cellInfo"] = cellInfo;
  58420. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  58421. // Effects
  58422. this._effectBase = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest"], ["diffuseSampler"], "");
  58423. this._effectFog = this._scene.getEngine().createEffect("sprites", [BABYLON.VertexBuffer.PositionKind, "options", "cellInfo", BABYLON.VertexBuffer.ColorKind], ["view", "projection", "textureInfos", "alphaTest", "vFogInfos", "vFogColor"], ["diffuseSampler"], "#define FOG");
  58424. }
  58425. Object.defineProperty(SpriteManager.prototype, "onDispose", {
  58426. /**
  58427. * Callback called when the manager is disposed
  58428. */
  58429. set: function (callback) {
  58430. if (this._onDisposeObserver) {
  58431. this.onDisposeObservable.remove(this._onDisposeObserver);
  58432. }
  58433. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  58434. },
  58435. enumerable: true,
  58436. configurable: true
  58437. });
  58438. Object.defineProperty(SpriteManager.prototype, "texture", {
  58439. /**
  58440. * Gets or sets the spritesheet texture
  58441. */
  58442. get: function () {
  58443. return this._spriteTexture;
  58444. },
  58445. set: function (value) {
  58446. this._spriteTexture = value;
  58447. },
  58448. enumerable: true,
  58449. configurable: true
  58450. });
  58451. SpriteManager.prototype._appendSpriteVertex = function (index, sprite, offsetX, offsetY, rowSize) {
  58452. var arrayOffset = index * 16;
  58453. if (offsetX === 0) {
  58454. offsetX = this._epsilon;
  58455. }
  58456. else if (offsetX === 1) {
  58457. offsetX = 1 - this._epsilon;
  58458. }
  58459. if (offsetY === 0) {
  58460. offsetY = this._epsilon;
  58461. }
  58462. else if (offsetY === 1) {
  58463. offsetY = 1 - this._epsilon;
  58464. }
  58465. this._vertexData[arrayOffset] = sprite.position.x;
  58466. this._vertexData[arrayOffset + 1] = sprite.position.y;
  58467. this._vertexData[arrayOffset + 2] = sprite.position.z;
  58468. this._vertexData[arrayOffset + 3] = sprite.angle;
  58469. this._vertexData[arrayOffset + 4] = sprite.width;
  58470. this._vertexData[arrayOffset + 5] = sprite.height;
  58471. this._vertexData[arrayOffset + 6] = offsetX;
  58472. this._vertexData[arrayOffset + 7] = offsetY;
  58473. this._vertexData[arrayOffset + 8] = sprite.invertU ? 1 : 0;
  58474. this._vertexData[arrayOffset + 9] = sprite.invertV ? 1 : 0;
  58475. var offset = (sprite.cellIndex / rowSize) >> 0;
  58476. this._vertexData[arrayOffset + 10] = sprite.cellIndex - offset * rowSize;
  58477. this._vertexData[arrayOffset + 11] = offset;
  58478. // Color
  58479. this._vertexData[arrayOffset + 12] = sprite.color.r;
  58480. this._vertexData[arrayOffset + 13] = sprite.color.g;
  58481. this._vertexData[arrayOffset + 14] = sprite.color.b;
  58482. this._vertexData[arrayOffset + 15] = sprite.color.a;
  58483. };
  58484. /**
  58485. * Intersects the sprites with a ray
  58486. * @param ray defines the ray to intersect with
  58487. * @param camera defines the current active camera
  58488. * @param predicate defines a predicate used to select candidate sprites
  58489. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  58490. * @returns null if no hit or a PickingInfo
  58491. */
  58492. SpriteManager.prototype.intersects = function (ray, camera, predicate, fastCheck) {
  58493. var count = Math.min(this._capacity, this.sprites.length);
  58494. var min = BABYLON.Vector3.Zero();
  58495. var max = BABYLON.Vector3.Zero();
  58496. var distance = Number.MAX_VALUE;
  58497. var currentSprite = null;
  58498. var cameraSpacePosition = BABYLON.Vector3.Zero();
  58499. var cameraView = camera.getViewMatrix();
  58500. for (var index = 0; index < count; index++) {
  58501. var sprite = this.sprites[index];
  58502. if (!sprite) {
  58503. continue;
  58504. }
  58505. if (predicate) {
  58506. if (!predicate(sprite)) {
  58507. continue;
  58508. }
  58509. }
  58510. else if (!sprite.isPickable) {
  58511. continue;
  58512. }
  58513. BABYLON.Vector3.TransformCoordinatesToRef(sprite.position, cameraView, cameraSpacePosition);
  58514. min.copyFromFloats(cameraSpacePosition.x - sprite.width / 2, cameraSpacePosition.y - sprite.height / 2, cameraSpacePosition.z);
  58515. max.copyFromFloats(cameraSpacePosition.x + sprite.width / 2, cameraSpacePosition.y + sprite.height / 2, cameraSpacePosition.z);
  58516. if (ray.intersectsBoxMinMax(min, max)) {
  58517. var currentDistance = BABYLON.Vector3.Distance(cameraSpacePosition, ray.origin);
  58518. if (distance > currentDistance) {
  58519. distance = currentDistance;
  58520. currentSprite = sprite;
  58521. if (fastCheck) {
  58522. break;
  58523. }
  58524. }
  58525. }
  58526. }
  58527. if (currentSprite) {
  58528. var result = new BABYLON.PickingInfo();
  58529. result.hit = true;
  58530. result.pickedSprite = currentSprite;
  58531. result.distance = distance;
  58532. return result;
  58533. }
  58534. return null;
  58535. };
  58536. /**
  58537. * Render all child sprites
  58538. */
  58539. SpriteManager.prototype.render = function () {
  58540. // Check
  58541. if (!this._effectBase.isReady() || !this._effectFog.isReady() || !this._spriteTexture || !this._spriteTexture.isReady()) {
  58542. return;
  58543. }
  58544. var engine = this._scene.getEngine();
  58545. var baseSize = this._spriteTexture.getBaseSize();
  58546. // Sprites
  58547. var deltaTime = engine.getDeltaTime();
  58548. var max = Math.min(this._capacity, this.sprites.length);
  58549. var rowSize = baseSize.width / this.cellWidth;
  58550. var offset = 0;
  58551. for (var index = 0; index < max; index++) {
  58552. var sprite = this.sprites[index];
  58553. if (!sprite || !sprite.isVisible) {
  58554. continue;
  58555. }
  58556. sprite._animate(deltaTime);
  58557. this._appendSpriteVertex(offset++, sprite, 0, 0, rowSize);
  58558. this._appendSpriteVertex(offset++, sprite, 1, 0, rowSize);
  58559. this._appendSpriteVertex(offset++, sprite, 1, 1, rowSize);
  58560. this._appendSpriteVertex(offset++, sprite, 0, 1, rowSize);
  58561. }
  58562. this._buffer.update(this._vertexData);
  58563. // Render
  58564. var effect = this._effectBase;
  58565. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58566. effect = this._effectFog;
  58567. }
  58568. engine.enableEffect(effect);
  58569. var viewMatrix = this._scene.getViewMatrix();
  58570. effect.setTexture("diffuseSampler", this._spriteTexture);
  58571. effect.setMatrix("view", viewMatrix);
  58572. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  58573. effect.setFloat2("textureInfos", this.cellWidth / baseSize.width, this.cellHeight / baseSize.height);
  58574. // Fog
  58575. if (this._scene.fogEnabled && this._scene.fogMode !== BABYLON.Scene.FOGMODE_NONE && this.fogEnabled) {
  58576. effect.setFloat4("vFogInfos", this._scene.fogMode, this._scene.fogStart, this._scene.fogEnd, this._scene.fogDensity);
  58577. effect.setColor3("vFogColor", this._scene.fogColor);
  58578. }
  58579. // VBOs
  58580. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  58581. // Draw order
  58582. engine.setDepthFunctionToLessOrEqual();
  58583. effect.setBool("alphaTest", true);
  58584. engine.setColorWrite(false);
  58585. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58586. engine.setColorWrite(true);
  58587. effect.setBool("alphaTest", false);
  58588. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  58589. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, (offset / 4) * 6);
  58590. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  58591. };
  58592. /**
  58593. * Release associated resources
  58594. */
  58595. SpriteManager.prototype.dispose = function () {
  58596. if (this._buffer) {
  58597. this._buffer.dispose();
  58598. this._buffer = null;
  58599. }
  58600. if (this._indexBuffer) {
  58601. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  58602. this._indexBuffer = null;
  58603. }
  58604. if (this._spriteTexture) {
  58605. this._spriteTexture.dispose();
  58606. this._spriteTexture = null;
  58607. }
  58608. // Remove from scene
  58609. var index = this._scene.spriteManagers.indexOf(this);
  58610. this._scene.spriteManagers.splice(index, 1);
  58611. // Callback
  58612. this.onDisposeObservable.notifyObservers(this);
  58613. this.onDisposeObservable.clear();
  58614. };
  58615. return SpriteManager;
  58616. }());
  58617. BABYLON.SpriteManager = SpriteManager;
  58618. })(BABYLON || (BABYLON = {}));
  58619. //# sourceMappingURL=babylon.spriteManager.js.map
  58620. var BABYLON;
  58621. (function (BABYLON) {
  58622. /**
  58623. * Class used to represent a sprite
  58624. * @see http://doc.babylonjs.com/babylon101/sprites
  58625. */
  58626. var Sprite = /** @class */ (function () {
  58627. /**
  58628. * Creates a new Sprite
  58629. * @param name defines the name
  58630. * @param manager defines the manager
  58631. */
  58632. function Sprite(
  58633. /** defines the name */
  58634. name, manager) {
  58635. this.name = name;
  58636. /** Gets or sets the main color */
  58637. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  58638. /** Gets or sets the width */
  58639. this.width = 1.0;
  58640. /** Gets or sets the height */
  58641. this.height = 1.0;
  58642. /** Gets or sets rotation angle */
  58643. this.angle = 0;
  58644. /** Gets or sets the cell index in the sprite sheet */
  58645. this.cellIndex = 0;
  58646. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  58647. this.invertU = 0;
  58648. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  58649. this.invertV = 0;
  58650. /** Gets the list of attached animations */
  58651. this.animations = new Array();
  58652. /** Gets or sets a boolean indicating if the sprite can be picked */
  58653. this.isPickable = false;
  58654. this._animationStarted = false;
  58655. this._loopAnimation = false;
  58656. this._fromIndex = 0;
  58657. this._toIndex = 0;
  58658. this._delay = 0;
  58659. this._direction = 1;
  58660. this._time = 0;
  58661. /**
  58662. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  58663. */
  58664. this.isVisible = true;
  58665. this._manager = manager;
  58666. this._manager.sprites.push(this);
  58667. this.position = BABYLON.Vector3.Zero();
  58668. }
  58669. Object.defineProperty(Sprite.prototype, "size", {
  58670. /**
  58671. * Gets or sets the sprite size
  58672. */
  58673. get: function () {
  58674. return this.width;
  58675. },
  58676. set: function (value) {
  58677. this.width = value;
  58678. this.height = value;
  58679. },
  58680. enumerable: true,
  58681. configurable: true
  58682. });
  58683. /**
  58684. * Starts an animation
  58685. * @param from defines the initial key
  58686. * @param to defines the end key
  58687. * @param loop defines if the animation must loop
  58688. * @param delay defines the start delay (in ms)
  58689. * @param onAnimationEnd defines a callback to call when animation ends
  58690. */
  58691. Sprite.prototype.playAnimation = function (from, to, loop, delay, onAnimationEnd) {
  58692. this._fromIndex = from;
  58693. this._toIndex = to;
  58694. this._loopAnimation = loop;
  58695. this._delay = delay;
  58696. this._animationStarted = true;
  58697. this._direction = from < to ? 1 : -1;
  58698. this.cellIndex = from;
  58699. this._time = 0;
  58700. this._onAnimationEnd = onAnimationEnd;
  58701. };
  58702. /** Stops current animation (if any) */
  58703. Sprite.prototype.stopAnimation = function () {
  58704. this._animationStarted = false;
  58705. };
  58706. /** @hidden */
  58707. Sprite.prototype._animate = function (deltaTime) {
  58708. if (!this._animationStarted) {
  58709. return;
  58710. }
  58711. this._time += deltaTime;
  58712. if (this._time > this._delay) {
  58713. this._time = this._time % this._delay;
  58714. this.cellIndex += this._direction;
  58715. if (this.cellIndex > this._toIndex) {
  58716. if (this._loopAnimation) {
  58717. this.cellIndex = this._fromIndex;
  58718. }
  58719. else {
  58720. this.cellIndex = this._toIndex;
  58721. this._animationStarted = false;
  58722. if (this._onAnimationEnd) {
  58723. this._onAnimationEnd();
  58724. }
  58725. if (this.disposeWhenFinishedAnimating) {
  58726. this.dispose();
  58727. }
  58728. }
  58729. }
  58730. }
  58731. };
  58732. /** Release associated resources */
  58733. Sprite.prototype.dispose = function () {
  58734. for (var i = 0; i < this._manager.sprites.length; i++) {
  58735. if (this._manager.sprites[i] == this) {
  58736. this._manager.sprites.splice(i, 1);
  58737. }
  58738. }
  58739. };
  58740. return Sprite;
  58741. }());
  58742. BABYLON.Sprite = Sprite;
  58743. })(BABYLON || (BABYLON = {}));
  58744. //# sourceMappingURL=babylon.sprite.js.map
  58745. var BABYLON;
  58746. (function (BABYLON) {
  58747. BABYLON.Scene.prototype._internalPickSprites = function (ray, predicate, fastCheck, camera) {
  58748. if (!BABYLON.PickingInfo) {
  58749. return null;
  58750. }
  58751. var pickingInfo = null;
  58752. if (!camera) {
  58753. if (!this.activeCamera) {
  58754. return null;
  58755. }
  58756. camera = this.activeCamera;
  58757. }
  58758. if (this.spriteManagers.length > 0) {
  58759. for (var spriteIndex = 0; spriteIndex < this.spriteManagers.length; spriteIndex++) {
  58760. var spriteManager = this.spriteManagers[spriteIndex];
  58761. if (!spriteManager.isPickable) {
  58762. continue;
  58763. }
  58764. var result = spriteManager.intersects(ray, camera, predicate, fastCheck);
  58765. if (!result || !result.hit) {
  58766. continue;
  58767. }
  58768. if (!fastCheck && pickingInfo != null && result.distance >= pickingInfo.distance) {
  58769. continue;
  58770. }
  58771. pickingInfo = result;
  58772. if (fastCheck) {
  58773. break;
  58774. }
  58775. }
  58776. }
  58777. return pickingInfo || new BABYLON.PickingInfo();
  58778. };
  58779. BABYLON.Scene.prototype.pickSprite = function (x, y, predicate, fastCheck, camera) {
  58780. this.createPickingRayInCameraSpaceToRef(x, y, this._tempSpritePickingRay, camera);
  58781. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58782. };
  58783. BABYLON.Scene.prototype.pickSpriteWithRay = function (ray, predicate, fastCheck, camera) {
  58784. if (!this._tempSpritePickingRay) {
  58785. return null;
  58786. }
  58787. if (!camera) {
  58788. if (!this.activeCamera) {
  58789. return null;
  58790. }
  58791. camera = this.activeCamera;
  58792. }
  58793. BABYLON.Ray.TransformToRef(ray, camera.getViewMatrix(), this._tempSpritePickingRay);
  58794. return this._internalPickSprites(this._tempSpritePickingRay, predicate, fastCheck, camera);
  58795. };
  58796. BABYLON.Scene.prototype.setPointerOverSprite = function (sprite) {
  58797. if (this._pointerOverSprite === sprite) {
  58798. return;
  58799. }
  58800. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58801. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58802. }
  58803. this._pointerOverSprite = sprite;
  58804. if (this._pointerOverSprite && this._pointerOverSprite.actionManager) {
  58805. this._pointerOverSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPointerOverTrigger, BABYLON.ActionEvent.CreateNewFromSprite(this._pointerOverSprite, this));
  58806. }
  58807. };
  58808. BABYLON.Scene.prototype.getPointerOverSprite = function () {
  58809. return this._pointerOverSprite;
  58810. };
  58811. /**
  58812. * Defines the sprite scene component responsible to manage sprites
  58813. * in a given scene.
  58814. */
  58815. var SpriteSceneComponent = /** @class */ (function () {
  58816. /**
  58817. * Creates a new instance of the component for the given scene
  58818. * @param scene Defines the scene to register the component in
  58819. */
  58820. function SpriteSceneComponent(scene) {
  58821. /**
  58822. * The component name helpfull to identify the component in the list of scene components.
  58823. */
  58824. this.name = BABYLON.SceneComponentConstants.NAME_SPRITE;
  58825. this.scene = scene;
  58826. this.scene.spriteManagers = new Array();
  58827. this.scene._tempSpritePickingRay = BABYLON.Ray ? BABYLON.Ray.Zero() : null;
  58828. this.scene.onBeforeSpritesRenderingObservable = new BABYLON.Observable();
  58829. this.scene.onAfterSpritesRenderingObservable = new BABYLON.Observable();
  58830. this._spritePredicate = function (sprite) {
  58831. if (!sprite.actionManager) {
  58832. return false;
  58833. }
  58834. return sprite.isPickable && sprite.actionManager.hasPointerTriggers;
  58835. };
  58836. }
  58837. /**
  58838. * Registers the component in a given scene
  58839. */
  58840. SpriteSceneComponent.prototype.register = function () {
  58841. this.scene._pointerMoveStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERMOVE_SPRITE, this, this._pointerMove);
  58842. this.scene._pointerDownStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERDOWN_SPRITE, this, this._pointerDown);
  58843. this.scene._pointerUpStage.registerStep(BABYLON.SceneComponentConstants.STEP_POINTERUP_SPRITE, this, this._pointerUp);
  58844. };
  58845. /**
  58846. * Rebuilds the elements related to this component in case of
  58847. * context lost for instance.
  58848. */
  58849. SpriteSceneComponent.prototype.rebuild = function () {
  58850. /** Nothing to do for sprites */
  58851. };
  58852. /**
  58853. * Disposes the component and the associated ressources.
  58854. */
  58855. SpriteSceneComponent.prototype.dispose = function () {
  58856. this.scene.onBeforeSpritesRenderingObservable.clear();
  58857. this.scene.onAfterSpritesRenderingObservable.clear();
  58858. var spriteManagers = this.scene.spriteManagers;
  58859. while (spriteManagers.length) {
  58860. spriteManagers[0].dispose();
  58861. }
  58862. };
  58863. SpriteSceneComponent.prototype._pickSpriteButKeepRay = function (originalPointerInfo, x, y, fastCheck, camera) {
  58864. var result = this.scene.pickSprite(x, y, this._spritePredicate, fastCheck, camera);
  58865. if (result) {
  58866. result.ray = originalPointerInfo ? originalPointerInfo.ray : null;
  58867. }
  58868. return result;
  58869. };
  58870. SpriteSceneComponent.prototype._pointerMove = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, isMeshPicked, canvas) {
  58871. var scene = this.scene;
  58872. if (isMeshPicked) {
  58873. scene.setPointerOverSprite(null);
  58874. }
  58875. else {
  58876. pickResult = this._pickSpriteButKeepRay(pickResult, unTranslatedPointerX, unTranslatedPointerY, false, scene.cameraToUseForPointers || undefined);
  58877. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58878. scene.setPointerOverSprite(pickResult.pickedSprite);
  58879. if (scene._pointerOverSprite && scene._pointerOverSprite.actionManager && scene._pointerOverSprite.actionManager.hoverCursor) {
  58880. canvas.style.cursor = scene._pointerOverSprite.actionManager.hoverCursor;
  58881. }
  58882. else {
  58883. canvas.style.cursor = scene.hoverCursor;
  58884. }
  58885. }
  58886. else {
  58887. scene.setPointerOverSprite(null);
  58888. }
  58889. }
  58890. return pickResult;
  58891. };
  58892. SpriteSceneComponent.prototype._pointerDown = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58893. var scene = this.scene;
  58894. scene._pickedDownSprite = null;
  58895. if (scene.spriteManagers.length > 0) {
  58896. pickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58897. if (pickResult && pickResult.hit && pickResult.pickedSprite) {
  58898. if (pickResult.pickedSprite.actionManager) {
  58899. scene._pickedDownSprite = pickResult.pickedSprite;
  58900. switch (evt.button) {
  58901. case 0:
  58902. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnLeftPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58903. break;
  58904. case 1:
  58905. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnCenterPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58906. break;
  58907. case 2:
  58908. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnRightPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58909. break;
  58910. }
  58911. if (pickResult.pickedSprite.actionManager) {
  58912. pickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickDownTrigger, BABYLON.ActionEvent.CreateNewFromSprite(pickResult.pickedSprite, scene, evt));
  58913. }
  58914. }
  58915. }
  58916. }
  58917. return pickResult;
  58918. };
  58919. SpriteSceneComponent.prototype._pointerUp = function (unTranslatedPointerX, unTranslatedPointerY, pickResult, evt) {
  58920. var scene = this.scene;
  58921. if (scene.spriteManagers.length > 0) {
  58922. var spritePickResult = scene.pickSprite(unTranslatedPointerX, unTranslatedPointerY, this._spritePredicate, false, scene.cameraToUseForPointers || undefined);
  58923. if (spritePickResult) {
  58924. if (spritePickResult.hit && spritePickResult.pickedSprite) {
  58925. if (spritePickResult.pickedSprite.actionManager) {
  58926. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickUpTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58927. if (spritePickResult.pickedSprite.actionManager) {
  58928. if (!this.scene._isPointerSwiping()) {
  58929. spritePickResult.pickedSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickTrigger, BABYLON.ActionEvent.CreateNewFromSprite(spritePickResult.pickedSprite, scene, evt));
  58930. }
  58931. }
  58932. }
  58933. }
  58934. if (scene._pickedDownSprite && scene._pickedDownSprite.actionManager && scene._pickedDownSprite !== spritePickResult.pickedSprite) {
  58935. scene._pickedDownSprite.actionManager.processTrigger(BABYLON.ActionManager.OnPickOutTrigger, BABYLON.ActionEvent.CreateNewFromSprite(scene._pickedDownSprite, scene, evt));
  58936. }
  58937. }
  58938. }
  58939. return pickResult;
  58940. };
  58941. return SpriteSceneComponent;
  58942. }());
  58943. BABYLON.SpriteSceneComponent = SpriteSceneComponent;
  58944. })(BABYLON || (BABYLON = {}));
  58945. //# sourceMappingURL=babylon.spriteSceneComponent.js.map
  58946. var BABYLON;
  58947. (function (BABYLON) {
  58948. /**
  58949. * @hidden
  58950. */
  58951. var IntersectionInfo = /** @class */ (function () {
  58952. function IntersectionInfo(bu, bv, distance) {
  58953. this.bu = bu;
  58954. this.bv = bv;
  58955. this.distance = distance;
  58956. this.faceId = 0;
  58957. this.subMeshId = 0;
  58958. }
  58959. return IntersectionInfo;
  58960. }());
  58961. BABYLON.IntersectionInfo = IntersectionInfo;
  58962. /**
  58963. * Information about the result of picking within a scene
  58964. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  58965. */
  58966. var PickingInfo = /** @class */ (function () {
  58967. function PickingInfo() {
  58968. /**
  58969. * If the pick collided with an object
  58970. */
  58971. this.hit = false;
  58972. /**
  58973. * Distance away where the pick collided
  58974. */
  58975. this.distance = 0;
  58976. /**
  58977. * The location of pick collision
  58978. */
  58979. this.pickedPoint = null;
  58980. /**
  58981. * The mesh corresponding the the pick collision
  58982. */
  58983. this.pickedMesh = null;
  58984. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calulating the texture coordinates of the collision.*/
  58985. this.bu = 0;
  58986. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calulating the texture coordinates of the collision.*/
  58987. this.bv = 0;
  58988. /** The id of the face on the mesh that was picked */
  58989. this.faceId = -1;
  58990. /** Id of the the submesh that was picked */
  58991. this.subMeshId = 0;
  58992. /** If a sprite was picked, this will be the sprite the pick collided with */
  58993. this.pickedSprite = null;
  58994. /**
  58995. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  58996. */
  58997. this.originMesh = null;
  58998. /**
  58999. * The ray that was used to perform the picking.
  59000. */
  59001. this.ray = null;
  59002. }
  59003. /**
  59004. * Gets the normal correspodning to the face the pick collided with
  59005. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  59006. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  59007. * @returns The normal correspodning to the face the pick collided with
  59008. */
  59009. PickingInfo.prototype.getNormal = function (useWorldCoordinates, useVerticesNormals) {
  59010. if (useWorldCoordinates === void 0) { useWorldCoordinates = false; }
  59011. if (useVerticesNormals === void 0) { useVerticesNormals = true; }
  59012. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  59013. return null;
  59014. }
  59015. var indices = this.pickedMesh.getIndices();
  59016. if (!indices) {
  59017. return null;
  59018. }
  59019. var result;
  59020. if (useVerticesNormals) {
  59021. var normals = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  59022. var normal0 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3] * 3);
  59023. var normal1 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 1] * 3);
  59024. var normal2 = BABYLON.Vector3.FromArray(normals, indices[this.faceId * 3 + 2] * 3);
  59025. normal0 = normal0.scale(this.bu);
  59026. normal1 = normal1.scale(this.bv);
  59027. normal2 = normal2.scale(1.0 - this.bu - this.bv);
  59028. result = new BABYLON.Vector3(normal0.x + normal1.x + normal2.x, normal0.y + normal1.y + normal2.y, normal0.z + normal1.z + normal2.z);
  59029. }
  59030. else {
  59031. var positions = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  59032. var vertex1 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3] * 3);
  59033. var vertex2 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 1] * 3);
  59034. var vertex3 = BABYLON.Vector3.FromArray(positions, indices[this.faceId * 3 + 2] * 3);
  59035. var p1p2 = vertex1.subtract(vertex2);
  59036. var p3p2 = vertex3.subtract(vertex2);
  59037. result = BABYLON.Vector3.Cross(p1p2, p3p2);
  59038. }
  59039. if (useWorldCoordinates) {
  59040. var wm = this.pickedMesh.getWorldMatrix();
  59041. if (this.pickedMesh.nonUniformScaling) {
  59042. BABYLON.Tmp.Matrix[0].copyFrom(wm);
  59043. wm = BABYLON.Tmp.Matrix[0];
  59044. wm.setTranslationFromFloats(0, 0, 0);
  59045. wm.invert();
  59046. wm.transposeToRef(BABYLON.Tmp.Matrix[1]);
  59047. wm = BABYLON.Tmp.Matrix[1];
  59048. }
  59049. result = BABYLON.Vector3.TransformNormal(result, wm);
  59050. }
  59051. result.normalize();
  59052. return result;
  59053. };
  59054. /**
  59055. * Gets the texture coordinates of where the pick occured
  59056. * @returns the vector containing the coordnates of the texture
  59057. */
  59058. PickingInfo.prototype.getTextureCoordinates = function () {
  59059. if (!this.pickedMesh || !this.pickedMesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  59060. return null;
  59061. }
  59062. var indices = this.pickedMesh.getIndices();
  59063. if (!indices) {
  59064. return null;
  59065. }
  59066. var uvs = this.pickedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  59067. if (!uvs) {
  59068. return null;
  59069. }
  59070. var uv0 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3] * 2);
  59071. var uv1 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 1] * 2);
  59072. var uv2 = BABYLON.Vector2.FromArray(uvs, indices[this.faceId * 3 + 2] * 2);
  59073. uv0 = uv0.scale(1.0 - this.bu - this.bv);
  59074. uv1 = uv1.scale(this.bu);
  59075. uv2 = uv2.scale(this.bv);
  59076. return new BABYLON.Vector2(uv0.x + uv1.x + uv2.x, uv0.y + uv1.y + uv2.y);
  59077. };
  59078. return PickingInfo;
  59079. }());
  59080. BABYLON.PickingInfo = PickingInfo;
  59081. })(BABYLON || (BABYLON = {}));
  59082. //# sourceMappingURL=babylon.pickingInfo.js.map
  59083. var BABYLON;
  59084. (function (BABYLON) {
  59085. /**
  59086. * Class representing a ray with position and direction
  59087. */
  59088. var Ray = /** @class */ (function () {
  59089. /**
  59090. * Creates a new ray
  59091. * @param origin origin point
  59092. * @param direction direction
  59093. * @param length length of the ray
  59094. */
  59095. function Ray(
  59096. /** origin point */
  59097. origin,
  59098. /** direction */
  59099. direction,
  59100. /** length of the ray */
  59101. length) {
  59102. if (length === void 0) { length = Number.MAX_VALUE; }
  59103. this.origin = origin;
  59104. this.direction = direction;
  59105. this.length = length;
  59106. }
  59107. // Methods
  59108. /**
  59109. * Checks if the ray intersects a box
  59110. * @param minimum bound of the box
  59111. * @param maximum bound of the box
  59112. * @param intersectionTreshold extra extend to be added to the box in all direction
  59113. * @returns if the box was hit
  59114. */
  59115. Ray.prototype.intersectsBoxMinMax = function (minimum, maximum, intersectionTreshold) {
  59116. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59117. var newMinimum = Ray.TmpVector3[0].copyFromFloats(minimum.x - intersectionTreshold, minimum.y - intersectionTreshold, minimum.z - intersectionTreshold);
  59118. var newMaximum = Ray.TmpVector3[1].copyFromFloats(maximum.x + intersectionTreshold, maximum.y + intersectionTreshold, maximum.z + intersectionTreshold);
  59119. var d = 0.0;
  59120. var maxValue = Number.MAX_VALUE;
  59121. var inv;
  59122. var min;
  59123. var max;
  59124. var temp;
  59125. if (Math.abs(this.direction.x) < 0.0000001) {
  59126. if (this.origin.x < newMinimum.x || this.origin.x > newMaximum.x) {
  59127. return false;
  59128. }
  59129. }
  59130. else {
  59131. inv = 1.0 / this.direction.x;
  59132. min = (newMinimum.x - this.origin.x) * inv;
  59133. max = (newMaximum.x - this.origin.x) * inv;
  59134. if (max === -Infinity) {
  59135. max = Infinity;
  59136. }
  59137. if (min > max) {
  59138. temp = min;
  59139. min = max;
  59140. max = temp;
  59141. }
  59142. d = Math.max(min, d);
  59143. maxValue = Math.min(max, maxValue);
  59144. if (d > maxValue) {
  59145. return false;
  59146. }
  59147. }
  59148. if (Math.abs(this.direction.y) < 0.0000001) {
  59149. if (this.origin.y < newMinimum.y || this.origin.y > newMaximum.y) {
  59150. return false;
  59151. }
  59152. }
  59153. else {
  59154. inv = 1.0 / this.direction.y;
  59155. min = (newMinimum.y - this.origin.y) * inv;
  59156. max = (newMaximum.y - this.origin.y) * inv;
  59157. if (max === -Infinity) {
  59158. max = Infinity;
  59159. }
  59160. if (min > max) {
  59161. temp = min;
  59162. min = max;
  59163. max = temp;
  59164. }
  59165. d = Math.max(min, d);
  59166. maxValue = Math.min(max, maxValue);
  59167. if (d > maxValue) {
  59168. return false;
  59169. }
  59170. }
  59171. if (Math.abs(this.direction.z) < 0.0000001) {
  59172. if (this.origin.z < newMinimum.z || this.origin.z > newMaximum.z) {
  59173. return false;
  59174. }
  59175. }
  59176. else {
  59177. inv = 1.0 / this.direction.z;
  59178. min = (newMinimum.z - this.origin.z) * inv;
  59179. max = (newMaximum.z - this.origin.z) * inv;
  59180. if (max === -Infinity) {
  59181. max = Infinity;
  59182. }
  59183. if (min > max) {
  59184. temp = min;
  59185. min = max;
  59186. max = temp;
  59187. }
  59188. d = Math.max(min, d);
  59189. maxValue = Math.min(max, maxValue);
  59190. if (d > maxValue) {
  59191. return false;
  59192. }
  59193. }
  59194. return true;
  59195. };
  59196. /**
  59197. * Checks if the ray intersects a box
  59198. * @param box the bounding box to check
  59199. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  59200. * @returns if the box was hit
  59201. */
  59202. Ray.prototype.intersectsBox = function (box, intersectionTreshold) {
  59203. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59204. return this.intersectsBoxMinMax(box.minimum, box.maximum, intersectionTreshold);
  59205. };
  59206. /**
  59207. * If the ray hits a sphere
  59208. * @param sphere the bounding sphere to check
  59209. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  59210. * @returns true if it hits the sphere
  59211. */
  59212. Ray.prototype.intersectsSphere = function (sphere, intersectionTreshold) {
  59213. if (intersectionTreshold === void 0) { intersectionTreshold = 0; }
  59214. var x = sphere.center.x - this.origin.x;
  59215. var y = sphere.center.y - this.origin.y;
  59216. var z = sphere.center.z - this.origin.z;
  59217. var pyth = (x * x) + (y * y) + (z * z);
  59218. var radius = sphere.radius + intersectionTreshold;
  59219. var rr = radius * radius;
  59220. if (pyth <= rr) {
  59221. return true;
  59222. }
  59223. var dot = (x * this.direction.x) + (y * this.direction.y) + (z * this.direction.z);
  59224. if (dot < 0.0) {
  59225. return false;
  59226. }
  59227. var temp = pyth - (dot * dot);
  59228. return temp <= rr;
  59229. };
  59230. /**
  59231. * If the ray hits a triange
  59232. * @param vertex0 triangle vertex
  59233. * @param vertex1 triangle vertex
  59234. * @param vertex2 triangle vertex
  59235. * @returns intersection information if hit
  59236. */
  59237. Ray.prototype.intersectsTriangle = function (vertex0, vertex1, vertex2) {
  59238. var edge1 = Ray.TmpVector3[0];
  59239. var edge2 = Ray.TmpVector3[1];
  59240. var pvec = Ray.TmpVector3[2];
  59241. var tvec = Ray.TmpVector3[3];
  59242. var qvec = Ray.TmpVector3[4];
  59243. vertex1.subtractToRef(vertex0, edge1);
  59244. vertex2.subtractToRef(vertex0, edge2);
  59245. BABYLON.Vector3.CrossToRef(this.direction, edge2, pvec);
  59246. var det = BABYLON.Vector3.Dot(edge1, pvec);
  59247. if (det === 0) {
  59248. return null;
  59249. }
  59250. var invdet = 1 / det;
  59251. this.origin.subtractToRef(vertex0, tvec);
  59252. var bu = BABYLON.Vector3.Dot(tvec, pvec) * invdet;
  59253. if (bu < 0 || bu > 1.0) {
  59254. return null;
  59255. }
  59256. BABYLON.Vector3.CrossToRef(tvec, edge1, qvec);
  59257. var bv = BABYLON.Vector3.Dot(this.direction, qvec) * invdet;
  59258. if (bv < 0 || bu + bv > 1.0) {
  59259. return null;
  59260. }
  59261. //check if the distance is longer than the predefined length.
  59262. var distance = BABYLON.Vector3.Dot(edge2, qvec) * invdet;
  59263. if (distance > this.length) {
  59264. return null;
  59265. }
  59266. return new BABYLON.IntersectionInfo(bu, bv, distance);
  59267. };
  59268. /**
  59269. * Checks if ray intersects a plane
  59270. * @param plane the plane to check
  59271. * @returns the distance away it was hit
  59272. */
  59273. Ray.prototype.intersectsPlane = function (plane) {
  59274. var distance;
  59275. var result1 = BABYLON.Vector3.Dot(plane.normal, this.direction);
  59276. if (Math.abs(result1) < 9.99999997475243E-07) {
  59277. return null;
  59278. }
  59279. else {
  59280. var result2 = BABYLON.Vector3.Dot(plane.normal, this.origin);
  59281. distance = (-plane.d - result2) / result1;
  59282. if (distance < 0.0) {
  59283. if (distance < -9.99999997475243E-07) {
  59284. return null;
  59285. }
  59286. else {
  59287. return 0;
  59288. }
  59289. }
  59290. return distance;
  59291. }
  59292. };
  59293. /**
  59294. * Checks if ray intersects a mesh
  59295. * @param mesh the mesh to check
  59296. * @param fastCheck if only the bounding box should checked
  59297. * @returns picking info of the intersecton
  59298. */
  59299. Ray.prototype.intersectsMesh = function (mesh, fastCheck) {
  59300. var tm = BABYLON.Tmp.Matrix[0];
  59301. mesh.getWorldMatrix().invertToRef(tm);
  59302. if (this._tmpRay) {
  59303. Ray.TransformToRef(this, tm, this._tmpRay);
  59304. }
  59305. else {
  59306. this._tmpRay = Ray.Transform(this, tm);
  59307. }
  59308. return mesh.intersects(this._tmpRay, fastCheck);
  59309. };
  59310. /**
  59311. * Checks if ray intersects a mesh
  59312. * @param meshes the meshes to check
  59313. * @param fastCheck if only the bounding box should checked
  59314. * @param results array to store result in
  59315. * @returns Array of picking infos
  59316. */
  59317. Ray.prototype.intersectsMeshes = function (meshes, fastCheck, results) {
  59318. if (results) {
  59319. results.length = 0;
  59320. }
  59321. else {
  59322. results = [];
  59323. }
  59324. for (var i = 0; i < meshes.length; i++) {
  59325. var pickInfo = this.intersectsMesh(meshes[i], fastCheck);
  59326. if (pickInfo.hit) {
  59327. results.push(pickInfo);
  59328. }
  59329. }
  59330. results.sort(this._comparePickingInfo);
  59331. return results;
  59332. };
  59333. Ray.prototype._comparePickingInfo = function (pickingInfoA, pickingInfoB) {
  59334. if (pickingInfoA.distance < pickingInfoB.distance) {
  59335. return -1;
  59336. }
  59337. else if (pickingInfoA.distance > pickingInfoB.distance) {
  59338. return 1;
  59339. }
  59340. else {
  59341. return 0;
  59342. }
  59343. };
  59344. /**
  59345. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  59346. * @param sega the first point of the segment to test the intersection against
  59347. * @param segb the second point of the segment to test the intersection against
  59348. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  59349. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  59350. */
  59351. Ray.prototype.intersectionSegment = function (sega, segb, threshold) {
  59352. var o = this.origin;
  59353. var u = BABYLON.Tmp.Vector3[0];
  59354. var rsegb = BABYLON.Tmp.Vector3[1];
  59355. var v = BABYLON.Tmp.Vector3[2];
  59356. var w = BABYLON.Tmp.Vector3[3];
  59357. segb.subtractToRef(sega, u);
  59358. this.direction.scaleToRef(Ray.rayl, v);
  59359. o.addToRef(v, rsegb);
  59360. sega.subtractToRef(o, w);
  59361. var a = BABYLON.Vector3.Dot(u, u); // always >= 0
  59362. var b = BABYLON.Vector3.Dot(u, v);
  59363. var c = BABYLON.Vector3.Dot(v, v); // always >= 0
  59364. var d = BABYLON.Vector3.Dot(u, w);
  59365. var e = BABYLON.Vector3.Dot(v, w);
  59366. var D = a * c - b * b; // always >= 0
  59367. var sc, sN, sD = D; // sc = sN / sD, default sD = D >= 0
  59368. var tc, tN, tD = D; // tc = tN / tD, default tD = D >= 0
  59369. // compute the line parameters of the two closest points
  59370. if (D < Ray.smallnum) { // the lines are almost parallel
  59371. sN = 0.0; // force using point P0 on segment S1
  59372. sD = 1.0; // to prevent possible division by 0.0 later
  59373. tN = e;
  59374. tD = c;
  59375. }
  59376. else { // get the closest points on the infinite lines
  59377. sN = (b * e - c * d);
  59378. tN = (a * e - b * d);
  59379. if (sN < 0.0) { // sc < 0 => the s=0 edge is visible
  59380. sN = 0.0;
  59381. tN = e;
  59382. tD = c;
  59383. }
  59384. else if (sN > sD) { // sc > 1 => the s=1 edge is visible
  59385. sN = sD;
  59386. tN = e + b;
  59387. tD = c;
  59388. }
  59389. }
  59390. if (tN < 0.0) { // tc < 0 => the t=0 edge is visible
  59391. tN = 0.0;
  59392. // recompute sc for this edge
  59393. if (-d < 0.0) {
  59394. sN = 0.0;
  59395. }
  59396. else if (-d > a) {
  59397. sN = sD;
  59398. }
  59399. else {
  59400. sN = -d;
  59401. sD = a;
  59402. }
  59403. }
  59404. else if (tN > tD) { // tc > 1 => the t=1 edge is visible
  59405. tN = tD;
  59406. // recompute sc for this edge
  59407. if ((-d + b) < 0.0) {
  59408. sN = 0;
  59409. }
  59410. else if ((-d + b) > a) {
  59411. sN = sD;
  59412. }
  59413. else {
  59414. sN = (-d + b);
  59415. sD = a;
  59416. }
  59417. }
  59418. // finally do the division to get sc and tc
  59419. sc = (Math.abs(sN) < Ray.smallnum ? 0.0 : sN / sD);
  59420. tc = (Math.abs(tN) < Ray.smallnum ? 0.0 : tN / tD);
  59421. // get the difference of the two closest points
  59422. var qtc = BABYLON.Tmp.Vector3[4];
  59423. v.scaleToRef(tc, qtc);
  59424. var qsc = BABYLON.Tmp.Vector3[5];
  59425. u.scaleToRef(sc, qsc);
  59426. qsc.addInPlace(w);
  59427. var dP = BABYLON.Tmp.Vector3[6];
  59428. qsc.subtractToRef(qtc, dP); // = S1(sc) - S2(tc)
  59429. var isIntersected = (tc > 0) && (tc <= this.length) && (dP.lengthSquared() < (threshold * threshold)); // return intersection result
  59430. if (isIntersected) {
  59431. return qsc.length();
  59432. }
  59433. return -1;
  59434. };
  59435. /**
  59436. * Update the ray from viewport position
  59437. * @param x position
  59438. * @param y y position
  59439. * @param viewportWidth viewport width
  59440. * @param viewportHeight viewport height
  59441. * @param world world matrix
  59442. * @param view view matrix
  59443. * @param projection projection matrix
  59444. * @returns this ray updated
  59445. */
  59446. Ray.prototype.update = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59447. BABYLON.Vector3.UnprojectRayToRef(x, y, viewportWidth, viewportHeight, world, view, projection, this);
  59448. return this;
  59449. };
  59450. // Statics
  59451. /**
  59452. * Creates a ray with origin and direction of 0,0,0
  59453. * @returns the new ray
  59454. */
  59455. Ray.Zero = function () {
  59456. return new Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero());
  59457. };
  59458. /**
  59459. * Creates a new ray from screen space and viewport
  59460. * @param x position
  59461. * @param y y position
  59462. * @param viewportWidth viewport width
  59463. * @param viewportHeight viewport height
  59464. * @param world world matrix
  59465. * @param view view matrix
  59466. * @param projection projection matrix
  59467. * @returns new ray
  59468. */
  59469. Ray.CreateNew = function (x, y, viewportWidth, viewportHeight, world, view, projection) {
  59470. var result = Ray.Zero();
  59471. return result.update(x, y, viewportWidth, viewportHeight, world, view, projection);
  59472. };
  59473. /**
  59474. * 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
  59475. * transformed to the given world matrix.
  59476. * @param origin The origin point
  59477. * @param end The end point
  59478. * @param world a matrix to transform the ray to. Default is the identity matrix.
  59479. * @returns the new ray
  59480. */
  59481. Ray.CreateNewFromTo = function (origin, end, world) {
  59482. if (world === void 0) { world = BABYLON.Matrix.IdentityReadOnly; }
  59483. var direction = end.subtract(origin);
  59484. var length = Math.sqrt((direction.x * direction.x) + (direction.y * direction.y) + (direction.z * direction.z));
  59485. direction.normalize();
  59486. return Ray.Transform(new Ray(origin, direction, length), world);
  59487. };
  59488. /**
  59489. * Transforms a ray by a matrix
  59490. * @param ray ray to transform
  59491. * @param matrix matrix to apply
  59492. * @returns the resulting new ray
  59493. */
  59494. Ray.Transform = function (ray, matrix) {
  59495. var result = new Ray(new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, 0));
  59496. Ray.TransformToRef(ray, matrix, result);
  59497. return result;
  59498. };
  59499. /**
  59500. * Transforms a ray by a matrix
  59501. * @param ray ray to transform
  59502. * @param matrix matrix to apply
  59503. * @param result ray to store result in
  59504. */
  59505. Ray.TransformToRef = function (ray, matrix, result) {
  59506. BABYLON.Vector3.TransformCoordinatesToRef(ray.origin, matrix, result.origin);
  59507. BABYLON.Vector3.TransformNormalToRef(ray.direction, matrix, result.direction);
  59508. result.length = ray.length;
  59509. var dir = result.direction;
  59510. var len = dir.length();
  59511. if (!(len === 0 || len === 1)) {
  59512. var num = 1.0 / len;
  59513. dir.x *= num;
  59514. dir.y *= num;
  59515. dir.z *= num;
  59516. result.length *= len;
  59517. }
  59518. };
  59519. Ray.TmpVector3 = BABYLON.Tools.BuildArray(6, BABYLON.Vector3.Zero);
  59520. Ray.smallnum = 0.00000001;
  59521. Ray.rayl = 10e8;
  59522. return Ray;
  59523. }());
  59524. BABYLON.Ray = Ray;
  59525. })(BABYLON || (BABYLON = {}));
  59526. //# sourceMappingURL=babylon.ray.js.map
  59527. var BABYLON;
  59528. (function (BABYLON) {
  59529. var intersectBoxAASphere = function (boxMin, boxMax, sphereCenter, sphereRadius) {
  59530. if (boxMin.x > sphereCenter.x + sphereRadius) {
  59531. return false;
  59532. }
  59533. if (sphereCenter.x - sphereRadius > boxMax.x) {
  59534. return false;
  59535. }
  59536. if (boxMin.y > sphereCenter.y + sphereRadius) {
  59537. return false;
  59538. }
  59539. if (sphereCenter.y - sphereRadius > boxMax.y) {
  59540. return false;
  59541. }
  59542. if (boxMin.z > sphereCenter.z + sphereRadius) {
  59543. return false;
  59544. }
  59545. if (sphereCenter.z - sphereRadius > boxMax.z) {
  59546. return false;
  59547. }
  59548. return true;
  59549. };
  59550. var getLowestRoot = (function () {
  59551. var result = { root: 0, found: false };
  59552. return function (a, b, c, maxR) {
  59553. result.root = 0;
  59554. result.found = false;
  59555. var determinant = b * b - 4.0 * a * c;
  59556. if (determinant < 0) {
  59557. return result;
  59558. }
  59559. var sqrtD = Math.sqrt(determinant);
  59560. var r1 = (-b - sqrtD) / (2.0 * a);
  59561. var r2 = (-b + sqrtD) / (2.0 * a);
  59562. if (r1 > r2) {
  59563. var temp = r2;
  59564. r2 = r1;
  59565. r1 = temp;
  59566. }
  59567. if (r1 > 0 && r1 < maxR) {
  59568. result.root = r1;
  59569. result.found = true;
  59570. return result;
  59571. }
  59572. if (r2 > 0 && r2 < maxR) {
  59573. result.root = r2;
  59574. result.found = true;
  59575. return result;
  59576. }
  59577. return result;
  59578. };
  59579. })();
  59580. /** @hidden */
  59581. var Collider = /** @class */ (function () {
  59582. function Collider() {
  59583. this._collisionPoint = BABYLON.Vector3.Zero();
  59584. this._planeIntersectionPoint = BABYLON.Vector3.Zero();
  59585. this._tempVector = BABYLON.Vector3.Zero();
  59586. this._tempVector2 = BABYLON.Vector3.Zero();
  59587. this._tempVector3 = BABYLON.Vector3.Zero();
  59588. this._tempVector4 = BABYLON.Vector3.Zero();
  59589. this._edge = BABYLON.Vector3.Zero();
  59590. this._baseToVertex = BABYLON.Vector3.Zero();
  59591. this._destinationPoint = BABYLON.Vector3.Zero();
  59592. this._slidePlaneNormal = BABYLON.Vector3.Zero();
  59593. this._displacementVector = BABYLON.Vector3.Zero();
  59594. /** @hidden */
  59595. this._radius = BABYLON.Vector3.One();
  59596. /** @hidden */
  59597. this._retry = 0;
  59598. /** @hidden */
  59599. this._basePointWorld = BABYLON.Vector3.Zero();
  59600. this._velocityWorld = BABYLON.Vector3.Zero();
  59601. this._normalizedVelocity = BABYLON.Vector3.Zero();
  59602. this._collisionMask = -1;
  59603. }
  59604. Object.defineProperty(Collider.prototype, "collisionMask", {
  59605. get: function () {
  59606. return this._collisionMask;
  59607. },
  59608. set: function (mask) {
  59609. this._collisionMask = !isNaN(mask) ? mask : -1;
  59610. },
  59611. enumerable: true,
  59612. configurable: true
  59613. });
  59614. Object.defineProperty(Collider.prototype, "slidePlaneNormal", {
  59615. /**
  59616. * Gets the plane normal used to compute the sliding response (in local space)
  59617. */
  59618. get: function () {
  59619. return this._slidePlaneNormal;
  59620. },
  59621. enumerable: true,
  59622. configurable: true
  59623. });
  59624. // Methods
  59625. /** @hidden */
  59626. Collider.prototype._initialize = function (source, dir, e) {
  59627. this._velocity = dir;
  59628. BABYLON.Vector3.NormalizeToRef(dir, this._normalizedVelocity);
  59629. this._basePoint = source;
  59630. source.multiplyToRef(this._radius, this._basePointWorld);
  59631. dir.multiplyToRef(this._radius, this._velocityWorld);
  59632. this._velocityWorldLength = this._velocityWorld.length();
  59633. this._epsilon = e;
  59634. this.collisionFound = false;
  59635. };
  59636. /** @hidden */
  59637. Collider.prototype._checkPointInTriangle = function (point, pa, pb, pc, n) {
  59638. pa.subtractToRef(point, this._tempVector);
  59639. pb.subtractToRef(point, this._tempVector2);
  59640. BABYLON.Vector3.CrossToRef(this._tempVector, this._tempVector2, this._tempVector4);
  59641. var d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59642. if (d < 0) {
  59643. return false;
  59644. }
  59645. pc.subtractToRef(point, this._tempVector3);
  59646. BABYLON.Vector3.CrossToRef(this._tempVector2, this._tempVector3, this._tempVector4);
  59647. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59648. if (d < 0) {
  59649. return false;
  59650. }
  59651. BABYLON.Vector3.CrossToRef(this._tempVector3, this._tempVector, this._tempVector4);
  59652. d = BABYLON.Vector3.Dot(this._tempVector4, n);
  59653. return d >= 0;
  59654. };
  59655. /** @hidden */
  59656. Collider.prototype._canDoCollision = function (sphereCenter, sphereRadius, vecMin, vecMax) {
  59657. var distance = BABYLON.Vector3.Distance(this._basePointWorld, sphereCenter);
  59658. var max = Math.max(this._radius.x, this._radius.y, this._radius.z);
  59659. if (distance > this._velocityWorldLength + max + sphereRadius) {
  59660. return false;
  59661. }
  59662. if (!intersectBoxAASphere(vecMin, vecMax, this._basePointWorld, this._velocityWorldLength + max)) {
  59663. return false;
  59664. }
  59665. return true;
  59666. };
  59667. /** @hidden */
  59668. Collider.prototype._testTriangle = function (faceIndex, trianglePlaneArray, p1, p2, p3, hasMaterial) {
  59669. var t0;
  59670. var embeddedInPlane = false;
  59671. //defensive programming, actually not needed.
  59672. if (!trianglePlaneArray) {
  59673. trianglePlaneArray = [];
  59674. }
  59675. if (!trianglePlaneArray[faceIndex]) {
  59676. trianglePlaneArray[faceIndex] = new BABYLON.Plane(0, 0, 0, 0);
  59677. trianglePlaneArray[faceIndex].copyFromPoints(p1, p2, p3);
  59678. }
  59679. var trianglePlane = trianglePlaneArray[faceIndex];
  59680. if ((!hasMaterial) && !trianglePlane.isFrontFacingTo(this._normalizedVelocity, 0)) {
  59681. return;
  59682. }
  59683. var signedDistToTrianglePlane = trianglePlane.signedDistanceTo(this._basePoint);
  59684. var normalDotVelocity = BABYLON.Vector3.Dot(trianglePlane.normal, this._velocity);
  59685. if (normalDotVelocity == 0) {
  59686. if (Math.abs(signedDistToTrianglePlane) >= 1.0) {
  59687. return;
  59688. }
  59689. embeddedInPlane = true;
  59690. t0 = 0;
  59691. }
  59692. else {
  59693. t0 = (-1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59694. var t1 = (1.0 - signedDistToTrianglePlane) / normalDotVelocity;
  59695. if (t0 > t1) {
  59696. var temp = t1;
  59697. t1 = t0;
  59698. t0 = temp;
  59699. }
  59700. if (t0 > 1.0 || t1 < 0.0) {
  59701. return;
  59702. }
  59703. if (t0 < 0) {
  59704. t0 = 0;
  59705. }
  59706. if (t0 > 1.0) {
  59707. t0 = 1.0;
  59708. }
  59709. }
  59710. this._collisionPoint.copyFromFloats(0, 0, 0);
  59711. var found = false;
  59712. var t = 1.0;
  59713. if (!embeddedInPlane) {
  59714. this._basePoint.subtractToRef(trianglePlane.normal, this._planeIntersectionPoint);
  59715. this._velocity.scaleToRef(t0, this._tempVector);
  59716. this._planeIntersectionPoint.addInPlace(this._tempVector);
  59717. if (this._checkPointInTriangle(this._planeIntersectionPoint, p1, p2, p3, trianglePlane.normal)) {
  59718. found = true;
  59719. t = t0;
  59720. this._collisionPoint.copyFrom(this._planeIntersectionPoint);
  59721. }
  59722. }
  59723. if (!found) {
  59724. var velocitySquaredLength = this._velocity.lengthSquared();
  59725. var a = velocitySquaredLength;
  59726. this._basePoint.subtractToRef(p1, this._tempVector);
  59727. var b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59728. var c = this._tempVector.lengthSquared() - 1.0;
  59729. var lowestRoot = getLowestRoot(a, b, c, t);
  59730. if (lowestRoot.found) {
  59731. t = lowestRoot.root;
  59732. found = true;
  59733. this._collisionPoint.copyFrom(p1);
  59734. }
  59735. this._basePoint.subtractToRef(p2, this._tempVector);
  59736. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59737. c = this._tempVector.lengthSquared() - 1.0;
  59738. lowestRoot = getLowestRoot(a, b, c, t);
  59739. if (lowestRoot.found) {
  59740. t = lowestRoot.root;
  59741. found = true;
  59742. this._collisionPoint.copyFrom(p2);
  59743. }
  59744. this._basePoint.subtractToRef(p3, this._tempVector);
  59745. b = 2.0 * (BABYLON.Vector3.Dot(this._velocity, this._tempVector));
  59746. c = this._tempVector.lengthSquared() - 1.0;
  59747. lowestRoot = getLowestRoot(a, b, c, t);
  59748. if (lowestRoot.found) {
  59749. t = lowestRoot.root;
  59750. found = true;
  59751. this._collisionPoint.copyFrom(p3);
  59752. }
  59753. p2.subtractToRef(p1, this._edge);
  59754. p1.subtractToRef(this._basePoint, this._baseToVertex);
  59755. var edgeSquaredLength = this._edge.lengthSquared();
  59756. var edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59757. var edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59758. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59759. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59760. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59761. lowestRoot = getLowestRoot(a, b, c, t);
  59762. if (lowestRoot.found) {
  59763. var f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59764. if (f >= 0.0 && f <= 1.0) {
  59765. t = lowestRoot.root;
  59766. found = true;
  59767. this._edge.scaleInPlace(f);
  59768. p1.addToRef(this._edge, this._collisionPoint);
  59769. }
  59770. }
  59771. p3.subtractToRef(p2, this._edge);
  59772. p2.subtractToRef(this._basePoint, this._baseToVertex);
  59773. edgeSquaredLength = this._edge.lengthSquared();
  59774. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59775. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59776. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59777. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59778. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59779. lowestRoot = getLowestRoot(a, b, c, t);
  59780. if (lowestRoot.found) {
  59781. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59782. if (f >= 0.0 && f <= 1.0) {
  59783. t = lowestRoot.root;
  59784. found = true;
  59785. this._edge.scaleInPlace(f);
  59786. p2.addToRef(this._edge, this._collisionPoint);
  59787. }
  59788. }
  59789. p1.subtractToRef(p3, this._edge);
  59790. p3.subtractToRef(this._basePoint, this._baseToVertex);
  59791. edgeSquaredLength = this._edge.lengthSquared();
  59792. edgeDotVelocity = BABYLON.Vector3.Dot(this._edge, this._velocity);
  59793. edgeDotBaseToVertex = BABYLON.Vector3.Dot(this._edge, this._baseToVertex);
  59794. a = edgeSquaredLength * (-velocitySquaredLength) + edgeDotVelocity * edgeDotVelocity;
  59795. b = edgeSquaredLength * (2.0 * BABYLON.Vector3.Dot(this._velocity, this._baseToVertex)) - 2.0 * edgeDotVelocity * edgeDotBaseToVertex;
  59796. c = edgeSquaredLength * (1.0 - this._baseToVertex.lengthSquared()) + edgeDotBaseToVertex * edgeDotBaseToVertex;
  59797. lowestRoot = getLowestRoot(a, b, c, t);
  59798. if (lowestRoot.found) {
  59799. f = (edgeDotVelocity * lowestRoot.root - edgeDotBaseToVertex) / edgeSquaredLength;
  59800. if (f >= 0.0 && f <= 1.0) {
  59801. t = lowestRoot.root;
  59802. found = true;
  59803. this._edge.scaleInPlace(f);
  59804. p3.addToRef(this._edge, this._collisionPoint);
  59805. }
  59806. }
  59807. }
  59808. if (found) {
  59809. var distToCollision = t * this._velocity.length();
  59810. if (!this.collisionFound || distToCollision < this._nearestDistance) {
  59811. if (!this.intersectionPoint) {
  59812. this.intersectionPoint = this._collisionPoint.clone();
  59813. }
  59814. else {
  59815. this.intersectionPoint.copyFrom(this._collisionPoint);
  59816. }
  59817. this._nearestDistance = distToCollision;
  59818. this.collisionFound = true;
  59819. }
  59820. }
  59821. };
  59822. /** @hidden */
  59823. Collider.prototype._collide = function (trianglePlaneArray, pts, indices, indexStart, indexEnd, decal, hasMaterial) {
  59824. for (var i = indexStart; i < indexEnd; i += 3) {
  59825. var p1 = pts[indices[i] - decal];
  59826. var p2 = pts[indices[i + 1] - decal];
  59827. var p3 = pts[indices[i + 2] - decal];
  59828. this._testTriangle(i, trianglePlaneArray, p3, p2, p1, hasMaterial);
  59829. }
  59830. };
  59831. /** @hidden */
  59832. Collider.prototype._getResponse = function (pos, vel) {
  59833. pos.addToRef(vel, this._destinationPoint);
  59834. vel.scaleInPlace((this._nearestDistance / vel.length()));
  59835. this._basePoint.addToRef(vel, pos);
  59836. pos.subtractToRef(this.intersectionPoint, this._slidePlaneNormal);
  59837. this._slidePlaneNormal.normalize();
  59838. this._slidePlaneNormal.scaleToRef(this._epsilon, this._displacementVector);
  59839. pos.addInPlace(this._displacementVector);
  59840. this.intersectionPoint.addInPlace(this._displacementVector);
  59841. this._slidePlaneNormal.scaleInPlace(BABYLON.Plane.SignedDistanceToPlaneFromPositionAndNormal(this.intersectionPoint, this._slidePlaneNormal, this._destinationPoint));
  59842. this._destinationPoint.subtractInPlace(this._slidePlaneNormal);
  59843. this._destinationPoint.subtractToRef(this.intersectionPoint, vel);
  59844. };
  59845. return Collider;
  59846. }());
  59847. BABYLON.Collider = Collider;
  59848. })(BABYLON || (BABYLON = {}));
  59849. //# sourceMappingURL=babylon.collider.js.map
  59850. var BABYLON;
  59851. (function (BABYLON) {
  59852. //WebWorker code will be inserted to this variable.
  59853. /** @hidden */
  59854. BABYLON.CollisionWorker = "";
  59855. /** Defines supported task for worker process */
  59856. var WorkerTaskType;
  59857. (function (WorkerTaskType) {
  59858. /** Initialization */
  59859. WorkerTaskType[WorkerTaskType["INIT"] = 0] = "INIT";
  59860. /** Update of geometry */
  59861. WorkerTaskType[WorkerTaskType["UPDATE"] = 1] = "UPDATE";
  59862. /** Evaluate collision */
  59863. WorkerTaskType[WorkerTaskType["COLLIDE"] = 2] = "COLLIDE";
  59864. })(WorkerTaskType = BABYLON.WorkerTaskType || (BABYLON.WorkerTaskType = {}));
  59865. /** Defines kind of replies returned by worker */
  59866. var WorkerReplyType;
  59867. (function (WorkerReplyType) {
  59868. /** Success */
  59869. WorkerReplyType[WorkerReplyType["SUCCESS"] = 0] = "SUCCESS";
  59870. /** Unkown error */
  59871. WorkerReplyType[WorkerReplyType["UNKNOWN_ERROR"] = 1] = "UNKNOWN_ERROR";
  59872. })(WorkerReplyType = BABYLON.WorkerReplyType || (BABYLON.WorkerReplyType = {}));
  59873. /** @hidden */
  59874. var CollisionCoordinatorWorker = /** @class */ (function () {
  59875. function CollisionCoordinatorWorker() {
  59876. var _this = this;
  59877. this._scaledPosition = BABYLON.Vector3.Zero();
  59878. this._scaledVelocity = BABYLON.Vector3.Zero();
  59879. this.onMeshUpdated = function (transformNode) {
  59880. _this._addUpdateMeshesList[transformNode.uniqueId] = CollisionCoordinatorWorker.SerializeMesh(transformNode);
  59881. };
  59882. this.onGeometryUpdated = function (geometry) {
  59883. _this._addUpdateGeometriesList[geometry.id] = CollisionCoordinatorWorker.SerializeGeometry(geometry);
  59884. };
  59885. this._afterRender = function () {
  59886. if (!_this._init) {
  59887. return;
  59888. }
  59889. if (_this._toRemoveGeometryArray.length == 0 && _this._toRemoveMeshesArray.length == 0 && Object.keys(_this._addUpdateGeometriesList).length == 0 && Object.keys(_this._addUpdateMeshesList).length == 0) {
  59890. return;
  59891. }
  59892. //5 concurrent updates were sent to the web worker and were not yet processed. Abort next update.
  59893. //TODO make sure update runs as fast as possible to be able to update 60 FPS.
  59894. if (_this._runningUpdated > 4) {
  59895. return;
  59896. }
  59897. ++_this._runningUpdated;
  59898. var payload = {
  59899. updatedMeshes: _this._addUpdateMeshesList,
  59900. updatedGeometries: _this._addUpdateGeometriesList,
  59901. removedGeometries: _this._toRemoveGeometryArray,
  59902. removedMeshes: _this._toRemoveMeshesArray
  59903. };
  59904. var message = {
  59905. payload: payload,
  59906. taskType: WorkerTaskType.UPDATE
  59907. };
  59908. var serializable = [];
  59909. for (var id in payload.updatedGeometries) {
  59910. if (payload.updatedGeometries.hasOwnProperty(id)) {
  59911. //prepare transferables
  59912. serializable.push(message.payload.updatedGeometries[id].indices.buffer);
  59913. serializable.push(message.payload.updatedGeometries[id].normals.buffer);
  59914. serializable.push(message.payload.updatedGeometries[id].positions.buffer);
  59915. }
  59916. }
  59917. _this._worker.postMessage(message, serializable);
  59918. _this._addUpdateMeshesList = {};
  59919. _this._addUpdateGeometriesList = {};
  59920. _this._toRemoveGeometryArray = [];
  59921. _this._toRemoveMeshesArray = [];
  59922. };
  59923. this._onMessageFromWorker = function (e) {
  59924. var returnData = e.data;
  59925. if (returnData.error != WorkerReplyType.SUCCESS) {
  59926. //TODO what errors can be returned from the worker?
  59927. BABYLON.Tools.Warn("error returned from worker!");
  59928. return;
  59929. }
  59930. switch (returnData.taskType) {
  59931. case WorkerTaskType.INIT:
  59932. _this._init = true;
  59933. //Update the worked with ALL of the scene's current state
  59934. _this._scene.meshes.forEach(function (mesh) {
  59935. _this.onMeshAdded(mesh);
  59936. });
  59937. _this._scene.getGeometries().forEach(function (geometry) {
  59938. _this.onGeometryAdded(geometry);
  59939. });
  59940. break;
  59941. case WorkerTaskType.UPDATE:
  59942. _this._runningUpdated--;
  59943. break;
  59944. case WorkerTaskType.COLLIDE:
  59945. var returnPayload = returnData.payload;
  59946. if (!_this._collisionsCallbackArray[returnPayload.collisionId]) {
  59947. return;
  59948. }
  59949. var callback = _this._collisionsCallbackArray[returnPayload.collisionId];
  59950. if (callback) {
  59951. var mesh = _this._scene.getMeshByUniqueID(returnPayload.collidedMeshUniqueId);
  59952. if (mesh) {
  59953. callback(returnPayload.collisionId, BABYLON.Vector3.FromArray(returnPayload.newPosition), mesh);
  59954. }
  59955. }
  59956. //cleanup
  59957. _this._collisionsCallbackArray[returnPayload.collisionId] = null;
  59958. break;
  59959. }
  59960. };
  59961. this._collisionsCallbackArray = [];
  59962. this._init = false;
  59963. this._runningUpdated = 0;
  59964. this._addUpdateMeshesList = {};
  59965. this._addUpdateGeometriesList = {};
  59966. this._toRemoveGeometryArray = [];
  59967. this._toRemoveMeshesArray = [];
  59968. }
  59969. CollisionCoordinatorWorker.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  59970. if (!this._init) {
  59971. return;
  59972. }
  59973. if (this._collisionsCallbackArray[collisionIndex] || this._collisionsCallbackArray[collisionIndex + 100000]) {
  59974. return;
  59975. }
  59976. position.divideToRef(collider._radius, this._scaledPosition);
  59977. displacement.divideToRef(collider._radius, this._scaledVelocity);
  59978. this._collisionsCallbackArray[collisionIndex] = onNewPosition;
  59979. var payload = {
  59980. collider: {
  59981. position: this._scaledPosition.asArray(),
  59982. velocity: this._scaledVelocity.asArray(),
  59983. radius: collider._radius.asArray()
  59984. },
  59985. collisionId: collisionIndex,
  59986. excludedMeshUniqueId: excludedMesh ? excludedMesh.uniqueId : null,
  59987. maximumRetry: maximumRetry
  59988. };
  59989. var message = {
  59990. payload: payload,
  59991. taskType: WorkerTaskType.COLLIDE
  59992. };
  59993. this._worker.postMessage(message);
  59994. };
  59995. CollisionCoordinatorWorker.prototype.init = function (scene) {
  59996. this._scene = scene;
  59997. this._scene.registerAfterRender(this._afterRender);
  59998. var workerUrl = BABYLON.WorkerIncluded ? BABYLON.Engine.CodeRepository + "Collisions/babylon.collisionWorker.js" : URL.createObjectURL(new Blob([BABYLON.CollisionWorker], { type: 'application/javascript' }));
  59999. this._worker = new Worker(workerUrl);
  60000. this._worker.onmessage = this._onMessageFromWorker;
  60001. var message = {
  60002. payload: {},
  60003. taskType: WorkerTaskType.INIT
  60004. };
  60005. this._worker.postMessage(message);
  60006. };
  60007. CollisionCoordinatorWorker.prototype.destroy = function () {
  60008. this._scene.unregisterAfterRender(this._afterRender);
  60009. this._worker.terminate();
  60010. };
  60011. CollisionCoordinatorWorker.prototype.onMeshAdded = function (mesh) {
  60012. mesh.registerAfterWorldMatrixUpdate(this.onMeshUpdated);
  60013. this.onMeshUpdated(mesh);
  60014. };
  60015. CollisionCoordinatorWorker.prototype.onMeshRemoved = function (mesh) {
  60016. this._toRemoveMeshesArray.push(mesh.uniqueId);
  60017. };
  60018. CollisionCoordinatorWorker.prototype.onGeometryAdded = function (geometry) {
  60019. //TODO this will break if the user uses his own function. This should be an array of callbacks!
  60020. geometry.onGeometryUpdated = this.onGeometryUpdated;
  60021. this.onGeometryUpdated(geometry);
  60022. };
  60023. CollisionCoordinatorWorker.prototype.onGeometryDeleted = function (geometry) {
  60024. this._toRemoveGeometryArray.push(geometry.id);
  60025. };
  60026. CollisionCoordinatorWorker.SerializeMesh = function (mesh) {
  60027. var submeshes = [];
  60028. if (mesh.subMeshes) {
  60029. submeshes = mesh.subMeshes.map(function (sm, idx) {
  60030. var boundingInfo = sm.getBoundingInfo();
  60031. return {
  60032. position: idx,
  60033. verticesStart: sm.verticesStart,
  60034. verticesCount: sm.verticesCount,
  60035. indexStart: sm.indexStart,
  60036. indexCount: sm.indexCount,
  60037. hasMaterial: !!sm.getMaterial(),
  60038. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60039. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60040. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60041. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray()
  60042. };
  60043. });
  60044. }
  60045. var geometryId = null;
  60046. if (mesh instanceof BABYLON.Mesh) {
  60047. var geometry = mesh.geometry;
  60048. geometryId = geometry ? geometry.id : null;
  60049. }
  60050. else if (mesh instanceof BABYLON.InstancedMesh) {
  60051. var geometry = mesh.sourceMesh && mesh.sourceMesh.geometry;
  60052. geometryId = geometry ? geometry.id : null;
  60053. }
  60054. var boundingInfo = mesh.getBoundingInfo();
  60055. return {
  60056. uniqueId: mesh.uniqueId,
  60057. id: mesh.id,
  60058. name: mesh.name,
  60059. geometryId: geometryId,
  60060. sphereCenter: boundingInfo.boundingSphere.centerWorld.asArray(),
  60061. sphereRadius: boundingInfo.boundingSphere.radiusWorld,
  60062. boxMinimum: boundingInfo.boundingBox.minimumWorld.asArray(),
  60063. boxMaximum: boundingInfo.boundingBox.maximumWorld.asArray(),
  60064. worldMatrixFromCache: mesh.worldMatrixFromCache.asArray(),
  60065. subMeshes: submeshes,
  60066. checkCollisions: mesh.checkCollisions
  60067. };
  60068. };
  60069. CollisionCoordinatorWorker.SerializeGeometry = function (geometry) {
  60070. return {
  60071. id: geometry.id,
  60072. positions: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []),
  60073. normals: new Float32Array(geometry.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []),
  60074. indices: new Uint32Array(geometry.getIndices() || []),
  60075. };
  60076. };
  60077. return CollisionCoordinatorWorker;
  60078. }());
  60079. BABYLON.CollisionCoordinatorWorker = CollisionCoordinatorWorker;
  60080. /** @hidden */
  60081. var CollisionCoordinatorLegacy = /** @class */ (function () {
  60082. function CollisionCoordinatorLegacy() {
  60083. this._scaledPosition = BABYLON.Vector3.Zero();
  60084. this._scaledVelocity = BABYLON.Vector3.Zero();
  60085. this._finalPosition = BABYLON.Vector3.Zero();
  60086. }
  60087. CollisionCoordinatorLegacy.prototype.getNewPosition = function (position, displacement, collider, maximumRetry, excludedMesh, onNewPosition, collisionIndex) {
  60088. position.divideToRef(collider._radius, this._scaledPosition);
  60089. displacement.divideToRef(collider._radius, this._scaledVelocity);
  60090. collider.collidedMesh = null;
  60091. collider._retry = 0;
  60092. collider._initialVelocity = this._scaledVelocity;
  60093. collider._initialPosition = this._scaledPosition;
  60094. this._collideWithWorld(this._scaledPosition, this._scaledVelocity, collider, maximumRetry, this._finalPosition, excludedMesh);
  60095. this._finalPosition.multiplyInPlace(collider._radius);
  60096. //run the callback
  60097. onNewPosition(collisionIndex, this._finalPosition, collider.collidedMesh);
  60098. };
  60099. CollisionCoordinatorLegacy.prototype.init = function (scene) {
  60100. this._scene = scene;
  60101. };
  60102. CollisionCoordinatorLegacy.prototype.destroy = function () {
  60103. //Legacy need no destruction method.
  60104. };
  60105. //No update in legacy mode
  60106. CollisionCoordinatorLegacy.prototype.onMeshAdded = function (mesh) { };
  60107. CollisionCoordinatorLegacy.prototype.onMeshUpdated = function (mesh) { };
  60108. CollisionCoordinatorLegacy.prototype.onMeshRemoved = function (mesh) { };
  60109. CollisionCoordinatorLegacy.prototype.onGeometryAdded = function (geometry) { };
  60110. CollisionCoordinatorLegacy.prototype.onGeometryUpdated = function (geometry) { };
  60111. CollisionCoordinatorLegacy.prototype.onGeometryDeleted = function (geometry) { };
  60112. CollisionCoordinatorLegacy.prototype._collideWithWorld = function (position, velocity, collider, maximumRetry, finalPosition, excludedMesh) {
  60113. if (excludedMesh === void 0) { excludedMesh = null; }
  60114. var closeDistance = BABYLON.Engine.CollisionsEpsilon * 10.0;
  60115. if (collider._retry >= maximumRetry) {
  60116. finalPosition.copyFrom(position);
  60117. return;
  60118. }
  60119. // Check if this is a mesh else camera or -1
  60120. var collisionMask = (excludedMesh ? excludedMesh.collisionMask : collider.collisionMask);
  60121. collider._initialize(position, velocity, closeDistance);
  60122. // Check all meshes
  60123. for (var index = 0; index < this._scene.meshes.length; index++) {
  60124. var mesh = this._scene.meshes[index];
  60125. if (mesh.isEnabled() && mesh.checkCollisions && mesh.subMeshes && mesh !== excludedMesh && ((collisionMask & mesh.collisionGroup) !== 0)) {
  60126. mesh._checkCollision(collider);
  60127. }
  60128. }
  60129. if (!collider.collisionFound) {
  60130. position.addToRef(velocity, finalPosition);
  60131. return;
  60132. }
  60133. if (velocity.x !== 0 || velocity.y !== 0 || velocity.z !== 0) {
  60134. collider._getResponse(position, velocity);
  60135. }
  60136. if (velocity.length() <= closeDistance) {
  60137. finalPosition.copyFrom(position);
  60138. return;
  60139. }
  60140. collider._retry++;
  60141. this._collideWithWorld(position, velocity, collider, maximumRetry, finalPosition, excludedMesh);
  60142. };
  60143. return CollisionCoordinatorLegacy;
  60144. }());
  60145. BABYLON.CollisionCoordinatorLegacy = CollisionCoordinatorLegacy;
  60146. })(BABYLON || (BABYLON = {}));
  60147. //# sourceMappingURL=babylon.collisionCoordinator.js.map
  60148. var BABYLON;
  60149. (function (BABYLON) {
  60150. /**
  60151. * A particle represents one of the element emitted by a particle system.
  60152. * This is mainly define by its coordinates, direction, velocity and age.
  60153. */
  60154. var Particle = /** @class */ (function () {
  60155. /**
  60156. * Creates a new instance Particle
  60157. * @param particleSystem the particle system the particle belongs to
  60158. */
  60159. function Particle(
  60160. /**
  60161. * The particle system the particle belongs to.
  60162. */
  60163. particleSystem) {
  60164. this.particleSystem = particleSystem;
  60165. /**
  60166. * The world position of the particle in the scene.
  60167. */
  60168. this.position = BABYLON.Vector3.Zero();
  60169. /**
  60170. * The world direction of the particle in the scene.
  60171. */
  60172. this.direction = BABYLON.Vector3.Zero();
  60173. /**
  60174. * The color of the particle.
  60175. */
  60176. this.color = new BABYLON.Color4(0, 0, 0, 0);
  60177. /**
  60178. * The color change of the particle per step.
  60179. */
  60180. this.colorStep = new BABYLON.Color4(0, 0, 0, 0);
  60181. /**
  60182. * Defines how long will the life of the particle be.
  60183. */
  60184. this.lifeTime = 1.0;
  60185. /**
  60186. * The current age of the particle.
  60187. */
  60188. this.age = 0;
  60189. /**
  60190. * The current size of the particle.
  60191. */
  60192. this.size = 0;
  60193. /**
  60194. * The current scale of the particle.
  60195. */
  60196. this.scale = new BABYLON.Vector2(1, 1);
  60197. /**
  60198. * The current angle of the particle.
  60199. */
  60200. this.angle = 0;
  60201. /**
  60202. * Defines how fast is the angle changing.
  60203. */
  60204. this.angularSpeed = 0;
  60205. /**
  60206. * Defines the cell index used by the particle to be rendered from a sprite.
  60207. */
  60208. this.cellIndex = 0;
  60209. /** @hidden */
  60210. this._attachedSubEmitters = null;
  60211. /** @hidden */
  60212. this._currentColor1 = new BABYLON.Color4(0, 0, 0, 0);
  60213. /** @hidden */
  60214. this._currentColor2 = new BABYLON.Color4(0, 0, 0, 0);
  60215. /** @hidden */
  60216. this._currentSize1 = 0;
  60217. /** @hidden */
  60218. this._currentSize2 = 0;
  60219. /** @hidden */
  60220. this._currentAngularSpeed1 = 0;
  60221. /** @hidden */
  60222. this._currentAngularSpeed2 = 0;
  60223. /** @hidden */
  60224. this._currentVelocity1 = 0;
  60225. /** @hidden */
  60226. this._currentVelocity2 = 0;
  60227. /** @hidden */
  60228. this._currentLimitVelocity1 = 0;
  60229. /** @hidden */
  60230. this._currentLimitVelocity2 = 0;
  60231. /** @hidden */
  60232. this._currentDrag1 = 0;
  60233. /** @hidden */
  60234. this._currentDrag2 = 0;
  60235. this.id = Particle._Count++;
  60236. if (!this.particleSystem.isAnimationSheetEnabled) {
  60237. return;
  60238. }
  60239. this.updateCellInfoFromSystem();
  60240. }
  60241. Particle.prototype.updateCellInfoFromSystem = function () {
  60242. this.cellIndex = this.particleSystem.startSpriteCellID;
  60243. };
  60244. /**
  60245. * Defines how the sprite cell index is updated for the particle
  60246. */
  60247. Particle.prototype.updateCellIndex = function () {
  60248. var offsetAge = this.age;
  60249. var changeSpeed = this.particleSystem.spriteCellChangeSpeed;
  60250. if (this.particleSystem.spriteRandomStartCell) {
  60251. if (this._randomCellOffset === undefined) {
  60252. this._randomCellOffset = Math.random() * this.lifeTime;
  60253. }
  60254. if (changeSpeed === 0) { // Special case when speed = 0 meaning we want to stay on initial cell
  60255. changeSpeed = 1;
  60256. offsetAge = this._randomCellOffset;
  60257. }
  60258. else {
  60259. offsetAge += this._randomCellOffset;
  60260. }
  60261. }
  60262. var dist = (this._initialEndSpriteCellID - this._initialStartSpriteCellID);
  60263. var ratio = BABYLON.Scalar.Clamp(((offsetAge * changeSpeed) % this.lifeTime) / this.lifeTime);
  60264. this.cellIndex = this._initialStartSpriteCellID + (ratio * dist) | 0;
  60265. };
  60266. /** @hidden */
  60267. Particle.prototype._inheritParticleInfoToSubEmitter = function (subEmitter) {
  60268. if (subEmitter.particleSystem.emitter.position) {
  60269. var emitterMesh = subEmitter.particleSystem.emitter;
  60270. emitterMesh.position.copyFrom(this.position);
  60271. if (subEmitter.inheritDirection) {
  60272. emitterMesh.position.subtractToRef(this.direction, BABYLON.Tmp.Vector3[0]);
  60273. // Look at using Y as forward
  60274. emitterMesh.lookAt(BABYLON.Tmp.Vector3[0], 0, Math.PI / 2);
  60275. }
  60276. }
  60277. else {
  60278. var emitterPosition = subEmitter.particleSystem.emitter;
  60279. emitterPosition.copyFrom(this.position);
  60280. }
  60281. // Set inheritedVelocityOffset to be used when new particles are created
  60282. this.direction.scaleToRef(subEmitter.inheritedVelocityAmount / 2, BABYLON.Tmp.Vector3[0]);
  60283. subEmitter.particleSystem._inheritedVelocityOffset.copyFrom(BABYLON.Tmp.Vector3[0]);
  60284. };
  60285. /** @hidden */
  60286. Particle.prototype._inheritParticleInfoToSubEmitters = function () {
  60287. var _this = this;
  60288. if (this._attachedSubEmitters && this._attachedSubEmitters.length > 0) {
  60289. this._attachedSubEmitters.forEach(function (subEmitter) {
  60290. _this._inheritParticleInfoToSubEmitter(subEmitter);
  60291. });
  60292. }
  60293. };
  60294. /** @hidden */
  60295. Particle.prototype._reset = function () {
  60296. this.age = 0;
  60297. this._currentColorGradient = null;
  60298. this._currentSizeGradient = null;
  60299. this._currentAngularSpeedGradient = null;
  60300. this._currentVelocityGradient = null;
  60301. this._currentLimitVelocityGradient = null;
  60302. this._currentDragGradient = null;
  60303. this.cellIndex = this.particleSystem.startSpriteCellID;
  60304. this._randomCellOffset = undefined;
  60305. };
  60306. /**
  60307. * Copy the properties of particle to another one.
  60308. * @param other the particle to copy the information to.
  60309. */
  60310. Particle.prototype.copyTo = function (other) {
  60311. other.position.copyFrom(this.position);
  60312. if (this._initialDirection) {
  60313. if (other._initialDirection) {
  60314. other._initialDirection.copyFrom(this._initialDirection);
  60315. }
  60316. else {
  60317. other._initialDirection = this._initialDirection.clone();
  60318. }
  60319. }
  60320. else {
  60321. other._initialDirection = null;
  60322. }
  60323. other.direction.copyFrom(this.direction);
  60324. other.color.copyFrom(this.color);
  60325. other.colorStep.copyFrom(this.colorStep);
  60326. other.lifeTime = this.lifeTime;
  60327. other.age = this.age;
  60328. other._randomCellOffset = this._randomCellOffset;
  60329. other.size = this.size;
  60330. other.scale.copyFrom(this.scale);
  60331. other.angle = this.angle;
  60332. other.angularSpeed = this.angularSpeed;
  60333. other.particleSystem = this.particleSystem;
  60334. other.cellIndex = this.cellIndex;
  60335. other.id = this.id;
  60336. other._attachedSubEmitters = this._attachedSubEmitters;
  60337. if (this._currentColorGradient) {
  60338. other._currentColorGradient = this._currentColorGradient;
  60339. other._currentColor1.copyFrom(this._currentColor1);
  60340. other._currentColor2.copyFrom(this._currentColor2);
  60341. }
  60342. if (this._currentSizeGradient) {
  60343. other._currentSizeGradient = this._currentSizeGradient;
  60344. other._currentSize1 = this._currentSize1;
  60345. other._currentSize2 = this._currentSize2;
  60346. }
  60347. if (this._currentAngularSpeedGradient) {
  60348. other._currentAngularSpeedGradient = this._currentAngularSpeedGradient;
  60349. other._currentAngularSpeed1 = this._currentAngularSpeed1;
  60350. other._currentAngularSpeed2 = this._currentAngularSpeed2;
  60351. }
  60352. if (this._currentVelocityGradient) {
  60353. other._currentVelocityGradient = this._currentVelocityGradient;
  60354. other._currentVelocity1 = this._currentVelocity1;
  60355. other._currentVelocity2 = this._currentVelocity2;
  60356. }
  60357. if (this._currentLimitVelocityGradient) {
  60358. other._currentLimitVelocityGradient = this._currentLimitVelocityGradient;
  60359. other._currentLimitVelocity1 = this._currentLimitVelocity1;
  60360. other._currentLimitVelocity2 = this._currentLimitVelocity2;
  60361. }
  60362. if (this._currentDragGradient) {
  60363. other._currentDragGradient = this._currentDragGradient;
  60364. other._currentDrag1 = this._currentDrag1;
  60365. other._currentDrag2 = this._currentDrag2;
  60366. }
  60367. if (this.particleSystem.isAnimationSheetEnabled) {
  60368. other._initialStartSpriteCellID = this._initialStartSpriteCellID;
  60369. other._initialEndSpriteCellID = this._initialEndSpriteCellID;
  60370. }
  60371. if (this.particleSystem.useRampGradients) {
  60372. other.remapData.copyFrom(this.remapData);
  60373. }
  60374. if (this._randomNoiseCoordinates1) {
  60375. if (other._randomNoiseCoordinates1) {
  60376. other._randomNoiseCoordinates1.copyFrom(this._randomNoiseCoordinates1);
  60377. other._randomNoiseCoordinates2.copyFrom(this._randomNoiseCoordinates2);
  60378. }
  60379. else {
  60380. other._randomNoiseCoordinates1 = this._randomNoiseCoordinates1.clone();
  60381. other._randomNoiseCoordinates2 = this._randomNoiseCoordinates2.clone();
  60382. }
  60383. }
  60384. };
  60385. Particle._Count = 0;
  60386. return Particle;
  60387. }());
  60388. BABYLON.Particle = Particle;
  60389. })(BABYLON || (BABYLON = {}));
  60390. //# sourceMappingURL=babylon.particle.js.map
  60391. var BABYLON;
  60392. (function (BABYLON) {
  60393. /**
  60394. * This represents the base class for particle system in Babylon.
  60395. * 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.
  60396. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  60397. * @example https://doc.babylonjs.com/babylon101/particles
  60398. */
  60399. var BaseParticleSystem = /** @class */ (function () {
  60400. /**
  60401. * Instantiates a particle system.
  60402. * 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.
  60403. * @param name The name of the particle system
  60404. */
  60405. function BaseParticleSystem(name) {
  60406. /**
  60407. * List of animations used by the particle system.
  60408. */
  60409. this.animations = [];
  60410. /**
  60411. * The rendering group used by the Particle system to chose when to render.
  60412. */
  60413. this.renderingGroupId = 0;
  60414. /**
  60415. * The emitter represents the Mesh or position we are attaching the particle system to.
  60416. */
  60417. this.emitter = null;
  60418. /**
  60419. * The maximum number of particles to emit per frame
  60420. */
  60421. this.emitRate = 10;
  60422. /**
  60423. * If you want to launch only a few particles at once, that can be done, as well.
  60424. */
  60425. this.manualEmitCount = -1;
  60426. /**
  60427. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  60428. */
  60429. this.updateSpeed = 0.01;
  60430. /**
  60431. * The amount of time the particle system is running (depends of the overall update speed).
  60432. */
  60433. this.targetStopDuration = 0;
  60434. /**
  60435. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  60436. */
  60437. this.disposeOnStop = false;
  60438. /**
  60439. * Minimum power of emitting particles.
  60440. */
  60441. this.minEmitPower = 1;
  60442. /**
  60443. * Maximum power of emitting particles.
  60444. */
  60445. this.maxEmitPower = 1;
  60446. /**
  60447. * Minimum life time of emitting particles.
  60448. */
  60449. this.minLifeTime = 1;
  60450. /**
  60451. * Maximum life time of emitting particles.
  60452. */
  60453. this.maxLifeTime = 1;
  60454. /**
  60455. * Minimum Size of emitting particles.
  60456. */
  60457. this.minSize = 1;
  60458. /**
  60459. * Maximum Size of emitting particles.
  60460. */
  60461. this.maxSize = 1;
  60462. /**
  60463. * Minimum scale of emitting particles on X axis.
  60464. */
  60465. this.minScaleX = 1;
  60466. /**
  60467. * Maximum scale of emitting particles on X axis.
  60468. */
  60469. this.maxScaleX = 1;
  60470. /**
  60471. * Minimum scale of emitting particles on Y axis.
  60472. */
  60473. this.minScaleY = 1;
  60474. /**
  60475. * Maximum scale of emitting particles on Y axis.
  60476. */
  60477. this.maxScaleY = 1;
  60478. /**
  60479. * Gets or sets the minimal initial rotation in radians.
  60480. */
  60481. this.minInitialRotation = 0;
  60482. /**
  60483. * Gets or sets the maximal initial rotation in radians.
  60484. */
  60485. this.maxInitialRotation = 0;
  60486. /**
  60487. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  60488. */
  60489. this.minAngularSpeed = 0;
  60490. /**
  60491. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  60492. */
  60493. this.maxAngularSpeed = 0;
  60494. /**
  60495. * The layer mask we are rendering the particles through.
  60496. */
  60497. this.layerMask = 0x0FFFFFFF;
  60498. /**
  60499. * This can help using your own shader to render the particle system.
  60500. * The according effect will be created
  60501. */
  60502. this.customShader = null;
  60503. /**
  60504. * By default particle system starts as soon as they are created. This prevents the
  60505. * automatic start to happen and let you decide when to start emitting particles.
  60506. */
  60507. this.preventAutoStart = false;
  60508. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  60509. this.noiseStrength = new BABYLON.Vector3(10, 10, 10);
  60510. /**
  60511. * Callback triggered when the particle animation is ending.
  60512. */
  60513. this.onAnimationEnd = null;
  60514. /**
  60515. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  60516. */
  60517. this.blendMode = BABYLON.ParticleSystem.BLENDMODE_ONEONE;
  60518. /**
  60519. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  60520. * to override the particles.
  60521. */
  60522. this.forceDepthWrite = false;
  60523. /** 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 */
  60524. this.preWarmCycles = 0;
  60525. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  60526. this.preWarmStepOffset = 1;
  60527. /**
  60528. * 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)
  60529. */
  60530. this.spriteCellChangeSpeed = 1;
  60531. /**
  60532. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  60533. */
  60534. this.startSpriteCellID = 0;
  60535. /**
  60536. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  60537. */
  60538. this.endSpriteCellID = 0;
  60539. /**
  60540. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  60541. */
  60542. this.spriteCellWidth = 0;
  60543. /**
  60544. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  60545. */
  60546. this.spriteCellHeight = 0;
  60547. /**
  60548. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  60549. */
  60550. this.spriteRandomStartCell = false;
  60551. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  60552. this.translationPivot = new BABYLON.Vector2(0, 0);
  60553. /**
  60554. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  60555. */
  60556. this.beginAnimationOnStart = false;
  60557. /**
  60558. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  60559. */
  60560. this.beginAnimationFrom = 0;
  60561. /**
  60562. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  60563. */
  60564. this.beginAnimationTo = 60;
  60565. /**
  60566. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  60567. */
  60568. this.beginAnimationLoop = false;
  60569. /**
  60570. * You can use gravity if you want to give an orientation to your particles.
  60571. */
  60572. this.gravity = BABYLON.Vector3.Zero();
  60573. this._colorGradients = null;
  60574. this._sizeGradients = null;
  60575. this._lifeTimeGradients = null;
  60576. this._angularSpeedGradients = null;
  60577. this._velocityGradients = null;
  60578. this._limitVelocityGradients = null;
  60579. this._dragGradients = null;
  60580. this._emitRateGradients = null;
  60581. this._startSizeGradients = null;
  60582. this._rampGradients = null;
  60583. this._colorRemapGradients = null;
  60584. this._alphaRemapGradients = null;
  60585. /**
  60586. * Defines the delay in milliseconds before starting the system (0 by default)
  60587. */
  60588. this.startDelay = 0;
  60589. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  60590. this.limitVelocityDamping = 0.4;
  60591. /**
  60592. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60593. */
  60594. this.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60595. /**
  60596. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  60597. */
  60598. this.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60599. /**
  60600. * Color the particle will have at the end of its lifetime
  60601. */
  60602. this.colorDead = new BABYLON.Color4(0, 0, 0, 1.0);
  60603. /**
  60604. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  60605. */
  60606. this.textureMask = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  60607. /** @hidden */
  60608. this._isSubEmitter = false;
  60609. /**
  60610. * Gets or sets the billboard mode to use when isBillboardBased = true.
  60611. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  60612. */
  60613. this.billboardMode = BABYLON.ParticleSystem.BILLBOARDMODE_ALL;
  60614. this._isBillboardBased = true;
  60615. /**
  60616. * Local cache of defines for image processing.
  60617. */
  60618. this._imageProcessingConfigurationDefines = new BABYLON.ImageProcessingConfigurationDefines();
  60619. this.id = name;
  60620. this.name = name;
  60621. }
  60622. Object.defineProperty(BaseParticleSystem.prototype, "noiseTexture", {
  60623. /**
  60624. * Gets or sets a texture used to add random noise to particle positions
  60625. */
  60626. get: function () {
  60627. return this._noiseTexture;
  60628. },
  60629. set: function (value) {
  60630. if (this._noiseTexture === value) {
  60631. return;
  60632. }
  60633. this._noiseTexture = value;
  60634. this._reset();
  60635. },
  60636. enumerable: true,
  60637. configurable: true
  60638. });
  60639. Object.defineProperty(BaseParticleSystem.prototype, "isAnimationSheetEnabled", {
  60640. /**
  60641. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  60642. */
  60643. get: function () {
  60644. return this._isAnimationSheetEnabled;
  60645. },
  60646. set: function (value) {
  60647. if (this._isAnimationSheetEnabled == value) {
  60648. return;
  60649. }
  60650. this._isAnimationSheetEnabled = value;
  60651. this._reset();
  60652. },
  60653. enumerable: true,
  60654. configurable: true
  60655. });
  60656. /**
  60657. * Get hosting scene
  60658. * @returns the scene
  60659. */
  60660. BaseParticleSystem.prototype.getScene = function () {
  60661. return this._scene;
  60662. };
  60663. BaseParticleSystem.prototype._hasTargetStopDurationDependantGradient = function () {
  60664. return (this._startSizeGradients && this._startSizeGradients.length > 0)
  60665. || (this._emitRateGradients && this._emitRateGradients.length > 0)
  60666. || (this._lifeTimeGradients && this._lifeTimeGradients.length > 0);
  60667. };
  60668. /**
  60669. * Gets the current list of drag gradients.
  60670. * You must use addDragGradient and removeDragGradient to udpate this list
  60671. * @returns the list of drag gradients
  60672. */
  60673. BaseParticleSystem.prototype.getDragGradients = function () {
  60674. return this._dragGradients;
  60675. };
  60676. /**
  60677. * Gets the current list of limit velocity gradients.
  60678. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  60679. * @returns the list of limit velocity gradients
  60680. */
  60681. BaseParticleSystem.prototype.getLimitVelocityGradients = function () {
  60682. return this._limitVelocityGradients;
  60683. };
  60684. /**
  60685. * Gets the current list of color gradients.
  60686. * You must use addColorGradient and removeColorGradient to udpate this list
  60687. * @returns the list of color gradients
  60688. */
  60689. BaseParticleSystem.prototype.getColorGradients = function () {
  60690. return this._colorGradients;
  60691. };
  60692. /**
  60693. * Gets the current list of size gradients.
  60694. * You must use addSizeGradient and removeSizeGradient to udpate this list
  60695. * @returns the list of size gradients
  60696. */
  60697. BaseParticleSystem.prototype.getSizeGradients = function () {
  60698. return this._sizeGradients;
  60699. };
  60700. /**
  60701. * Gets the current list of color remap gradients.
  60702. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  60703. * @returns the list of color remap gradients
  60704. */
  60705. BaseParticleSystem.prototype.getColorRemapGradients = function () {
  60706. return this._colorRemapGradients;
  60707. };
  60708. /**
  60709. * Gets the current list of alpha remap gradients.
  60710. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  60711. * @returns the list of alpha remap gradients
  60712. */
  60713. BaseParticleSystem.prototype.getAlphaRemapGradients = function () {
  60714. return this._alphaRemapGradients;
  60715. };
  60716. /**
  60717. * Gets the current list of life time gradients.
  60718. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  60719. * @returns the list of life time gradients
  60720. */
  60721. BaseParticleSystem.prototype.getLifeTimeGradients = function () {
  60722. return this._lifeTimeGradients;
  60723. };
  60724. /**
  60725. * Gets the current list of angular speed gradients.
  60726. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  60727. * @returns the list of angular speed gradients
  60728. */
  60729. BaseParticleSystem.prototype.getAngularSpeedGradients = function () {
  60730. return this._angularSpeedGradients;
  60731. };
  60732. /**
  60733. * Gets the current list of velocity gradients.
  60734. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  60735. * @returns the list of velocity gradients
  60736. */
  60737. BaseParticleSystem.prototype.getVelocityGradients = function () {
  60738. return this._velocityGradients;
  60739. };
  60740. /**
  60741. * Gets the current list of start size gradients.
  60742. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  60743. * @returns the list of start size gradients
  60744. */
  60745. BaseParticleSystem.prototype.getStartSizeGradients = function () {
  60746. return this._startSizeGradients;
  60747. };
  60748. /**
  60749. * Gets the current list of emit rate gradients.
  60750. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  60751. * @returns the list of emit rate gradients
  60752. */
  60753. BaseParticleSystem.prototype.getEmitRateGradients = function () {
  60754. return this._emitRateGradients;
  60755. };
  60756. Object.defineProperty(BaseParticleSystem.prototype, "direction1", {
  60757. /**
  60758. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60759. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60760. */
  60761. get: function () {
  60762. if (this.particleEmitterType.direction1) {
  60763. return this.particleEmitterType.direction1;
  60764. }
  60765. return BABYLON.Vector3.Zero();
  60766. },
  60767. set: function (value) {
  60768. if (this.particleEmitterType.direction1) {
  60769. this.particleEmitterType.direction1 = value;
  60770. }
  60771. },
  60772. enumerable: true,
  60773. configurable: true
  60774. });
  60775. Object.defineProperty(BaseParticleSystem.prototype, "direction2", {
  60776. /**
  60777. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  60778. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60779. */
  60780. get: function () {
  60781. if (this.particleEmitterType.direction2) {
  60782. return this.particleEmitterType.direction2;
  60783. }
  60784. return BABYLON.Vector3.Zero();
  60785. },
  60786. set: function (value) {
  60787. if (this.particleEmitterType.direction2) {
  60788. this.particleEmitterType.direction2 = value;
  60789. }
  60790. },
  60791. enumerable: true,
  60792. configurable: true
  60793. });
  60794. Object.defineProperty(BaseParticleSystem.prototype, "minEmitBox", {
  60795. /**
  60796. * 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.
  60797. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60798. */
  60799. get: function () {
  60800. if (this.particleEmitterType.minEmitBox) {
  60801. return this.particleEmitterType.minEmitBox;
  60802. }
  60803. return BABYLON.Vector3.Zero();
  60804. },
  60805. set: function (value) {
  60806. if (this.particleEmitterType.minEmitBox) {
  60807. this.particleEmitterType.minEmitBox = value;
  60808. }
  60809. },
  60810. enumerable: true,
  60811. configurable: true
  60812. });
  60813. Object.defineProperty(BaseParticleSystem.prototype, "maxEmitBox", {
  60814. /**
  60815. * 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.
  60816. * This only works when particleEmitterTyps is a BoxParticleEmitter
  60817. */
  60818. get: function () {
  60819. if (this.particleEmitterType.maxEmitBox) {
  60820. return this.particleEmitterType.maxEmitBox;
  60821. }
  60822. return BABYLON.Vector3.Zero();
  60823. },
  60824. set: function (value) {
  60825. if (this.particleEmitterType.maxEmitBox) {
  60826. this.particleEmitterType.maxEmitBox = value;
  60827. }
  60828. },
  60829. enumerable: true,
  60830. configurable: true
  60831. });
  60832. Object.defineProperty(BaseParticleSystem.prototype, "isBillboardBased", {
  60833. /**
  60834. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  60835. */
  60836. get: function () {
  60837. return this._isBillboardBased;
  60838. },
  60839. set: function (value) {
  60840. if (this._isBillboardBased === value) {
  60841. return;
  60842. }
  60843. this._isBillboardBased = value;
  60844. this._reset();
  60845. },
  60846. enumerable: true,
  60847. configurable: true
  60848. });
  60849. Object.defineProperty(BaseParticleSystem.prototype, "imageProcessingConfiguration", {
  60850. /**
  60851. * Gets the image processing configuration used either in this material.
  60852. */
  60853. get: function () {
  60854. return this._imageProcessingConfiguration;
  60855. },
  60856. /**
  60857. * Sets the Default image processing configuration used either in the this material.
  60858. *
  60859. * If sets to null, the scene one is in use.
  60860. */
  60861. set: function (value) {
  60862. this._attachImageProcessingConfiguration(value);
  60863. },
  60864. enumerable: true,
  60865. configurable: true
  60866. });
  60867. /**
  60868. * Attaches a new image processing configuration to the Standard Material.
  60869. * @param configuration
  60870. */
  60871. BaseParticleSystem.prototype._attachImageProcessingConfiguration = function (configuration) {
  60872. if (configuration === this._imageProcessingConfiguration) {
  60873. return;
  60874. }
  60875. // Pick the scene configuration if needed.
  60876. if (!configuration) {
  60877. this._imageProcessingConfiguration = this._scene.imageProcessingConfiguration;
  60878. }
  60879. else {
  60880. this._imageProcessingConfiguration = configuration;
  60881. }
  60882. };
  60883. /** @hidden */
  60884. BaseParticleSystem.prototype._reset = function () {
  60885. };
  60886. /** @hidden */
  60887. BaseParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  60888. if (!gradients) {
  60889. return this;
  60890. }
  60891. var index = 0;
  60892. for (var _i = 0, gradients_1 = gradients; _i < gradients_1.length; _i++) {
  60893. var valueGradient = gradients_1[_i];
  60894. if (valueGradient.gradient === gradient) {
  60895. gradients.splice(index, 1);
  60896. break;
  60897. }
  60898. index++;
  60899. }
  60900. if (texture) {
  60901. texture.dispose();
  60902. }
  60903. return this;
  60904. };
  60905. /**
  60906. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  60907. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  60908. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  60909. * @returns the emitter
  60910. */
  60911. BaseParticleSystem.prototype.createPointEmitter = function (direction1, direction2) {
  60912. var particleEmitter = new BABYLON.PointParticleEmitter();
  60913. particleEmitter.direction1 = direction1;
  60914. particleEmitter.direction2 = direction2;
  60915. this.particleEmitterType = particleEmitter;
  60916. return particleEmitter;
  60917. };
  60918. /**
  60919. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  60920. * @param radius The radius of the hemisphere to emit from
  60921. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60922. * @returns the emitter
  60923. */
  60924. BaseParticleSystem.prototype.createHemisphericEmitter = function (radius, radiusRange) {
  60925. if (radius === void 0) { radius = 1; }
  60926. if (radiusRange === void 0) { radiusRange = 1; }
  60927. var particleEmitter = new BABYLON.HemisphericParticleEmitter(radius, radiusRange);
  60928. this.particleEmitterType = particleEmitter;
  60929. return particleEmitter;
  60930. };
  60931. /**
  60932. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  60933. * @param radius The radius of the sphere to emit from
  60934. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  60935. * @returns the emitter
  60936. */
  60937. BaseParticleSystem.prototype.createSphereEmitter = function (radius, radiusRange) {
  60938. if (radius === void 0) { radius = 1; }
  60939. if (radiusRange === void 0) { radiusRange = 1; }
  60940. var particleEmitter = new BABYLON.SphereParticleEmitter(radius, radiusRange);
  60941. this.particleEmitterType = particleEmitter;
  60942. return particleEmitter;
  60943. };
  60944. /**
  60945. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  60946. * @param radius The radius of the sphere to emit from
  60947. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  60948. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  60949. * @returns the emitter
  60950. */
  60951. BaseParticleSystem.prototype.createDirectedSphereEmitter = function (radius, direction1, direction2) {
  60952. if (radius === void 0) { radius = 1; }
  60953. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60954. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60955. var particleEmitter = new BABYLON.SphereDirectedParticleEmitter(radius, direction1, direction2);
  60956. this.particleEmitterType = particleEmitter;
  60957. return particleEmitter;
  60958. };
  60959. /**
  60960. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  60961. * @param radius The radius of the emission cylinder
  60962. * @param height The height of the emission cylinder
  60963. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  60964. * @param directionRandomizer How much to randomize the particle direction [0-1]
  60965. * @returns the emitter
  60966. */
  60967. BaseParticleSystem.prototype.createCylinderEmitter = function (radius, height, radiusRange, directionRandomizer) {
  60968. if (radius === void 0) { radius = 1; }
  60969. if (height === void 0) { height = 1; }
  60970. if (radiusRange === void 0) { radiusRange = 1; }
  60971. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  60972. var particleEmitter = new BABYLON.CylinderParticleEmitter(radius, height, radiusRange, directionRandomizer);
  60973. this.particleEmitterType = particleEmitter;
  60974. return particleEmitter;
  60975. };
  60976. /**
  60977. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  60978. * @param radius The radius of the cylinder to emit from
  60979. * @param height The height of the emission cylinder
  60980. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  60981. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  60982. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  60983. * @returns the emitter
  60984. */
  60985. BaseParticleSystem.prototype.createDirectedCylinderEmitter = function (radius, height, radiusRange, direction1, direction2) {
  60986. if (radius === void 0) { radius = 1; }
  60987. if (height === void 0) { height = 1; }
  60988. if (radiusRange === void 0) { radiusRange = 1; }
  60989. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1.0, 0); }
  60990. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1.0, 0); }
  60991. var particleEmitter = new BABYLON.CylinderDirectedParticleEmitter(radius, height, radiusRange, direction1, direction2);
  60992. this.particleEmitterType = particleEmitter;
  60993. return particleEmitter;
  60994. };
  60995. /**
  60996. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  60997. * @param radius The radius of the cone to emit from
  60998. * @param angle The base angle of the cone
  60999. * @returns the emitter
  61000. */
  61001. BaseParticleSystem.prototype.createConeEmitter = function (radius, angle) {
  61002. if (radius === void 0) { radius = 1; }
  61003. if (angle === void 0) { angle = Math.PI / 4; }
  61004. var particleEmitter = new BABYLON.ConeParticleEmitter(radius, angle);
  61005. this.particleEmitterType = particleEmitter;
  61006. return particleEmitter;
  61007. };
  61008. /**
  61009. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  61010. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  61011. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  61012. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61013. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  61014. * @returns the emitter
  61015. */
  61016. BaseParticleSystem.prototype.createBoxEmitter = function (direction1, direction2, minEmitBox, maxEmitBox) {
  61017. var particleEmitter = new BABYLON.BoxParticleEmitter();
  61018. this.particleEmitterType = particleEmitter;
  61019. this.direction1 = direction1;
  61020. this.direction2 = direction2;
  61021. this.minEmitBox = minEmitBox;
  61022. this.maxEmitBox = maxEmitBox;
  61023. return particleEmitter;
  61024. };
  61025. /**
  61026. * Source color is added to the destination color without alpha affecting the result
  61027. */
  61028. BaseParticleSystem.BLENDMODE_ONEONE = 0;
  61029. /**
  61030. * Blend current color and particle color using particle’s alpha
  61031. */
  61032. BaseParticleSystem.BLENDMODE_STANDARD = 1;
  61033. /**
  61034. * Add current color and particle color multiplied by particle’s alpha
  61035. */
  61036. BaseParticleSystem.BLENDMODE_ADD = 2;
  61037. /**
  61038. * Multiply current color with particle color
  61039. */
  61040. BaseParticleSystem.BLENDMODE_MULTIPLY = 3;
  61041. /**
  61042. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  61043. */
  61044. BaseParticleSystem.BLENDMODE_MULTIPLYADD = 4;
  61045. return BaseParticleSystem;
  61046. }());
  61047. BABYLON.BaseParticleSystem = BaseParticleSystem;
  61048. })(BABYLON || (BABYLON = {}));
  61049. //# sourceMappingURL=babylon.baseParticleSystem.js.map
  61050. var BABYLON;
  61051. (function (BABYLON) {
  61052. /**
  61053. * This represents a particle system in Babylon.
  61054. * 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.
  61055. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  61056. * @example https://doc.babylonjs.com/babylon101/particles
  61057. */
  61058. var ParticleSystem = /** @class */ (function (_super) {
  61059. __extends(ParticleSystem, _super);
  61060. /**
  61061. * Instantiates a particle system.
  61062. * 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.
  61063. * @param name The name of the particle system
  61064. * @param capacity The max number of particles alive at the same time
  61065. * @param scene The scene the particle system belongs to
  61066. * @param customEffect a custom effect used to change the way particles are rendered by default
  61067. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61068. * @param epsilon Offset used to render the particles
  61069. */
  61070. function ParticleSystem(name, capacity, scene, customEffect, isAnimationSheetEnabled, epsilon) {
  61071. if (customEffect === void 0) { customEffect = null; }
  61072. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  61073. if (epsilon === void 0) { epsilon = 0.01; }
  61074. var _this = _super.call(this, name) || this;
  61075. /**
  61076. * @hidden
  61077. */
  61078. _this._inheritedVelocityOffset = new BABYLON.Vector3();
  61079. /**
  61080. * An event triggered when the system is disposed
  61081. */
  61082. _this.onDisposeObservable = new BABYLON.Observable();
  61083. _this._particles = new Array();
  61084. _this._stockParticles = new Array();
  61085. _this._newPartsExcess = 0;
  61086. _this._vertexBuffers = {};
  61087. _this._scaledColorStep = new BABYLON.Color4(0, 0, 0, 0);
  61088. _this._colorDiff = new BABYLON.Color4(0, 0, 0, 0);
  61089. _this._scaledDirection = BABYLON.Vector3.Zero();
  61090. _this._scaledGravity = BABYLON.Vector3.Zero();
  61091. _this._currentRenderId = -1;
  61092. _this._useInstancing = false;
  61093. _this._started = false;
  61094. _this._stopped = false;
  61095. _this._actualFrame = 0;
  61096. /** @hidden */
  61097. _this._currentEmitRate1 = 0;
  61098. /** @hidden */
  61099. _this._currentEmitRate2 = 0;
  61100. /** @hidden */
  61101. _this._currentStartSize1 = 0;
  61102. /** @hidden */
  61103. _this._currentStartSize2 = 0;
  61104. _this._rawTextureWidth = 256;
  61105. _this._useRampGradients = false;
  61106. /**
  61107. * @hidden
  61108. * If the particle systems emitter should be disposed when the particle system is disposed
  61109. */
  61110. _this._disposeEmitterOnDispose = false;
  61111. // start of sub system methods
  61112. /**
  61113. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  61114. * Its lifetime will start back at 0.
  61115. */
  61116. _this.recycleParticle = function (particle) {
  61117. // move particle from activeParticle list to stock particles
  61118. var lastParticle = _this._particles.pop();
  61119. if (lastParticle !== particle) {
  61120. lastParticle.copyTo(particle);
  61121. }
  61122. _this._stockParticles.push(lastParticle);
  61123. };
  61124. _this._createParticle = function () {
  61125. var particle;
  61126. if (_this._stockParticles.length !== 0) {
  61127. particle = _this._stockParticles.pop();
  61128. particle._reset();
  61129. }
  61130. else {
  61131. particle = new BABYLON.Particle(_this);
  61132. }
  61133. // Attach emitters
  61134. if (_this._subEmitters && _this._subEmitters.length > 0) {
  61135. var subEmitters = _this._subEmitters[Math.floor(Math.random() * _this._subEmitters.length)];
  61136. particle._attachedSubEmitters = [];
  61137. subEmitters.forEach(function (subEmitter) {
  61138. if (subEmitter.type === BABYLON.SubEmitterType.ATTACHED) {
  61139. var newEmitter = subEmitter.clone();
  61140. particle._attachedSubEmitters.push(newEmitter);
  61141. newEmitter.particleSystem.start();
  61142. }
  61143. });
  61144. }
  61145. return particle;
  61146. };
  61147. _this._emitFromParticle = function (particle) {
  61148. if (!_this._subEmitters || _this._subEmitters.length === 0) {
  61149. return;
  61150. }
  61151. var templateIndex = Math.floor(Math.random() * _this._subEmitters.length);
  61152. _this._subEmitters[templateIndex].forEach(function (subEmitter) {
  61153. if (subEmitter.type === BABYLON.SubEmitterType.END) {
  61154. var subSystem = subEmitter.clone();
  61155. particle._inheritParticleInfoToSubEmitter(subSystem);
  61156. subSystem.particleSystem._rootParticleSystem = _this;
  61157. _this.activeSubSystems.push(subSystem.particleSystem);
  61158. subSystem.particleSystem.start();
  61159. }
  61160. });
  61161. };
  61162. _this._capacity = capacity;
  61163. _this._epsilon = epsilon;
  61164. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  61165. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  61166. // Setup the default processing configuration to the scene.
  61167. _this._attachImageProcessingConfiguration(null);
  61168. _this._customEffect = customEffect;
  61169. _this._scene.particleSystems.push(_this);
  61170. _this._useInstancing = _this._scene.getEngine().getCaps().instancedArrays;
  61171. _this._createIndexBuffer();
  61172. _this._createVertexBuffers();
  61173. // Default emitter type
  61174. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  61175. // Update
  61176. _this.updateFunction = function (particles) {
  61177. var noiseTextureSize = null;
  61178. var noiseTextureData = null;
  61179. if (_this.noiseTexture) { // We need to get texture data back to CPU
  61180. noiseTextureSize = _this.noiseTexture.getSize();
  61181. noiseTextureData = (_this.noiseTexture.getContent());
  61182. }
  61183. var _loop_1 = function () {
  61184. particle = particles[index];
  61185. var scaledUpdateSpeed = _this._scaledUpdateSpeed;
  61186. var previousAge = particle.age;
  61187. particle.age += scaledUpdateSpeed;
  61188. // Evaluate step to death
  61189. if (particle.age > particle.lifeTime) {
  61190. var diff = particle.age - previousAge;
  61191. var oldDiff = particle.lifeTime - previousAge;
  61192. scaledUpdateSpeed = (oldDiff * scaledUpdateSpeed) / diff;
  61193. particle.age = particle.lifeTime;
  61194. }
  61195. var ratio = particle.age / particle.lifeTime;
  61196. // Color
  61197. if (_this._colorGradients && _this._colorGradients.length > 0) {
  61198. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorGradients, function (currentGradient, nextGradient, scale) {
  61199. if (currentGradient !== particle._currentColorGradient) {
  61200. particle._currentColor1.copyFrom(particle._currentColor2);
  61201. nextGradient.getColorToRef(particle._currentColor2);
  61202. particle._currentColorGradient = currentGradient;
  61203. }
  61204. BABYLON.Color4.LerpToRef(particle._currentColor1, particle._currentColor2, scale, particle.color);
  61205. });
  61206. }
  61207. else {
  61208. particle.colorStep.scaleToRef(scaledUpdateSpeed, _this._scaledColorStep);
  61209. particle.color.addInPlace(_this._scaledColorStep);
  61210. if (particle.color.a < 0) {
  61211. particle.color.a = 0;
  61212. }
  61213. }
  61214. // Angular speed
  61215. if (_this._angularSpeedGradients && _this._angularSpeedGradients.length > 0) {
  61216. BABYLON.Tools.GetCurrentGradient(ratio, _this._angularSpeedGradients, function (currentGradient, nextGradient, scale) {
  61217. if (currentGradient !== particle._currentAngularSpeedGradient) {
  61218. particle._currentAngularSpeed1 = particle._currentAngularSpeed2;
  61219. particle._currentAngularSpeed2 = nextGradient.getFactor();
  61220. particle._currentAngularSpeedGradient = currentGradient;
  61221. }
  61222. particle.angularSpeed = BABYLON.Scalar.Lerp(particle._currentAngularSpeed1, particle._currentAngularSpeed2, scale);
  61223. });
  61224. }
  61225. particle.angle += particle.angularSpeed * scaledUpdateSpeed;
  61226. // Direction
  61227. var directionScale = scaledUpdateSpeed;
  61228. /// Velocity
  61229. if (_this._velocityGradients && _this._velocityGradients.length > 0) {
  61230. BABYLON.Tools.GetCurrentGradient(ratio, _this._velocityGradients, function (currentGradient, nextGradient, scale) {
  61231. if (currentGradient !== particle._currentVelocityGradient) {
  61232. particle._currentVelocity1 = particle._currentVelocity2;
  61233. particle._currentVelocity2 = nextGradient.getFactor();
  61234. particle._currentVelocityGradient = currentGradient;
  61235. }
  61236. directionScale *= BABYLON.Scalar.Lerp(particle._currentVelocity1, particle._currentVelocity2, scale);
  61237. });
  61238. }
  61239. particle.direction.scaleToRef(directionScale, _this._scaledDirection);
  61240. /// Limit velocity
  61241. if (_this._limitVelocityGradients && _this._limitVelocityGradients.length > 0) {
  61242. BABYLON.Tools.GetCurrentGradient(ratio, _this._limitVelocityGradients, function (currentGradient, nextGradient, scale) {
  61243. if (currentGradient !== particle._currentLimitVelocityGradient) {
  61244. particle._currentLimitVelocity1 = particle._currentLimitVelocity2;
  61245. particle._currentLimitVelocity2 = nextGradient.getFactor();
  61246. particle._currentLimitVelocityGradient = currentGradient;
  61247. }
  61248. var limitVelocity = BABYLON.Scalar.Lerp(particle._currentLimitVelocity1, particle._currentLimitVelocity2, scale);
  61249. var currentVelocity = particle.direction.length();
  61250. if (currentVelocity > limitVelocity) {
  61251. particle.direction.scaleInPlace(_this.limitVelocityDamping);
  61252. }
  61253. });
  61254. }
  61255. /// Drag
  61256. if (_this._dragGradients && _this._dragGradients.length > 0) {
  61257. BABYLON.Tools.GetCurrentGradient(ratio, _this._dragGradients, function (currentGradient, nextGradient, scale) {
  61258. if (currentGradient !== particle._currentDragGradient) {
  61259. particle._currentDrag1 = particle._currentDrag2;
  61260. particle._currentDrag2 = nextGradient.getFactor();
  61261. particle._currentDragGradient = currentGradient;
  61262. }
  61263. var drag = BABYLON.Scalar.Lerp(particle._currentDrag1, particle._currentDrag2, scale);
  61264. _this._scaledDirection.scaleInPlace(1.0 - drag);
  61265. });
  61266. }
  61267. particle.position.addInPlace(_this._scaledDirection);
  61268. // Noise
  61269. if (noiseTextureData && noiseTextureSize && particle._randomNoiseCoordinates1) {
  61270. var fetchedColorR = _this._fetchR(particle._randomNoiseCoordinates1.x, particle._randomNoiseCoordinates1.y, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61271. var fetchedColorG = _this._fetchR(particle._randomNoiseCoordinates1.z, particle._randomNoiseCoordinates2.x, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61272. var fetchedColorB = _this._fetchR(particle._randomNoiseCoordinates2.y, particle._randomNoiseCoordinates2.z, noiseTextureSize.width, noiseTextureSize.height, noiseTextureData);
  61273. var force = BABYLON.Tmp.Vector3[0];
  61274. var scaledForce = BABYLON.Tmp.Vector3[1];
  61275. force.copyFromFloats((2 * fetchedColorR - 1) * _this.noiseStrength.x, (2 * fetchedColorG - 1) * _this.noiseStrength.y, (2 * fetchedColorB - 1) * _this.noiseStrength.z);
  61276. force.scaleToRef(scaledUpdateSpeed, scaledForce);
  61277. particle.direction.addInPlace(scaledForce);
  61278. }
  61279. // Gravity
  61280. _this.gravity.scaleToRef(scaledUpdateSpeed, _this._scaledGravity);
  61281. particle.direction.addInPlace(_this._scaledGravity);
  61282. // Size
  61283. if (_this._sizeGradients && _this._sizeGradients.length > 0) {
  61284. BABYLON.Tools.GetCurrentGradient(ratio, _this._sizeGradients, function (currentGradient, nextGradient, scale) {
  61285. if (currentGradient !== particle._currentSizeGradient) {
  61286. particle._currentSize1 = particle._currentSize2;
  61287. particle._currentSize2 = nextGradient.getFactor();
  61288. particle._currentSizeGradient = currentGradient;
  61289. }
  61290. particle.size = BABYLON.Scalar.Lerp(particle._currentSize1, particle._currentSize2, scale);
  61291. });
  61292. }
  61293. // Remap data
  61294. if (_this._useRampGradients) {
  61295. if (_this._colorRemapGradients && _this._colorRemapGradients.length > 0) {
  61296. BABYLON.Tools.GetCurrentGradient(ratio, _this._colorRemapGradients, function (currentGradient, nextGradient, scale) {
  61297. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61298. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61299. particle.remapData.x = min;
  61300. particle.remapData.y = max - min;
  61301. });
  61302. }
  61303. if (_this._alphaRemapGradients && _this._alphaRemapGradients.length > 0) {
  61304. BABYLON.Tools.GetCurrentGradient(ratio, _this._alphaRemapGradients, function (currentGradient, nextGradient, scale) {
  61305. var min = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  61306. var max = BABYLON.Scalar.Lerp(currentGradient.factor2, nextGradient.factor2, scale);
  61307. particle.remapData.z = min;
  61308. particle.remapData.w = max - min;
  61309. });
  61310. }
  61311. }
  61312. if (_this._isAnimationSheetEnabled) {
  61313. particle.updateCellIndex();
  61314. }
  61315. // Update the position of the attached sub-emitters to match their attached particle
  61316. particle._inheritParticleInfoToSubEmitters();
  61317. if (particle.age >= particle.lifeTime) { // Recycle by swapping with last particle
  61318. _this._emitFromParticle(particle);
  61319. if (particle._attachedSubEmitters) {
  61320. particle._attachedSubEmitters.forEach(function (subEmitter) {
  61321. subEmitter.particleSystem.disposeOnStop = true;
  61322. subEmitter.particleSystem.stop();
  61323. });
  61324. particle._attachedSubEmitters = null;
  61325. }
  61326. _this.recycleParticle(particle);
  61327. index--;
  61328. return "continue";
  61329. }
  61330. };
  61331. var particle;
  61332. for (var index = 0; index < particles.length; index++) {
  61333. _loop_1();
  61334. }
  61335. };
  61336. return _this;
  61337. }
  61338. Object.defineProperty(ParticleSystem.prototype, "onDispose", {
  61339. /**
  61340. * Sets a callback that will be triggered when the system is disposed
  61341. */
  61342. set: function (callback) {
  61343. if (this._onDisposeObserver) {
  61344. this.onDisposeObservable.remove(this._onDisposeObserver);
  61345. }
  61346. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  61347. },
  61348. enumerable: true,
  61349. configurable: true
  61350. });
  61351. Object.defineProperty(ParticleSystem.prototype, "useRampGradients", {
  61352. /** Gets or sets a boolean indicating that ramp gradients must be used
  61353. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61354. */
  61355. get: function () {
  61356. return this._useRampGradients;
  61357. },
  61358. set: function (value) {
  61359. if (this._useRampGradients === value) {
  61360. return;
  61361. }
  61362. this._useRampGradients = value;
  61363. this._resetEffect();
  61364. },
  61365. enumerable: true,
  61366. configurable: true
  61367. });
  61368. Object.defineProperty(ParticleSystem.prototype, "particles", {
  61369. //end of Sub-emitter
  61370. /**
  61371. * Gets the current list of active particles
  61372. */
  61373. get: function () {
  61374. return this._particles;
  61375. },
  61376. enumerable: true,
  61377. configurable: true
  61378. });
  61379. /**
  61380. * Returns the string "ParticleSystem"
  61381. * @returns a string containing the class name
  61382. */
  61383. ParticleSystem.prototype.getClassName = function () {
  61384. return "ParticleSystem";
  61385. };
  61386. ParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor, factor2) {
  61387. var newGradient = new BABYLON.FactorGradient();
  61388. newGradient.gradient = gradient;
  61389. newGradient.factor1 = factor;
  61390. newGradient.factor2 = factor2;
  61391. factorGradients.push(newGradient);
  61392. factorGradients.sort(function (a, b) {
  61393. if (a.gradient < b.gradient) {
  61394. return -1;
  61395. }
  61396. else if (a.gradient > b.gradient) {
  61397. return 1;
  61398. }
  61399. return 0;
  61400. });
  61401. };
  61402. ParticleSystem.prototype._removeFactorGradient = function (factorGradients, gradient) {
  61403. if (!factorGradients) {
  61404. return;
  61405. }
  61406. var index = 0;
  61407. for (var _i = 0, factorGradients_1 = factorGradients; _i < factorGradients_1.length; _i++) {
  61408. var factorGradient = factorGradients_1[_i];
  61409. if (factorGradient.gradient === gradient) {
  61410. factorGradients.splice(index, 1);
  61411. break;
  61412. }
  61413. index++;
  61414. }
  61415. };
  61416. /**
  61417. * Adds a new life time gradient
  61418. * @param gradient defines the gradient to use (between 0 and 1)
  61419. * @param factor defines the life time factor to affect to the specified gradient
  61420. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61421. * @returns the current particle system
  61422. */
  61423. ParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  61424. if (!this._lifeTimeGradients) {
  61425. this._lifeTimeGradients = [];
  61426. }
  61427. this._addFactorGradient(this._lifeTimeGradients, gradient, factor, factor2);
  61428. return this;
  61429. };
  61430. /**
  61431. * Remove a specific life time gradient
  61432. * @param gradient defines the gradient to remove
  61433. * @returns the current particle system
  61434. */
  61435. ParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  61436. this._removeFactorGradient(this._lifeTimeGradients, gradient);
  61437. return this;
  61438. };
  61439. /**
  61440. * Adds a new size gradient
  61441. * @param gradient defines the gradient to use (between 0 and 1)
  61442. * @param factor defines the size factor to affect to the specified gradient
  61443. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61444. * @returns the current particle system
  61445. */
  61446. ParticleSystem.prototype.addSizeGradient = function (gradient, factor, factor2) {
  61447. if (!this._sizeGradients) {
  61448. this._sizeGradients = [];
  61449. }
  61450. this._addFactorGradient(this._sizeGradients, gradient, factor, factor2);
  61451. return this;
  61452. };
  61453. /**
  61454. * Remove a specific size gradient
  61455. * @param gradient defines the gradient to remove
  61456. * @returns the current particle system
  61457. */
  61458. ParticleSystem.prototype.removeSizeGradient = function (gradient) {
  61459. this._removeFactorGradient(this._sizeGradients, gradient);
  61460. return this;
  61461. };
  61462. /**
  61463. * Adds a new color remap gradient
  61464. * @param gradient defines the gradient to use (between 0 and 1)
  61465. * @param min defines the color remap minimal range
  61466. * @param max defines the color remap maximal range
  61467. * @returns the current particle system
  61468. */
  61469. ParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  61470. if (!this._colorRemapGradients) {
  61471. this._colorRemapGradients = [];
  61472. }
  61473. this._addFactorGradient(this._colorRemapGradients, gradient, min, max);
  61474. return this;
  61475. };
  61476. /**
  61477. * Remove a specific color remap gradient
  61478. * @param gradient defines the gradient to remove
  61479. * @returns the current particle system
  61480. */
  61481. ParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  61482. this._removeFactorGradient(this._colorRemapGradients, gradient);
  61483. return this;
  61484. };
  61485. /**
  61486. * Adds a new alpha remap gradient
  61487. * @param gradient defines the gradient to use (between 0 and 1)
  61488. * @param min defines the alpha remap minimal range
  61489. * @param max defines the alpha remap maximal range
  61490. * @returns the current particle system
  61491. */
  61492. ParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  61493. if (!this._alphaRemapGradients) {
  61494. this._alphaRemapGradients = [];
  61495. }
  61496. this._addFactorGradient(this._alphaRemapGradients, gradient, min, max);
  61497. return this;
  61498. };
  61499. /**
  61500. * Remove a specific alpha remap gradient
  61501. * @param gradient defines the gradient to remove
  61502. * @returns the current particle system
  61503. */
  61504. ParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  61505. this._removeFactorGradient(this._alphaRemapGradients, gradient);
  61506. return this;
  61507. };
  61508. /**
  61509. * Adds a new angular speed gradient
  61510. * @param gradient defines the gradient to use (between 0 and 1)
  61511. * @param factor defines the angular speed to affect to the specified gradient
  61512. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61513. * @returns the current particle system
  61514. */
  61515. ParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor, factor2) {
  61516. if (!this._angularSpeedGradients) {
  61517. this._angularSpeedGradients = [];
  61518. }
  61519. this._addFactorGradient(this._angularSpeedGradients, gradient, factor, factor2);
  61520. return this;
  61521. };
  61522. /**
  61523. * Remove a specific angular speed gradient
  61524. * @param gradient defines the gradient to remove
  61525. * @returns the current particle system
  61526. */
  61527. ParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  61528. this._removeFactorGradient(this._angularSpeedGradients, gradient);
  61529. return this;
  61530. };
  61531. /**
  61532. * Adds a new velocity gradient
  61533. * @param gradient defines the gradient to use (between 0 and 1)
  61534. * @param factor defines the velocity to affect to the specified gradient
  61535. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61536. * @returns the current particle system
  61537. */
  61538. ParticleSystem.prototype.addVelocityGradient = function (gradient, factor, factor2) {
  61539. if (!this._velocityGradients) {
  61540. this._velocityGradients = [];
  61541. }
  61542. this._addFactorGradient(this._velocityGradients, gradient, factor, factor2);
  61543. return this;
  61544. };
  61545. /**
  61546. * Remove a specific velocity gradient
  61547. * @param gradient defines the gradient to remove
  61548. * @returns the current particle system
  61549. */
  61550. ParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  61551. this._removeFactorGradient(this._velocityGradients, gradient);
  61552. return this;
  61553. };
  61554. /**
  61555. * Adds a new limit velocity gradient
  61556. * @param gradient defines the gradient to use (between 0 and 1)
  61557. * @param factor defines the limit velocity value to affect to the specified gradient
  61558. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61559. * @returns the current particle system
  61560. */
  61561. ParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor, factor2) {
  61562. if (!this._limitVelocityGradients) {
  61563. this._limitVelocityGradients = [];
  61564. }
  61565. this._addFactorGradient(this._limitVelocityGradients, gradient, factor, factor2);
  61566. return this;
  61567. };
  61568. /**
  61569. * Remove a specific limit velocity gradient
  61570. * @param gradient defines the gradient to remove
  61571. * @returns the current particle system
  61572. */
  61573. ParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  61574. this._removeFactorGradient(this._limitVelocityGradients, gradient);
  61575. return this;
  61576. };
  61577. /**
  61578. * Adds a new drag gradient
  61579. * @param gradient defines the gradient to use (between 0 and 1)
  61580. * @param factor defines the drag value to affect to the specified gradient
  61581. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61582. * @returns the current particle system
  61583. */
  61584. ParticleSystem.prototype.addDragGradient = function (gradient, factor, factor2) {
  61585. if (!this._dragGradients) {
  61586. this._dragGradients = [];
  61587. }
  61588. this._addFactorGradient(this._dragGradients, gradient, factor, factor2);
  61589. return this;
  61590. };
  61591. /**
  61592. * Remove a specific drag gradient
  61593. * @param gradient defines the gradient to remove
  61594. * @returns the current particle system
  61595. */
  61596. ParticleSystem.prototype.removeDragGradient = function (gradient) {
  61597. this._removeFactorGradient(this._dragGradients, gradient);
  61598. return this;
  61599. };
  61600. /**
  61601. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  61602. * @param gradient defines the gradient to use (between 0 and 1)
  61603. * @param factor defines the emit rate value to affect to the specified gradient
  61604. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61605. * @returns the current particle system
  61606. */
  61607. ParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  61608. if (!this._emitRateGradients) {
  61609. this._emitRateGradients = [];
  61610. }
  61611. this._addFactorGradient(this._emitRateGradients, gradient, factor, factor2);
  61612. return this;
  61613. };
  61614. /**
  61615. * Remove a specific emit rate gradient
  61616. * @param gradient defines the gradient to remove
  61617. * @returns the current particle system
  61618. */
  61619. ParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  61620. this._removeFactorGradient(this._emitRateGradients, gradient);
  61621. return this;
  61622. };
  61623. /**
  61624. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  61625. * @param gradient defines the gradient to use (between 0 and 1)
  61626. * @param factor defines the start size value to affect to the specified gradient
  61627. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61628. * @returns the current particle system
  61629. */
  61630. ParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  61631. if (!this._startSizeGradients) {
  61632. this._startSizeGradients = [];
  61633. }
  61634. this._addFactorGradient(this._startSizeGradients, gradient, factor, factor2);
  61635. return this;
  61636. };
  61637. /**
  61638. * Remove a specific start size gradient
  61639. * @param gradient defines the gradient to remove
  61640. * @returns the current particle system
  61641. */
  61642. ParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  61643. this._removeFactorGradient(this._emitRateGradients, gradient);
  61644. return this;
  61645. };
  61646. ParticleSystem.prototype._createRampGradientTexture = function () {
  61647. if (!this._rampGradients || !this._rampGradients.length || this._rampGradientsTexture) {
  61648. return;
  61649. }
  61650. var data = new Uint8Array(this._rawTextureWidth * 4);
  61651. var tmpColor = BABYLON.Tmp.Color3[0];
  61652. for (var x = 0; x < this._rawTextureWidth; x++) {
  61653. var ratio = x / this._rawTextureWidth;
  61654. BABYLON.Tools.GetCurrentGradient(ratio, this._rampGradients, function (currentGradient, nextGradient, scale) {
  61655. BABYLON.Color3.LerpToRef(currentGradient.color, nextGradient.color, scale, tmpColor);
  61656. data[x * 4] = tmpColor.r * 255;
  61657. data[x * 4 + 1] = tmpColor.g * 255;
  61658. data[x * 4 + 2] = tmpColor.b * 255;
  61659. data[x * 4 + 3] = 255;
  61660. });
  61661. }
  61662. this._rampGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  61663. };
  61664. /**
  61665. * Gets the current list of ramp gradients.
  61666. * You must use addRampGradient and removeRampGradient to udpate this list
  61667. * @returns the list of ramp gradients
  61668. */
  61669. ParticleSystem.prototype.getRampGradients = function () {
  61670. return this._rampGradients;
  61671. };
  61672. /**
  61673. * Adds a new ramp gradient used to remap particle colors
  61674. * @param gradient defines the gradient to use (between 0 and 1)
  61675. * @param color defines the color to affect to the specified gradient
  61676. * @returns the current particle system
  61677. */
  61678. ParticleSystem.prototype.addRampGradient = function (gradient, color) {
  61679. if (!this._rampGradients) {
  61680. this._rampGradients = [];
  61681. }
  61682. var rampGradient = new BABYLON.Color3Gradient();
  61683. rampGradient.gradient = gradient;
  61684. rampGradient.color = color;
  61685. this._rampGradients.push(rampGradient);
  61686. this._rampGradients.sort(function (a, b) {
  61687. if (a.gradient < b.gradient) {
  61688. return -1;
  61689. }
  61690. else if (a.gradient > b.gradient) {
  61691. return 1;
  61692. }
  61693. return 0;
  61694. });
  61695. if (this._rampGradientsTexture) {
  61696. this._rampGradientsTexture.dispose();
  61697. this._rampGradientsTexture = null;
  61698. }
  61699. this._createRampGradientTexture();
  61700. return this;
  61701. };
  61702. /**
  61703. * Remove a specific ramp gradient
  61704. * @param gradient defines the gradient to remove
  61705. * @returns the current particle system
  61706. */
  61707. ParticleSystem.prototype.removeRampGradient = function (gradient) {
  61708. this._removeGradientAndTexture(gradient, this._rampGradients, this._rampGradientsTexture);
  61709. this._rampGradientsTexture = null;
  61710. if (this._rampGradients && this._rampGradients.length > 0) {
  61711. this._createRampGradientTexture();
  61712. }
  61713. return this;
  61714. };
  61715. /**
  61716. * Adds a new color gradient
  61717. * @param gradient defines the gradient to use (between 0 and 1)
  61718. * @param color1 defines the color to affect to the specified gradient
  61719. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61720. * @returns this particle system
  61721. */
  61722. ParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  61723. if (!this._colorGradients) {
  61724. this._colorGradients = [];
  61725. }
  61726. var colorGradient = new BABYLON.ColorGradient();
  61727. colorGradient.gradient = gradient;
  61728. colorGradient.color1 = color1;
  61729. colorGradient.color2 = color2;
  61730. this._colorGradients.push(colorGradient);
  61731. this._colorGradients.sort(function (a, b) {
  61732. if (a.gradient < b.gradient) {
  61733. return -1;
  61734. }
  61735. else if (a.gradient > b.gradient) {
  61736. return 1;
  61737. }
  61738. return 0;
  61739. });
  61740. return this;
  61741. };
  61742. /**
  61743. * Remove a specific color gradient
  61744. * @param gradient defines the gradient to remove
  61745. * @returns this particle system
  61746. */
  61747. ParticleSystem.prototype.removeColorGradient = function (gradient) {
  61748. if (!this._colorGradients) {
  61749. return this;
  61750. }
  61751. var index = 0;
  61752. for (var _i = 0, _a = this._colorGradients; _i < _a.length; _i++) {
  61753. var colorGradient = _a[_i];
  61754. if (colorGradient.gradient === gradient) {
  61755. this._colorGradients.splice(index, 1);
  61756. break;
  61757. }
  61758. index++;
  61759. }
  61760. return this;
  61761. };
  61762. ParticleSystem.prototype._fetchR = function (u, v, width, height, pixels) {
  61763. u = Math.abs(u) * 0.5 + 0.5;
  61764. v = Math.abs(v) * 0.5 + 0.5;
  61765. var wrappedU = ((u * width) % width) | 0;
  61766. var wrappedV = ((v * height) % height) | 0;
  61767. var position = (wrappedU + wrappedV * width) * 4;
  61768. return pixels[position] / 255;
  61769. };
  61770. ParticleSystem.prototype._reset = function () {
  61771. this._resetEffect();
  61772. };
  61773. ParticleSystem.prototype._resetEffect = function () {
  61774. if (this._vertexBuffer) {
  61775. this._vertexBuffer.dispose();
  61776. this._vertexBuffer = null;
  61777. }
  61778. if (this._spriteBuffer) {
  61779. this._spriteBuffer.dispose();
  61780. this._spriteBuffer = null;
  61781. }
  61782. this._createVertexBuffers();
  61783. };
  61784. ParticleSystem.prototype._createVertexBuffers = function () {
  61785. this._vertexBufferSize = this._useInstancing ? 10 : 12;
  61786. if (this._isAnimationSheetEnabled) {
  61787. this._vertexBufferSize += 1;
  61788. }
  61789. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61790. this._vertexBufferSize += 3;
  61791. }
  61792. if (this._useRampGradients) {
  61793. this._vertexBufferSize += 4;
  61794. }
  61795. var engine = this._scene.getEngine();
  61796. this._vertexData = new Float32Array(this._capacity * this._vertexBufferSize * (this._useInstancing ? 1 : 4));
  61797. this._vertexBuffer = new BABYLON.Buffer(engine, this._vertexData, true, this._vertexBufferSize);
  61798. var dataOffset = 0;
  61799. var positions = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.PositionKind, dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61800. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = positions;
  61801. dataOffset += 3;
  61802. var colors = this._vertexBuffer.createVertexBuffer(BABYLON.VertexBuffer.ColorKind, dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61803. this._vertexBuffers[BABYLON.VertexBuffer.ColorKind] = colors;
  61804. dataOffset += 4;
  61805. var options = this._vertexBuffer.createVertexBuffer("angle", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61806. this._vertexBuffers["angle"] = options;
  61807. dataOffset += 1;
  61808. var size = this._vertexBuffer.createVertexBuffer("size", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61809. this._vertexBuffers["size"] = size;
  61810. dataOffset += 2;
  61811. if (this._isAnimationSheetEnabled) {
  61812. var cellIndexBuffer = this._vertexBuffer.createVertexBuffer("cellIndex", dataOffset, 1, this._vertexBufferSize, this._useInstancing);
  61813. this._vertexBuffers["cellIndex"] = cellIndexBuffer;
  61814. dataOffset += 1;
  61815. }
  61816. if (!this._isBillboardBased || this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  61817. var directionBuffer = this._vertexBuffer.createVertexBuffer("direction", dataOffset, 3, this._vertexBufferSize, this._useInstancing);
  61818. this._vertexBuffers["direction"] = directionBuffer;
  61819. dataOffset += 3;
  61820. }
  61821. if (this._useRampGradients) {
  61822. var rampDataBuffer = this._vertexBuffer.createVertexBuffer("remapData", dataOffset, 4, this._vertexBufferSize, this._useInstancing);
  61823. this._vertexBuffers["remapData"] = rampDataBuffer;
  61824. dataOffset += 4;
  61825. }
  61826. var offsets;
  61827. if (this._useInstancing) {
  61828. var spriteData = new Float32Array([0, 0, 1, 0, 1, 1, 0, 1]);
  61829. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 2);
  61830. offsets = this._spriteBuffer.createVertexBuffer("offset", 0, 2);
  61831. }
  61832. else {
  61833. offsets = this._vertexBuffer.createVertexBuffer("offset", dataOffset, 2, this._vertexBufferSize, this._useInstancing);
  61834. dataOffset += 2;
  61835. }
  61836. this._vertexBuffers["offset"] = offsets;
  61837. };
  61838. ParticleSystem.prototype._createIndexBuffer = function () {
  61839. if (this._useInstancing) {
  61840. return;
  61841. }
  61842. var indices = [];
  61843. var index = 0;
  61844. for (var count = 0; count < this._capacity; count++) {
  61845. indices.push(index);
  61846. indices.push(index + 1);
  61847. indices.push(index + 2);
  61848. indices.push(index);
  61849. indices.push(index + 2);
  61850. indices.push(index + 3);
  61851. index += 4;
  61852. }
  61853. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  61854. };
  61855. /**
  61856. * Gets the maximum number of particles active at the same time.
  61857. * @returns The max number of active particles.
  61858. */
  61859. ParticleSystem.prototype.getCapacity = function () {
  61860. return this._capacity;
  61861. };
  61862. /**
  61863. * Gets whether there are still active particles in the system.
  61864. * @returns True if it is alive, otherwise false.
  61865. */
  61866. ParticleSystem.prototype.isAlive = function () {
  61867. return this._alive;
  61868. };
  61869. /**
  61870. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61871. * @returns True if it has been started, otherwise false.
  61872. */
  61873. ParticleSystem.prototype.isStarted = function () {
  61874. return this._started;
  61875. };
  61876. ParticleSystem.prototype._prepareSubEmitterInternalArray = function () {
  61877. var _this = this;
  61878. this._subEmitters = new Array();
  61879. if (this.subEmitters) {
  61880. this.subEmitters.forEach(function (subEmitter) {
  61881. if (subEmitter instanceof ParticleSystem) {
  61882. _this._subEmitters.push([new BABYLON.SubEmitter(subEmitter)]);
  61883. }
  61884. else if (subEmitter instanceof BABYLON.SubEmitter) {
  61885. _this._subEmitters.push([subEmitter]);
  61886. }
  61887. else if (subEmitter instanceof Array) {
  61888. _this._subEmitters.push(subEmitter);
  61889. }
  61890. });
  61891. }
  61892. };
  61893. /**
  61894. * Starts the particle system and begins to emit
  61895. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61896. */
  61897. ParticleSystem.prototype.start = function (delay) {
  61898. var _this = this;
  61899. if (delay === void 0) { delay = this.startDelay; }
  61900. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  61901. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  61902. }
  61903. if (delay) {
  61904. setTimeout(function () {
  61905. _this.start(0);
  61906. }, delay);
  61907. return;
  61908. }
  61909. // Convert the subEmitters field to the constant type field _subEmitters
  61910. this._prepareSubEmitterInternalArray();
  61911. this._started = true;
  61912. this._stopped = false;
  61913. this._actualFrame = 0;
  61914. if (this._subEmitters && this._subEmitters.length != 0) {
  61915. this.activeSubSystems = new Array();
  61916. }
  61917. // Reset emit gradient so it acts the same on every start
  61918. if (this._emitRateGradients) {
  61919. if (this._emitRateGradients.length > 0) {
  61920. this._currentEmitRateGradient = this._emitRateGradients[0];
  61921. this._currentEmitRate1 = this._currentEmitRateGradient.getFactor();
  61922. this._currentEmitRate2 = this._currentEmitRate1;
  61923. }
  61924. if (this._emitRateGradients.length > 1) {
  61925. this._currentEmitRate2 = this._emitRateGradients[1].getFactor();
  61926. }
  61927. }
  61928. // Reset start size gradient so it acts the same on every start
  61929. if (this._startSizeGradients) {
  61930. if (this._startSizeGradients.length > 0) {
  61931. this._currentStartSizeGradient = this._startSizeGradients[0];
  61932. this._currentStartSize1 = this._currentStartSizeGradient.getFactor();
  61933. this._currentStartSize2 = this._currentStartSize1;
  61934. }
  61935. if (this._startSizeGradients.length > 1) {
  61936. this._currentStartSize2 = this._startSizeGradients[1].getFactor();
  61937. }
  61938. }
  61939. if (this.preWarmCycles) {
  61940. if (this.emitter instanceof BABYLON.AbstractMesh) {
  61941. this.emitter.computeWorldMatrix(true);
  61942. }
  61943. var noiseTextureAsProcedural_1 = this.noiseTexture;
  61944. if (noiseTextureAsProcedural_1 && noiseTextureAsProcedural_1.onGeneratedObservable) {
  61945. noiseTextureAsProcedural_1.onGeneratedObservable.addOnce(function () {
  61946. setTimeout(function () {
  61947. for (var index = 0; index < _this.preWarmCycles; index++) {
  61948. _this.animate(true);
  61949. noiseTextureAsProcedural_1.render();
  61950. }
  61951. });
  61952. });
  61953. }
  61954. else {
  61955. for (var index = 0; index < this.preWarmCycles; index++) {
  61956. this.animate(true);
  61957. }
  61958. }
  61959. }
  61960. // Animations
  61961. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  61962. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  61963. }
  61964. };
  61965. /**
  61966. * Stops the particle system.
  61967. * @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.
  61968. */
  61969. ParticleSystem.prototype.stop = function (stopSubEmitters) {
  61970. if (stopSubEmitters === void 0) { stopSubEmitters = true; }
  61971. this._stopped = true;
  61972. if (stopSubEmitters) {
  61973. this._stopSubEmitters();
  61974. }
  61975. };
  61976. // animation sheet
  61977. /**
  61978. * Remove all active particles
  61979. */
  61980. ParticleSystem.prototype.reset = function () {
  61981. this._stockParticles = [];
  61982. this._particles = [];
  61983. };
  61984. /**
  61985. * @hidden (for internal use only)
  61986. */
  61987. ParticleSystem.prototype._appendParticleVertex = function (index, particle, offsetX, offsetY) {
  61988. var offset = index * this._vertexBufferSize;
  61989. this._vertexData[offset++] = particle.position.x;
  61990. this._vertexData[offset++] = particle.position.y;
  61991. this._vertexData[offset++] = particle.position.z;
  61992. this._vertexData[offset++] = particle.color.r;
  61993. this._vertexData[offset++] = particle.color.g;
  61994. this._vertexData[offset++] = particle.color.b;
  61995. this._vertexData[offset++] = particle.color.a;
  61996. this._vertexData[offset++] = particle.angle;
  61997. this._vertexData[offset++] = particle.scale.x * particle.size;
  61998. this._vertexData[offset++] = particle.scale.y * particle.size;
  61999. if (this._isAnimationSheetEnabled) {
  62000. this._vertexData[offset++] = particle.cellIndex;
  62001. }
  62002. if (!this._isBillboardBased) {
  62003. if (particle._initialDirection) {
  62004. this._vertexData[offset++] = particle._initialDirection.x;
  62005. this._vertexData[offset++] = particle._initialDirection.y;
  62006. this._vertexData[offset++] = particle._initialDirection.z;
  62007. }
  62008. else {
  62009. this._vertexData[offset++] = particle.direction.x;
  62010. this._vertexData[offset++] = particle.direction.y;
  62011. this._vertexData[offset++] = particle.direction.z;
  62012. }
  62013. }
  62014. else if (this.billboardMode === ParticleSystem.BILLBOARDMODE_STRETCHED) {
  62015. this._vertexData[offset++] = particle.direction.x;
  62016. this._vertexData[offset++] = particle.direction.y;
  62017. this._vertexData[offset++] = particle.direction.z;
  62018. }
  62019. if (this._useRampGradients) {
  62020. this._vertexData[offset++] = particle.remapData.x;
  62021. this._vertexData[offset++] = particle.remapData.y;
  62022. this._vertexData[offset++] = particle.remapData.z;
  62023. this._vertexData[offset++] = particle.remapData.w;
  62024. }
  62025. if (!this._useInstancing) {
  62026. if (this._isAnimationSheetEnabled) {
  62027. if (offsetX === 0) {
  62028. offsetX = this._epsilon;
  62029. }
  62030. else if (offsetX === 1) {
  62031. offsetX = 1 - this._epsilon;
  62032. }
  62033. if (offsetY === 0) {
  62034. offsetY = this._epsilon;
  62035. }
  62036. else if (offsetY === 1) {
  62037. offsetY = 1 - this._epsilon;
  62038. }
  62039. }
  62040. this._vertexData[offset++] = offsetX;
  62041. this._vertexData[offset++] = offsetY;
  62042. }
  62043. };
  62044. ParticleSystem.prototype._stopSubEmitters = function () {
  62045. if (!this.activeSubSystems) {
  62046. return;
  62047. }
  62048. this.activeSubSystems.forEach(function (subSystem) {
  62049. subSystem.stop(true);
  62050. });
  62051. this.activeSubSystems = new Array();
  62052. };
  62053. ParticleSystem.prototype._removeFromRoot = function () {
  62054. if (!this._rootParticleSystem) {
  62055. return;
  62056. }
  62057. var index = this._rootParticleSystem.activeSubSystems.indexOf(this);
  62058. if (index !== -1) {
  62059. this._rootParticleSystem.activeSubSystems.splice(index, 1);
  62060. }
  62061. this._rootParticleSystem = null;
  62062. };
  62063. // End of sub system methods
  62064. ParticleSystem.prototype._update = function (newParticles) {
  62065. var _this = this;
  62066. // Update current
  62067. this._alive = this._particles.length > 0;
  62068. if (this.emitter.position) {
  62069. var emitterMesh = this.emitter;
  62070. this._emitterWorldMatrix = emitterMesh.getWorldMatrix();
  62071. }
  62072. else {
  62073. var emitterPosition = this.emitter;
  62074. this._emitterWorldMatrix = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  62075. }
  62076. this.updateFunction(this._particles);
  62077. // Add new ones
  62078. var particle;
  62079. var _loop_2 = function () {
  62080. if (this_1._particles.length === this_1._capacity) {
  62081. return "break";
  62082. }
  62083. particle = this_1._createParticle();
  62084. this_1._particles.push(particle);
  62085. // Emitter
  62086. var emitPower = BABYLON.Scalar.RandomRange(this_1.minEmitPower, this_1.maxEmitPower);
  62087. if (this_1.startPositionFunction) {
  62088. this_1.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62089. }
  62090. else {
  62091. this_1.particleEmitterType.startPositionFunction(this_1._emitterWorldMatrix, particle.position, particle);
  62092. }
  62093. if (this_1.startDirectionFunction) {
  62094. this_1.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62095. }
  62096. else {
  62097. this_1.particleEmitterType.startDirectionFunction(this_1._emitterWorldMatrix, particle.direction, particle);
  62098. }
  62099. if (emitPower === 0) {
  62100. if (!particle._initialDirection) {
  62101. particle._initialDirection = particle.direction.clone();
  62102. }
  62103. else {
  62104. particle._initialDirection.copyFrom(particle.direction);
  62105. }
  62106. }
  62107. else {
  62108. particle._initialDirection = null;
  62109. }
  62110. particle.direction.scaleInPlace(emitPower);
  62111. // Life time
  62112. if (this_1.targetStopDuration && this_1._lifeTimeGradients && this_1._lifeTimeGradients.length > 0) {
  62113. var ratio_1 = BABYLON.Scalar.Clamp(this_1._actualFrame / this_1.targetStopDuration);
  62114. BABYLON.Tools.GetCurrentGradient(ratio_1, this_1._lifeTimeGradients, function (currentGradient, nextGradient, scale) {
  62115. var factorGradient1 = currentGradient;
  62116. var factorGradient2 = nextGradient;
  62117. var lifeTime1 = factorGradient1.getFactor();
  62118. var lifeTime2 = factorGradient2.getFactor();
  62119. var gradient = (ratio_1 - factorGradient1.gradient) / (factorGradient2.gradient - factorGradient1.gradient);
  62120. particle.lifeTime = BABYLON.Scalar.Lerp(lifeTime1, lifeTime2, gradient);
  62121. });
  62122. }
  62123. else {
  62124. particle.lifeTime = BABYLON.Scalar.RandomRange(this_1.minLifeTime, this_1.maxLifeTime);
  62125. }
  62126. // Size
  62127. if (!this_1._sizeGradients || this_1._sizeGradients.length === 0) {
  62128. particle.size = BABYLON.Scalar.RandomRange(this_1.minSize, this_1.maxSize);
  62129. }
  62130. else {
  62131. particle._currentSizeGradient = this_1._sizeGradients[0];
  62132. particle._currentSize1 = particle._currentSizeGradient.getFactor();
  62133. particle.size = particle._currentSize1;
  62134. if (this_1._sizeGradients.length > 1) {
  62135. particle._currentSize2 = this_1._sizeGradients[1].getFactor();
  62136. }
  62137. else {
  62138. particle._currentSize2 = particle._currentSize1;
  62139. }
  62140. }
  62141. // Size and scale
  62142. particle.scale.copyFromFloats(BABYLON.Scalar.RandomRange(this_1.minScaleX, this_1.maxScaleX), BABYLON.Scalar.RandomRange(this_1.minScaleY, this_1.maxScaleY));
  62143. // Adjust scale by start size
  62144. if (this_1._startSizeGradients && this_1._startSizeGradients[0] && this_1.targetStopDuration) {
  62145. var ratio = this_1._actualFrame / this_1.targetStopDuration;
  62146. BABYLON.Tools.GetCurrentGradient(ratio, this_1._startSizeGradients, function (currentGradient, nextGradient, scale) {
  62147. if (currentGradient !== _this._currentStartSizeGradient) {
  62148. _this._currentStartSize1 = _this._currentStartSize2;
  62149. _this._currentStartSize2 = nextGradient.getFactor();
  62150. _this._currentStartSizeGradient = currentGradient;
  62151. }
  62152. var value = BABYLON.Scalar.Lerp(_this._currentStartSize1, _this._currentStartSize2, scale);
  62153. particle.scale.scaleInPlace(value);
  62154. });
  62155. }
  62156. // Angle
  62157. if (!this_1._angularSpeedGradients || this_1._angularSpeedGradients.length === 0) {
  62158. particle.angularSpeed = BABYLON.Scalar.RandomRange(this_1.minAngularSpeed, this_1.maxAngularSpeed);
  62159. }
  62160. else {
  62161. particle._currentAngularSpeedGradient = this_1._angularSpeedGradients[0];
  62162. particle.angularSpeed = particle._currentAngularSpeedGradient.getFactor();
  62163. particle._currentAngularSpeed1 = particle.angularSpeed;
  62164. if (this_1._angularSpeedGradients.length > 1) {
  62165. particle._currentAngularSpeed2 = this_1._angularSpeedGradients[1].getFactor();
  62166. }
  62167. else {
  62168. particle._currentAngularSpeed2 = particle._currentAngularSpeed1;
  62169. }
  62170. }
  62171. particle.angle = BABYLON.Scalar.RandomRange(this_1.minInitialRotation, this_1.maxInitialRotation);
  62172. // Velocity
  62173. if (this_1._velocityGradients && this_1._velocityGradients.length > 0) {
  62174. particle._currentVelocityGradient = this_1._velocityGradients[0];
  62175. particle._currentVelocity1 = particle._currentVelocityGradient.getFactor();
  62176. if (this_1._velocityGradients.length > 1) {
  62177. particle._currentVelocity2 = this_1._velocityGradients[1].getFactor();
  62178. }
  62179. else {
  62180. particle._currentVelocity2 = particle._currentVelocity1;
  62181. }
  62182. }
  62183. // Limit velocity
  62184. if (this_1._limitVelocityGradients && this_1._limitVelocityGradients.length > 0) {
  62185. particle._currentLimitVelocityGradient = this_1._limitVelocityGradients[0];
  62186. particle._currentLimitVelocity1 = particle._currentLimitVelocityGradient.getFactor();
  62187. if (this_1._limitVelocityGradients.length > 1) {
  62188. particle._currentLimitVelocity2 = this_1._limitVelocityGradients[1].getFactor();
  62189. }
  62190. else {
  62191. particle._currentLimitVelocity2 = particle._currentLimitVelocity1;
  62192. }
  62193. }
  62194. // Drag
  62195. if (this_1._dragGradients && this_1._dragGradients.length > 0) {
  62196. particle._currentDragGradient = this_1._dragGradients[0];
  62197. particle._currentDrag1 = particle._currentDragGradient.getFactor();
  62198. if (this_1._dragGradients.length > 1) {
  62199. particle._currentDrag2 = this_1._dragGradients[1].getFactor();
  62200. }
  62201. else {
  62202. particle._currentDrag2 = particle._currentDrag1;
  62203. }
  62204. }
  62205. // Color
  62206. if (!this_1._colorGradients || this_1._colorGradients.length === 0) {
  62207. step = BABYLON.Scalar.RandomRange(0, 1.0);
  62208. BABYLON.Color4.LerpToRef(this_1.color1, this_1.color2, step, particle.color);
  62209. this_1.colorDead.subtractToRef(particle.color, this_1._colorDiff);
  62210. this_1._colorDiff.scaleToRef(1.0 / particle.lifeTime, particle.colorStep);
  62211. }
  62212. else {
  62213. particle._currentColorGradient = this_1._colorGradients[0];
  62214. particle._currentColorGradient.getColorToRef(particle.color);
  62215. particle._currentColor1.copyFrom(particle.color);
  62216. if (this_1._colorGradients.length > 1) {
  62217. this_1._colorGradients[1].getColorToRef(particle._currentColor2);
  62218. }
  62219. else {
  62220. particle._currentColor2.copyFrom(particle.color);
  62221. }
  62222. }
  62223. // Sheet
  62224. if (this_1._isAnimationSheetEnabled) {
  62225. particle._initialStartSpriteCellID = this_1.startSpriteCellID;
  62226. particle._initialEndSpriteCellID = this_1.endSpriteCellID;
  62227. }
  62228. // Inherited Velocity
  62229. particle.direction.addInPlace(this_1._inheritedVelocityOffset);
  62230. // Ramp
  62231. if (this_1._useRampGradients) {
  62232. particle.remapData = new BABYLON.Vector4(0, 1, 0, 1);
  62233. }
  62234. // Noise texture coordinates
  62235. if (this_1.noiseTexture) {
  62236. if (particle._randomNoiseCoordinates1) {
  62237. particle._randomNoiseCoordinates1.copyFromFloats(Math.random(), Math.random(), Math.random());
  62238. particle._randomNoiseCoordinates2.copyFromFloats(Math.random(), Math.random(), Math.random());
  62239. }
  62240. else {
  62241. particle._randomNoiseCoordinates1 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62242. particle._randomNoiseCoordinates2 = new BABYLON.Vector3(Math.random(), Math.random(), Math.random());
  62243. }
  62244. }
  62245. // Update the position of the attached sub-emitters to match their attached particle
  62246. particle._inheritParticleInfoToSubEmitters();
  62247. };
  62248. var this_1 = this, step;
  62249. for (var index = 0; index < newParticles; index++) {
  62250. var state_1 = _loop_2();
  62251. if (state_1 === "break")
  62252. break;
  62253. }
  62254. };
  62255. /** @hidden */
  62256. ParticleSystem._GetAttributeNamesOrOptions = function (isAnimationSheetEnabled, isBillboardBased, useRampGradients) {
  62257. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62258. if (isBillboardBased === void 0) { isBillboardBased = false; }
  62259. if (useRampGradients === void 0) { useRampGradients = false; }
  62260. var attributeNamesOrOptions = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.ColorKind, "angle", "offset", "size"];
  62261. if (isAnimationSheetEnabled) {
  62262. attributeNamesOrOptions.push("cellIndex");
  62263. }
  62264. if (!isBillboardBased) {
  62265. attributeNamesOrOptions.push("direction");
  62266. }
  62267. if (useRampGradients) {
  62268. attributeNamesOrOptions.push("remapData");
  62269. }
  62270. return attributeNamesOrOptions;
  62271. };
  62272. /** @hidden */
  62273. ParticleSystem._GetEffectCreationOptions = function (isAnimationSheetEnabled) {
  62274. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  62275. var effectCreationOption = ["invView", "view", "projection", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "textureMask", "translationPivot", "eyePosition"];
  62276. if (isAnimationSheetEnabled) {
  62277. effectCreationOption.push("particlesInfos");
  62278. }
  62279. return effectCreationOption;
  62280. };
  62281. /** @hidden */
  62282. ParticleSystem.prototype._getEffect = function (blendMode) {
  62283. if (this._customEffect) {
  62284. return this._customEffect;
  62285. }
  62286. var defines = [];
  62287. if (this._scene.clipPlane) {
  62288. defines.push("#define CLIPPLANE");
  62289. }
  62290. if (this._scene.clipPlane2) {
  62291. defines.push("#define CLIPPLANE2");
  62292. }
  62293. if (this._scene.clipPlane3) {
  62294. defines.push("#define CLIPPLANE3");
  62295. }
  62296. if (this._scene.clipPlane4) {
  62297. defines.push("#define CLIPPLANE4");
  62298. }
  62299. if (this._isAnimationSheetEnabled) {
  62300. defines.push("#define ANIMATESHEET");
  62301. }
  62302. if (blendMode === ParticleSystem.BLENDMODE_MULTIPLY) {
  62303. defines.push("#define BLENDMULTIPLYMODE");
  62304. }
  62305. if (this._useRampGradients) {
  62306. defines.push("#define RAMPGRADIENT");
  62307. }
  62308. if (this._isBillboardBased) {
  62309. defines.push("#define BILLBOARD");
  62310. switch (this.billboardMode) {
  62311. case ParticleSystem.BILLBOARDMODE_Y:
  62312. defines.push("#define BILLBOARDY");
  62313. break;
  62314. case ParticleSystem.BILLBOARDMODE_STRETCHED:
  62315. defines.push("#define BILLBOARDSTRETCHED");
  62316. break;
  62317. case ParticleSystem.BILLBOARDMODE_ALL:
  62318. default:
  62319. break;
  62320. }
  62321. }
  62322. if (this._imageProcessingConfiguration) {
  62323. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  62324. defines.push(this._imageProcessingConfigurationDefines.toString());
  62325. }
  62326. // Effect
  62327. var join = defines.join("\n");
  62328. if (this._cachedDefines !== join) {
  62329. this._cachedDefines = join;
  62330. var attributesNamesOrOptions = ParticleSystem._GetAttributeNamesOrOptions(this._isAnimationSheetEnabled, this._isBillboardBased && this.billboardMode !== ParticleSystem.BILLBOARDMODE_STRETCHED, this._useRampGradients);
  62331. var effectCreationOption = ParticleSystem._GetEffectCreationOptions(this._isAnimationSheetEnabled);
  62332. var samplers = ["diffuseSampler", "rampSampler"];
  62333. if (BABYLON.ImageProcessingConfiguration) {
  62334. BABYLON.ImageProcessingConfiguration.PrepareUniforms(effectCreationOption, this._imageProcessingConfigurationDefines);
  62335. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  62336. }
  62337. this._effect = this._scene.getEngine().createEffect("particles", attributesNamesOrOptions, effectCreationOption, samplers, join);
  62338. }
  62339. return this._effect;
  62340. };
  62341. /**
  62342. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  62343. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  62344. */
  62345. ParticleSystem.prototype.animate = function (preWarmOnly) {
  62346. var _this = this;
  62347. if (preWarmOnly === void 0) { preWarmOnly = false; }
  62348. if (!this._started) {
  62349. return;
  62350. }
  62351. if (!preWarmOnly) {
  62352. // Check
  62353. if (!this.isReady()) {
  62354. return;
  62355. }
  62356. if (this._currentRenderId === this._scene.getFrameId()) {
  62357. return;
  62358. }
  62359. this._currentRenderId = this._scene.getFrameId();
  62360. }
  62361. this._scaledUpdateSpeed = this.updateSpeed * (preWarmOnly ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  62362. // Determine the number of particles we need to create
  62363. var newParticles;
  62364. if (this.manualEmitCount > -1) {
  62365. newParticles = this.manualEmitCount;
  62366. this._newPartsExcess = 0;
  62367. this.manualEmitCount = 0;
  62368. }
  62369. else {
  62370. var rate_1 = this.emitRate;
  62371. if (this._emitRateGradients && this._emitRateGradients.length > 0 && this.targetStopDuration) {
  62372. var ratio = this._actualFrame / this.targetStopDuration;
  62373. BABYLON.Tools.GetCurrentGradient(ratio, this._emitRateGradients, function (currentGradient, nextGradient, scale) {
  62374. if (currentGradient !== _this._currentEmitRateGradient) {
  62375. _this._currentEmitRate1 = _this._currentEmitRate2;
  62376. _this._currentEmitRate2 = nextGradient.getFactor();
  62377. _this._currentEmitRateGradient = currentGradient;
  62378. }
  62379. rate_1 = BABYLON.Scalar.Lerp(_this._currentEmitRate1, _this._currentEmitRate2, scale);
  62380. });
  62381. }
  62382. newParticles = ((rate_1 * this._scaledUpdateSpeed) >> 0);
  62383. this._newPartsExcess += rate_1 * this._scaledUpdateSpeed - newParticles;
  62384. }
  62385. if (this._newPartsExcess > 1.0) {
  62386. newParticles += this._newPartsExcess >> 0;
  62387. this._newPartsExcess -= this._newPartsExcess >> 0;
  62388. }
  62389. this._alive = false;
  62390. if (!this._stopped) {
  62391. this._actualFrame += this._scaledUpdateSpeed;
  62392. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  62393. this.stop();
  62394. }
  62395. }
  62396. else {
  62397. newParticles = 0;
  62398. }
  62399. this._update(newParticles);
  62400. // Stopped?
  62401. if (this._stopped) {
  62402. if (!this._alive) {
  62403. this._started = false;
  62404. if (this.onAnimationEnd) {
  62405. this.onAnimationEnd();
  62406. }
  62407. if (this.disposeOnStop) {
  62408. this._scene._toBeDisposed.push(this);
  62409. }
  62410. }
  62411. }
  62412. if (!preWarmOnly) {
  62413. // Update VBO
  62414. var offset = 0;
  62415. for (var index = 0; index < this._particles.length; index++) {
  62416. var particle = this._particles[index];
  62417. this._appendParticleVertices(offset, particle);
  62418. offset += this._useInstancing ? 1 : 4;
  62419. }
  62420. if (this._vertexBuffer) {
  62421. this._vertexBuffer.update(this._vertexData);
  62422. }
  62423. }
  62424. if (this.manualEmitCount === 0 && this.disposeOnStop) {
  62425. this.stop();
  62426. }
  62427. };
  62428. ParticleSystem.prototype._appendParticleVertices = function (offset, particle) {
  62429. this._appendParticleVertex(offset++, particle, 0, 0);
  62430. if (!this._useInstancing) {
  62431. this._appendParticleVertex(offset++, particle, 1, 0);
  62432. this._appendParticleVertex(offset++, particle, 1, 1);
  62433. this._appendParticleVertex(offset++, particle, 0, 1);
  62434. }
  62435. };
  62436. /**
  62437. * Rebuilds the particle system.
  62438. */
  62439. ParticleSystem.prototype.rebuild = function () {
  62440. this._createIndexBuffer();
  62441. if (this._vertexBuffer) {
  62442. this._vertexBuffer._rebuild();
  62443. }
  62444. };
  62445. /**
  62446. * Is this system ready to be used/rendered
  62447. * @return true if the system is ready
  62448. */
  62449. ParticleSystem.prototype.isReady = function () {
  62450. if (!this.emitter || !this._imageProcessingConfiguration.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  62451. return false;
  62452. }
  62453. if (this.blendMode !== ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62454. if (!this._getEffect(this.blendMode).isReady()) {
  62455. return false;
  62456. }
  62457. }
  62458. else {
  62459. if (!this._getEffect(ParticleSystem.BLENDMODE_MULTIPLY).isReady()) {
  62460. return false;
  62461. }
  62462. if (!this._getEffect(ParticleSystem.BLENDMODE_ADD).isReady()) {
  62463. return false;
  62464. }
  62465. }
  62466. return true;
  62467. };
  62468. ParticleSystem.prototype._render = function (blendMode) {
  62469. var effect = this._getEffect(blendMode);
  62470. var engine = this._scene.getEngine();
  62471. // Render
  62472. engine.enableEffect(effect);
  62473. var viewMatrix = this._scene.getViewMatrix();
  62474. effect.setTexture("diffuseSampler", this.particleTexture);
  62475. effect.setMatrix("view", viewMatrix);
  62476. effect.setMatrix("projection", this._scene.getProjectionMatrix());
  62477. if (this._isAnimationSheetEnabled && this.particleTexture) {
  62478. var baseSize = this.particleTexture.getBaseSize();
  62479. effect.setFloat3("particlesInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  62480. }
  62481. effect.setVector2("translationPivot", this.translationPivot);
  62482. effect.setFloat4("textureMask", this.textureMask.r, this.textureMask.g, this.textureMask.b, this.textureMask.a);
  62483. if (this._isBillboardBased) {
  62484. var camera = this._scene.activeCamera;
  62485. effect.setVector3("eyePosition", camera.globalPosition);
  62486. }
  62487. if (this._rampGradientsTexture) {
  62488. effect.setTexture("rampSampler", this._rampGradientsTexture);
  62489. }
  62490. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  62491. var invView = viewMatrix.clone();
  62492. invView.invert();
  62493. effect.setMatrix("invView", invView);
  62494. BABYLON.MaterialHelper.BindClipPlane(effect, this._scene);
  62495. }
  62496. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  62497. // image processing
  62498. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  62499. this._imageProcessingConfiguration.bind(effect);
  62500. }
  62501. // Draw order
  62502. switch (blendMode) {
  62503. case ParticleSystem.BLENDMODE_ADD:
  62504. engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  62505. break;
  62506. case ParticleSystem.BLENDMODE_ONEONE:
  62507. engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  62508. break;
  62509. case ParticleSystem.BLENDMODE_STANDARD:
  62510. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  62511. break;
  62512. case ParticleSystem.BLENDMODE_MULTIPLY:
  62513. engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  62514. break;
  62515. }
  62516. if (this._useInstancing) {
  62517. engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._particles.length);
  62518. }
  62519. else {
  62520. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._particles.length * 6);
  62521. }
  62522. return this._particles.length;
  62523. };
  62524. /**
  62525. * Renders the particle system in its current state.
  62526. * @returns the current number of particles
  62527. */
  62528. ParticleSystem.prototype.render = function () {
  62529. // Check
  62530. if (!this.isReady() || !this._particles.length) {
  62531. return 0;
  62532. }
  62533. var engine = this._scene.getEngine();
  62534. engine.setState(false);
  62535. if (this.forceDepthWrite) {
  62536. engine.setDepthWrite(true);
  62537. }
  62538. var outparticles = 0;
  62539. if (this.blendMode === ParticleSystem.BLENDMODE_MULTIPLYADD) {
  62540. outparticles = this._render(ParticleSystem.BLENDMODE_MULTIPLY) + this._render(ParticleSystem.BLENDMODE_ADD);
  62541. }
  62542. outparticles = this._render(this.blendMode);
  62543. engine.unbindInstanceAttributes();
  62544. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  62545. return outparticles;
  62546. };
  62547. /**
  62548. * Disposes the particle system and free the associated resources
  62549. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  62550. */
  62551. ParticleSystem.prototype.dispose = function (disposeTexture) {
  62552. if (disposeTexture === void 0) { disposeTexture = true; }
  62553. if (this._vertexBuffer) {
  62554. this._vertexBuffer.dispose();
  62555. this._vertexBuffer = null;
  62556. }
  62557. if (this._spriteBuffer) {
  62558. this._spriteBuffer.dispose();
  62559. this._spriteBuffer = null;
  62560. }
  62561. if (this._indexBuffer) {
  62562. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  62563. this._indexBuffer = null;
  62564. }
  62565. if (disposeTexture && this.particleTexture) {
  62566. this.particleTexture.dispose();
  62567. this.particleTexture = null;
  62568. }
  62569. if (disposeTexture && this.noiseTexture) {
  62570. this.noiseTexture.dispose();
  62571. this.noiseTexture = null;
  62572. }
  62573. if (this._rampGradientsTexture) {
  62574. this._rampGradientsTexture.dispose();
  62575. this._rampGradientsTexture = null;
  62576. }
  62577. this._removeFromRoot();
  62578. if (this._subEmitters && this._subEmitters.length) {
  62579. for (var index = 0; index < this._subEmitters.length; index++) {
  62580. for (var _i = 0, _a = this._subEmitters[index]; _i < _a.length; _i++) {
  62581. var subEmitter = _a[_i];
  62582. subEmitter.dispose();
  62583. }
  62584. }
  62585. this._subEmitters = [];
  62586. this.subEmitters = [];
  62587. }
  62588. if (this._disposeEmitterOnDispose && this.emitter && this.emitter.dispose) {
  62589. this.emitter.dispose(true);
  62590. }
  62591. // Remove from scene
  62592. var index = this._scene.particleSystems.indexOf(this);
  62593. if (index > -1) {
  62594. this._scene.particleSystems.splice(index, 1);
  62595. }
  62596. this._scene._activeParticleSystems.dispose();
  62597. // Callback
  62598. this.onDisposeObservable.notifyObservers(this);
  62599. this.onDisposeObservable.clear();
  62600. this.reset();
  62601. };
  62602. // Clone
  62603. /**
  62604. * Clones the particle system.
  62605. * @param name The name of the cloned object
  62606. * @param newEmitter The new emitter to use
  62607. * @returns the cloned particle system
  62608. */
  62609. ParticleSystem.prototype.clone = function (name, newEmitter) {
  62610. var custom = null;
  62611. var program = null;
  62612. if (this.customShader != null) {
  62613. program = this.customShader;
  62614. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  62615. custom = this._scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  62616. }
  62617. else if (this._customEffect) {
  62618. custom = this._customEffect;
  62619. }
  62620. var result = new ParticleSystem(name, this._capacity, this._scene, custom);
  62621. result.customShader = program;
  62622. BABYLON.Tools.DeepCopy(this, result, ["particles", "customShader", "noiseTexture"]);
  62623. if (newEmitter === undefined) {
  62624. newEmitter = this.emitter;
  62625. }
  62626. result.noiseTexture = this.noiseTexture;
  62627. result.emitter = newEmitter;
  62628. if (this.particleTexture) {
  62629. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  62630. }
  62631. // Clone gradients
  62632. if (this._colorGradients) {
  62633. this._colorGradients.forEach(function (v) {
  62634. result.addColorGradient(v.gradient, v.color1, v.color2);
  62635. });
  62636. }
  62637. if (this._dragGradients) {
  62638. this._dragGradients.forEach(function (v) {
  62639. result.addDragGradient(v.gradient, v.factor1, v.factor2);
  62640. });
  62641. }
  62642. if (this._angularSpeedGradients) {
  62643. this._angularSpeedGradients.forEach(function (v) {
  62644. result.addAngularSpeedGradient(v.gradient, v.factor1, v.factor2);
  62645. });
  62646. }
  62647. if (this._emitRateGradients) {
  62648. this._emitRateGradients.forEach(function (v) {
  62649. result.addEmitRateGradient(v.gradient, v.factor1, v.factor2);
  62650. });
  62651. }
  62652. if (this._lifeTimeGradients) {
  62653. this._lifeTimeGradients.forEach(function (v) {
  62654. result.addLifeTimeGradient(v.gradient, v.factor1, v.factor2);
  62655. });
  62656. }
  62657. if (this._limitVelocityGradients) {
  62658. this._limitVelocityGradients.forEach(function (v) {
  62659. result.addLimitVelocityGradient(v.gradient, v.factor1, v.factor2);
  62660. });
  62661. }
  62662. if (this._sizeGradients) {
  62663. this._sizeGradients.forEach(function (v) {
  62664. result.addSizeGradient(v.gradient, v.factor1, v.factor2);
  62665. });
  62666. }
  62667. if (this._startSizeGradients) {
  62668. this._startSizeGradients.forEach(function (v) {
  62669. result.addStartSizeGradient(v.gradient, v.factor1, v.factor2);
  62670. });
  62671. }
  62672. if (this._velocityGradients) {
  62673. this._velocityGradients.forEach(function (v) {
  62674. result.addVelocityGradient(v.gradient, v.factor1, v.factor2);
  62675. });
  62676. }
  62677. if (this._rampGradients) {
  62678. this._rampGradients.forEach(function (v) {
  62679. result.addRampGradient(v.gradient, v.color);
  62680. });
  62681. }
  62682. if (this._colorRemapGradients) {
  62683. this._colorRemapGradients.forEach(function (v) {
  62684. result.addColorRemapGradient(v.gradient, v.factor1, v.factor2);
  62685. });
  62686. }
  62687. if (this._alphaRemapGradients) {
  62688. this._alphaRemapGradients.forEach(function (v) {
  62689. result.addAlphaRemapGradient(v.gradient, v.factor1, v.factor2);
  62690. });
  62691. }
  62692. if (!this.preventAutoStart) {
  62693. result.start();
  62694. }
  62695. return result;
  62696. };
  62697. /**
  62698. * Serializes the particle system to a JSON object.
  62699. * @returns the JSON object
  62700. */
  62701. ParticleSystem.prototype.serialize = function () {
  62702. var serializationObject = {};
  62703. ParticleSystem._Serialize(serializationObject, this);
  62704. serializationObject.textureMask = this.textureMask.asArray();
  62705. serializationObject.customShader = this.customShader;
  62706. serializationObject.preventAutoStart = this.preventAutoStart;
  62707. // SubEmitters
  62708. if (this.subEmitters) {
  62709. serializationObject.subEmitters = [];
  62710. if (!this._subEmitters) {
  62711. this._prepareSubEmitterInternalArray();
  62712. }
  62713. for (var _i = 0, _a = this._subEmitters; _i < _a.length; _i++) {
  62714. var subs = _a[_i];
  62715. var cell = [];
  62716. for (var _b = 0, subs_1 = subs; _b < subs_1.length; _b++) {
  62717. var sub = subs_1[_b];
  62718. cell.push(sub.serialize());
  62719. }
  62720. serializationObject.subEmitters.push(cell);
  62721. }
  62722. }
  62723. return serializationObject;
  62724. };
  62725. /** @hidden */
  62726. ParticleSystem._Serialize = function (serializationObject, particleSystem) {
  62727. serializationObject.name = particleSystem.name;
  62728. serializationObject.id = particleSystem.id;
  62729. serializationObject.capacity = particleSystem.getCapacity();
  62730. // Emitter
  62731. if (particleSystem.emitter.position) {
  62732. var emitterMesh = particleSystem.emitter;
  62733. serializationObject.emitterId = emitterMesh.id;
  62734. }
  62735. else {
  62736. var emitterPosition = particleSystem.emitter;
  62737. serializationObject.emitter = emitterPosition.asArray();
  62738. }
  62739. // Emitter
  62740. if (particleSystem.particleEmitterType) {
  62741. serializationObject.particleEmitterType = particleSystem.particleEmitterType.serialize();
  62742. }
  62743. if (particleSystem.particleTexture) {
  62744. serializationObject.textureName = particleSystem.particleTexture.name;
  62745. serializationObject.invertY = particleSystem.particleTexture._invertY;
  62746. }
  62747. // Animations
  62748. BABYLON.Animation.AppendSerializedAnimations(particleSystem, serializationObject);
  62749. serializationObject.beginAnimationOnStart = particleSystem.beginAnimationOnStart;
  62750. serializationObject.beginAnimationFrom = particleSystem.beginAnimationFrom;
  62751. serializationObject.beginAnimationTo = particleSystem.beginAnimationTo;
  62752. serializationObject.beginAnimationLoop = particleSystem.beginAnimationLoop;
  62753. // Particle system
  62754. serializationObject.startDelay = particleSystem.startDelay;
  62755. serializationObject.renderingGroupId = particleSystem.renderingGroupId;
  62756. serializationObject.isBillboardBased = particleSystem.isBillboardBased;
  62757. serializationObject.billboardMode = particleSystem.billboardMode;
  62758. serializationObject.minAngularSpeed = particleSystem.minAngularSpeed;
  62759. serializationObject.maxAngularSpeed = particleSystem.maxAngularSpeed;
  62760. serializationObject.minSize = particleSystem.minSize;
  62761. serializationObject.maxSize = particleSystem.maxSize;
  62762. serializationObject.minScaleX = particleSystem.minScaleX;
  62763. serializationObject.maxScaleX = particleSystem.maxScaleX;
  62764. serializationObject.minScaleY = particleSystem.minScaleY;
  62765. serializationObject.maxScaleY = particleSystem.maxScaleY;
  62766. serializationObject.minEmitPower = particleSystem.minEmitPower;
  62767. serializationObject.maxEmitPower = particleSystem.maxEmitPower;
  62768. serializationObject.minLifeTime = particleSystem.minLifeTime;
  62769. serializationObject.maxLifeTime = particleSystem.maxLifeTime;
  62770. serializationObject.emitRate = particleSystem.emitRate;
  62771. serializationObject.gravity = particleSystem.gravity.asArray();
  62772. serializationObject.noiseStrength = particleSystem.noiseStrength.asArray();
  62773. serializationObject.color1 = particleSystem.color1.asArray();
  62774. serializationObject.color2 = particleSystem.color2.asArray();
  62775. serializationObject.colorDead = particleSystem.colorDead.asArray();
  62776. serializationObject.updateSpeed = particleSystem.updateSpeed;
  62777. serializationObject.targetStopDuration = particleSystem.targetStopDuration;
  62778. serializationObject.blendMode = particleSystem.blendMode;
  62779. serializationObject.preWarmCycles = particleSystem.preWarmCycles;
  62780. serializationObject.preWarmStepOffset = particleSystem.preWarmStepOffset;
  62781. serializationObject.minInitialRotation = particleSystem.minInitialRotation;
  62782. serializationObject.maxInitialRotation = particleSystem.maxInitialRotation;
  62783. serializationObject.startSpriteCellID = particleSystem.startSpriteCellID;
  62784. serializationObject.endSpriteCellID = particleSystem.endSpriteCellID;
  62785. serializationObject.spriteCellChangeSpeed = particleSystem.spriteCellChangeSpeed;
  62786. serializationObject.spriteCellWidth = particleSystem.spriteCellWidth;
  62787. serializationObject.spriteCellHeight = particleSystem.spriteCellHeight;
  62788. serializationObject.spriteRandomStartCell = particleSystem.spriteRandomStartCell;
  62789. serializationObject.isAnimationSheetEnabled = particleSystem.isAnimationSheetEnabled;
  62790. var colorGradients = particleSystem.getColorGradients();
  62791. if (colorGradients) {
  62792. serializationObject.colorGradients = [];
  62793. for (var _i = 0, colorGradients_1 = colorGradients; _i < colorGradients_1.length; _i++) {
  62794. var colorGradient = colorGradients_1[_i];
  62795. var serializedGradient = {
  62796. gradient: colorGradient.gradient,
  62797. color1: colorGradient.color1.asArray()
  62798. };
  62799. if (colorGradient.color2) {
  62800. serializedGradient.color2 = colorGradient.color2.asArray();
  62801. }
  62802. serializationObject.colorGradients.push(serializedGradient);
  62803. }
  62804. }
  62805. var rampGradients = particleSystem.getRampGradients();
  62806. if (rampGradients) {
  62807. serializationObject.rampGradients = [];
  62808. for (var _a = 0, rampGradients_1 = rampGradients; _a < rampGradients_1.length; _a++) {
  62809. var rampGradient = rampGradients_1[_a];
  62810. var serializedGradient = {
  62811. gradient: rampGradient.gradient,
  62812. color: rampGradient.color.asArray()
  62813. };
  62814. serializationObject.rampGradients.push(serializedGradient);
  62815. }
  62816. serializationObject.useRampGradients = particleSystem.useRampGradients;
  62817. }
  62818. var colorRemapGradients = particleSystem.getColorRemapGradients();
  62819. if (colorRemapGradients) {
  62820. serializationObject.colorRemapGradients = [];
  62821. for (var _b = 0, colorRemapGradients_1 = colorRemapGradients; _b < colorRemapGradients_1.length; _b++) {
  62822. var colorRemapGradient = colorRemapGradients_1[_b];
  62823. var serializedGradient = {
  62824. gradient: colorRemapGradient.gradient,
  62825. factor1: colorRemapGradient.factor1
  62826. };
  62827. if (colorRemapGradient.factor2 !== undefined) {
  62828. serializedGradient.factor2 = colorRemapGradient.factor2;
  62829. }
  62830. serializationObject.colorRemapGradients.push(serializedGradient);
  62831. }
  62832. }
  62833. var alphaRemapGradients = particleSystem.getAlphaRemapGradients();
  62834. if (alphaRemapGradients) {
  62835. serializationObject.alphaRemapGradients = [];
  62836. for (var _c = 0, alphaRemapGradients_1 = alphaRemapGradients; _c < alphaRemapGradients_1.length; _c++) {
  62837. var alphaRemapGradient = alphaRemapGradients_1[_c];
  62838. var serializedGradient = {
  62839. gradient: alphaRemapGradient.gradient,
  62840. factor1: alphaRemapGradient.factor1
  62841. };
  62842. if (alphaRemapGradient.factor2 !== undefined) {
  62843. serializedGradient.factor2 = alphaRemapGradient.factor2;
  62844. }
  62845. serializationObject.alphaRemapGradients.push(serializedGradient);
  62846. }
  62847. }
  62848. var sizeGradients = particleSystem.getSizeGradients();
  62849. if (sizeGradients) {
  62850. serializationObject.sizeGradients = [];
  62851. for (var _d = 0, sizeGradients_1 = sizeGradients; _d < sizeGradients_1.length; _d++) {
  62852. var sizeGradient = sizeGradients_1[_d];
  62853. var serializedGradient = {
  62854. gradient: sizeGradient.gradient,
  62855. factor1: sizeGradient.factor1
  62856. };
  62857. if (sizeGradient.factor2 !== undefined) {
  62858. serializedGradient.factor2 = sizeGradient.factor2;
  62859. }
  62860. serializationObject.sizeGradients.push(serializedGradient);
  62861. }
  62862. }
  62863. var angularSpeedGradients = particleSystem.getAngularSpeedGradients();
  62864. if (angularSpeedGradients) {
  62865. serializationObject.angularSpeedGradients = [];
  62866. for (var _e = 0, angularSpeedGradients_1 = angularSpeedGradients; _e < angularSpeedGradients_1.length; _e++) {
  62867. var angularSpeedGradient = angularSpeedGradients_1[_e];
  62868. var serializedGradient = {
  62869. gradient: angularSpeedGradient.gradient,
  62870. factor1: angularSpeedGradient.factor1
  62871. };
  62872. if (angularSpeedGradient.factor2 !== undefined) {
  62873. serializedGradient.factor2 = angularSpeedGradient.factor2;
  62874. }
  62875. serializationObject.angularSpeedGradients.push(serializedGradient);
  62876. }
  62877. }
  62878. var velocityGradients = particleSystem.getVelocityGradients();
  62879. if (velocityGradients) {
  62880. serializationObject.velocityGradients = [];
  62881. for (var _f = 0, velocityGradients_1 = velocityGradients; _f < velocityGradients_1.length; _f++) {
  62882. var velocityGradient = velocityGradients_1[_f];
  62883. var serializedGradient = {
  62884. gradient: velocityGradient.gradient,
  62885. factor1: velocityGradient.factor1
  62886. };
  62887. if (velocityGradient.factor2 !== undefined) {
  62888. serializedGradient.factor2 = velocityGradient.factor2;
  62889. }
  62890. serializationObject.velocityGradients.push(serializedGradient);
  62891. }
  62892. }
  62893. var dragGradients = particleSystem.getDragGradients();
  62894. if (dragGradients) {
  62895. serializationObject.dragyGradients = [];
  62896. for (var _g = 0, dragGradients_1 = dragGradients; _g < dragGradients_1.length; _g++) {
  62897. var dragGradient = dragGradients_1[_g];
  62898. var serializedGradient = {
  62899. gradient: dragGradient.gradient,
  62900. factor1: dragGradient.factor1
  62901. };
  62902. if (dragGradient.factor2 !== undefined) {
  62903. serializedGradient.factor2 = dragGradient.factor2;
  62904. }
  62905. serializationObject.dragGradients.push(serializedGradient);
  62906. }
  62907. }
  62908. var emitRateGradients = particleSystem.getEmitRateGradients();
  62909. if (emitRateGradients) {
  62910. serializationObject.emitRateGradients = [];
  62911. for (var _h = 0, emitRateGradients_1 = emitRateGradients; _h < emitRateGradients_1.length; _h++) {
  62912. var emitRateGradient = emitRateGradients_1[_h];
  62913. var serializedGradient = {
  62914. gradient: emitRateGradient.gradient,
  62915. factor1: emitRateGradient.factor1
  62916. };
  62917. if (emitRateGradient.factor2 !== undefined) {
  62918. serializedGradient.factor2 = emitRateGradient.factor2;
  62919. }
  62920. serializationObject.emitRateGradients.push(serializedGradient);
  62921. }
  62922. }
  62923. var startSizeGradients = particleSystem.getStartSizeGradients();
  62924. if (startSizeGradients) {
  62925. serializationObject.startSizeGradients = [];
  62926. for (var _j = 0, startSizeGradients_1 = startSizeGradients; _j < startSizeGradients_1.length; _j++) {
  62927. var startSizeGradient = startSizeGradients_1[_j];
  62928. var serializedGradient = {
  62929. gradient: startSizeGradient.gradient,
  62930. factor1: startSizeGradient.factor1
  62931. };
  62932. if (startSizeGradient.factor2 !== undefined) {
  62933. serializedGradient.factor2 = startSizeGradient.factor2;
  62934. }
  62935. serializationObject.startSizeGradients.push(serializedGradient);
  62936. }
  62937. }
  62938. var lifeTimeGradients = particleSystem.getLifeTimeGradients();
  62939. if (lifeTimeGradients) {
  62940. serializationObject.lifeTimeGradients = [];
  62941. for (var _k = 0, lifeTimeGradients_1 = lifeTimeGradients; _k < lifeTimeGradients_1.length; _k++) {
  62942. var lifeTimeGradient = lifeTimeGradients_1[_k];
  62943. var serializedGradient = {
  62944. gradient: lifeTimeGradient.gradient,
  62945. factor1: lifeTimeGradient.factor1
  62946. };
  62947. if (lifeTimeGradient.factor2 !== undefined) {
  62948. serializedGradient.factor2 = lifeTimeGradient.factor2;
  62949. }
  62950. serializationObject.lifeTimeGradients.push(serializedGradient);
  62951. }
  62952. }
  62953. var limitVelocityGradients = particleSystem.getLimitVelocityGradients();
  62954. if (limitVelocityGradients) {
  62955. serializationObject.limitVelocityGradients = [];
  62956. for (var _l = 0, limitVelocityGradients_1 = limitVelocityGradients; _l < limitVelocityGradients_1.length; _l++) {
  62957. var limitVelocityGradient = limitVelocityGradients_1[_l];
  62958. var serializedGradient = {
  62959. gradient: limitVelocityGradient.gradient,
  62960. factor1: limitVelocityGradient.factor1
  62961. };
  62962. if (limitVelocityGradient.factor2 !== undefined) {
  62963. serializedGradient.factor2 = limitVelocityGradient.factor2;
  62964. }
  62965. serializationObject.limitVelocityGradients.push(serializedGradient);
  62966. }
  62967. serializationObject.limitVelocityDamping = particleSystem.limitVelocityDamping;
  62968. }
  62969. if (particleSystem.noiseTexture) {
  62970. serializationObject.noiseTexture = particleSystem.noiseTexture.serialize();
  62971. }
  62972. };
  62973. /** @hidden */
  62974. ParticleSystem._Parse = function (parsedParticleSystem, particleSystem, scene, rootUrl) {
  62975. // Texture
  62976. if (parsedParticleSystem.textureName) {
  62977. particleSystem.particleTexture = new BABYLON.Texture(rootUrl + parsedParticleSystem.textureName, scene, false, parsedParticleSystem.invertY !== undefined ? parsedParticleSystem.invertY : true);
  62978. particleSystem.particleTexture.name = parsedParticleSystem.textureName;
  62979. }
  62980. // Emitter
  62981. if (!parsedParticleSystem.emitterId && parsedParticleSystem.emitterId !== 0 && parsedParticleSystem.emitter === undefined) {
  62982. particleSystem.emitter = BABYLON.Vector3.Zero();
  62983. }
  62984. else if (parsedParticleSystem.emitterId) {
  62985. particleSystem.emitter = scene.getLastMeshByID(parsedParticleSystem.emitterId);
  62986. }
  62987. else {
  62988. particleSystem.emitter = BABYLON.Vector3.FromArray(parsedParticleSystem.emitter);
  62989. }
  62990. // Misc.
  62991. if (parsedParticleSystem.renderingGroupId !== undefined) {
  62992. particleSystem.renderingGroupId = parsedParticleSystem.renderingGroupId;
  62993. }
  62994. if (parsedParticleSystem.isBillboardBased !== undefined) {
  62995. particleSystem.isBillboardBased = parsedParticleSystem.isBillboardBased;
  62996. }
  62997. if (parsedParticleSystem.billboardMode !== undefined) {
  62998. particleSystem.billboardMode = parsedParticleSystem.billboardMode;
  62999. }
  63000. // Animations
  63001. if (parsedParticleSystem.animations) {
  63002. for (var animationIndex = 0; animationIndex < parsedParticleSystem.animations.length; animationIndex++) {
  63003. var parsedAnimation = parsedParticleSystem.animations[animationIndex];
  63004. particleSystem.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  63005. }
  63006. particleSystem.beginAnimationOnStart = parsedParticleSystem.beginAnimationOnStart;
  63007. particleSystem.beginAnimationFrom = parsedParticleSystem.beginAnimationFrom;
  63008. particleSystem.beginAnimationTo = parsedParticleSystem.beginAnimationTo;
  63009. particleSystem.beginAnimationLoop = parsedParticleSystem.beginAnimationLoop;
  63010. }
  63011. if (parsedParticleSystem.autoAnimate) {
  63012. scene.beginAnimation(particleSystem, parsedParticleSystem.autoAnimateFrom, parsedParticleSystem.autoAnimateTo, parsedParticleSystem.autoAnimateLoop, parsedParticleSystem.autoAnimateSpeed || 1.0);
  63013. }
  63014. // Particle system
  63015. particleSystem.startDelay = parsedParticleSystem.startDelay | 0;
  63016. particleSystem.minAngularSpeed = parsedParticleSystem.minAngularSpeed;
  63017. particleSystem.maxAngularSpeed = parsedParticleSystem.maxAngularSpeed;
  63018. particleSystem.minSize = parsedParticleSystem.minSize;
  63019. particleSystem.maxSize = parsedParticleSystem.maxSize;
  63020. if (parsedParticleSystem.minScaleX) {
  63021. particleSystem.minScaleX = parsedParticleSystem.minScaleX;
  63022. particleSystem.maxScaleX = parsedParticleSystem.maxScaleX;
  63023. particleSystem.minScaleY = parsedParticleSystem.minScaleY;
  63024. particleSystem.maxScaleY = parsedParticleSystem.maxScaleY;
  63025. }
  63026. if (parsedParticleSystem.preWarmCycles !== undefined) {
  63027. particleSystem.preWarmCycles = parsedParticleSystem.preWarmCycles;
  63028. particleSystem.preWarmStepOffset = parsedParticleSystem.preWarmStepOffset;
  63029. }
  63030. if (parsedParticleSystem.minInitialRotation !== undefined) {
  63031. particleSystem.minInitialRotation = parsedParticleSystem.minInitialRotation;
  63032. particleSystem.maxInitialRotation = parsedParticleSystem.maxInitialRotation;
  63033. }
  63034. particleSystem.minLifeTime = parsedParticleSystem.minLifeTime;
  63035. particleSystem.maxLifeTime = parsedParticleSystem.maxLifeTime;
  63036. particleSystem.minEmitPower = parsedParticleSystem.minEmitPower;
  63037. particleSystem.maxEmitPower = parsedParticleSystem.maxEmitPower;
  63038. particleSystem.emitRate = parsedParticleSystem.emitRate;
  63039. particleSystem.gravity = BABYLON.Vector3.FromArray(parsedParticleSystem.gravity);
  63040. if (parsedParticleSystem.noiseStrength) {
  63041. particleSystem.noiseStrength = BABYLON.Vector3.FromArray(parsedParticleSystem.noiseStrength);
  63042. }
  63043. particleSystem.color1 = BABYLON.Color4.FromArray(parsedParticleSystem.color1);
  63044. particleSystem.color2 = BABYLON.Color4.FromArray(parsedParticleSystem.color2);
  63045. particleSystem.colorDead = BABYLON.Color4.FromArray(parsedParticleSystem.colorDead);
  63046. particleSystem.updateSpeed = parsedParticleSystem.updateSpeed;
  63047. particleSystem.targetStopDuration = parsedParticleSystem.targetStopDuration;
  63048. particleSystem.blendMode = parsedParticleSystem.blendMode;
  63049. if (parsedParticleSystem.colorGradients) {
  63050. for (var _i = 0, _a = parsedParticleSystem.colorGradients; _i < _a.length; _i++) {
  63051. var colorGradient = _a[_i];
  63052. particleSystem.addColorGradient(colorGradient.gradient, BABYLON.Color4.FromArray(colorGradient.color1), colorGradient.color2 ? BABYLON.Color4.FromArray(colorGradient.color2) : undefined);
  63053. }
  63054. }
  63055. if (parsedParticleSystem.rampGradients) {
  63056. for (var _b = 0, _c = parsedParticleSystem.rampGradients; _b < _c.length; _b++) {
  63057. var rampGradient = _c[_b];
  63058. particleSystem.addRampGradient(rampGradient.gradient, BABYLON.Color3.FromArray(rampGradient.color));
  63059. }
  63060. particleSystem.useRampGradients = parsedParticleSystem.useRampGradients;
  63061. }
  63062. if (parsedParticleSystem.colorRemapGradients) {
  63063. for (var _d = 0, _e = parsedParticleSystem.colorRemapGradients; _d < _e.length; _d++) {
  63064. var colorRemapGradient = _e[_d];
  63065. particleSystem.addColorRemapGradient(colorRemapGradient.gradient, colorRemapGradient.factor1 !== undefined ? colorRemapGradient.factor1 : colorRemapGradient.factor, colorRemapGradient.factor2);
  63066. }
  63067. }
  63068. if (parsedParticleSystem.alphaRemapGradients) {
  63069. for (var _f = 0, _g = parsedParticleSystem.alphaRemapGradients; _f < _g.length; _f++) {
  63070. var alphaRemapGradient = _g[_f];
  63071. particleSystem.addAlphaRemapGradient(alphaRemapGradient.gradient, alphaRemapGradient.factor1 !== undefined ? alphaRemapGradient.factor1 : alphaRemapGradient.factor, alphaRemapGradient.factor2);
  63072. }
  63073. }
  63074. if (parsedParticleSystem.sizeGradients) {
  63075. for (var _h = 0, _j = parsedParticleSystem.sizeGradients; _h < _j.length; _h++) {
  63076. var sizeGradient = _j[_h];
  63077. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63078. }
  63079. }
  63080. if (parsedParticleSystem.sizeGradients) {
  63081. for (var _k = 0, _l = parsedParticleSystem.sizeGradients; _k < _l.length; _k++) {
  63082. var sizeGradient = _l[_k];
  63083. particleSystem.addSizeGradient(sizeGradient.gradient, sizeGradient.factor1 !== undefined ? sizeGradient.factor1 : sizeGradient.factor, sizeGradient.factor2);
  63084. }
  63085. }
  63086. if (parsedParticleSystem.angularSpeedGradients) {
  63087. for (var _m = 0, _o = parsedParticleSystem.angularSpeedGradients; _m < _o.length; _m++) {
  63088. var angularSpeedGradient = _o[_m];
  63089. particleSystem.addAngularSpeedGradient(angularSpeedGradient.gradient, angularSpeedGradient.factor1 !== undefined ? angularSpeedGradient.factor1 : angularSpeedGradient.factor, angularSpeedGradient.factor2);
  63090. }
  63091. }
  63092. if (parsedParticleSystem.velocityGradients) {
  63093. for (var _p = 0, _q = parsedParticleSystem.velocityGradients; _p < _q.length; _p++) {
  63094. var velocityGradient = _q[_p];
  63095. particleSystem.addVelocityGradient(velocityGradient.gradient, velocityGradient.factor1 !== undefined ? velocityGradient.factor1 : velocityGradient.factor, velocityGradient.factor2);
  63096. }
  63097. }
  63098. if (parsedParticleSystem.dragGradients) {
  63099. for (var _r = 0, _s = parsedParticleSystem.dragGradients; _r < _s.length; _r++) {
  63100. var dragGradient = _s[_r];
  63101. particleSystem.addDragGradient(dragGradient.gradient, dragGradient.factor1 !== undefined ? dragGradient.factor1 : dragGradient.factor, dragGradient.factor2);
  63102. }
  63103. }
  63104. if (parsedParticleSystem.emitRateGradients) {
  63105. for (var _t = 0, _u = parsedParticleSystem.emitRateGradients; _t < _u.length; _t++) {
  63106. var emitRateGradient = _u[_t];
  63107. particleSystem.addEmitRateGradient(emitRateGradient.gradient, emitRateGradient.factor1 !== undefined ? emitRateGradient.factor1 : emitRateGradient.factor, emitRateGradient.factor2);
  63108. }
  63109. }
  63110. if (parsedParticleSystem.startSizeGradients) {
  63111. for (var _v = 0, _w = parsedParticleSystem.startSizeGradients; _v < _w.length; _v++) {
  63112. var startSizeGradient = _w[_v];
  63113. particleSystem.addStartSizeGradient(startSizeGradient.gradient, startSizeGradient.factor1 !== undefined ? startSizeGradient.factor1 : startSizeGradient.factor, startSizeGradient.factor2);
  63114. }
  63115. }
  63116. if (parsedParticleSystem.lifeTimeGradients) {
  63117. for (var _x = 0, _y = parsedParticleSystem.lifeTimeGradients; _x < _y.length; _x++) {
  63118. var lifeTimeGradient = _y[_x];
  63119. particleSystem.addLifeTimeGradient(lifeTimeGradient.gradient, lifeTimeGradient.factor1 !== undefined ? lifeTimeGradient.factor1 : lifeTimeGradient.factor, lifeTimeGradient.factor2);
  63120. }
  63121. }
  63122. if (parsedParticleSystem.limitVelocityGradients) {
  63123. for (var _z = 0, _0 = parsedParticleSystem.limitVelocityGradients; _z < _0.length; _z++) {
  63124. var limitVelocityGradient = _0[_z];
  63125. particleSystem.addLimitVelocityGradient(limitVelocityGradient.gradient, limitVelocityGradient.factor1 !== undefined ? limitVelocityGradient.factor1 : limitVelocityGradient.factor, limitVelocityGradient.factor2);
  63126. }
  63127. particleSystem.limitVelocityDamping = parsedParticleSystem.limitVelocityDamping;
  63128. }
  63129. if (parsedParticleSystem.noiseTexture) {
  63130. particleSystem.noiseTexture = BABYLON.ProceduralTexture.Parse(parsedParticleSystem.noiseTexture, scene, rootUrl);
  63131. }
  63132. // Emitter
  63133. var emitterType;
  63134. if (parsedParticleSystem.particleEmitterType) {
  63135. switch (parsedParticleSystem.particleEmitterType.type) {
  63136. case "SphereParticleEmitter":
  63137. emitterType = new BABYLON.SphereParticleEmitter();
  63138. break;
  63139. case "SphereDirectedParticleEmitter":
  63140. emitterType = new BABYLON.SphereDirectedParticleEmitter();
  63141. break;
  63142. case "ConeEmitter":
  63143. case "ConeParticleEmitter":
  63144. emitterType = new BABYLON.ConeParticleEmitter();
  63145. break;
  63146. case "CylinderParticleEmitter":
  63147. emitterType = new BABYLON.CylinderParticleEmitter();
  63148. break;
  63149. case "HemisphericParticleEmitter":
  63150. emitterType = new BABYLON.HemisphericParticleEmitter();
  63151. break;
  63152. case "BoxEmitter":
  63153. case "BoxParticleEmitter":
  63154. default:
  63155. emitterType = new BABYLON.BoxParticleEmitter();
  63156. break;
  63157. }
  63158. emitterType.parse(parsedParticleSystem.particleEmitterType);
  63159. }
  63160. else {
  63161. emitterType = new BABYLON.BoxParticleEmitter();
  63162. emitterType.parse(parsedParticleSystem);
  63163. }
  63164. particleSystem.particleEmitterType = emitterType;
  63165. // Animation sheet
  63166. particleSystem.startSpriteCellID = parsedParticleSystem.startSpriteCellID;
  63167. particleSystem.endSpriteCellID = parsedParticleSystem.endSpriteCellID;
  63168. particleSystem.spriteCellWidth = parsedParticleSystem.spriteCellWidth;
  63169. particleSystem.spriteCellHeight = parsedParticleSystem.spriteCellHeight;
  63170. particleSystem.spriteCellChangeSpeed = parsedParticleSystem.spriteCellChangeSpeed;
  63171. particleSystem.spriteRandomStartCell = parsedParticleSystem.spriteRandomStartCell;
  63172. };
  63173. /**
  63174. * Parses a JSON object to create a particle system.
  63175. * @param parsedParticleSystem The JSON object to parse
  63176. * @param scene The scene to create the particle system in
  63177. * @param rootUrl The root url to use to load external dependencies like texture
  63178. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  63179. * @returns the Parsed particle system
  63180. */
  63181. ParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  63182. if (doNotStart === void 0) { doNotStart = false; }
  63183. var name = parsedParticleSystem.name;
  63184. var custom = null;
  63185. var program = null;
  63186. if (parsedParticleSystem.customShader) {
  63187. program = parsedParticleSystem.customShader;
  63188. var defines = (program.shaderOptions.defines.length > 0) ? program.shaderOptions.defines.join("\n") : "";
  63189. custom = scene.getEngine().createEffectForParticles(program.shaderPath.fragmentElement, program.shaderOptions.uniforms, program.shaderOptions.samplers, defines);
  63190. }
  63191. var particleSystem = new ParticleSystem(name, parsedParticleSystem.capacity, scene, custom, parsedParticleSystem.isAnimationSheetEnabled);
  63192. particleSystem.customShader = program;
  63193. if (parsedParticleSystem.id) {
  63194. particleSystem.id = parsedParticleSystem.id;
  63195. }
  63196. // SubEmitters
  63197. if (parsedParticleSystem.subEmitters) {
  63198. particleSystem.subEmitters = [];
  63199. for (var _i = 0, _a = parsedParticleSystem.subEmitters; _i < _a.length; _i++) {
  63200. var cell = _a[_i];
  63201. var cellArray = [];
  63202. for (var _b = 0, cell_1 = cell; _b < cell_1.length; _b++) {
  63203. var sub = cell_1[_b];
  63204. cellArray.push(BABYLON.SubEmitter.Parse(sub, scene, rootUrl));
  63205. }
  63206. particleSystem.subEmitters.push(cellArray);
  63207. }
  63208. }
  63209. ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  63210. particleSystem.textureMask = BABYLON.Color4.FromArray(parsedParticleSystem.textureMask);
  63211. // Auto start
  63212. if (parsedParticleSystem.preventAutoStart) {
  63213. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  63214. }
  63215. if (!doNotStart && !particleSystem.preventAutoStart) {
  63216. particleSystem.start();
  63217. }
  63218. return particleSystem;
  63219. };
  63220. /**
  63221. * Billboard mode will only apply to Y axis
  63222. */
  63223. ParticleSystem.BILLBOARDMODE_Y = 2;
  63224. /**
  63225. * Billboard mode will apply to all axes
  63226. */
  63227. ParticleSystem.BILLBOARDMODE_ALL = 7;
  63228. /**
  63229. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  63230. */
  63231. ParticleSystem.BILLBOARDMODE_STRETCHED = 8;
  63232. return ParticleSystem;
  63233. }(BABYLON.BaseParticleSystem));
  63234. BABYLON.ParticleSystem = ParticleSystem;
  63235. })(BABYLON || (BABYLON = {}));
  63236. //# sourceMappingURL=babylon.particleSystem.js.map
  63237. var BABYLON;
  63238. (function (BABYLON) {
  63239. /**
  63240. * Particle emitter emitting particles from the inside of a box.
  63241. * It emits the particles randomly between 2 given directions.
  63242. */
  63243. var BoxParticleEmitter = /** @class */ (function () {
  63244. /**
  63245. * Creates a new instance BoxParticleEmitter
  63246. */
  63247. function BoxParticleEmitter() {
  63248. /**
  63249. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63250. */
  63251. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  63252. /**
  63253. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  63254. */
  63255. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  63256. /**
  63257. * 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.
  63258. */
  63259. this.minEmitBox = new BABYLON.Vector3(-0.5, -0.5, -0.5);
  63260. /**
  63261. * 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.
  63262. */
  63263. this.maxEmitBox = new BABYLON.Vector3(0.5, 0.5, 0.5);
  63264. }
  63265. /**
  63266. * Called by the particle System when the direction is computed for the created particle.
  63267. * @param worldMatrix is the world matrix of the particle system
  63268. * @param directionToUpdate is the direction vector to update with the result
  63269. * @param particle is the particle we are computed the direction for
  63270. */
  63271. BoxParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63272. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63273. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63274. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63275. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63276. };
  63277. /**
  63278. * Called by the particle System when the position is computed for the created particle.
  63279. * @param worldMatrix is the world matrix of the particle system
  63280. * @param positionToUpdate is the position vector to update with the result
  63281. * @param particle is the particle we are computed the position for
  63282. */
  63283. BoxParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63284. var randX = BABYLON.Scalar.RandomRange(this.minEmitBox.x, this.maxEmitBox.x);
  63285. var randY = BABYLON.Scalar.RandomRange(this.minEmitBox.y, this.maxEmitBox.y);
  63286. var randZ = BABYLON.Scalar.RandomRange(this.minEmitBox.z, this.maxEmitBox.z);
  63287. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63288. };
  63289. /**
  63290. * Clones the current emitter and returns a copy of it
  63291. * @returns the new emitter
  63292. */
  63293. BoxParticleEmitter.prototype.clone = function () {
  63294. var newOne = new BoxParticleEmitter();
  63295. BABYLON.Tools.DeepCopy(this, newOne);
  63296. return newOne;
  63297. };
  63298. /**
  63299. * Called by the GPUParticleSystem to setup the update shader
  63300. * @param effect defines the update shader
  63301. */
  63302. BoxParticleEmitter.prototype.applyToShader = function (effect) {
  63303. effect.setVector3("direction1", this.direction1);
  63304. effect.setVector3("direction2", this.direction2);
  63305. effect.setVector3("minEmitBox", this.minEmitBox);
  63306. effect.setVector3("maxEmitBox", this.maxEmitBox);
  63307. };
  63308. /**
  63309. * Returns a string to use to update the GPU particles update shader
  63310. * @returns a string containng the defines string
  63311. */
  63312. BoxParticleEmitter.prototype.getEffectDefines = function () {
  63313. return "#define BOXEMITTER";
  63314. };
  63315. /**
  63316. * Returns the string "BoxParticleEmitter"
  63317. * @returns a string containing the class name
  63318. */
  63319. BoxParticleEmitter.prototype.getClassName = function () {
  63320. return "BoxParticleEmitter";
  63321. };
  63322. /**
  63323. * Serializes the particle system to a JSON object.
  63324. * @returns the JSON object
  63325. */
  63326. BoxParticleEmitter.prototype.serialize = function () {
  63327. var serializationObject = {};
  63328. serializationObject.type = this.getClassName();
  63329. serializationObject.direction1 = this.direction1.asArray();
  63330. serializationObject.direction2 = this.direction2.asArray();
  63331. serializationObject.minEmitBox = this.minEmitBox.asArray();
  63332. serializationObject.maxEmitBox = this.maxEmitBox.asArray();
  63333. return serializationObject;
  63334. };
  63335. /**
  63336. * Parse properties from a JSON object
  63337. * @param serializationObject defines the JSON object
  63338. */
  63339. BoxParticleEmitter.prototype.parse = function (serializationObject) {
  63340. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  63341. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  63342. BABYLON.Vector3.FromArrayToRef(serializationObject.minEmitBox, 0, this.minEmitBox);
  63343. BABYLON.Vector3.FromArrayToRef(serializationObject.maxEmitBox, 0, this.maxEmitBox);
  63344. };
  63345. return BoxParticleEmitter;
  63346. }());
  63347. BABYLON.BoxParticleEmitter = BoxParticleEmitter;
  63348. })(BABYLON || (BABYLON = {}));
  63349. //# sourceMappingURL=babylon.boxParticleEmitter.js.map
  63350. var BABYLON;
  63351. (function (BABYLON) {
  63352. /**
  63353. * Particle emitter emitting particles from the inside of a cylinder.
  63354. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  63355. */
  63356. var CylinderParticleEmitter = /** @class */ (function () {
  63357. /**
  63358. * Creates a new instance CylinderParticleEmitter
  63359. * @param radius the radius of the emission cylinder (1 by default)
  63360. * @param height the height of the emission cylinder (1 by default)
  63361. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63362. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63363. */
  63364. function CylinderParticleEmitter(
  63365. /**
  63366. * The radius of the emission cylinder.
  63367. */
  63368. radius,
  63369. /**
  63370. * The height of the emission cylinder.
  63371. */
  63372. height,
  63373. /**
  63374. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63375. */
  63376. radiusRange,
  63377. /**
  63378. * How much to randomize the particle direction [0-1].
  63379. */
  63380. directionRandomizer) {
  63381. if (radius === void 0) { radius = 1; }
  63382. if (height === void 0) { height = 1; }
  63383. if (radiusRange === void 0) { radiusRange = 1; }
  63384. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63385. this.radius = radius;
  63386. this.height = height;
  63387. this.radiusRange = radiusRange;
  63388. this.directionRandomizer = directionRandomizer;
  63389. }
  63390. /**
  63391. * Called by the particle System when the direction is computed for the created particle.
  63392. * @param worldMatrix is the world matrix of the particle system
  63393. * @param directionToUpdate is the direction vector to update with the result
  63394. * @param particle is the particle we are computed the direction for
  63395. */
  63396. CylinderParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63397. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63398. var randY = BABYLON.Scalar.RandomRange(-this.directionRandomizer / 2, this.directionRandomizer / 2);
  63399. var angle = Math.atan2(direction.x, direction.z);
  63400. angle += BABYLON.Scalar.RandomRange(-Math.PI / 2, Math.PI / 2) * this.directionRandomizer;
  63401. direction.y = randY; // set direction y to rand y to mirror normal of cylinder surface
  63402. direction.x = Math.sin(angle);
  63403. direction.z = Math.cos(angle);
  63404. direction.normalize();
  63405. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63406. };
  63407. /**
  63408. * Called by the particle System when the position is computed for the created particle.
  63409. * @param worldMatrix is the world matrix of the particle system
  63410. * @param positionToUpdate is the position vector to update with the result
  63411. * @param particle is the particle we are computed the position for
  63412. */
  63413. CylinderParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63414. var yPos = BABYLON.Scalar.RandomRange(-this.height / 2, this.height / 2);
  63415. var angle = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63416. // Pick a properly distributed point within the circle https://programming.guide/random-point-within-circle.html
  63417. var radiusDistribution = BABYLON.Scalar.RandomRange((1 - this.radiusRange) * (1 - this.radiusRange), 1);
  63418. var positionRadius = Math.sqrt(radiusDistribution) * this.radius;
  63419. var xPos = positionRadius * Math.cos(angle);
  63420. var zPos = positionRadius * Math.sin(angle);
  63421. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(xPos, yPos, zPos, worldMatrix, positionToUpdate);
  63422. };
  63423. /**
  63424. * Clones the current emitter and returns a copy of it
  63425. * @returns the new emitter
  63426. */
  63427. CylinderParticleEmitter.prototype.clone = function () {
  63428. var newOne = new CylinderParticleEmitter(this.radius, this.directionRandomizer);
  63429. BABYLON.Tools.DeepCopy(this, newOne);
  63430. return newOne;
  63431. };
  63432. /**
  63433. * Called by the GPUParticleSystem to setup the update shader
  63434. * @param effect defines the update shader
  63435. */
  63436. CylinderParticleEmitter.prototype.applyToShader = function (effect) {
  63437. effect.setFloat("radius", this.radius);
  63438. effect.setFloat("height", this.height);
  63439. effect.setFloat("radiusRange", this.radiusRange);
  63440. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63441. };
  63442. /**
  63443. * Returns a string to use to update the GPU particles update shader
  63444. * @returns a string containng the defines string
  63445. */
  63446. CylinderParticleEmitter.prototype.getEffectDefines = function () {
  63447. return "#define CYLINDEREMITTER";
  63448. };
  63449. /**
  63450. * Returns the string "CylinderParticleEmitter"
  63451. * @returns a string containing the class name
  63452. */
  63453. CylinderParticleEmitter.prototype.getClassName = function () {
  63454. return "CylinderParticleEmitter";
  63455. };
  63456. /**
  63457. * Serializes the particle system to a JSON object.
  63458. * @returns the JSON object
  63459. */
  63460. CylinderParticleEmitter.prototype.serialize = function () {
  63461. var serializationObject = {};
  63462. serializationObject.type = this.getClassName();
  63463. serializationObject.radius = this.radius;
  63464. serializationObject.height = this.height;
  63465. serializationObject.radiusRange = this.radiusRange;
  63466. serializationObject.directionRandomizer = this.directionRandomizer;
  63467. return serializationObject;
  63468. };
  63469. /**
  63470. * Parse properties from a JSON object
  63471. * @param serializationObject defines the JSON object
  63472. */
  63473. CylinderParticleEmitter.prototype.parse = function (serializationObject) {
  63474. this.radius = serializationObject.radius;
  63475. this.height = serializationObject.height;
  63476. this.radiusRange = serializationObject.radiusRange;
  63477. this.directionRandomizer = serializationObject.directionRandomizer;
  63478. };
  63479. return CylinderParticleEmitter;
  63480. }());
  63481. BABYLON.CylinderParticleEmitter = CylinderParticleEmitter;
  63482. /**
  63483. * Particle emitter emitting particles from the inside of a cylinder.
  63484. * It emits the particles randomly between two vectors.
  63485. */
  63486. var CylinderDirectedParticleEmitter = /** @class */ (function (_super) {
  63487. __extends(CylinderDirectedParticleEmitter, _super);
  63488. /**
  63489. * Creates a new instance CylinderDirectedParticleEmitter
  63490. * @param radius the radius of the emission cylinder (1 by default)
  63491. * @param height the height of the emission cylinder (1 by default)
  63492. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63493. * @param direction1 the min limit of the emission direction (up vector by default)
  63494. * @param direction2 the max limit of the emission direction (up vector by default)
  63495. */
  63496. function CylinderDirectedParticleEmitter(radius, height, radiusRange,
  63497. /**
  63498. * The min limit of the emission direction.
  63499. */
  63500. direction1,
  63501. /**
  63502. * The max limit of the emission direction.
  63503. */
  63504. direction2) {
  63505. if (radius === void 0) { radius = 1; }
  63506. if (height === void 0) { height = 1; }
  63507. if (radiusRange === void 0) { radiusRange = 1; }
  63508. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63509. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63510. var _this = _super.call(this, radius, height, radiusRange) || this;
  63511. _this.direction1 = direction1;
  63512. _this.direction2 = direction2;
  63513. return _this;
  63514. }
  63515. /**
  63516. * Called by the particle System when the direction is computed for the created particle.
  63517. * @param worldMatrix is the world matrix of the particle system
  63518. * @param directionToUpdate is the direction vector to update with the result
  63519. * @param particle is the particle we are computed the direction for
  63520. */
  63521. CylinderDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63522. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63523. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63524. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63525. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63526. };
  63527. /**
  63528. * Clones the current emitter and returns a copy of it
  63529. * @returns the new emitter
  63530. */
  63531. CylinderDirectedParticleEmitter.prototype.clone = function () {
  63532. var newOne = new CylinderDirectedParticleEmitter(this.radius, this.height, this.radiusRange, this.direction1, this.direction2);
  63533. BABYLON.Tools.DeepCopy(this, newOne);
  63534. return newOne;
  63535. };
  63536. /**
  63537. * Called by the GPUParticleSystem to setup the update shader
  63538. * @param effect defines the update shader
  63539. */
  63540. CylinderDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63541. effect.setFloat("radius", this.radius);
  63542. effect.setFloat("height", this.height);
  63543. effect.setFloat("radiusRange", this.radiusRange);
  63544. effect.setVector3("direction1", this.direction1);
  63545. effect.setVector3("direction2", this.direction2);
  63546. };
  63547. /**
  63548. * Returns a string to use to update the GPU particles update shader
  63549. * @returns a string containng the defines string
  63550. */
  63551. CylinderDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63552. return "#define CYLINDEREMITTER\n#define DIRECTEDCYLINDEREMITTER";
  63553. };
  63554. /**
  63555. * Returns the string "CylinderDirectedParticleEmitter"
  63556. * @returns a string containing the class name
  63557. */
  63558. CylinderDirectedParticleEmitter.prototype.getClassName = function () {
  63559. return "CylinderDirectedParticleEmitter";
  63560. };
  63561. /**
  63562. * Serializes the particle system to a JSON object.
  63563. * @returns the JSON object
  63564. */
  63565. CylinderDirectedParticleEmitter.prototype.serialize = function () {
  63566. var serializationObject = _super.prototype.serialize.call(this);
  63567. serializationObject.direction1 = this.direction1.asArray();
  63568. serializationObject.direction2 = this.direction2.asArray();
  63569. return serializationObject;
  63570. };
  63571. /**
  63572. * Parse properties from a JSON object
  63573. * @param serializationObject defines the JSON object
  63574. */
  63575. CylinderDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63576. _super.prototype.parse.call(this, serializationObject);
  63577. this.direction1.copyFrom(serializationObject.direction1);
  63578. this.direction2.copyFrom(serializationObject.direction2);
  63579. };
  63580. return CylinderDirectedParticleEmitter;
  63581. }(CylinderParticleEmitter));
  63582. BABYLON.CylinderDirectedParticleEmitter = CylinderDirectedParticleEmitter;
  63583. })(BABYLON || (BABYLON = {}));
  63584. //# sourceMappingURL=babylon.cylinderParticleEmitter.js.map
  63585. var BABYLON;
  63586. (function (BABYLON) {
  63587. /**
  63588. * Particle emitter emitting particles from the inside of a cone.
  63589. * It emits the particles alongside the cone volume from the base to the particle.
  63590. * The emission direction might be randomized.
  63591. */
  63592. var ConeParticleEmitter = /** @class */ (function () {
  63593. /**
  63594. * Creates a new instance ConeParticleEmitter
  63595. * @param radius the radius of the emission cone (1 by default)
  63596. * @param angles the cone base angle (PI by default)
  63597. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  63598. */
  63599. function ConeParticleEmitter(radius, angle,
  63600. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  63601. directionRandomizer) {
  63602. if (radius === void 0) { radius = 1; }
  63603. if (angle === void 0) { angle = Math.PI; }
  63604. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63605. this.directionRandomizer = directionRandomizer;
  63606. /**
  63607. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  63608. */
  63609. this.radiusRange = 1;
  63610. /**
  63611. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  63612. */
  63613. this.heightRange = 1;
  63614. /**
  63615. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  63616. */
  63617. this.emitFromSpawnPointOnly = false;
  63618. this.angle = angle;
  63619. this.radius = radius;
  63620. }
  63621. Object.defineProperty(ConeParticleEmitter.prototype, "radius", {
  63622. /**
  63623. * Gets or sets the radius of the emission cone
  63624. */
  63625. get: function () {
  63626. return this._radius;
  63627. },
  63628. set: function (value) {
  63629. this._radius = value;
  63630. this._buildHeight();
  63631. },
  63632. enumerable: true,
  63633. configurable: true
  63634. });
  63635. Object.defineProperty(ConeParticleEmitter.prototype, "angle", {
  63636. /**
  63637. * Gets or sets the angle of the emission cone
  63638. */
  63639. get: function () {
  63640. return this._angle;
  63641. },
  63642. set: function (value) {
  63643. this._angle = value;
  63644. this._buildHeight();
  63645. },
  63646. enumerable: true,
  63647. configurable: true
  63648. });
  63649. ConeParticleEmitter.prototype._buildHeight = function () {
  63650. if (this._angle !== 0) {
  63651. this._height = this._radius / Math.tan(this._angle / 2);
  63652. }
  63653. else {
  63654. this._height = 1;
  63655. }
  63656. };
  63657. /**
  63658. * Called by the particle System when the direction is computed for the created particle.
  63659. * @param worldMatrix is the world matrix of the particle system
  63660. * @param directionToUpdate is the direction vector to update with the result
  63661. * @param particle is the particle we are computed the direction for
  63662. */
  63663. ConeParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63664. if (Math.abs(Math.cos(this._angle)) === 1.0) {
  63665. BABYLON.Vector3.TransformNormalFromFloatsToRef(0, 1.0, 0, worldMatrix, directionToUpdate);
  63666. }
  63667. else {
  63668. // measure the direction Vector from the emitter to the particle.
  63669. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63670. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63671. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63672. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63673. direction.x += randX;
  63674. direction.y += randY;
  63675. direction.z += randZ;
  63676. direction.normalize();
  63677. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63678. }
  63679. };
  63680. /**
  63681. * Called by the particle System when the position is computed for the created particle.
  63682. * @param worldMatrix is the world matrix of the particle system
  63683. * @param positionToUpdate is the position vector to update with the result
  63684. * @param particle is the particle we are computed the position for
  63685. */
  63686. ConeParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63687. var s = BABYLON.Scalar.RandomRange(0, Math.PI * 2);
  63688. var h;
  63689. if (!this.emitFromSpawnPointOnly) {
  63690. h = BABYLON.Scalar.RandomRange(0, this.heightRange);
  63691. // Better distribution in a cone at normal angles.
  63692. h = 1 - h * h;
  63693. }
  63694. else {
  63695. h = 0.0001;
  63696. }
  63697. var radius = this._radius - BABYLON.Scalar.RandomRange(0, this._radius * this.radiusRange);
  63698. radius = radius * h;
  63699. var randX = radius * Math.sin(s);
  63700. var randZ = radius * Math.cos(s);
  63701. var randY = h * this._height;
  63702. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63703. };
  63704. /**
  63705. * Clones the current emitter and returns a copy of it
  63706. * @returns the new emitter
  63707. */
  63708. ConeParticleEmitter.prototype.clone = function () {
  63709. var newOne = new ConeParticleEmitter(this._radius, this._angle, this.directionRandomizer);
  63710. BABYLON.Tools.DeepCopy(this, newOne);
  63711. return newOne;
  63712. };
  63713. /**
  63714. * Called by the GPUParticleSystem to setup the update shader
  63715. * @param effect defines the update shader
  63716. */
  63717. ConeParticleEmitter.prototype.applyToShader = function (effect) {
  63718. effect.setFloat2("radius", this._radius, this.radiusRange);
  63719. effect.setFloat("coneAngle", this._angle);
  63720. effect.setFloat2("height", this._height, this.heightRange);
  63721. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63722. };
  63723. /**
  63724. * Returns a string to use to update the GPU particles update shader
  63725. * @returns a string containng the defines string
  63726. */
  63727. ConeParticleEmitter.prototype.getEffectDefines = function () {
  63728. var defines = "#define CONEEMITTER";
  63729. if (this.emitFromSpawnPointOnly) {
  63730. defines += "\n#define CONEEMITTERSPAWNPOINT";
  63731. }
  63732. return defines;
  63733. };
  63734. /**
  63735. * Returns the string "ConeParticleEmitter"
  63736. * @returns a string containing the class name
  63737. */
  63738. ConeParticleEmitter.prototype.getClassName = function () {
  63739. return "ConeParticleEmitter";
  63740. };
  63741. /**
  63742. * Serializes the particle system to a JSON object.
  63743. * @returns the JSON object
  63744. */
  63745. ConeParticleEmitter.prototype.serialize = function () {
  63746. var serializationObject = {};
  63747. serializationObject.type = this.getClassName();
  63748. serializationObject.radius = this._radius;
  63749. serializationObject.angle = this._angle;
  63750. serializationObject.directionRandomizer = this.directionRandomizer;
  63751. return serializationObject;
  63752. };
  63753. /**
  63754. * Parse properties from a JSON object
  63755. * @param serializationObject defines the JSON object
  63756. */
  63757. ConeParticleEmitter.prototype.parse = function (serializationObject) {
  63758. this.radius = serializationObject.radius;
  63759. this.angle = serializationObject.angle;
  63760. this.directionRandomizer = serializationObject.directionRandomizer;
  63761. };
  63762. return ConeParticleEmitter;
  63763. }());
  63764. BABYLON.ConeParticleEmitter = ConeParticleEmitter;
  63765. })(BABYLON || (BABYLON = {}));
  63766. //# sourceMappingURL=babylon.coneParticleEmitter.js.map
  63767. var BABYLON;
  63768. (function (BABYLON) {
  63769. /**
  63770. * Particle emitter emitting particles from the inside of a sphere.
  63771. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  63772. */
  63773. var SphereParticleEmitter = /** @class */ (function () {
  63774. /**
  63775. * Creates a new instance SphereParticleEmitter
  63776. * @param radius the radius of the emission sphere (1 by default)
  63777. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63778. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63779. */
  63780. function SphereParticleEmitter(
  63781. /**
  63782. * The radius of the emission sphere.
  63783. */
  63784. radius,
  63785. /**
  63786. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  63787. */
  63788. radiusRange,
  63789. /**
  63790. * How much to randomize the particle direction [0-1].
  63791. */
  63792. directionRandomizer) {
  63793. if (radius === void 0) { radius = 1; }
  63794. if (radiusRange === void 0) { radiusRange = 1; }
  63795. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  63796. this.radius = radius;
  63797. this.radiusRange = radiusRange;
  63798. this.directionRandomizer = directionRandomizer;
  63799. }
  63800. /**
  63801. * Called by the particle System when the direction is computed for the created particle.
  63802. * @param worldMatrix is the world matrix of the particle system
  63803. * @param directionToUpdate is the direction vector to update with the result
  63804. * @param particle is the particle we are computed the direction for
  63805. */
  63806. SphereParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63807. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  63808. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63809. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63810. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  63811. direction.x += randX;
  63812. direction.y += randY;
  63813. direction.z += randZ;
  63814. direction.normalize();
  63815. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  63816. };
  63817. /**
  63818. * Called by the particle System when the position is computed for the created particle.
  63819. * @param worldMatrix is the world matrix of the particle system
  63820. * @param positionToUpdate is the position vector to update with the result
  63821. * @param particle is the particle we are computed the position for
  63822. */
  63823. SphereParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  63824. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  63825. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  63826. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  63827. var theta = Math.acos(2 * v - 1);
  63828. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  63829. var randY = randRadius * Math.cos(theta);
  63830. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  63831. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, randY, randZ, worldMatrix, positionToUpdate);
  63832. };
  63833. /**
  63834. * Clones the current emitter and returns a copy of it
  63835. * @returns the new emitter
  63836. */
  63837. SphereParticleEmitter.prototype.clone = function () {
  63838. var newOne = new SphereParticleEmitter(this.radius, this.directionRandomizer);
  63839. BABYLON.Tools.DeepCopy(this, newOne);
  63840. return newOne;
  63841. };
  63842. /**
  63843. * Called by the GPUParticleSystem to setup the update shader
  63844. * @param effect defines the update shader
  63845. */
  63846. SphereParticleEmitter.prototype.applyToShader = function (effect) {
  63847. effect.setFloat("radius", this.radius);
  63848. effect.setFloat("radiusRange", this.radiusRange);
  63849. effect.setFloat("directionRandomizer", this.directionRandomizer);
  63850. };
  63851. /**
  63852. * Returns a string to use to update the GPU particles update shader
  63853. * @returns a string containng the defines string
  63854. */
  63855. SphereParticleEmitter.prototype.getEffectDefines = function () {
  63856. return "#define SPHEREEMITTER";
  63857. };
  63858. /**
  63859. * Returns the string "SphereParticleEmitter"
  63860. * @returns a string containing the class name
  63861. */
  63862. SphereParticleEmitter.prototype.getClassName = function () {
  63863. return "SphereParticleEmitter";
  63864. };
  63865. /**
  63866. * Serializes the particle system to a JSON object.
  63867. * @returns the JSON object
  63868. */
  63869. SphereParticleEmitter.prototype.serialize = function () {
  63870. var serializationObject = {};
  63871. serializationObject.type = this.getClassName();
  63872. serializationObject.radius = this.radius;
  63873. serializationObject.radiusRange = this.radiusRange;
  63874. serializationObject.directionRandomizer = this.directionRandomizer;
  63875. return serializationObject;
  63876. };
  63877. /**
  63878. * Parse properties from a JSON object
  63879. * @param serializationObject defines the JSON object
  63880. */
  63881. SphereParticleEmitter.prototype.parse = function (serializationObject) {
  63882. this.radius = serializationObject.radius;
  63883. this.radiusRange = serializationObject.radiusRange;
  63884. this.directionRandomizer = serializationObject.directionRandomizer;
  63885. };
  63886. return SphereParticleEmitter;
  63887. }());
  63888. BABYLON.SphereParticleEmitter = SphereParticleEmitter;
  63889. /**
  63890. * Particle emitter emitting particles from the inside of a sphere.
  63891. * It emits the particles randomly between two vectors.
  63892. */
  63893. var SphereDirectedParticleEmitter = /** @class */ (function (_super) {
  63894. __extends(SphereDirectedParticleEmitter, _super);
  63895. /**
  63896. * Creates a new instance SphereDirectedParticleEmitter
  63897. * @param radius the radius of the emission sphere (1 by default)
  63898. * @param direction1 the min limit of the emission direction (up vector by default)
  63899. * @param direction2 the max limit of the emission direction (up vector by default)
  63900. */
  63901. function SphereDirectedParticleEmitter(radius,
  63902. /**
  63903. * The min limit of the emission direction.
  63904. */
  63905. direction1,
  63906. /**
  63907. * The max limit of the emission direction.
  63908. */
  63909. direction2) {
  63910. if (radius === void 0) { radius = 1; }
  63911. if (direction1 === void 0) { direction1 = new BABYLON.Vector3(0, 1, 0); }
  63912. if (direction2 === void 0) { direction2 = new BABYLON.Vector3(0, 1, 0); }
  63913. var _this = _super.call(this, radius) || this;
  63914. _this.direction1 = direction1;
  63915. _this.direction2 = direction2;
  63916. return _this;
  63917. }
  63918. /**
  63919. * Called by the particle System when the direction is computed for the created particle.
  63920. * @param worldMatrix is the world matrix of the particle system
  63921. * @param directionToUpdate is the direction vector to update with the result
  63922. * @param particle is the particle we are computed the direction for
  63923. */
  63924. SphereDirectedParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  63925. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  63926. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  63927. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  63928. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  63929. };
  63930. /**
  63931. * Clones the current emitter and returns a copy of it
  63932. * @returns the new emitter
  63933. */
  63934. SphereDirectedParticleEmitter.prototype.clone = function () {
  63935. var newOne = new SphereDirectedParticleEmitter(this.radius, this.direction1, this.direction2);
  63936. BABYLON.Tools.DeepCopy(this, newOne);
  63937. return newOne;
  63938. };
  63939. /**
  63940. * Called by the GPUParticleSystem to setup the update shader
  63941. * @param effect defines the update shader
  63942. */
  63943. SphereDirectedParticleEmitter.prototype.applyToShader = function (effect) {
  63944. effect.setFloat("radius", this.radius);
  63945. effect.setFloat("radiusRange", this.radiusRange);
  63946. effect.setVector3("direction1", this.direction1);
  63947. effect.setVector3("direction2", this.direction2);
  63948. };
  63949. /**
  63950. * Returns a string to use to update the GPU particles update shader
  63951. * @returns a string containng the defines string
  63952. */
  63953. SphereDirectedParticleEmitter.prototype.getEffectDefines = function () {
  63954. return "#define SPHEREEMITTER\n#define DIRECTEDSPHEREEMITTER";
  63955. };
  63956. /**
  63957. * Returns the string "SphereDirectedParticleEmitter"
  63958. * @returns a string containing the class name
  63959. */
  63960. SphereDirectedParticleEmitter.prototype.getClassName = function () {
  63961. return "SphereDirectedParticleEmitter";
  63962. };
  63963. /**
  63964. * Serializes the particle system to a JSON object.
  63965. * @returns the JSON object
  63966. */
  63967. SphereDirectedParticleEmitter.prototype.serialize = function () {
  63968. var serializationObject = _super.prototype.serialize.call(this);
  63969. serializationObject.direction1 = this.direction1.asArray();
  63970. serializationObject.direction2 = this.direction2.asArray();
  63971. return serializationObject;
  63972. };
  63973. /**
  63974. * Parse properties from a JSON object
  63975. * @param serializationObject defines the JSON object
  63976. */
  63977. SphereDirectedParticleEmitter.prototype.parse = function (serializationObject) {
  63978. _super.prototype.parse.call(this, serializationObject);
  63979. this.direction1.copyFrom(serializationObject.direction1);
  63980. this.direction2.copyFrom(serializationObject.direction2);
  63981. };
  63982. return SphereDirectedParticleEmitter;
  63983. }(SphereParticleEmitter));
  63984. BABYLON.SphereDirectedParticleEmitter = SphereDirectedParticleEmitter;
  63985. })(BABYLON || (BABYLON = {}));
  63986. //# sourceMappingURL=babylon.sphereParticleEmitter.js.map
  63987. var BABYLON;
  63988. (function (BABYLON) {
  63989. /**
  63990. * Particle emitter emitting particles from the inside of a hemisphere.
  63991. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  63992. */
  63993. var HemisphericParticleEmitter = /** @class */ (function () {
  63994. /**
  63995. * Creates a new instance HemisphericParticleEmitter
  63996. * @param radius the radius of the emission hemisphere (1 by default)
  63997. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  63998. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  63999. */
  64000. function HemisphericParticleEmitter(
  64001. /**
  64002. * The radius of the emission hemisphere.
  64003. */
  64004. radius,
  64005. /**
  64006. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  64007. */
  64008. radiusRange,
  64009. /**
  64010. * How much to randomize the particle direction [0-1].
  64011. */
  64012. directionRandomizer) {
  64013. if (radius === void 0) { radius = 1; }
  64014. if (radiusRange === void 0) { radiusRange = 1; }
  64015. if (directionRandomizer === void 0) { directionRandomizer = 0; }
  64016. this.radius = radius;
  64017. this.radiusRange = radiusRange;
  64018. this.directionRandomizer = directionRandomizer;
  64019. }
  64020. /**
  64021. * Called by the particle System when the direction is computed for the created particle.
  64022. * @param worldMatrix is the world matrix of the particle system
  64023. * @param directionToUpdate is the direction vector to update with the result
  64024. * @param particle is the particle we are computed the direction for
  64025. */
  64026. HemisphericParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64027. var direction = particle.position.subtract(worldMatrix.getTranslation()).normalize();
  64028. var randX = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64029. var randY = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64030. var randZ = BABYLON.Scalar.RandomRange(0, this.directionRandomizer);
  64031. direction.x += randX;
  64032. direction.y += randY;
  64033. direction.z += randZ;
  64034. direction.normalize();
  64035. BABYLON.Vector3.TransformNormalFromFloatsToRef(direction.x, direction.y, direction.z, worldMatrix, directionToUpdate);
  64036. };
  64037. /**
  64038. * Called by the particle System when the position is computed for the created particle.
  64039. * @param worldMatrix is the world matrix of the particle system
  64040. * @param positionToUpdate is the position vector to update with the result
  64041. * @param particle is the particle we are computed the position for
  64042. */
  64043. HemisphericParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64044. var randRadius = this.radius - BABYLON.Scalar.RandomRange(0, this.radius * this.radiusRange);
  64045. var v = BABYLON.Scalar.RandomRange(0, 1.0);
  64046. var phi = BABYLON.Scalar.RandomRange(0, 2 * Math.PI);
  64047. var theta = Math.acos(2 * v - 1);
  64048. var randX = randRadius * Math.cos(phi) * Math.sin(theta);
  64049. var randY = randRadius * Math.cos(theta);
  64050. var randZ = randRadius * Math.sin(phi) * Math.sin(theta);
  64051. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(randX, Math.abs(randY), randZ, worldMatrix, positionToUpdate);
  64052. };
  64053. /**
  64054. * Clones the current emitter and returns a copy of it
  64055. * @returns the new emitter
  64056. */
  64057. HemisphericParticleEmitter.prototype.clone = function () {
  64058. var newOne = new HemisphericParticleEmitter(this.radius, this.directionRandomizer);
  64059. BABYLON.Tools.DeepCopy(this, newOne);
  64060. return newOne;
  64061. };
  64062. /**
  64063. * Called by the GPUParticleSystem to setup the update shader
  64064. * @param effect defines the update shader
  64065. */
  64066. HemisphericParticleEmitter.prototype.applyToShader = function (effect) {
  64067. effect.setFloat("radius", this.radius);
  64068. effect.setFloat("radiusRange", this.radiusRange);
  64069. effect.setFloat("directionRandomizer", this.directionRandomizer);
  64070. };
  64071. /**
  64072. * Returns a string to use to update the GPU particles update shader
  64073. * @returns a string containng the defines string
  64074. */
  64075. HemisphericParticleEmitter.prototype.getEffectDefines = function () {
  64076. return "#define HEMISPHERICEMITTER";
  64077. };
  64078. /**
  64079. * Returns the string "HemisphericParticleEmitter"
  64080. * @returns a string containing the class name
  64081. */
  64082. HemisphericParticleEmitter.prototype.getClassName = function () {
  64083. return "HemisphericParticleEmitter";
  64084. };
  64085. /**
  64086. * Serializes the particle system to a JSON object.
  64087. * @returns the JSON object
  64088. */
  64089. HemisphericParticleEmitter.prototype.serialize = function () {
  64090. var serializationObject = {};
  64091. serializationObject.type = this.getClassName();
  64092. serializationObject.radius = this.radius;
  64093. serializationObject.radiusRange = this.radiusRange;
  64094. serializationObject.directionRandomizer = this.directionRandomizer;
  64095. return serializationObject;
  64096. };
  64097. /**
  64098. * Parse properties from a JSON object
  64099. * @param serializationObject defines the JSON object
  64100. */
  64101. HemisphericParticleEmitter.prototype.parse = function (serializationObject) {
  64102. this.radius = serializationObject.radius;
  64103. this.radiusRange = serializationObject.radiusRange;
  64104. this.directionRandomizer = serializationObject.directionRandomizer;
  64105. };
  64106. return HemisphericParticleEmitter;
  64107. }());
  64108. BABYLON.HemisphericParticleEmitter = HemisphericParticleEmitter;
  64109. })(BABYLON || (BABYLON = {}));
  64110. //# sourceMappingURL=babylon.hemisphericParticleEmitter.js.map
  64111. var BABYLON;
  64112. (function (BABYLON) {
  64113. /**
  64114. * Particle emitter emitting particles from a point.
  64115. * It emits the particles randomly between 2 given directions.
  64116. */
  64117. var PointParticleEmitter = /** @class */ (function () {
  64118. /**
  64119. * Creates a new instance PointParticleEmitter
  64120. */
  64121. function PointParticleEmitter() {
  64122. /**
  64123. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64124. */
  64125. this.direction1 = new BABYLON.Vector3(0, 1.0, 0);
  64126. /**
  64127. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  64128. */
  64129. this.direction2 = new BABYLON.Vector3(0, 1.0, 0);
  64130. }
  64131. /**
  64132. * Called by the particle System when the direction is computed for the created particle.
  64133. * @param worldMatrix is the world matrix of the particle system
  64134. * @param directionToUpdate is the direction vector to update with the result
  64135. * @param particle is the particle we are computed the direction for
  64136. */
  64137. PointParticleEmitter.prototype.startDirectionFunction = function (worldMatrix, directionToUpdate, particle) {
  64138. var randX = BABYLON.Scalar.RandomRange(this.direction1.x, this.direction2.x);
  64139. var randY = BABYLON.Scalar.RandomRange(this.direction1.y, this.direction2.y);
  64140. var randZ = BABYLON.Scalar.RandomRange(this.direction1.z, this.direction2.z);
  64141. BABYLON.Vector3.TransformNormalFromFloatsToRef(randX, randY, randZ, worldMatrix, directionToUpdate);
  64142. };
  64143. /**
  64144. * Called by the particle System when the position is computed for the created particle.
  64145. * @param worldMatrix is the world matrix of the particle system
  64146. * @param positionToUpdate is the position vector to update with the result
  64147. * @param particle is the particle we are computed the position for
  64148. */
  64149. PointParticleEmitter.prototype.startPositionFunction = function (worldMatrix, positionToUpdate, particle) {
  64150. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0, 0, 0, worldMatrix, positionToUpdate);
  64151. };
  64152. /**
  64153. * Clones the current emitter and returns a copy of it
  64154. * @returns the new emitter
  64155. */
  64156. PointParticleEmitter.prototype.clone = function () {
  64157. var newOne = new PointParticleEmitter();
  64158. BABYLON.Tools.DeepCopy(this, newOne);
  64159. return newOne;
  64160. };
  64161. /**
  64162. * Called by the GPUParticleSystem to setup the update shader
  64163. * @param effect defines the update shader
  64164. */
  64165. PointParticleEmitter.prototype.applyToShader = function (effect) {
  64166. effect.setVector3("direction1", this.direction1);
  64167. effect.setVector3("direction2", this.direction2);
  64168. };
  64169. /**
  64170. * Returns a string to use to update the GPU particles update shader
  64171. * @returns a string containng the defines string
  64172. */
  64173. PointParticleEmitter.prototype.getEffectDefines = function () {
  64174. return "#define POINTEMITTER";
  64175. };
  64176. /**
  64177. * Returns the string "PointParticleEmitter"
  64178. * @returns a string containing the class name
  64179. */
  64180. PointParticleEmitter.prototype.getClassName = function () {
  64181. return "PointParticleEmitter";
  64182. };
  64183. /**
  64184. * Serializes the particle system to a JSON object.
  64185. * @returns the JSON object
  64186. */
  64187. PointParticleEmitter.prototype.serialize = function () {
  64188. var serializationObject = {};
  64189. serializationObject.type = this.getClassName();
  64190. serializationObject.direction1 = this.direction1.asArray();
  64191. serializationObject.direction2 = this.direction2.asArray();
  64192. return serializationObject;
  64193. };
  64194. /**
  64195. * Parse properties from a JSON object
  64196. * @param serializationObject defines the JSON object
  64197. */
  64198. PointParticleEmitter.prototype.parse = function (serializationObject) {
  64199. BABYLON.Vector3.FromArrayToRef(serializationObject.direction1, 0, this.direction1);
  64200. BABYLON.Vector3.FromArrayToRef(serializationObject.direction2, 0, this.direction2);
  64201. };
  64202. return PointParticleEmitter;
  64203. }());
  64204. BABYLON.PointParticleEmitter = PointParticleEmitter;
  64205. })(BABYLON || (BABYLON = {}));
  64206. //# sourceMappingURL=babylon.pointParticleEmitter.js.map
  64207. var BABYLON;
  64208. (function (BABYLON) {
  64209. // Adds the parsers to the scene parsers.
  64210. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedData, scene, container, rootUrl) {
  64211. var individualParser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  64212. if (!individualParser) {
  64213. return;
  64214. }
  64215. // Particles Systems
  64216. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  64217. for (var index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  64218. var parsedParticleSystem = parsedData.particleSystems[index];
  64219. container.particleSystems.push(individualParser(parsedParticleSystem, scene, rootUrl));
  64220. }
  64221. }
  64222. });
  64223. BABYLON.AbstractScene.AddIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM, function (parsedParticleSystem, scene, rootUrl) {
  64224. if (parsedParticleSystem.activeParticleCount) {
  64225. var ps = BABYLON.GPUParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64226. return ps;
  64227. }
  64228. else {
  64229. var ps = BABYLON.ParticleSystem.Parse(parsedParticleSystem, scene, rootUrl);
  64230. return ps;
  64231. }
  64232. });
  64233. BABYLON.Engine.prototype.createEffectForParticles = function (fragmentName, uniformsNames, samplers, defines, fallbacks, onCompiled, onError) {
  64234. if (uniformsNames === void 0) { uniformsNames = []; }
  64235. if (samplers === void 0) { samplers = []; }
  64236. if (defines === void 0) { defines = ""; }
  64237. var attributesNamesOrOptions = BABYLON.ParticleSystem._GetAttributeNamesOrOptions();
  64238. var effectCreationOption = BABYLON.ParticleSystem._GetEffectCreationOptions();
  64239. if (defines.indexOf(" BILLBOARD") === -1) {
  64240. defines += "\n#define BILLBOARD\n";
  64241. }
  64242. if (samplers.indexOf("diffuseSampler") === -1) {
  64243. samplers.push("diffuseSampler");
  64244. }
  64245. return this.createEffect({
  64246. vertex: "particles",
  64247. fragmentElement: fragmentName
  64248. }, attributesNamesOrOptions, effectCreationOption.concat(uniformsNames), samplers, defines, fallbacks, onCompiled, onError);
  64249. };
  64250. BABYLON.Mesh.prototype.getEmittedParticleSystems = function () {
  64251. var results = new Array();
  64252. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64253. var particleSystem = this.getScene().particleSystems[index];
  64254. if (particleSystem.emitter === this) {
  64255. results.push(particleSystem);
  64256. }
  64257. }
  64258. return results;
  64259. };
  64260. BABYLON.Mesh.prototype.getHierarchyEmittedParticleSystems = function () {
  64261. var results = new Array();
  64262. var descendants = this.getDescendants();
  64263. descendants.push(this);
  64264. for (var index = 0; index < this.getScene().particleSystems.length; index++) {
  64265. var particleSystem = this.getScene().particleSystems[index];
  64266. var emitter = particleSystem.emitter;
  64267. if (emitter.position && descendants.indexOf(emitter) !== -1) {
  64268. results.push(particleSystem);
  64269. }
  64270. }
  64271. return results;
  64272. };
  64273. })(BABYLON || (BABYLON = {}));
  64274. //# sourceMappingURL=babylon.particleSystemComponent.js.map
  64275. var BABYLON;
  64276. (function (BABYLON) {
  64277. /**
  64278. * Type of sub emitter
  64279. */
  64280. var SubEmitterType;
  64281. (function (SubEmitterType) {
  64282. /**
  64283. * Attached to the particle over it's lifetime
  64284. */
  64285. SubEmitterType[SubEmitterType["ATTACHED"] = 0] = "ATTACHED";
  64286. /**
  64287. * Created when the particle dies
  64288. */
  64289. SubEmitterType[SubEmitterType["END"] = 1] = "END";
  64290. })(SubEmitterType = BABYLON.SubEmitterType || (BABYLON.SubEmitterType = {}));
  64291. /**
  64292. * Sub emitter class used to emit particles from an existing particle
  64293. */
  64294. var SubEmitter = /** @class */ (function () {
  64295. /**
  64296. * Creates a sub emitter
  64297. * @param particleSystem the particle system to be used by the sub emitter
  64298. */
  64299. function SubEmitter(
  64300. /**
  64301. * the particle system to be used by the sub emitter
  64302. */
  64303. particleSystem) {
  64304. this.particleSystem = particleSystem;
  64305. /**
  64306. * Type of the submitter (Default: END)
  64307. */
  64308. this.type = SubEmitterType.END;
  64309. /**
  64310. * 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)
  64311. * Note: This only is supported when using an emitter of type Mesh
  64312. */
  64313. this.inheritDirection = false;
  64314. /**
  64315. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  64316. */
  64317. this.inheritedVelocityAmount = 0;
  64318. // Create mesh as emitter to support rotation
  64319. if (!particleSystem.emitter || !particleSystem.emitter.dispose) {
  64320. particleSystem.emitter = new BABYLON.AbstractMesh("SubemitterSystemEmitter", particleSystem.getScene());
  64321. }
  64322. // Automatically dispose of subemitter when system is disposed
  64323. particleSystem.onDisposeObservable.add(function () {
  64324. if (particleSystem.emitter && particleSystem.emitter.dispose) {
  64325. particleSystem.emitter.dispose();
  64326. }
  64327. });
  64328. }
  64329. /**
  64330. * Clones the sub emitter
  64331. * @returns the cloned sub emitter
  64332. */
  64333. SubEmitter.prototype.clone = function () {
  64334. // Clone particle system
  64335. var emitter = this.particleSystem.emitter;
  64336. if (!emitter) {
  64337. emitter = new BABYLON.Vector3();
  64338. }
  64339. else if (emitter instanceof BABYLON.Vector3) {
  64340. emitter = emitter.clone();
  64341. }
  64342. else if (emitter instanceof BABYLON.AbstractMesh) {
  64343. emitter = new BABYLON.Mesh("", emitter.getScene());
  64344. emitter.isVisible = false;
  64345. }
  64346. var clone = new SubEmitter(this.particleSystem.clone("", emitter));
  64347. // Clone properties
  64348. clone.type = this.type;
  64349. clone.inheritDirection = this.inheritDirection;
  64350. clone.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64351. clone.particleSystem._disposeEmitterOnDispose = true;
  64352. clone.particleSystem.disposeOnStop = true;
  64353. return clone;
  64354. };
  64355. /**
  64356. * Serialize current object to a JSON object
  64357. * @returns the serialized object
  64358. */
  64359. SubEmitter.prototype.serialize = function () {
  64360. var serializationObject = {};
  64361. serializationObject.type = this.type;
  64362. serializationObject.inheritDirection = this.inheritDirection;
  64363. serializationObject.inheritedVelocityAmount = this.inheritedVelocityAmount;
  64364. serializationObject.particleSystem = this.particleSystem.serialize();
  64365. return serializationObject;
  64366. };
  64367. /**
  64368. * Creates a new SubEmitter from a serialized JSON version
  64369. * @param serializationObject defines the JSON object to read from
  64370. * @param scene defines the hosting scene
  64371. * @param rootUrl defines the rootUrl for data loading
  64372. * @returns a new SubEmitter
  64373. */
  64374. SubEmitter.Parse = function (serializationObject, scene, rootUrl) {
  64375. var system = serializationObject.particleSystem;
  64376. var subEmitter = new SubEmitter(BABYLON.ParticleSystem.Parse(system, scene, rootUrl));
  64377. subEmitter.type = serializationObject.type;
  64378. subEmitter.inheritDirection = serializationObject.inheritDirection;
  64379. subEmitter.inheritedVelocityAmount = serializationObject.inheritedVelocityAmount;
  64380. subEmitter.particleSystem._isSubEmitter = true;
  64381. return subEmitter;
  64382. };
  64383. /** Release associated resources */
  64384. SubEmitter.prototype.dispose = function () {
  64385. this.particleSystem.dispose();
  64386. };
  64387. return SubEmitter;
  64388. }());
  64389. BABYLON.SubEmitter = SubEmitter;
  64390. })(BABYLON || (BABYLON = {}));
  64391. //# sourceMappingURL=babylon.subEmitter.js.map
  64392. var BABYLON;
  64393. (function (BABYLON) {
  64394. /**
  64395. * The ShaderMaterial object has the necessary methods to pass data from your scene to the Vertex and Fragment Shaders and returns a material that can be applied to any mesh.
  64396. *
  64397. * This returned material effects how the mesh will look based on the code in the shaders.
  64398. *
  64399. * @see http://doc.babylonjs.com/how_to/shader_material
  64400. */
  64401. var ShaderMaterial = /** @class */ (function (_super) {
  64402. __extends(ShaderMaterial, _super);
  64403. /**
  64404. * Instantiate a new shader material.
  64405. * 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.
  64406. * This returned material effects how the mesh will look based on the code in the shaders.
  64407. * @see http://doc.babylonjs.com/how_to/shader_material
  64408. * @param name Define the name of the material in the scene
  64409. * @param scene Define the scene the material belongs to
  64410. * @param shaderPath Defines the route to the shader code in one of three ways:
  64411. * - object - { vertex: "custom", fragment: "custom" }, used with BABYLON.Effect.ShadersStore["customVertexShader"] and BABYLON.Effect.ShadersStore["customFragmentShader"]
  64412. * - object - { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in <script> tags
  64413. * - string - "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  64414. * @param options Define the options used to create the shader
  64415. */
  64416. function ShaderMaterial(name, scene, shaderPath, options) {
  64417. if (options === void 0) { options = {}; }
  64418. var _this = _super.call(this, name, scene) || this;
  64419. _this._textures = {};
  64420. _this._textureArrays = {};
  64421. _this._floats = {};
  64422. _this._ints = {};
  64423. _this._floatsArrays = {};
  64424. _this._colors3 = {};
  64425. _this._colors3Arrays = {};
  64426. _this._colors4 = {};
  64427. _this._vectors2 = {};
  64428. _this._vectors3 = {};
  64429. _this._vectors4 = {};
  64430. _this._matrices = {};
  64431. _this._matrices3x3 = {};
  64432. _this._matrices2x2 = {};
  64433. _this._vectors2Arrays = {};
  64434. _this._vectors3Arrays = {};
  64435. _this._cachedWorldViewMatrix = new BABYLON.Matrix();
  64436. _this._shaderPath = shaderPath;
  64437. _this._options = __assign({ needAlphaBlending: false, needAlphaTesting: false, attributes: ["position", "normal", "uv"], uniforms: ["worldViewProjection"], uniformBuffers: [], samplers: [], defines: [] }, options);
  64438. return _this;
  64439. }
  64440. /**
  64441. * Gets the current class name of the material e.g. "ShaderMaterial"
  64442. * Mainly use in serialization.
  64443. * @returns the class name
  64444. */
  64445. ShaderMaterial.prototype.getClassName = function () {
  64446. return "ShaderMaterial";
  64447. };
  64448. /**
  64449. * Specifies if the material will require alpha blending
  64450. * @returns a boolean specifying if alpha blending is needed
  64451. */
  64452. ShaderMaterial.prototype.needAlphaBlending = function () {
  64453. return (this.alpha < 1.0) || this._options.needAlphaBlending;
  64454. };
  64455. /**
  64456. * Specifies if this material should be rendered in alpha test mode
  64457. * @returns a boolean specifying if an alpha test is needed.
  64458. */
  64459. ShaderMaterial.prototype.needAlphaTesting = function () {
  64460. return this._options.needAlphaTesting;
  64461. };
  64462. ShaderMaterial.prototype._checkUniform = function (uniformName) {
  64463. if (this._options.uniforms.indexOf(uniformName) === -1) {
  64464. this._options.uniforms.push(uniformName);
  64465. }
  64466. };
  64467. /**
  64468. * Set a texture in the shader.
  64469. * @param name Define the name of the uniform samplers as defined in the shader
  64470. * @param texture Define the texture to bind to this sampler
  64471. * @return the material itself allowing "fluent" like uniform updates
  64472. */
  64473. ShaderMaterial.prototype.setTexture = function (name, texture) {
  64474. if (this._options.samplers.indexOf(name) === -1) {
  64475. this._options.samplers.push(name);
  64476. }
  64477. this._textures[name] = texture;
  64478. return this;
  64479. };
  64480. /**
  64481. * Set a texture array in the shader.
  64482. * @param name Define the name of the uniform sampler array as defined in the shader
  64483. * @param textures Define the list of textures to bind to this sampler
  64484. * @return the material itself allowing "fluent" like uniform updates
  64485. */
  64486. ShaderMaterial.prototype.setTextureArray = function (name, textures) {
  64487. if (this._options.samplers.indexOf(name) === -1) {
  64488. this._options.samplers.push(name);
  64489. }
  64490. this._checkUniform(name);
  64491. this._textureArrays[name] = textures;
  64492. return this;
  64493. };
  64494. /**
  64495. * Set a float in the shader.
  64496. * @param name Define the name of the uniform as defined in the shader
  64497. * @param value Define the value to give to the uniform
  64498. * @return the material itself allowing "fluent" like uniform updates
  64499. */
  64500. ShaderMaterial.prototype.setFloat = function (name, value) {
  64501. this._checkUniform(name);
  64502. this._floats[name] = value;
  64503. return this;
  64504. };
  64505. /**
  64506. * Set a int in the shader.
  64507. * @param name Define the name of the uniform as defined in the shader
  64508. * @param value Define the value to give to the uniform
  64509. * @return the material itself allowing "fluent" like uniform updates
  64510. */
  64511. ShaderMaterial.prototype.setInt = function (name, value) {
  64512. this._checkUniform(name);
  64513. this._ints[name] = value;
  64514. return this;
  64515. };
  64516. /**
  64517. * Set an array of floats in the shader.
  64518. * @param name Define the name of the uniform as defined in the shader
  64519. * @param value Define the value to give to the uniform
  64520. * @return the material itself allowing "fluent" like uniform updates
  64521. */
  64522. ShaderMaterial.prototype.setFloats = function (name, value) {
  64523. this._checkUniform(name);
  64524. this._floatsArrays[name] = value;
  64525. return this;
  64526. };
  64527. /**
  64528. * Set a vec3 in the shader from a Color3.
  64529. * @param name Define the name of the uniform as defined in the shader
  64530. * @param value Define the value to give to the uniform
  64531. * @return the material itself allowing "fluent" like uniform updates
  64532. */
  64533. ShaderMaterial.prototype.setColor3 = function (name, value) {
  64534. this._checkUniform(name);
  64535. this._colors3[name] = value;
  64536. return this;
  64537. };
  64538. /**
  64539. * Set a vec3 array in the shader from a Color3 array.
  64540. * @param name Define the name of the uniform as defined in the shader
  64541. * @param value Define the value to give to the uniform
  64542. * @return the material itself allowing "fluent" like uniform updates
  64543. */
  64544. ShaderMaterial.prototype.setColor3Array = function (name, value) {
  64545. this._checkUniform(name);
  64546. this._colors3Arrays[name] = value.reduce(function (arr, color) {
  64547. color.toArray(arr, arr.length);
  64548. return arr;
  64549. }, []);
  64550. return this;
  64551. };
  64552. /**
  64553. * Set a vec4 in the shader from a Color4.
  64554. * @param name Define the name of the uniform as defined in the shader
  64555. * @param value Define the value to give to the uniform
  64556. * @return the material itself allowing "fluent" like uniform updates
  64557. */
  64558. ShaderMaterial.prototype.setColor4 = function (name, value) {
  64559. this._checkUniform(name);
  64560. this._colors4[name] = value;
  64561. return this;
  64562. };
  64563. /**
  64564. * Set a vec2 in the shader from a Vector2.
  64565. * @param name Define the name of the uniform as defined in the shader
  64566. * @param value Define the value to give to the uniform
  64567. * @return the material itself allowing "fluent" like uniform updates
  64568. */
  64569. ShaderMaterial.prototype.setVector2 = function (name, value) {
  64570. this._checkUniform(name);
  64571. this._vectors2[name] = value;
  64572. return this;
  64573. };
  64574. /**
  64575. * Set a vec3 in the shader from a Vector3.
  64576. * @param name Define the name of the uniform as defined in the shader
  64577. * @param value Define the value to give to the uniform
  64578. * @return the material itself allowing "fluent" like uniform updates
  64579. */
  64580. ShaderMaterial.prototype.setVector3 = function (name, value) {
  64581. this._checkUniform(name);
  64582. this._vectors3[name] = value;
  64583. return this;
  64584. };
  64585. /**
  64586. * Set a vec4 in the shader from a Vector4.
  64587. * @param name Define the name of the uniform as defined in the shader
  64588. * @param value Define the value to give to the uniform
  64589. * @return the material itself allowing "fluent" like uniform updates
  64590. */
  64591. ShaderMaterial.prototype.setVector4 = function (name, value) {
  64592. this._checkUniform(name);
  64593. this._vectors4[name] = value;
  64594. return this;
  64595. };
  64596. /**
  64597. * Set a mat4 in the shader from a Matrix.
  64598. * @param name Define the name of the uniform as defined in the shader
  64599. * @param value Define the value to give to the uniform
  64600. * @return the material itself allowing "fluent" like uniform updates
  64601. */
  64602. ShaderMaterial.prototype.setMatrix = function (name, value) {
  64603. this._checkUniform(name);
  64604. this._matrices[name] = value;
  64605. return this;
  64606. };
  64607. /**
  64608. * Set a mat3 in the shader from a Float32Array.
  64609. * @param name Define the name of the uniform as defined in the shader
  64610. * @param value Define the value to give to the uniform
  64611. * @return the material itself allowing "fluent" like uniform updates
  64612. */
  64613. ShaderMaterial.prototype.setMatrix3x3 = function (name, value) {
  64614. this._checkUniform(name);
  64615. this._matrices3x3[name] = value;
  64616. return this;
  64617. };
  64618. /**
  64619. * Set a mat2 in the shader from a Float32Array.
  64620. * @param name Define the name of the uniform as defined in the shader
  64621. * @param value Define the value to give to the uniform
  64622. * @return the material itself allowing "fluent" like uniform updates
  64623. */
  64624. ShaderMaterial.prototype.setMatrix2x2 = function (name, value) {
  64625. this._checkUniform(name);
  64626. this._matrices2x2[name] = value;
  64627. return this;
  64628. };
  64629. /**
  64630. * Set a vec2 array in the shader from a number array.
  64631. * @param name Define the name of the uniform as defined in the shader
  64632. * @param value Define the value to give to the uniform
  64633. * @return the material itself allowing "fluent" like uniform updates
  64634. */
  64635. ShaderMaterial.prototype.setArray2 = function (name, value) {
  64636. this._checkUniform(name);
  64637. this._vectors2Arrays[name] = value;
  64638. return this;
  64639. };
  64640. /**
  64641. * Set a vec3 array in the shader from a number array.
  64642. * @param name Define the name of the uniform as defined in the shader
  64643. * @param value Define the value to give to the uniform
  64644. * @return the material itself allowing "fluent" like uniform updates
  64645. */
  64646. ShaderMaterial.prototype.setArray3 = function (name, value) {
  64647. this._checkUniform(name);
  64648. this._vectors3Arrays[name] = value;
  64649. return this;
  64650. };
  64651. ShaderMaterial.prototype._checkCache = function (scene, mesh, useInstances) {
  64652. if (!mesh) {
  64653. return true;
  64654. }
  64655. if (this._effect && (this._effect.defines.indexOf("#define INSTANCES") !== -1) !== useInstances) {
  64656. return false;
  64657. }
  64658. return false;
  64659. };
  64660. /**
  64661. * Checks if the material is ready to render the requested mesh
  64662. * @param mesh Define the mesh to render
  64663. * @param useInstances Define whether or not the material is used with instances
  64664. * @returns true if ready, otherwise false
  64665. */
  64666. ShaderMaterial.prototype.isReady = function (mesh, useInstances) {
  64667. var scene = this.getScene();
  64668. var engine = scene.getEngine();
  64669. if (!this.checkReadyOnEveryCall) {
  64670. if (this._renderId === scene.getRenderId()) {
  64671. if (this._checkCache(scene, mesh, useInstances)) {
  64672. return true;
  64673. }
  64674. }
  64675. }
  64676. // Instances
  64677. var defines = [];
  64678. var attribs = [];
  64679. var fallbacks = new BABYLON.EffectFallbacks();
  64680. for (var index = 0; index < this._options.defines.length; index++) {
  64681. defines.push(this._options.defines[index]);
  64682. }
  64683. for (var index = 0; index < this._options.attributes.length; index++) {
  64684. attribs.push(this._options.attributes[index]);
  64685. }
  64686. if (mesh && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.ColorKind)) {
  64687. attribs.push(BABYLON.VertexBuffer.ColorKind);
  64688. defines.push("#define VERTEXCOLOR");
  64689. }
  64690. if (useInstances) {
  64691. defines.push("#define INSTANCES");
  64692. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  64693. }
  64694. // Bones
  64695. if (mesh && mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  64696. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  64697. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  64698. if (mesh.numBoneInfluencers > 4) {
  64699. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  64700. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  64701. }
  64702. var skeleton = mesh.skeleton;
  64703. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  64704. fallbacks.addCPUSkinningFallback(0, mesh);
  64705. if (skeleton.isUsingTextureForMatrices) {
  64706. defines.push("#define BONETEXTURE");
  64707. if (this._options.uniforms.indexOf("boneTextureWidth") === -1) {
  64708. this._options.uniforms.push("boneTextureWidth");
  64709. }
  64710. if (this._options.samplers.indexOf("boneSampler") === -1) {
  64711. this._options.samplers.push("boneSampler");
  64712. }
  64713. }
  64714. else {
  64715. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  64716. if (this._options.uniforms.indexOf("mBones") === -1) {
  64717. this._options.uniforms.push("mBones");
  64718. }
  64719. }
  64720. }
  64721. else {
  64722. defines.push("#define NUM_BONE_INFLUENCERS 0");
  64723. }
  64724. // Textures
  64725. for (var name in this._textures) {
  64726. if (!this._textures[name].isReady()) {
  64727. return false;
  64728. }
  64729. }
  64730. // Alpha test
  64731. if (mesh && this._shouldTurnAlphaTestOn(mesh)) {
  64732. defines.push("#define ALPHATEST");
  64733. }
  64734. var previousEffect = this._effect;
  64735. var join = defines.join("\n");
  64736. this._effect = engine.createEffect(this._shaderPath, {
  64737. attributes: attribs,
  64738. uniformsNames: this._options.uniforms,
  64739. uniformBuffersNames: this._options.uniformBuffers,
  64740. samplers: this._options.samplers,
  64741. defines: join,
  64742. fallbacks: fallbacks,
  64743. onCompiled: this.onCompiled,
  64744. onError: this.onError
  64745. }, engine);
  64746. if (!this._effect.isReady()) {
  64747. return false;
  64748. }
  64749. if (previousEffect !== this._effect) {
  64750. scene.resetCachedMaterial();
  64751. }
  64752. this._renderId = scene.getRenderId();
  64753. return true;
  64754. };
  64755. /**
  64756. * Binds the world matrix to the material
  64757. * @param world defines the world transformation matrix
  64758. */
  64759. ShaderMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  64760. var scene = this.getScene();
  64761. if (!this._effect) {
  64762. return;
  64763. }
  64764. if (this._options.uniforms.indexOf("world") !== -1) {
  64765. this._effect.setMatrix("world", world);
  64766. }
  64767. if (this._options.uniforms.indexOf("worldView") !== -1) {
  64768. world.multiplyToRef(scene.getViewMatrix(), this._cachedWorldViewMatrix);
  64769. this._effect.setMatrix("worldView", this._cachedWorldViewMatrix);
  64770. }
  64771. if (this._options.uniforms.indexOf("worldViewProjection") !== -1) {
  64772. this._effect.setMatrix("worldViewProjection", world.multiply(scene.getTransformMatrix()));
  64773. }
  64774. };
  64775. /**
  64776. * Binds the material to the mesh
  64777. * @param world defines the world transformation matrix
  64778. * @param mesh defines the mesh to bind the material to
  64779. */
  64780. ShaderMaterial.prototype.bind = function (world, mesh) {
  64781. // Std values
  64782. this.bindOnlyWorldMatrix(world);
  64783. if (this._effect && this.getScene().getCachedMaterial() !== this) {
  64784. if (this._options.uniforms.indexOf("view") !== -1) {
  64785. this._effect.setMatrix("view", this.getScene().getViewMatrix());
  64786. }
  64787. if (this._options.uniforms.indexOf("projection") !== -1) {
  64788. this._effect.setMatrix("projection", this.getScene().getProjectionMatrix());
  64789. }
  64790. if (this._options.uniforms.indexOf("viewProjection") !== -1) {
  64791. this._effect.setMatrix("viewProjection", this.getScene().getTransformMatrix());
  64792. }
  64793. // Bones
  64794. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._effect);
  64795. var name;
  64796. // Texture
  64797. for (name in this._textures) {
  64798. this._effect.setTexture(name, this._textures[name]);
  64799. }
  64800. // Texture arrays
  64801. for (name in this._textureArrays) {
  64802. this._effect.setTextureArray(name, this._textureArrays[name]);
  64803. }
  64804. // Int
  64805. for (name in this._ints) {
  64806. this._effect.setInt(name, this._ints[name]);
  64807. }
  64808. // Float
  64809. for (name in this._floats) {
  64810. this._effect.setFloat(name, this._floats[name]);
  64811. }
  64812. // Floats
  64813. for (name in this._floatsArrays) {
  64814. this._effect.setArray(name, this._floatsArrays[name]);
  64815. }
  64816. // Color3
  64817. for (name in this._colors3) {
  64818. this._effect.setColor3(name, this._colors3[name]);
  64819. }
  64820. for (name in this._colors3Arrays) {
  64821. this._effect.setArray3(name, this._colors3Arrays[name]);
  64822. }
  64823. // Color4
  64824. for (name in this._colors4) {
  64825. var color = this._colors4[name];
  64826. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  64827. }
  64828. // Vector2
  64829. for (name in this._vectors2) {
  64830. this._effect.setVector2(name, this._vectors2[name]);
  64831. }
  64832. // Vector3
  64833. for (name in this._vectors3) {
  64834. this._effect.setVector3(name, this._vectors3[name]);
  64835. }
  64836. // Vector4
  64837. for (name in this._vectors4) {
  64838. this._effect.setVector4(name, this._vectors4[name]);
  64839. }
  64840. // Matrix
  64841. for (name in this._matrices) {
  64842. this._effect.setMatrix(name, this._matrices[name]);
  64843. }
  64844. // Matrix 3x3
  64845. for (name in this._matrices3x3) {
  64846. this._effect.setMatrix3x3(name, this._matrices3x3[name]);
  64847. }
  64848. // Matrix 2x2
  64849. for (name in this._matrices2x2) {
  64850. this._effect.setMatrix2x2(name, this._matrices2x2[name]);
  64851. }
  64852. // Vector2Array
  64853. for (name in this._vectors2Arrays) {
  64854. this._effect.setArray2(name, this._vectors2Arrays[name]);
  64855. }
  64856. // Vector3Array
  64857. for (name in this._vectors3Arrays) {
  64858. this._effect.setArray3(name, this._vectors3Arrays[name]);
  64859. }
  64860. }
  64861. this._afterBind(mesh);
  64862. };
  64863. /**
  64864. * Gets the active textures from the material
  64865. * @returns an array of textures
  64866. */
  64867. ShaderMaterial.prototype.getActiveTextures = function () {
  64868. var activeTextures = _super.prototype.getActiveTextures.call(this);
  64869. for (var name in this._textures) {
  64870. activeTextures.push(this._textures[name]);
  64871. }
  64872. for (var name in this._textureArrays) {
  64873. var array = this._textureArrays[name];
  64874. for (var index = 0; index < array.length; index++) {
  64875. activeTextures.push(array[index]);
  64876. }
  64877. }
  64878. return activeTextures;
  64879. };
  64880. /**
  64881. * Specifies if the material uses a texture
  64882. * @param texture defines the texture to check against the material
  64883. * @returns a boolean specifying if the material uses the texture
  64884. */
  64885. ShaderMaterial.prototype.hasTexture = function (texture) {
  64886. if (_super.prototype.hasTexture.call(this, texture)) {
  64887. return true;
  64888. }
  64889. for (var name in this._textures) {
  64890. if (this._textures[name] === texture) {
  64891. return true;
  64892. }
  64893. }
  64894. for (var name in this._textureArrays) {
  64895. var array = this._textureArrays[name];
  64896. for (var index = 0; index < array.length; index++) {
  64897. if (array[index] === texture) {
  64898. return true;
  64899. }
  64900. }
  64901. }
  64902. return false;
  64903. };
  64904. /**
  64905. * Makes a duplicate of the material, and gives it a new name
  64906. * @param name defines the new name for the duplicated material
  64907. * @returns the cloned material
  64908. */
  64909. ShaderMaterial.prototype.clone = function (name) {
  64910. var newShaderMaterial = new ShaderMaterial(name, this.getScene(), this._shaderPath, this._options);
  64911. return newShaderMaterial;
  64912. };
  64913. /**
  64914. * Disposes the material
  64915. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  64916. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  64917. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  64918. */
  64919. ShaderMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures, notBoundToMesh) {
  64920. if (forceDisposeTextures) {
  64921. var name;
  64922. for (name in this._textures) {
  64923. this._textures[name].dispose();
  64924. }
  64925. for (name in this._textureArrays) {
  64926. var array = this._textureArrays[name];
  64927. for (var index = 0; index < array.length; index++) {
  64928. array[index].dispose();
  64929. }
  64930. }
  64931. }
  64932. this._textures = {};
  64933. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures, notBoundToMesh);
  64934. };
  64935. /**
  64936. * Serializes this material in a JSON representation
  64937. * @returns the serialized material object
  64938. */
  64939. ShaderMaterial.prototype.serialize = function () {
  64940. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  64941. serializationObject.customType = "BABYLON.ShaderMaterial";
  64942. serializationObject.options = this._options;
  64943. serializationObject.shaderPath = this._shaderPath;
  64944. var name;
  64945. // Texture
  64946. serializationObject.textures = {};
  64947. for (name in this._textures) {
  64948. serializationObject.textures[name] = this._textures[name].serialize();
  64949. }
  64950. // Texture arrays
  64951. serializationObject.textureArrays = {};
  64952. for (name in this._textureArrays) {
  64953. serializationObject.textureArrays[name] = [];
  64954. var array = this._textureArrays[name];
  64955. for (var index = 0; index < array.length; index++) {
  64956. serializationObject.textureArrays[name].push(array[index].serialize());
  64957. }
  64958. }
  64959. // Float
  64960. serializationObject.floats = {};
  64961. for (name in this._floats) {
  64962. serializationObject.floats[name] = this._floats[name];
  64963. }
  64964. // Float s
  64965. serializationObject.FloatArrays = {};
  64966. for (name in this._floatsArrays) {
  64967. serializationObject.FloatArrays[name] = this._floatsArrays[name];
  64968. }
  64969. // Color3
  64970. serializationObject.colors3 = {};
  64971. for (name in this._colors3) {
  64972. serializationObject.colors3[name] = this._colors3[name].asArray();
  64973. }
  64974. // Color3 array
  64975. serializationObject.colors3Arrays = {};
  64976. for (name in this._colors3Arrays) {
  64977. serializationObject.colors3Arrays[name] = this._colors3Arrays[name];
  64978. }
  64979. // Color4
  64980. serializationObject.colors4 = {};
  64981. for (name in this._colors4) {
  64982. serializationObject.colors4[name] = this._colors4[name].asArray();
  64983. }
  64984. // Vector2
  64985. serializationObject.vectors2 = {};
  64986. for (name in this._vectors2) {
  64987. serializationObject.vectors2[name] = this._vectors2[name].asArray();
  64988. }
  64989. // Vector3
  64990. serializationObject.vectors3 = {};
  64991. for (name in this._vectors3) {
  64992. serializationObject.vectors3[name] = this._vectors3[name].asArray();
  64993. }
  64994. // Vector4
  64995. serializationObject.vectors4 = {};
  64996. for (name in this._vectors4) {
  64997. serializationObject.vectors4[name] = this._vectors4[name].asArray();
  64998. }
  64999. // Matrix
  65000. serializationObject.matrices = {};
  65001. for (name in this._matrices) {
  65002. serializationObject.matrices[name] = this._matrices[name].asArray();
  65003. }
  65004. // Matrix 3x3
  65005. serializationObject.matrices3x3 = {};
  65006. for (name in this._matrices3x3) {
  65007. serializationObject.matrices3x3[name] = this._matrices3x3[name];
  65008. }
  65009. // Matrix 2x2
  65010. serializationObject.matrices2x2 = {};
  65011. for (name in this._matrices2x2) {
  65012. serializationObject.matrices2x2[name] = this._matrices2x2[name];
  65013. }
  65014. // Vector2Array
  65015. serializationObject.vectors2Arrays = {};
  65016. for (name in this._vectors2Arrays) {
  65017. serializationObject.vectors2Arrays[name] = this._vectors2Arrays[name];
  65018. }
  65019. // Vector3Array
  65020. serializationObject.vectors3Arrays = {};
  65021. for (name in this._vectors3Arrays) {
  65022. serializationObject.vectors3Arrays[name] = this._vectors3Arrays[name];
  65023. }
  65024. return serializationObject;
  65025. };
  65026. /**
  65027. * Creates a shader material from parsed shader material data
  65028. * @param source defines the JSON represnetation of the material
  65029. * @param scene defines the hosting scene
  65030. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  65031. * @returns a new material
  65032. */
  65033. ShaderMaterial.Parse = function (source, scene, rootUrl) {
  65034. var material = BABYLON.SerializationHelper.Parse(function () { return new ShaderMaterial(source.name, scene, source.shaderPath, source.options); }, source, scene, rootUrl);
  65035. var name;
  65036. // Texture
  65037. for (name in source.textures) {
  65038. material.setTexture(name, BABYLON.Texture.Parse(source.textures[name], scene, rootUrl));
  65039. }
  65040. // Texture arrays
  65041. for (name in source.textureArrays) {
  65042. var array = source.textureArrays[name];
  65043. var textureArray = new Array();
  65044. for (var index = 0; index < array.length; index++) {
  65045. textureArray.push(BABYLON.Texture.Parse(array[index], scene, rootUrl));
  65046. }
  65047. material.setTextureArray(name, textureArray);
  65048. }
  65049. // Float
  65050. for (name in source.floats) {
  65051. material.setFloat(name, source.floats[name]);
  65052. }
  65053. // Float s
  65054. for (name in source.floatsArrays) {
  65055. material.setFloats(name, source.floatsArrays[name]);
  65056. }
  65057. // Color3
  65058. for (name in source.colors3) {
  65059. material.setColor3(name, BABYLON.Color3.FromArray(source.colors3[name]));
  65060. }
  65061. // Color3 arrays
  65062. for (name in source.colors3Arrays) {
  65063. var colors = source.colors3Arrays[name].reduce(function (arr, num, i) {
  65064. if (i % 3 === 0) {
  65065. arr.push([num]);
  65066. }
  65067. else {
  65068. arr[arr.length - 1].push(num);
  65069. }
  65070. return arr;
  65071. }, []).map(function (color) { return BABYLON.Color3.FromArray(color); });
  65072. material.setColor3Array(name, colors);
  65073. }
  65074. // Color4
  65075. for (name in source.colors4) {
  65076. material.setColor4(name, BABYLON.Color4.FromArray(source.colors4[name]));
  65077. }
  65078. // Vector2
  65079. for (name in source.vectors2) {
  65080. material.setVector2(name, BABYLON.Vector2.FromArray(source.vectors2[name]));
  65081. }
  65082. // Vector3
  65083. for (name in source.vectors3) {
  65084. material.setVector3(name, BABYLON.Vector3.FromArray(source.vectors3[name]));
  65085. }
  65086. // Vector4
  65087. for (name in source.vectors4) {
  65088. material.setVector4(name, BABYLON.Vector4.FromArray(source.vectors4[name]));
  65089. }
  65090. // Matrix
  65091. for (name in source.matrices) {
  65092. material.setMatrix(name, BABYLON.Matrix.FromArray(source.matrices[name]));
  65093. }
  65094. // Matrix 3x3
  65095. for (name in source.matrices3x3) {
  65096. material.setMatrix3x3(name, source.matrices3x3[name]);
  65097. }
  65098. // Matrix 2x2
  65099. for (name in source.matrices2x2) {
  65100. material.setMatrix2x2(name, source.matrices2x2[name]);
  65101. }
  65102. // Vector2Array
  65103. for (name in source.vectors2Arrays) {
  65104. material.setArray2(name, source.vectors2Arrays[name]);
  65105. }
  65106. // Vector3Array
  65107. for (name in source.vectors3Arrays) {
  65108. material.setArray3(name, source.vectors3Arrays[name]);
  65109. }
  65110. return material;
  65111. };
  65112. return ShaderMaterial;
  65113. }(BABYLON.Material));
  65114. BABYLON.ShaderMaterial = ShaderMaterial;
  65115. })(BABYLON || (BABYLON = {}));
  65116. //# sourceMappingURL=babylon.shaderMaterial.js.map
  65117. var BABYLON;
  65118. (function (BABYLON) {
  65119. /**
  65120. * Mesh representing the gorund
  65121. */
  65122. var GroundMesh = /** @class */ (function (_super) {
  65123. __extends(GroundMesh, _super);
  65124. function GroundMesh(name, scene) {
  65125. var _this = _super.call(this, name, scene) || this;
  65126. /** If octree should be generated */
  65127. _this.generateOctree = false;
  65128. return _this;
  65129. }
  65130. /**
  65131. * "GroundMesh"
  65132. * @returns "GroundMesh"
  65133. */
  65134. GroundMesh.prototype.getClassName = function () {
  65135. return "GroundMesh";
  65136. };
  65137. Object.defineProperty(GroundMesh.prototype, "subdivisions", {
  65138. /**
  65139. * The minimum of x and y subdivisions
  65140. */
  65141. get: function () {
  65142. return Math.min(this._subdivisionsX, this._subdivisionsY);
  65143. },
  65144. enumerable: true,
  65145. configurable: true
  65146. });
  65147. Object.defineProperty(GroundMesh.prototype, "subdivisionsX", {
  65148. /**
  65149. * X subdivisions
  65150. */
  65151. get: function () {
  65152. return this._subdivisionsX;
  65153. },
  65154. enumerable: true,
  65155. configurable: true
  65156. });
  65157. Object.defineProperty(GroundMesh.prototype, "subdivisionsY", {
  65158. /**
  65159. * Y subdivisions
  65160. */
  65161. get: function () {
  65162. return this._subdivisionsY;
  65163. },
  65164. enumerable: true,
  65165. configurable: true
  65166. });
  65167. /**
  65168. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  65169. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  65170. * @param chunksCount the number of subdivisions for x and y
  65171. * @param octreeBlocksSize (Default: 32)
  65172. */
  65173. GroundMesh.prototype.optimize = function (chunksCount, octreeBlocksSize) {
  65174. if (octreeBlocksSize === void 0) { octreeBlocksSize = 32; }
  65175. this._subdivisionsX = chunksCount;
  65176. this._subdivisionsY = chunksCount;
  65177. this.subdivide(chunksCount);
  65178. // Call the octree system optimization if it is defined.
  65179. var thisAsAny = this;
  65180. if (thisAsAny.createOrUpdateSubmeshesOctree) {
  65181. thisAsAny.createOrUpdateSubmeshesOctree(octreeBlocksSize);
  65182. }
  65183. };
  65184. /**
  65185. * Returns a height (y) value in the Worl system :
  65186. * the ground altitude at the coordinates (x, z) expressed in the World system.
  65187. * @param x x coordinate
  65188. * @param z z coordinate
  65189. * @returns the ground y position if (x, z) are outside the ground surface.
  65190. */
  65191. GroundMesh.prototype.getHeightAtCoordinates = function (x, z) {
  65192. var world = this.getWorldMatrix();
  65193. var invMat = BABYLON.Tmp.Matrix[5];
  65194. world.invertToRef(invMat);
  65195. var tmpVect = BABYLON.Tmp.Vector3[8];
  65196. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, invMat, tmpVect); // transform x,z in the mesh local space
  65197. x = tmpVect.x;
  65198. z = tmpVect.z;
  65199. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65200. return this.position.y;
  65201. }
  65202. if (!this._heightQuads || this._heightQuads.length == 0) {
  65203. this._initHeightQuads();
  65204. this._computeHeightQuads();
  65205. }
  65206. var facet = this._getFacetAt(x, z);
  65207. var y = -(facet.x * x + facet.z * z + facet.w) / facet.y;
  65208. // return y in the World system
  65209. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(0.0, y, 0.0, world, tmpVect);
  65210. return tmpVect.y;
  65211. };
  65212. /**
  65213. * Returns a normalized vector (Vector3) orthogonal to the ground
  65214. * at the ground coordinates (x, z) expressed in the World system.
  65215. * @param x x coordinate
  65216. * @param z z coordinate
  65217. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  65218. */
  65219. GroundMesh.prototype.getNormalAtCoordinates = function (x, z) {
  65220. var normal = new BABYLON.Vector3(0.0, 1.0, 0.0);
  65221. this.getNormalAtCoordinatesToRef(x, z, normal);
  65222. return normal;
  65223. };
  65224. /**
  65225. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  65226. * at the ground coordinates (x, z) expressed in the World system.
  65227. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  65228. * @param x x coordinate
  65229. * @param z z coordinate
  65230. * @param ref vector to store the result
  65231. * @returns the GroundMesh.
  65232. */
  65233. GroundMesh.prototype.getNormalAtCoordinatesToRef = function (x, z, ref) {
  65234. var world = this.getWorldMatrix();
  65235. var tmpMat = BABYLON.Tmp.Matrix[5];
  65236. world.invertToRef(tmpMat);
  65237. var tmpVect = BABYLON.Tmp.Vector3[8];
  65238. BABYLON.Vector3.TransformCoordinatesFromFloatsToRef(x, 0.0, z, tmpMat, tmpVect); // transform x,z in the mesh local space
  65239. x = tmpVect.x;
  65240. z = tmpVect.z;
  65241. if (x < this._minX || x > this._maxX || z < this._minZ || z > this._maxZ) {
  65242. return this;
  65243. }
  65244. if (!this._heightQuads || this._heightQuads.length == 0) {
  65245. this._initHeightQuads();
  65246. this._computeHeightQuads();
  65247. }
  65248. var facet = this._getFacetAt(x, z);
  65249. BABYLON.Vector3.TransformNormalFromFloatsToRef(facet.x, facet.y, facet.z, world, ref);
  65250. return this;
  65251. };
  65252. /**
  65253. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  65254. * if the ground has been updated.
  65255. * This can be used in the render loop.
  65256. * @returns the GroundMesh.
  65257. */
  65258. GroundMesh.prototype.updateCoordinateHeights = function () {
  65259. if (!this._heightQuads || this._heightQuads.length == 0) {
  65260. this._initHeightQuads();
  65261. }
  65262. this._computeHeightQuads();
  65263. return this;
  65264. };
  65265. // Returns the element "facet" from the heightQuads array relative to (x, z) local coordinates
  65266. GroundMesh.prototype._getFacetAt = function (x, z) {
  65267. // retrieve col and row from x, z coordinates in the ground local system
  65268. var col = Math.floor((x + this._maxX) * this._subdivisionsX / this._width);
  65269. var row = Math.floor(-(z + this._maxZ) * this._subdivisionsY / this._height + this._subdivisionsY);
  65270. var quad = this._heightQuads[row * this._subdivisionsX + col];
  65271. var facet;
  65272. if (z < quad.slope.x * x + quad.slope.y) {
  65273. facet = quad.facet1;
  65274. }
  65275. else {
  65276. facet = quad.facet2;
  65277. }
  65278. return facet;
  65279. };
  65280. // Creates and populates the heightMap array with "facet" elements :
  65281. // a quad is two triangular facets separated by a slope, so a "facet" element is 1 slope + 2 facets
  65282. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65283. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65284. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65285. // Returns the GroundMesh.
  65286. GroundMesh.prototype._initHeightQuads = function () {
  65287. var subdivisionsX = this._subdivisionsX;
  65288. var subdivisionsY = this._subdivisionsY;
  65289. this._heightQuads = new Array();
  65290. for (var row = 0; row < subdivisionsY; row++) {
  65291. for (var col = 0; col < subdivisionsX; col++) {
  65292. 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) };
  65293. this._heightQuads[row * subdivisionsX + col] = quad;
  65294. }
  65295. }
  65296. return this;
  65297. };
  65298. // Compute each quad element values and update the the heightMap array :
  65299. // slope : Vector2(c, h) = 2D diagonal line equation setting appart two triangular facets in a quad : z = cx + h
  65300. // facet1 : Vector4(a, b, c, d) = first facet 3D plane equation : ax + by + cz + d = 0
  65301. // facet2 : Vector4(a, b, c, d) = second facet 3D plane equation : ax + by + cz + d = 0
  65302. // Returns the GroundMesh.
  65303. GroundMesh.prototype._computeHeightQuads = function () {
  65304. var positions = this.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  65305. if (!positions) {
  65306. return this;
  65307. }
  65308. var v1 = BABYLON.Tmp.Vector3[3];
  65309. var v2 = BABYLON.Tmp.Vector3[2];
  65310. var v3 = BABYLON.Tmp.Vector3[1];
  65311. var v4 = BABYLON.Tmp.Vector3[0];
  65312. var v1v2 = BABYLON.Tmp.Vector3[4];
  65313. var v1v3 = BABYLON.Tmp.Vector3[5];
  65314. var v1v4 = BABYLON.Tmp.Vector3[6];
  65315. var norm1 = BABYLON.Tmp.Vector3[7];
  65316. var norm2 = BABYLON.Tmp.Vector3[8];
  65317. var i = 0;
  65318. var j = 0;
  65319. var k = 0;
  65320. var cd = 0; // 2D slope coefficient : z = cd * x + h
  65321. var h = 0;
  65322. var d1 = 0; // facet plane equation : ax + by + cz + d = 0
  65323. var d2 = 0;
  65324. var subdivisionsX = this._subdivisionsX;
  65325. var subdivisionsY = this._subdivisionsY;
  65326. for (var row = 0; row < subdivisionsY; row++) {
  65327. for (var col = 0; col < subdivisionsX; col++) {
  65328. i = col * 3;
  65329. j = row * (subdivisionsX + 1) * 3;
  65330. k = (row + 1) * (subdivisionsX + 1) * 3;
  65331. v1.x = positions[j + i];
  65332. v1.y = positions[j + i + 1];
  65333. v1.z = positions[j + i + 2];
  65334. v2.x = positions[j + i + 3];
  65335. v2.y = positions[j + i + 4];
  65336. v2.z = positions[j + i + 5];
  65337. v3.x = positions[k + i];
  65338. v3.y = positions[k + i + 1];
  65339. v3.z = positions[k + i + 2];
  65340. v4.x = positions[k + i + 3];
  65341. v4.y = positions[k + i + 4];
  65342. v4.z = positions[k + i + 5];
  65343. // 2D slope V1V4
  65344. cd = (v4.z - v1.z) / (v4.x - v1.x);
  65345. h = v1.z - cd * v1.x; // v1 belongs to the slope
  65346. // facet equations :
  65347. // we compute each facet normal vector
  65348. // the equation of the facet plane is : norm.x * x + norm.y * y + norm.z * z + d = 0
  65349. // we compute the value d by applying the equation to v1 which belongs to the plane
  65350. // then we store the facet equation in a Vector4
  65351. v2.subtractToRef(v1, v1v2);
  65352. v3.subtractToRef(v1, v1v3);
  65353. v4.subtractToRef(v1, v1v4);
  65354. BABYLON.Vector3.CrossToRef(v1v4, v1v3, norm1); // caution : CrossToRef uses the Tmp class
  65355. BABYLON.Vector3.CrossToRef(v1v2, v1v4, norm2);
  65356. norm1.normalize();
  65357. norm2.normalize();
  65358. d1 = -(norm1.x * v1.x + norm1.y * v1.y + norm1.z * v1.z);
  65359. d2 = -(norm2.x * v2.x + norm2.y * v2.y + norm2.z * v2.z);
  65360. var quad = this._heightQuads[row * subdivisionsX + col];
  65361. quad.slope.copyFromFloats(cd, h);
  65362. quad.facet1.copyFromFloats(norm1.x, norm1.y, norm1.z, d1);
  65363. quad.facet2.copyFromFloats(norm2.x, norm2.y, norm2.z, d2);
  65364. }
  65365. }
  65366. return this;
  65367. };
  65368. /**
  65369. * Serializes this ground mesh
  65370. * @param serializationObject object to write serialization to
  65371. */
  65372. GroundMesh.prototype.serialize = function (serializationObject) {
  65373. _super.prototype.serialize.call(this, serializationObject);
  65374. serializationObject.subdivisionsX = this._subdivisionsX;
  65375. serializationObject.subdivisionsY = this._subdivisionsY;
  65376. serializationObject.minX = this._minX;
  65377. serializationObject.maxX = this._maxX;
  65378. serializationObject.minZ = this._minZ;
  65379. serializationObject.maxZ = this._maxZ;
  65380. serializationObject.width = this._width;
  65381. serializationObject.height = this._height;
  65382. };
  65383. /**
  65384. * Parses a serialized ground mesh
  65385. * @param parsedMesh the serialized mesh
  65386. * @param scene the scene to create the ground mesh in
  65387. * @returns the created ground mesh
  65388. */
  65389. GroundMesh.Parse = function (parsedMesh, scene) {
  65390. var result = new GroundMesh(parsedMesh.name, scene);
  65391. result._subdivisionsX = parsedMesh.subdivisionsX || 1;
  65392. result._subdivisionsY = parsedMesh.subdivisionsY || 1;
  65393. result._minX = parsedMesh.minX;
  65394. result._maxX = parsedMesh.maxX;
  65395. result._minZ = parsedMesh.minZ;
  65396. result._maxZ = parsedMesh.maxZ;
  65397. result._width = parsedMesh.width;
  65398. result._height = parsedMesh.height;
  65399. return result;
  65400. };
  65401. return GroundMesh;
  65402. }(BABYLON.Mesh));
  65403. BABYLON.GroundMesh = GroundMesh;
  65404. })(BABYLON || (BABYLON = {}));
  65405. //# sourceMappingURL=babylon.groundMesh.js.map
  65406. var BABYLON;
  65407. (function (BABYLON) {
  65408. /**
  65409. * Creates an instance based on a source mesh.
  65410. */
  65411. var InstancedMesh = /** @class */ (function (_super) {
  65412. __extends(InstancedMesh, _super);
  65413. function InstancedMesh(name, source) {
  65414. var _this = _super.call(this, name, source.getScene()) || this;
  65415. /** @hidden */
  65416. _this._indexInSourceMeshInstanceArray = -1;
  65417. source.addInstance(_this);
  65418. _this._sourceMesh = source;
  65419. _this.position.copyFrom(source.position);
  65420. _this.rotation.copyFrom(source.rotation);
  65421. _this.scaling.copyFrom(source.scaling);
  65422. if (source.rotationQuaternion) {
  65423. _this.rotationQuaternion = source.rotationQuaternion.clone();
  65424. }
  65425. _this.infiniteDistance = source.infiniteDistance;
  65426. _this.setPivotMatrix(source.getPivotMatrix());
  65427. _this.refreshBoundingInfo();
  65428. _this._syncSubMeshes();
  65429. return _this;
  65430. }
  65431. /**
  65432. * Returns the string "InstancedMesh".
  65433. */
  65434. InstancedMesh.prototype.getClassName = function () {
  65435. return "InstancedMesh";
  65436. };
  65437. Object.defineProperty(InstancedMesh.prototype, "receiveShadows", {
  65438. // Methods
  65439. /**
  65440. * If the source mesh receives shadows
  65441. */
  65442. get: function () {
  65443. return this._sourceMesh.receiveShadows;
  65444. },
  65445. enumerable: true,
  65446. configurable: true
  65447. });
  65448. Object.defineProperty(InstancedMesh.prototype, "material", {
  65449. /**
  65450. * The material of the source mesh
  65451. */
  65452. get: function () {
  65453. return this._sourceMesh.material;
  65454. },
  65455. enumerable: true,
  65456. configurable: true
  65457. });
  65458. Object.defineProperty(InstancedMesh.prototype, "visibility", {
  65459. /**
  65460. * Visibility of the source mesh
  65461. */
  65462. get: function () {
  65463. return this._sourceMesh.visibility;
  65464. },
  65465. enumerable: true,
  65466. configurable: true
  65467. });
  65468. Object.defineProperty(InstancedMesh.prototype, "skeleton", {
  65469. /**
  65470. * Skeleton of the source mesh
  65471. */
  65472. get: function () {
  65473. return this._sourceMesh.skeleton;
  65474. },
  65475. enumerable: true,
  65476. configurable: true
  65477. });
  65478. Object.defineProperty(InstancedMesh.prototype, "renderingGroupId", {
  65479. /**
  65480. * Rendering ground id of the source mesh
  65481. */
  65482. get: function () {
  65483. return this._sourceMesh.renderingGroupId;
  65484. },
  65485. set: function (value) {
  65486. if (!this._sourceMesh || value === this._sourceMesh.renderingGroupId) {
  65487. return;
  65488. }
  65489. //no-op with warning
  65490. BABYLON.Tools.Warn("Note - setting renderingGroupId of an instanced mesh has no effect on the scene");
  65491. },
  65492. enumerable: true,
  65493. configurable: true
  65494. });
  65495. /**
  65496. * Returns the total number of vertices (integer).
  65497. */
  65498. InstancedMesh.prototype.getTotalVertices = function () {
  65499. return this._sourceMesh.getTotalVertices();
  65500. };
  65501. /**
  65502. * Returns a positive integer : the total number of indices in this mesh geometry.
  65503. * @returns the numner of indices or zero if the mesh has no geometry.
  65504. */
  65505. InstancedMesh.prototype.getTotalIndices = function () {
  65506. return this._sourceMesh.getTotalIndices();
  65507. };
  65508. Object.defineProperty(InstancedMesh.prototype, "sourceMesh", {
  65509. /**
  65510. * The source mesh of the instance
  65511. */
  65512. get: function () {
  65513. return this._sourceMesh;
  65514. },
  65515. enumerable: true,
  65516. configurable: true
  65517. });
  65518. /**
  65519. * Is this node ready to be used/rendered
  65520. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  65521. * @return {boolean} is it ready
  65522. */
  65523. InstancedMesh.prototype.isReady = function (completeCheck) {
  65524. if (completeCheck === void 0) { completeCheck = false; }
  65525. return this._sourceMesh.isReady(completeCheck, true);
  65526. };
  65527. /**
  65528. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  65529. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  65530. * @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.
  65531. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  65532. */
  65533. InstancedMesh.prototype.getVerticesData = function (kind, copyWhenShared) {
  65534. return this._sourceMesh.getVerticesData(kind, copyWhenShared);
  65535. };
  65536. /**
  65537. * Sets the vertex data of the mesh geometry for the requested `kind`.
  65538. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  65539. * The `data` are either a numeric array either a Float32Array.
  65540. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  65541. * 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).
  65542. * Note that a new underlying VertexBuffer object is created each call.
  65543. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  65544. *
  65545. * Possible `kind` values :
  65546. * - BABYLON.VertexBuffer.PositionKind
  65547. * - BABYLON.VertexBuffer.UVKind
  65548. * - BABYLON.VertexBuffer.UV2Kind
  65549. * - BABYLON.VertexBuffer.UV3Kind
  65550. * - BABYLON.VertexBuffer.UV4Kind
  65551. * - BABYLON.VertexBuffer.UV5Kind
  65552. * - BABYLON.VertexBuffer.UV6Kind
  65553. * - BABYLON.VertexBuffer.ColorKind
  65554. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65555. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65556. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65557. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65558. *
  65559. * Returns the Mesh.
  65560. */
  65561. InstancedMesh.prototype.setVerticesData = function (kind, data, updatable, stride) {
  65562. if (this.sourceMesh) {
  65563. this.sourceMesh.setVerticesData(kind, data, updatable, stride);
  65564. }
  65565. return this.sourceMesh;
  65566. };
  65567. /**
  65568. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  65569. * If the mesh has no geometry, it is simply returned as it is.
  65570. * The `data` are either a numeric array either a Float32Array.
  65571. * No new underlying VertexBuffer object is created.
  65572. * 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.
  65573. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  65574. *
  65575. * Possible `kind` values :
  65576. * - BABYLON.VertexBuffer.PositionKind
  65577. * - BABYLON.VertexBuffer.UVKind
  65578. * - BABYLON.VertexBuffer.UV2Kind
  65579. * - BABYLON.VertexBuffer.UV3Kind
  65580. * - BABYLON.VertexBuffer.UV4Kind
  65581. * - BABYLON.VertexBuffer.UV5Kind
  65582. * - BABYLON.VertexBuffer.UV6Kind
  65583. * - BABYLON.VertexBuffer.ColorKind
  65584. * - BABYLON.VertexBuffer.MatricesIndicesKind
  65585. * - BABYLON.VertexBuffer.MatricesIndicesExtraKind
  65586. * - BABYLON.VertexBuffer.MatricesWeightsKind
  65587. * - BABYLON.VertexBuffer.MatricesWeightsExtraKind
  65588. *
  65589. * Returns the Mesh.
  65590. */
  65591. InstancedMesh.prototype.updateVerticesData = function (kind, data, updateExtends, makeItUnique) {
  65592. if (this.sourceMesh) {
  65593. this.sourceMesh.updateVerticesData(kind, data, updateExtends, makeItUnique);
  65594. }
  65595. return this.sourceMesh;
  65596. };
  65597. /**
  65598. * Sets the mesh indices.
  65599. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  65600. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  65601. * This method creates a new index buffer each call.
  65602. * Returns the Mesh.
  65603. */
  65604. InstancedMesh.prototype.setIndices = function (indices, totalVertices) {
  65605. if (totalVertices === void 0) { totalVertices = null; }
  65606. if (this.sourceMesh) {
  65607. this.sourceMesh.setIndices(indices, totalVertices);
  65608. }
  65609. return this.sourceMesh;
  65610. };
  65611. /**
  65612. * Boolean : True if the mesh owns the requested kind of data.
  65613. */
  65614. InstancedMesh.prototype.isVerticesDataPresent = function (kind) {
  65615. return this._sourceMesh.isVerticesDataPresent(kind);
  65616. };
  65617. /**
  65618. * Returns an array of indices (IndicesArray).
  65619. */
  65620. InstancedMesh.prototype.getIndices = function () {
  65621. return this._sourceMesh.getIndices();
  65622. };
  65623. Object.defineProperty(InstancedMesh.prototype, "_positions", {
  65624. get: function () {
  65625. return this._sourceMesh._positions;
  65626. },
  65627. enumerable: true,
  65628. configurable: true
  65629. });
  65630. /**
  65631. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  65632. * This means the mesh underlying bounding box and sphere are recomputed.
  65633. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  65634. * @returns the current mesh
  65635. */
  65636. InstancedMesh.prototype.refreshBoundingInfo = function (applySkeleton) {
  65637. if (applySkeleton === void 0) { applySkeleton = false; }
  65638. if (this._boundingInfo && this._boundingInfo.isLocked) {
  65639. return this;
  65640. }
  65641. var bias = this._sourceMesh.geometry ? this._sourceMesh.geometry.boundingBias : null;
  65642. this._refreshBoundingInfo(this._sourceMesh._getPositionData(applySkeleton), bias);
  65643. return this;
  65644. };
  65645. /** @hidden */
  65646. InstancedMesh.prototype._preActivate = function () {
  65647. if (this._currentLOD) {
  65648. this._currentLOD._preActivate();
  65649. }
  65650. return this;
  65651. };
  65652. /** @hidden */
  65653. InstancedMesh.prototype._activate = function (renderId) {
  65654. if (this._currentLOD) {
  65655. this._currentLOD._registerInstanceForRenderId(this, renderId);
  65656. }
  65657. return this;
  65658. };
  65659. /**
  65660. * Returns the current associated LOD AbstractMesh.
  65661. */
  65662. InstancedMesh.prototype.getLOD = function (camera) {
  65663. if (!camera) {
  65664. return this;
  65665. }
  65666. var boundingInfo = this.getBoundingInfo();
  65667. this._currentLOD = this.sourceMesh.getLOD(camera, boundingInfo.boundingSphere);
  65668. if (this._currentLOD === this.sourceMesh) {
  65669. return this;
  65670. }
  65671. return this._currentLOD;
  65672. };
  65673. /** @hidden */
  65674. InstancedMesh.prototype._syncSubMeshes = function () {
  65675. this.releaseSubMeshes();
  65676. if (this._sourceMesh.subMeshes) {
  65677. for (var index = 0; index < this._sourceMesh.subMeshes.length; index++) {
  65678. this._sourceMesh.subMeshes[index].clone(this, this._sourceMesh);
  65679. }
  65680. }
  65681. return this;
  65682. };
  65683. /** @hidden */
  65684. InstancedMesh.prototype._generatePointsArray = function () {
  65685. return this._sourceMesh._generatePointsArray();
  65686. };
  65687. /**
  65688. * Creates a new InstancedMesh from the current mesh.
  65689. * - name (string) : the cloned mesh name
  65690. * - newParent (optional Node) : the optional Node to parent the clone to.
  65691. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  65692. *
  65693. * Returns the clone.
  65694. */
  65695. InstancedMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65696. var result = this._sourceMesh.createInstance(name);
  65697. // Deep copy
  65698. BABYLON.Tools.DeepCopy(this, result, ["name", "subMeshes", "uniqueId"], []);
  65699. // Bounding info
  65700. this.refreshBoundingInfo();
  65701. // Parent
  65702. if (newParent) {
  65703. result.parent = newParent;
  65704. }
  65705. if (!doNotCloneChildren) {
  65706. // Children
  65707. for (var index = 0; index < this.getScene().meshes.length; index++) {
  65708. var mesh = this.getScene().meshes[index];
  65709. if (mesh.parent === this) {
  65710. mesh.clone(mesh.name, result);
  65711. }
  65712. }
  65713. }
  65714. result.computeWorldMatrix(true);
  65715. return result;
  65716. };
  65717. /**
  65718. * Disposes the InstancedMesh.
  65719. * Returns nothing.
  65720. */
  65721. InstancedMesh.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  65722. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  65723. // Remove from mesh
  65724. this._sourceMesh.removeInstance(this);
  65725. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  65726. };
  65727. return InstancedMesh;
  65728. }(BABYLON.AbstractMesh));
  65729. BABYLON.InstancedMesh = InstancedMesh;
  65730. })(BABYLON || (BABYLON = {}));
  65731. //# sourceMappingURL=babylon.instancedMesh.js.map
  65732. var BABYLON;
  65733. (function (BABYLON) {
  65734. /**
  65735. * Line mesh
  65736. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  65737. */
  65738. var LinesMesh = /** @class */ (function (_super) {
  65739. __extends(LinesMesh, _super);
  65740. /**
  65741. * Creates a new LinesMesh
  65742. * @param name defines the name
  65743. * @param scene defines the hosting scene
  65744. * @param parent defines the parent mesh if any
  65745. * @param source defines the optional source LinesMesh used to clone data from
  65746. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  65747. * When false, achieved by calling a clone(), also passing False.
  65748. * This will make creation of children, recursive.
  65749. * @param useVertexColor defines if this LinesMesh supports vertex color
  65750. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  65751. */
  65752. function LinesMesh(name, scene, parent, source, doNotCloneChildren,
  65753. /**
  65754. * If vertex color should be applied to the mesh
  65755. */
  65756. useVertexColor,
  65757. /**
  65758. * If vertex alpha should be applied to the mesh
  65759. */
  65760. useVertexAlpha) {
  65761. if (scene === void 0) { scene = null; }
  65762. if (parent === void 0) { parent = null; }
  65763. var _this = _super.call(this, name, scene, parent, source, doNotCloneChildren) || this;
  65764. _this.useVertexColor = useVertexColor;
  65765. _this.useVertexAlpha = useVertexAlpha;
  65766. /**
  65767. * Color of the line (Default: White)
  65768. */
  65769. _this.color = new BABYLON.Color3(1, 1, 1);
  65770. /**
  65771. * Alpha of the line (Default: 1)
  65772. */
  65773. _this.alpha = 1;
  65774. if (source) {
  65775. _this.color = source.color.clone();
  65776. _this.alpha = source.alpha;
  65777. _this.useVertexColor = source.useVertexColor;
  65778. _this.useVertexAlpha = source.useVertexAlpha;
  65779. }
  65780. _this.intersectionThreshold = 0.1;
  65781. var defines = [];
  65782. var options = {
  65783. attributes: [BABYLON.VertexBuffer.PositionKind, "world0", "world1", "world2", "world3"],
  65784. uniforms: ["world", "viewProjection"],
  65785. needAlphaBlending: true,
  65786. defines: defines
  65787. };
  65788. if (useVertexAlpha === false) {
  65789. options.needAlphaBlending = false;
  65790. }
  65791. if (!useVertexColor) {
  65792. options.uniforms.push("color");
  65793. }
  65794. else {
  65795. options.defines.push("#define VERTEXCOLOR");
  65796. options.attributes.push(BABYLON.VertexBuffer.ColorKind);
  65797. }
  65798. _this._colorShader = new BABYLON.ShaderMaterial("colorShader", _this.getScene(), "color", options);
  65799. return _this;
  65800. }
  65801. /**
  65802. * Returns the string "LineMesh"
  65803. */
  65804. LinesMesh.prototype.getClassName = function () {
  65805. return "LinesMesh";
  65806. };
  65807. Object.defineProperty(LinesMesh.prototype, "material", {
  65808. /**
  65809. * @hidden
  65810. */
  65811. get: function () {
  65812. return this._colorShader;
  65813. },
  65814. /**
  65815. * @hidden
  65816. */
  65817. set: function (value) {
  65818. // Do nothing
  65819. },
  65820. enumerable: true,
  65821. configurable: true
  65822. });
  65823. Object.defineProperty(LinesMesh.prototype, "checkCollisions", {
  65824. /**
  65825. * @hidden
  65826. */
  65827. get: function () {
  65828. return false;
  65829. },
  65830. enumerable: true,
  65831. configurable: true
  65832. });
  65833. /** @hidden */
  65834. LinesMesh.prototype._bind = function (subMesh, effect, fillMode) {
  65835. if (!this._geometry) {
  65836. return this;
  65837. }
  65838. // VBOs
  65839. this._geometry._bind(this._colorShader.getEffect());
  65840. // Color
  65841. if (!this.useVertexColor) {
  65842. this._colorShader.setColor4("color", this.color.toColor4(this.alpha));
  65843. }
  65844. return this;
  65845. };
  65846. /** @hidden */
  65847. LinesMesh.prototype._draw = function (subMesh, fillMode, instancesCount) {
  65848. if (!this._geometry || !this._geometry.getVertexBuffers() || (!this._unIndexed && !this._geometry.getIndexBuffer())) {
  65849. return this;
  65850. }
  65851. var engine = this.getScene().getEngine();
  65852. // Draw order
  65853. engine.drawElementsType(BABYLON.Material.LineListDrawMode, subMesh.indexStart, subMesh.indexCount, instancesCount);
  65854. return this;
  65855. };
  65856. /**
  65857. * Disposes of the line mesh
  65858. * @param doNotRecurse If children should be disposed
  65859. */
  65860. LinesMesh.prototype.dispose = function (doNotRecurse) {
  65861. this._colorShader.dispose(false, false, true);
  65862. _super.prototype.dispose.call(this, doNotRecurse);
  65863. };
  65864. /**
  65865. * Returns a new LineMesh object cloned from the current one.
  65866. */
  65867. LinesMesh.prototype.clone = function (name, newParent, doNotCloneChildren) {
  65868. return new LinesMesh(name, this.getScene(), newParent, this, doNotCloneChildren);
  65869. };
  65870. /**
  65871. * Creates a new InstancedLinesMesh object from the mesh model.
  65872. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  65873. * @param name defines the name of the new instance
  65874. * @returns a new InstancedLinesMesh
  65875. */
  65876. LinesMesh.prototype.createInstance = function (name) {
  65877. return new InstancedLinesMesh(name, this);
  65878. };
  65879. return LinesMesh;
  65880. }(BABYLON.Mesh));
  65881. BABYLON.LinesMesh = LinesMesh;
  65882. /**
  65883. * Creates an instance based on a source LinesMesh
  65884. */
  65885. var InstancedLinesMesh = /** @class */ (function (_super) {
  65886. __extends(InstancedLinesMesh, _super);
  65887. function InstancedLinesMesh(name, source) {
  65888. var _this = _super.call(this, name, source) || this;
  65889. _this.intersectionThreshold = source.intersectionThreshold;
  65890. return _this;
  65891. }
  65892. /**
  65893. * Returns the string "InstancedLinesMesh".
  65894. */
  65895. InstancedLinesMesh.prototype.getClassName = function () {
  65896. return "InstancedLinesMesh";
  65897. };
  65898. return InstancedLinesMesh;
  65899. }(BABYLON.InstancedMesh));
  65900. BABYLON.InstancedLinesMesh = InstancedLinesMesh;
  65901. })(BABYLON || (BABYLON = {}));
  65902. //# sourceMappingURL=babylon.linesMesh.js.map
  65903. var BABYLON;
  65904. (function (BABYLON) {
  65905. /**
  65906. * This class implement a typical dictionary using a string as key and the generic type T as value.
  65907. * The underlying implementation relies on an associative array to ensure the best performances.
  65908. * The value can be anything including 'null' but except 'undefined'
  65909. */
  65910. var StringDictionary = /** @class */ (function () {
  65911. function StringDictionary() {
  65912. this._count = 0;
  65913. this._data = {};
  65914. }
  65915. /**
  65916. * This will clear this dictionary and copy the content from the 'source' one.
  65917. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  65918. * @param source the dictionary to take the content from and copy to this dictionary
  65919. */
  65920. StringDictionary.prototype.copyFrom = function (source) {
  65921. var _this = this;
  65922. this.clear();
  65923. source.forEach(function (t, v) { return _this.add(t, v); });
  65924. };
  65925. /**
  65926. * Get a value based from its key
  65927. * @param key the given key to get the matching value from
  65928. * @return the value if found, otherwise undefined is returned
  65929. */
  65930. StringDictionary.prototype.get = function (key) {
  65931. var val = this._data[key];
  65932. if (val !== undefined) {
  65933. return val;
  65934. }
  65935. return undefined;
  65936. };
  65937. /**
  65938. * Get a value from its key or add it if it doesn't exist.
  65939. * This method will ensure you that a given key/data will be present in the dictionary.
  65940. * @param key the given key to get the matching value from
  65941. * @param factory the factory that will create the value if the key is not present in the dictionary.
  65942. * The factory will only be invoked if there's no data for the given key.
  65943. * @return the value corresponding to the key.
  65944. */
  65945. StringDictionary.prototype.getOrAddWithFactory = function (key, factory) {
  65946. var val = this.get(key);
  65947. if (val !== undefined) {
  65948. return val;
  65949. }
  65950. val = factory(key);
  65951. if (val) {
  65952. this.add(key, val);
  65953. }
  65954. return val;
  65955. };
  65956. /**
  65957. * Get a value from its key if present in the dictionary otherwise add it
  65958. * @param key the key to get the value from
  65959. * @param val if there's no such key/value pair in the dictionary add it with this value
  65960. * @return the value corresponding to the key
  65961. */
  65962. StringDictionary.prototype.getOrAdd = function (key, val) {
  65963. var curVal = this.get(key);
  65964. if (curVal !== undefined) {
  65965. return curVal;
  65966. }
  65967. this.add(key, val);
  65968. return val;
  65969. };
  65970. /**
  65971. * Check if there's a given key in the dictionary
  65972. * @param key the key to check for
  65973. * @return true if the key is present, false otherwise
  65974. */
  65975. StringDictionary.prototype.contains = function (key) {
  65976. return this._data[key] !== undefined;
  65977. };
  65978. /**
  65979. * Add a new key and its corresponding value
  65980. * @param key the key to add
  65981. * @param value the value corresponding to the key
  65982. * @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
  65983. */
  65984. StringDictionary.prototype.add = function (key, value) {
  65985. if (this._data[key] !== undefined) {
  65986. return false;
  65987. }
  65988. this._data[key] = value;
  65989. ++this._count;
  65990. return true;
  65991. };
  65992. /**
  65993. * Update a specific value associated to a key
  65994. * @param key defines the key to use
  65995. * @param value defines the value to store
  65996. * @returns true if the value was updated (or false if the key was not found)
  65997. */
  65998. StringDictionary.prototype.set = function (key, value) {
  65999. if (this._data[key] === undefined) {
  66000. return false;
  66001. }
  66002. this._data[key] = value;
  66003. return true;
  66004. };
  66005. /**
  66006. * Get the element of the given key and remove it from the dictionary
  66007. * @param key defines the key to search
  66008. * @returns the value associated with the key or null if not found
  66009. */
  66010. StringDictionary.prototype.getAndRemove = function (key) {
  66011. var val = this.get(key);
  66012. if (val !== undefined) {
  66013. delete this._data[key];
  66014. --this._count;
  66015. return val;
  66016. }
  66017. return null;
  66018. };
  66019. /**
  66020. * Remove a key/value from the dictionary.
  66021. * @param key the key to remove
  66022. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  66023. */
  66024. StringDictionary.prototype.remove = function (key) {
  66025. if (this.contains(key)) {
  66026. delete this._data[key];
  66027. --this._count;
  66028. return true;
  66029. }
  66030. return false;
  66031. };
  66032. /**
  66033. * Clear the whole content of the dictionary
  66034. */
  66035. StringDictionary.prototype.clear = function () {
  66036. this._data = {};
  66037. this._count = 0;
  66038. };
  66039. Object.defineProperty(StringDictionary.prototype, "count", {
  66040. /**
  66041. * Gets the current count
  66042. */
  66043. get: function () {
  66044. return this._count;
  66045. },
  66046. enumerable: true,
  66047. configurable: true
  66048. });
  66049. /**
  66050. * Execute a callback on each key/val of the dictionary.
  66051. * Note that you can remove any element in this dictionary in the callback implementation
  66052. * @param callback the callback to execute on a given key/value pair
  66053. */
  66054. StringDictionary.prototype.forEach = function (callback) {
  66055. for (var cur in this._data) {
  66056. var val = this._data[cur];
  66057. callback(cur, val);
  66058. }
  66059. };
  66060. /**
  66061. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  66062. * If the callback returns null or undefined the method will iterate to the next key/value pair
  66063. * Note that you can remove any element in this dictionary in the callback implementation
  66064. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  66065. * @returns the first item
  66066. */
  66067. StringDictionary.prototype.first = function (callback) {
  66068. for (var cur in this._data) {
  66069. var val = this._data[cur];
  66070. var res = callback(cur, val);
  66071. if (res) {
  66072. return res;
  66073. }
  66074. }
  66075. return null;
  66076. };
  66077. return StringDictionary;
  66078. }());
  66079. BABYLON.StringDictionary = StringDictionary;
  66080. })(BABYLON || (BABYLON = {}));
  66081. //# sourceMappingURL=babylon.stringDictionary.js.map
  66082. var BABYLON;
  66083. (function (BABYLON) {
  66084. var Debug;
  66085. (function (Debug) {
  66086. /**
  66087. * Class used to render a debug view of a given skeleton
  66088. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  66089. */
  66090. var SkeletonViewer = /** @class */ (function () {
  66091. /**
  66092. * Creates a new SkeletonViewer
  66093. * @param skeleton defines the skeleton to render
  66094. * @param mesh defines the mesh attached to the skeleton
  66095. * @param scene defines the hosting scene
  66096. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  66097. * @param renderingGroupId defines the rendering group id to use with the viewer
  66098. */
  66099. function SkeletonViewer(
  66100. /** defines the skeleton to render */
  66101. skeleton,
  66102. /** defines the mesh attached to the skeleton */
  66103. mesh, scene,
  66104. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  66105. autoUpdateBonesMatrices,
  66106. /** defines the rendering group id to use with the viewer */
  66107. renderingGroupId) {
  66108. if (autoUpdateBonesMatrices === void 0) { autoUpdateBonesMatrices = true; }
  66109. if (renderingGroupId === void 0) { renderingGroupId = 1; }
  66110. this.skeleton = skeleton;
  66111. this.mesh = mesh;
  66112. this.autoUpdateBonesMatrices = autoUpdateBonesMatrices;
  66113. this.renderingGroupId = renderingGroupId;
  66114. /** Gets or sets the color used to render the skeleton */
  66115. this.color = BABYLON.Color3.White();
  66116. this._debugLines = new Array();
  66117. this._isEnabled = false;
  66118. this._scene = scene;
  66119. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66120. this._utilityLayer.pickUtilitySceneFirst = false;
  66121. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66122. this.update();
  66123. this._renderFunction = this.update.bind(this);
  66124. }
  66125. Object.defineProperty(SkeletonViewer.prototype, "debugMesh", {
  66126. /**
  66127. * Returns the mesh used to render the bones
  66128. */
  66129. get: function () {
  66130. return this._debugMesh;
  66131. },
  66132. enumerable: true,
  66133. configurable: true
  66134. });
  66135. Object.defineProperty(SkeletonViewer.prototype, "isEnabled", {
  66136. get: function () {
  66137. return this._isEnabled;
  66138. },
  66139. /** Gets or sets a boolean indicating if the viewer is enabled */
  66140. set: function (value) {
  66141. if (this._isEnabled === value) {
  66142. return;
  66143. }
  66144. this._isEnabled = value;
  66145. if (value) {
  66146. this._scene.registerBeforeRender(this._renderFunction);
  66147. }
  66148. else {
  66149. this._scene.unregisterBeforeRender(this._renderFunction);
  66150. }
  66151. },
  66152. enumerable: true,
  66153. configurable: true
  66154. });
  66155. SkeletonViewer.prototype._getBonePosition = function (position, bone, meshMat, x, y, z) {
  66156. if (x === void 0) { x = 0; }
  66157. if (y === void 0) { y = 0; }
  66158. if (z === void 0) { z = 0; }
  66159. var tmat = BABYLON.Tmp.Matrix[0];
  66160. var parentBone = bone.getParent();
  66161. tmat.copyFrom(bone.getLocalMatrix());
  66162. if (x !== 0 || y !== 0 || z !== 0) {
  66163. var tmat2 = BABYLON.Tmp.Matrix[1];
  66164. BABYLON.Matrix.IdentityToRef(tmat2);
  66165. tmat2.setTranslationFromFloats(x, y, z);
  66166. tmat2.multiplyToRef(tmat, tmat);
  66167. }
  66168. if (parentBone) {
  66169. tmat.multiplyToRef(parentBone.getAbsoluteTransform(), tmat);
  66170. }
  66171. tmat.multiplyToRef(meshMat, tmat);
  66172. position.x = tmat.m[12];
  66173. position.y = tmat.m[13];
  66174. position.z = tmat.m[14];
  66175. };
  66176. SkeletonViewer.prototype._getLinesForBonesWithLength = function (bones, meshMat) {
  66177. var len = bones.length;
  66178. var meshPos = this.mesh.position;
  66179. for (var i = 0; i < len; i++) {
  66180. var bone = bones[i];
  66181. var points = this._debugLines[i];
  66182. if (!points) {
  66183. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66184. this._debugLines[i] = points;
  66185. }
  66186. this._getBonePosition(points[0], bone, meshMat);
  66187. this._getBonePosition(points[1], bone, meshMat, 0, bone.length, 0);
  66188. points[0].subtractInPlace(meshPos);
  66189. points[1].subtractInPlace(meshPos);
  66190. }
  66191. };
  66192. SkeletonViewer.prototype._getLinesForBonesNoLength = function (bones, meshMat) {
  66193. var len = bones.length;
  66194. var boneNum = 0;
  66195. var meshPos = this.mesh.position;
  66196. for (var i = len - 1; i >= 0; i--) {
  66197. var childBone = bones[i];
  66198. var parentBone = childBone.getParent();
  66199. if (!parentBone) {
  66200. continue;
  66201. }
  66202. var points = this._debugLines[boneNum];
  66203. if (!points) {
  66204. points = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  66205. this._debugLines[boneNum] = points;
  66206. }
  66207. childBone.getAbsolutePositionToRef(this.mesh, points[0]);
  66208. parentBone.getAbsolutePositionToRef(this.mesh, points[1]);
  66209. points[0].subtractInPlace(meshPos);
  66210. points[1].subtractInPlace(meshPos);
  66211. boneNum++;
  66212. }
  66213. };
  66214. /** Update the viewer to sync with current skeleton state */
  66215. SkeletonViewer.prototype.update = function () {
  66216. if (!this._utilityLayer) {
  66217. return;
  66218. }
  66219. if (this.autoUpdateBonesMatrices) {
  66220. this.skeleton.computeAbsoluteTransforms();
  66221. }
  66222. if (this.skeleton.bones[0].length === undefined) {
  66223. this._getLinesForBonesNoLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66224. }
  66225. else {
  66226. this._getLinesForBonesWithLength(this.skeleton.bones, this.mesh.getWorldMatrix());
  66227. }
  66228. var targetScene = this._utilityLayer.utilityLayerScene;
  66229. if (!this._debugMesh) {
  66230. this._debugMesh = BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: null }, targetScene);
  66231. this._debugMesh.renderingGroupId = this.renderingGroupId;
  66232. }
  66233. else {
  66234. BABYLON.MeshBuilder.CreateLineSystem("", { lines: this._debugLines, updatable: true, instance: this._debugMesh }, targetScene);
  66235. }
  66236. this._debugMesh.position.copyFrom(this.mesh.position);
  66237. this._debugMesh.color = this.color;
  66238. };
  66239. /** Release associated resources */
  66240. SkeletonViewer.prototype.dispose = function () {
  66241. this.isEnabled = false;
  66242. if (this._debugMesh) {
  66243. this.isEnabled = false;
  66244. this._debugMesh.dispose();
  66245. this._debugMesh = null;
  66246. }
  66247. if (this._utilityLayer) {
  66248. this._utilityLayer.dispose();
  66249. this._utilityLayer = null;
  66250. }
  66251. };
  66252. return SkeletonViewer;
  66253. }());
  66254. Debug.SkeletonViewer = SkeletonViewer;
  66255. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66256. })(BABYLON || (BABYLON = {}));
  66257. //# sourceMappingURL=babylon.skeletonViewer.js.map
  66258. /**
  66259. * Module Debug contains the (visual) components to debug a scene correctly
  66260. */
  66261. var BABYLON;
  66262. (function (BABYLON) {
  66263. var Debug;
  66264. (function (Debug) {
  66265. /**
  66266. * The Axes viewer will show 3 axes in a specific point in space
  66267. */
  66268. var AxesViewer = /** @class */ (function () {
  66269. /**
  66270. * Creates a new AxesViewer
  66271. * @param scene defines the hosting scene
  66272. * @param scaleLines defines a number used to scale line length (1 by default)
  66273. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  66274. * @param xAxis defines the node hierarchy used to render the x-axis
  66275. * @param yAxis defines the node hierarchy used to render the y-axis
  66276. * @param zAxis defines the node hierarchy used to render the z-axis
  66277. */
  66278. function AxesViewer(scene, scaleLines, renderingGroupId, xAxis, yAxis, zAxis) {
  66279. if (scaleLines === void 0) { scaleLines = 1; }
  66280. if (renderingGroupId === void 0) { renderingGroupId = 2; }
  66281. this._scaleLinesFactor = 4;
  66282. this._instanced = false;
  66283. /**
  66284. * Gets or sets a number used to scale line length
  66285. */
  66286. this.scaleLines = 1;
  66287. this.scaleLines = scaleLines;
  66288. if (!xAxis) {
  66289. var redColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66290. redColoredMaterial.disableLighting = true;
  66291. redColoredMaterial.emissiveColor = BABYLON.Color3.Red().scale(0.5);
  66292. xAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, redColoredMaterial);
  66293. }
  66294. if (!yAxis) {
  66295. var greenColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66296. greenColoredMaterial.disableLighting = true;
  66297. greenColoredMaterial.emissiveColor = BABYLON.Color3.Green().scale(0.5);
  66298. yAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, greenColoredMaterial);
  66299. }
  66300. if (!zAxis) {
  66301. var blueColoredMaterial = new BABYLON.StandardMaterial("", scene);
  66302. blueColoredMaterial.disableLighting = true;
  66303. blueColoredMaterial.emissiveColor = BABYLON.Color3.Blue().scale(0.5);
  66304. zAxis = BABYLON.AxisDragGizmo._CreateArrow(scene, blueColoredMaterial);
  66305. }
  66306. this._xAxis = xAxis;
  66307. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66308. this._yAxis = yAxis;
  66309. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66310. this._zAxis = zAxis;
  66311. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66312. if (renderingGroupId != null) {
  66313. AxesViewer._SetRenderingGroupId(this._xAxis, renderingGroupId);
  66314. AxesViewer._SetRenderingGroupId(this._yAxis, renderingGroupId);
  66315. AxesViewer._SetRenderingGroupId(this._zAxis, renderingGroupId);
  66316. }
  66317. this.scene = scene;
  66318. this.update(new BABYLON.Vector3(), BABYLON.Vector3.Right(), BABYLON.Vector3.Up(), BABYLON.Vector3.Forward());
  66319. }
  66320. Object.defineProperty(AxesViewer.prototype, "xAxis", {
  66321. /** Gets the node hierarchy used to render x-axis */
  66322. get: function () {
  66323. return this._xAxis;
  66324. },
  66325. enumerable: true,
  66326. configurable: true
  66327. });
  66328. Object.defineProperty(AxesViewer.prototype, "yAxis", {
  66329. /** Gets the node hierarchy used to render y-axis */
  66330. get: function () {
  66331. return this._yAxis;
  66332. },
  66333. enumerable: true,
  66334. configurable: true
  66335. });
  66336. Object.defineProperty(AxesViewer.prototype, "zAxis", {
  66337. /** Gets the node hierarchy used to render z-axis */
  66338. get: function () {
  66339. return this._zAxis;
  66340. },
  66341. enumerable: true,
  66342. configurable: true
  66343. });
  66344. /**
  66345. * Force the viewer to update
  66346. * @param position defines the position of the viewer
  66347. * @param xaxis defines the x axis of the viewer
  66348. * @param yaxis defines the y axis of the viewer
  66349. * @param zaxis defines the z axis of the viewer
  66350. */
  66351. AxesViewer.prototype.update = function (position, xaxis, yaxis, zaxis) {
  66352. this._xAxis.position.copyFrom(position);
  66353. this._xAxis.setDirection(xaxis);
  66354. this._xAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66355. this._yAxis.position.copyFrom(position);
  66356. this._yAxis.setDirection(yaxis);
  66357. this._yAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66358. this._zAxis.position.copyFrom(position);
  66359. this._zAxis.setDirection(zaxis);
  66360. this._zAxis.scaling.setAll(this.scaleLines * this._scaleLinesFactor);
  66361. };
  66362. /**
  66363. * Creates an instance of this axes viewer.
  66364. * @returns a new axes viewer with instanced meshes
  66365. */
  66366. AxesViewer.prototype.createInstance = function () {
  66367. var xAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._xAxis);
  66368. var yAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._yAxis);
  66369. var zAxis = BABYLON.AxisDragGizmo._CreateArrowInstance(this.scene, this._zAxis);
  66370. var axesViewer = new AxesViewer(this.scene, this.scaleLines, null, xAxis, yAxis, zAxis);
  66371. axesViewer._instanced = true;
  66372. return axesViewer;
  66373. };
  66374. /** Releases resources */
  66375. AxesViewer.prototype.dispose = function () {
  66376. if (this._xAxis) {
  66377. this._xAxis.dispose(false, !this._instanced);
  66378. delete this._xAxis;
  66379. }
  66380. if (this._yAxis) {
  66381. this._yAxis.dispose(false, !this._instanced);
  66382. delete this._yAxis;
  66383. }
  66384. if (this._zAxis) {
  66385. this._zAxis.dispose(false, !this._instanced);
  66386. delete this._zAxis;
  66387. }
  66388. delete this.scene;
  66389. };
  66390. AxesViewer._SetRenderingGroupId = function (node, id) {
  66391. node.getChildMeshes().forEach(function (mesh) {
  66392. mesh.renderingGroupId = id;
  66393. });
  66394. };
  66395. return AxesViewer;
  66396. }());
  66397. Debug.AxesViewer = AxesViewer;
  66398. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66399. })(BABYLON || (BABYLON = {}));
  66400. //# sourceMappingURL=babylon.axesViewer.js.map
  66401. var BABYLON;
  66402. (function (BABYLON) {
  66403. var Debug;
  66404. (function (Debug) {
  66405. /**
  66406. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  66407. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  66408. */
  66409. var BoneAxesViewer = /** @class */ (function (_super) {
  66410. __extends(BoneAxesViewer, _super);
  66411. /**
  66412. * Creates a new BoneAxesViewer
  66413. * @param scene defines the hosting scene
  66414. * @param bone defines the target bone
  66415. * @param mesh defines the target mesh
  66416. * @param scaleLines defines a scaling factor for line length (1 by default)
  66417. */
  66418. function BoneAxesViewer(scene, bone, mesh, scaleLines) {
  66419. if (scaleLines === void 0) { scaleLines = 1; }
  66420. var _this = _super.call(this, scene, scaleLines) || this;
  66421. /** Gets current position */
  66422. _this.pos = BABYLON.Vector3.Zero();
  66423. /** Gets direction of X axis */
  66424. _this.xaxis = BABYLON.Vector3.Zero();
  66425. /** Gets direction of Y axis */
  66426. _this.yaxis = BABYLON.Vector3.Zero();
  66427. /** Gets direction of Z axis */
  66428. _this.zaxis = BABYLON.Vector3.Zero();
  66429. _this.mesh = mesh;
  66430. _this.bone = bone;
  66431. return _this;
  66432. }
  66433. /**
  66434. * Force the viewer to update
  66435. */
  66436. BoneAxesViewer.prototype.update = function () {
  66437. if (!this.mesh || !this.bone) {
  66438. return;
  66439. }
  66440. var bone = this.bone;
  66441. bone.getAbsolutePositionToRef(this.mesh, this.pos);
  66442. bone.getDirectionToRef(BABYLON.Axis.X, this.mesh, this.xaxis);
  66443. bone.getDirectionToRef(BABYLON.Axis.Y, this.mesh, this.yaxis);
  66444. bone.getDirectionToRef(BABYLON.Axis.Z, this.mesh, this.zaxis);
  66445. _super.prototype.update.call(this, this.pos, this.xaxis, this.yaxis, this.zaxis);
  66446. };
  66447. /** Releases resources */
  66448. BoneAxesViewer.prototype.dispose = function () {
  66449. if (this.mesh) {
  66450. this.mesh = null;
  66451. this.bone = null;
  66452. _super.prototype.dispose.call(this);
  66453. }
  66454. };
  66455. return BoneAxesViewer;
  66456. }(Debug.AxesViewer));
  66457. Debug.BoneAxesViewer = BoneAxesViewer;
  66458. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66459. })(BABYLON || (BABYLON = {}));
  66460. //# sourceMappingURL=babylon.boneAxesViewer.js.map
  66461. var BABYLON;
  66462. (function (BABYLON) {
  66463. /**
  66464. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66465. * in order to better appreciate the issue one might have.
  66466. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66467. */
  66468. var RayHelper = /** @class */ (function () {
  66469. /**
  66470. * Instantiate a new ray helper.
  66471. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  66472. * in order to better appreciate the issue one might have.
  66473. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  66474. * @param ray Defines the ray we are currently tryin to visualize
  66475. */
  66476. function RayHelper(ray) {
  66477. this.ray = ray;
  66478. }
  66479. /**
  66480. * Helper function to create a colored helper in a scene in one line.
  66481. * @param ray Defines the ray we are currently tryin to visualize
  66482. * @param scene Defines the scene the ray is used in
  66483. * @param color Defines the color we want to see the ray in
  66484. * @returns The newly created ray helper.
  66485. */
  66486. RayHelper.CreateAndShow = function (ray, scene, color) {
  66487. var helper = new RayHelper(ray);
  66488. helper.show(scene, color);
  66489. return helper;
  66490. };
  66491. /**
  66492. * Shows the ray we are willing to debug.
  66493. * @param scene Defines the scene the ray needs to be rendered in
  66494. * @param color Defines the color the ray needs to be rendered in
  66495. */
  66496. RayHelper.prototype.show = function (scene, color) {
  66497. if (!this._renderFunction && this.ray) {
  66498. var ray = this.ray;
  66499. this._renderFunction = this._render.bind(this);
  66500. this._scene = scene;
  66501. this._renderPoints = [ray.origin, ray.origin.add(ray.direction.scale(ray.length))];
  66502. this._renderLine = BABYLON.Mesh.CreateLines("ray", this._renderPoints, scene, true);
  66503. if (this._renderFunction) {
  66504. this._scene.registerBeforeRender(this._renderFunction);
  66505. }
  66506. }
  66507. if (color && this._renderLine) {
  66508. this._renderLine.color.copyFrom(color);
  66509. }
  66510. };
  66511. /**
  66512. * Hides the ray we are debugging.
  66513. */
  66514. RayHelper.prototype.hide = function () {
  66515. if (this._renderFunction && this._scene) {
  66516. this._scene.unregisterBeforeRender(this._renderFunction);
  66517. this._scene = null;
  66518. this._renderFunction = null;
  66519. if (this._renderLine) {
  66520. this._renderLine.dispose();
  66521. this._renderLine = null;
  66522. }
  66523. this._renderPoints = [];
  66524. }
  66525. };
  66526. RayHelper.prototype._render = function () {
  66527. var ray = this.ray;
  66528. if (!ray) {
  66529. return;
  66530. }
  66531. var point = this._renderPoints[1];
  66532. var len = Math.min(ray.length, 1000000);
  66533. point.copyFrom(ray.direction);
  66534. point.scaleInPlace(len);
  66535. point.addInPlace(ray.origin);
  66536. BABYLON.Mesh.CreateLines("ray", this._renderPoints, this._scene, true, this._renderLine);
  66537. };
  66538. /**
  66539. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  66540. * @param mesh Defines the mesh we want the helper attached to
  66541. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  66542. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  66543. * @param length Defines the length of the ray
  66544. */
  66545. RayHelper.prototype.attachToMesh = function (mesh, meshSpaceDirection, meshSpaceOrigin, length) {
  66546. this._attachedToMesh = mesh;
  66547. var ray = this.ray;
  66548. if (!ray) {
  66549. return;
  66550. }
  66551. if (!ray.direction) {
  66552. ray.direction = BABYLON.Vector3.Zero();
  66553. }
  66554. if (!ray.origin) {
  66555. ray.origin = BABYLON.Vector3.Zero();
  66556. }
  66557. if (length) {
  66558. ray.length = length;
  66559. }
  66560. if (!meshSpaceOrigin) {
  66561. meshSpaceOrigin = BABYLON.Vector3.Zero();
  66562. }
  66563. if (!meshSpaceDirection) {
  66564. // -1 so that this will work with Mesh.lookAt
  66565. meshSpaceDirection = new BABYLON.Vector3(0, 0, -1);
  66566. }
  66567. if (!this._meshSpaceDirection) {
  66568. this._meshSpaceDirection = meshSpaceDirection.clone();
  66569. this._meshSpaceOrigin = meshSpaceOrigin.clone();
  66570. }
  66571. else {
  66572. this._meshSpaceDirection.copyFrom(meshSpaceDirection);
  66573. this._meshSpaceOrigin.copyFrom(meshSpaceOrigin);
  66574. }
  66575. if (!this._updateToMeshFunction) {
  66576. this._updateToMeshFunction = this._updateToMesh.bind(this);
  66577. this._attachedToMesh.getScene().registerBeforeRender(this._updateToMeshFunction);
  66578. }
  66579. this._updateToMesh();
  66580. };
  66581. /**
  66582. * Detach the ray helper from the mesh it has previously been attached to.
  66583. */
  66584. RayHelper.prototype.detachFromMesh = function () {
  66585. if (this._attachedToMesh) {
  66586. if (this._updateToMeshFunction) {
  66587. this._attachedToMesh.getScene().unregisterBeforeRender(this._updateToMeshFunction);
  66588. }
  66589. this._attachedToMesh = null;
  66590. this._updateToMeshFunction = null;
  66591. }
  66592. };
  66593. RayHelper.prototype._updateToMesh = function () {
  66594. var ray = this.ray;
  66595. if (!this._attachedToMesh || !ray) {
  66596. return;
  66597. }
  66598. if (this._attachedToMesh._isDisposed) {
  66599. this.detachFromMesh();
  66600. return;
  66601. }
  66602. this._attachedToMesh.getDirectionToRef(this._meshSpaceDirection, ray.direction);
  66603. BABYLON.Vector3.TransformCoordinatesToRef(this._meshSpaceOrigin, this._attachedToMesh.getWorldMatrix(), ray.origin);
  66604. };
  66605. /**
  66606. * Dispose the helper and release its associated resources.
  66607. */
  66608. RayHelper.prototype.dispose = function () {
  66609. this.hide();
  66610. this.detachFromMesh();
  66611. this.ray = null;
  66612. };
  66613. return RayHelper;
  66614. }());
  66615. BABYLON.RayHelper = RayHelper;
  66616. })(BABYLON || (BABYLON = {}));
  66617. //# sourceMappingURL=babylon.rayHelper.js.map
  66618. var __assign = (this && this.__assign) || function () {
  66619. __assign = Object.assign || function(t) {
  66620. for (var s, i = 1, n = arguments.length; i < n; i++) {
  66621. s = arguments[i];
  66622. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  66623. t[p] = s[p];
  66624. }
  66625. return t;
  66626. };
  66627. return __assign.apply(this, arguments);
  66628. };
  66629. var BABYLON;
  66630. (function (BABYLON) {
  66631. Object.defineProperty(BABYLON.Scene.prototype, "debugLayer", {
  66632. get: function () {
  66633. if (!this._debugLayer) {
  66634. this._debugLayer = new DebugLayer(this);
  66635. }
  66636. return this._debugLayer;
  66637. },
  66638. enumerable: true,
  66639. configurable: true
  66640. });
  66641. /**
  66642. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66643. * what is happening in your scene
  66644. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66645. */
  66646. var DebugLayer = /** @class */ (function () {
  66647. /**
  66648. * Instantiates a new debug layer.
  66649. * The debug layer (aka Inspector) is the go to tool in order to better understand
  66650. * what is happening in your scene
  66651. * @see http://doc.babylonjs.com/features/playground_debuglayer
  66652. * @param scene Defines the scene to inspect
  66653. */
  66654. function DebugLayer(scene) {
  66655. var _this = this;
  66656. this.BJSINSPECTOR = typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66657. /**
  66658. * Observable triggered when a property is changed through the inspector.
  66659. */
  66660. this.onPropertyChangedObservable = new BABYLON.Observable();
  66661. this._scene = scene;
  66662. this._scene.onDisposeObservable.add(function () {
  66663. // Debug layer
  66664. if (_this._scene._debugLayer) {
  66665. _this._scene._debugLayer.hide();
  66666. }
  66667. });
  66668. }
  66669. /** Creates the inspector window. */
  66670. DebugLayer.prototype._createInspector = function (config) {
  66671. if (this.isVisible()) {
  66672. return;
  66673. }
  66674. var userOptions = __assign({ overlay: false, showExplorer: true, showInspector: true, embedMode: false, handleResize: true, enablePopup: true }, config);
  66675. this.BJSINSPECTOR = this.BJSINSPECTOR || typeof INSPECTOR !== 'undefined' ? INSPECTOR : undefined;
  66676. this.BJSINSPECTOR.Inspector.Show(this._scene, userOptions);
  66677. };
  66678. /**
  66679. * Get if the inspector is visible or not.
  66680. * @returns true if visible otherwise, false
  66681. */
  66682. DebugLayer.prototype.isVisible = function () {
  66683. return this.BJSINSPECTOR && this.BJSINSPECTOR.Inspector.IsVisible;
  66684. };
  66685. /**
  66686. * Hide the inspector and close its window.
  66687. */
  66688. DebugLayer.prototype.hide = function () {
  66689. this.BJSINSPECTOR.Inspector.Hide();
  66690. };
  66691. /**
  66692. * Launch the debugLayer.
  66693. * @param config Define the configuration of the inspector
  66694. */
  66695. DebugLayer.prototype.show = function (config) {
  66696. if (typeof this.BJSINSPECTOR == 'undefined') {
  66697. // Load inspector and add it to the DOM
  66698. BABYLON.Tools.LoadScript(DebugLayer.InspectorURL, this._createInspector.bind(this, config));
  66699. }
  66700. else {
  66701. // Otherwise creates the inspector
  66702. this._createInspector(config);
  66703. }
  66704. };
  66705. /**
  66706. * Define the url to get the inspector script from.
  66707. * By default it uses the babylonjs CDN.
  66708. * @ignoreNaming
  66709. */
  66710. DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  66711. return DebugLayer;
  66712. }());
  66713. BABYLON.DebugLayer = DebugLayer;
  66714. })(BABYLON || (BABYLON = {}));
  66715. //# sourceMappingURL=babylon.debugLayer.js.map
  66716. var BABYLON;
  66717. (function (BABYLON) {
  66718. var Debug;
  66719. (function (Debug) {
  66720. /**
  66721. * Used to show the physics impostor around the specific mesh
  66722. */
  66723. var PhysicsViewer = /** @class */ (function () {
  66724. /**
  66725. * Creates a new PhysicsViewer
  66726. * @param scene defines the hosting scene
  66727. */
  66728. function PhysicsViewer(scene) {
  66729. /** @hidden */
  66730. this._impostors = [];
  66731. /** @hidden */
  66732. this._meshes = [];
  66733. /** @hidden */
  66734. this._numMeshes = 0;
  66735. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  66736. var physicEngine = this._scene.getPhysicsEngine();
  66737. if (physicEngine) {
  66738. this._physicsEnginePlugin = physicEngine.getPhysicsPlugin();
  66739. }
  66740. this._utilityLayer = new BABYLON.UtilityLayerRenderer(this._scene, false);
  66741. this._utilityLayer.pickUtilitySceneFirst = false;
  66742. this._utilityLayer.utilityLayerScene.autoClearDepthAndStencil = true;
  66743. }
  66744. /** @hidden */
  66745. PhysicsViewer.prototype._updateDebugMeshes = function () {
  66746. var plugin = this._physicsEnginePlugin;
  66747. for (var i = 0; i < this._numMeshes; i++) {
  66748. var impostor = this._impostors[i];
  66749. if (!impostor) {
  66750. continue;
  66751. }
  66752. if (impostor.isDisposed) {
  66753. this.hideImpostor(this._impostors[i--]);
  66754. }
  66755. else {
  66756. var mesh = this._meshes[i];
  66757. if (mesh && plugin) {
  66758. plugin.syncMeshWithImpostor(mesh, impostor);
  66759. }
  66760. }
  66761. }
  66762. };
  66763. /**
  66764. * Renders a specified physic impostor
  66765. * @param impostor defines the impostor to render
  66766. * @returns the new debug mesh used to render the impostor
  66767. */
  66768. PhysicsViewer.prototype.showImpostor = function (impostor) {
  66769. if (!this._scene) {
  66770. return null;
  66771. }
  66772. for (var i = 0; i < this._numMeshes; i++) {
  66773. if (this._impostors[i] == impostor) {
  66774. return null;
  66775. }
  66776. }
  66777. var debugMesh = this._getDebugMesh(impostor);
  66778. if (debugMesh) {
  66779. this._impostors[this._numMeshes] = impostor;
  66780. this._meshes[this._numMeshes] = debugMesh;
  66781. if (this._numMeshes === 0) {
  66782. this._renderFunction = this._updateDebugMeshes.bind(this);
  66783. this._scene.registerBeforeRender(this._renderFunction);
  66784. }
  66785. this._numMeshes++;
  66786. }
  66787. return debugMesh;
  66788. };
  66789. /**
  66790. * Hides a specified physic impostor
  66791. * @param impostor defines the impostor to hide
  66792. */
  66793. PhysicsViewer.prototype.hideImpostor = function (impostor) {
  66794. if (!impostor || !this._scene || !this._utilityLayer) {
  66795. return;
  66796. }
  66797. var removed = false;
  66798. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66799. for (var i = 0; i < this._numMeshes; i++) {
  66800. if (this._impostors[i] == impostor) {
  66801. var mesh = this._meshes[i];
  66802. if (!mesh) {
  66803. continue;
  66804. }
  66805. utilityLayerScene.removeMesh(mesh);
  66806. mesh.dispose();
  66807. this._numMeshes--;
  66808. if (this._numMeshes > 0) {
  66809. this._meshes[i] = this._meshes[this._numMeshes];
  66810. this._impostors[i] = this._impostors[this._numMeshes];
  66811. this._meshes[this._numMeshes] = null;
  66812. this._impostors[this._numMeshes] = null;
  66813. }
  66814. else {
  66815. this._meshes[0] = null;
  66816. this._impostors[0] = null;
  66817. }
  66818. removed = true;
  66819. break;
  66820. }
  66821. }
  66822. if (removed && this._numMeshes === 0) {
  66823. this._scene.unregisterBeforeRender(this._renderFunction);
  66824. }
  66825. };
  66826. PhysicsViewer.prototype._getDebugMaterial = function (scene) {
  66827. if (!this._debugMaterial) {
  66828. this._debugMaterial = new BABYLON.StandardMaterial('', scene);
  66829. this._debugMaterial.wireframe = true;
  66830. this._debugMaterial.emissiveColor = BABYLON.Color3.White();
  66831. this._debugMaterial.disableLighting = true;
  66832. }
  66833. return this._debugMaterial;
  66834. };
  66835. PhysicsViewer.prototype._getDebugBoxMesh = function (scene) {
  66836. if (!this._debugBoxMesh) {
  66837. this._debugBoxMesh = BABYLON.MeshBuilder.CreateBox('physicsBodyBoxViewMesh', { size: 1 }, scene);
  66838. this._debugBoxMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66839. this._debugBoxMesh.material = this._getDebugMaterial(scene);
  66840. }
  66841. return this._debugBoxMesh.createInstance('physicsBodyBoxViewInstance');
  66842. };
  66843. PhysicsViewer.prototype._getDebugSphereMesh = function (scene) {
  66844. if (!this._debugSphereMesh) {
  66845. this._debugSphereMesh = BABYLON.MeshBuilder.CreateSphere('physicsBodySphereViewMesh', { diameter: 1 }, scene);
  66846. this._debugSphereMesh.rotationQuaternion = BABYLON.Quaternion.Identity();
  66847. this._debugSphereMesh.material = this._getDebugMaterial(scene);
  66848. }
  66849. return this._debugSphereMesh.createInstance('physicsBodyBoxViewInstance');
  66850. };
  66851. PhysicsViewer.prototype._getDebugMesh = function (impostor) {
  66852. if (!this._utilityLayer) {
  66853. return null;
  66854. }
  66855. var mesh = null;
  66856. var utilityLayerScene = this._utilityLayer.utilityLayerScene;
  66857. if (impostor.type == BABYLON.PhysicsImpostor.BoxImpostor) {
  66858. mesh = this._getDebugBoxMesh(utilityLayerScene);
  66859. impostor.getBoxSizeToRef(mesh.scaling);
  66860. }
  66861. else if (impostor.type == BABYLON.PhysicsImpostor.SphereImpostor) {
  66862. mesh = this._getDebugSphereMesh(utilityLayerScene);
  66863. var radius = impostor.getRadius();
  66864. mesh.scaling.x = radius * 2;
  66865. mesh.scaling.y = radius * 2;
  66866. mesh.scaling.z = radius * 2;
  66867. }
  66868. return mesh;
  66869. };
  66870. /** Releases all resources */
  66871. PhysicsViewer.prototype.dispose = function () {
  66872. for (var i = 0; i < this._numMeshes; i++) {
  66873. this.hideImpostor(this._impostors[i]);
  66874. }
  66875. if (this._debugBoxMesh) {
  66876. this._debugBoxMesh.dispose();
  66877. }
  66878. if (this._debugSphereMesh) {
  66879. this._debugSphereMesh.dispose();
  66880. }
  66881. if (this._debugMaterial) {
  66882. this._debugMaterial.dispose();
  66883. }
  66884. this._impostors.length = 0;
  66885. this._scene = null;
  66886. this._physicsEnginePlugin = null;
  66887. if (this._utilityLayer) {
  66888. this._utilityLayer.dispose();
  66889. this._utilityLayer = null;
  66890. }
  66891. };
  66892. return PhysicsViewer;
  66893. }());
  66894. Debug.PhysicsViewer = PhysicsViewer;
  66895. })(Debug = BABYLON.Debug || (BABYLON.Debug = {}));
  66896. })(BABYLON || (BABYLON = {}));
  66897. //# sourceMappingURL=babylon.physicsViewer.js.map
  66898. var BABYLON;
  66899. (function (BABYLON) {
  66900. Object.defineProperty(BABYLON.Scene.prototype, "forceShowBoundingBoxes", {
  66901. get: function () {
  66902. return this._forceShowBoundingBoxes || false;
  66903. },
  66904. set: function (value) {
  66905. this._forceShowBoundingBoxes = value;
  66906. // Lazyly creates a BB renderer if needed.
  66907. if (value) {
  66908. this.getBoundingBoxRenderer();
  66909. }
  66910. },
  66911. enumerable: true,
  66912. configurable: true
  66913. });
  66914. BABYLON.Scene.prototype.getBoundingBoxRenderer = function () {
  66915. if (!this._boundingBoxRenderer) {
  66916. this._boundingBoxRenderer = new BoundingBoxRenderer(this);
  66917. }
  66918. return this._boundingBoxRenderer;
  66919. };
  66920. Object.defineProperty(BABYLON.AbstractMesh.prototype, "showBoundingBox", {
  66921. get: function () {
  66922. return this._showBoundingBox || false;
  66923. },
  66924. set: function (value) {
  66925. this._showBoundingBox = value;
  66926. // Lazyly creates a BB renderer if needed.
  66927. if (value) {
  66928. this.getScene().getBoundingBoxRenderer();
  66929. }
  66930. },
  66931. enumerable: true,
  66932. configurable: true
  66933. });
  66934. /**
  66935. * Component responsible of rendering the bounding box of the meshes in a scene.
  66936. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  66937. */
  66938. var BoundingBoxRenderer = /** @class */ (function () {
  66939. /**
  66940. * Instantiates a new bounding box renderer in a scene.
  66941. * @param scene the scene the renderer renders in
  66942. */
  66943. function BoundingBoxRenderer(scene) {
  66944. /**
  66945. * The component name helpfull to identify the component in the list of scene components.
  66946. */
  66947. this.name = BABYLON.SceneComponentConstants.NAME_BOUNDINGBOXRENDERER;
  66948. /**
  66949. * Color of the bounding box lines placed in front of an object
  66950. */
  66951. this.frontColor = new BABYLON.Color3(1, 1, 1);
  66952. /**
  66953. * Color of the bounding box lines placed behind an object
  66954. */
  66955. this.backColor = new BABYLON.Color3(0.1, 0.1, 0.1);
  66956. /**
  66957. * Defines if the renderer should show the back lines or not
  66958. */
  66959. this.showBackLines = true;
  66960. /**
  66961. * @hidden
  66962. */
  66963. this.renderList = new BABYLON.SmartArray(32);
  66964. this._vertexBuffers = {};
  66965. this.scene = scene;
  66966. scene._addComponent(this);
  66967. }
  66968. /**
  66969. * Registers the component in a given scene
  66970. */
  66971. BoundingBoxRenderer.prototype.register = function () {
  66972. this.scene._beforeEvaluateActiveMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER, this, this.reset);
  66973. this.scene._activeMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ACTIVEMESH_BOUNDINGBOXRENDERER, this, this._activeMesh);
  66974. this.scene._evaluateSubMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER, this, this._evaluateSubMesh);
  66975. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER, this, this.render);
  66976. };
  66977. BoundingBoxRenderer.prototype._evaluateSubMesh = function (mesh, subMesh) {
  66978. if (mesh.showSubMeshesBoundingBox) {
  66979. var boundingInfo = subMesh.getBoundingInfo();
  66980. if (boundingInfo !== null && boundingInfo !== undefined) {
  66981. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66982. this.renderList.push(boundingInfo.boundingBox);
  66983. }
  66984. }
  66985. };
  66986. BoundingBoxRenderer.prototype._activeMesh = function (sourceMesh, mesh) {
  66987. if (sourceMesh.showBoundingBox || this.scene.forceShowBoundingBoxes) {
  66988. var boundingInfo = sourceMesh.getBoundingInfo();
  66989. boundingInfo.boundingBox._tag = mesh.renderingGroupId;
  66990. this.renderList.push(boundingInfo.boundingBox);
  66991. }
  66992. };
  66993. BoundingBoxRenderer.prototype._prepareRessources = function () {
  66994. if (this._colorShader) {
  66995. return;
  66996. }
  66997. this._colorShader = new BABYLON.ShaderMaterial("colorShader", this.scene, "color", {
  66998. attributes: [BABYLON.VertexBuffer.PositionKind],
  66999. uniforms: ["world", "viewProjection", "color"]
  67000. });
  67001. var engine = this.scene.getEngine();
  67002. var boxdata = BABYLON.VertexData.CreateBox({ size: 1.0 });
  67003. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, boxdata.positions, BABYLON.VertexBuffer.PositionKind, false);
  67004. this._createIndexBuffer();
  67005. };
  67006. BoundingBoxRenderer.prototype._createIndexBuffer = function () {
  67007. var engine = this.scene.getEngine();
  67008. 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]);
  67009. };
  67010. /**
  67011. * Rebuilds the elements related to this component in case of
  67012. * context lost for instance.
  67013. */
  67014. BoundingBoxRenderer.prototype.rebuild = function () {
  67015. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67016. if (vb) {
  67017. vb._rebuild();
  67018. }
  67019. this._createIndexBuffer();
  67020. };
  67021. /**
  67022. * @hidden
  67023. */
  67024. BoundingBoxRenderer.prototype.reset = function () {
  67025. this.renderList.reset();
  67026. };
  67027. /**
  67028. * Render the bounding boxes of a specific rendering group
  67029. * @param renderingGroupId defines the rendering group to render
  67030. */
  67031. BoundingBoxRenderer.prototype.render = function (renderingGroupId) {
  67032. if (this.renderList.length === 0) {
  67033. return;
  67034. }
  67035. this._prepareRessources();
  67036. if (!this._colorShader.isReady()) {
  67037. return;
  67038. }
  67039. var engine = this.scene.getEngine();
  67040. engine.setDepthWrite(false);
  67041. this._colorShader._preBind();
  67042. for (var boundingBoxIndex = 0; boundingBoxIndex < this.renderList.length; boundingBoxIndex++) {
  67043. var boundingBox = this.renderList.data[boundingBoxIndex];
  67044. if (boundingBox._tag !== renderingGroupId) {
  67045. continue;
  67046. }
  67047. var min = boundingBox.minimum;
  67048. var max = boundingBox.maximum;
  67049. var diff = max.subtract(min);
  67050. var median = min.add(diff.scale(0.5));
  67051. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67052. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67053. .multiply(boundingBox.getWorldMatrix());
  67054. // VBOs
  67055. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67056. if (this.showBackLines) {
  67057. // Back
  67058. engine.setDepthFunctionToGreaterOrEqual();
  67059. this.scene.resetCachedMaterial();
  67060. this._colorShader.setColor4("color", this.backColor.toColor4());
  67061. this._colorShader.bind(worldMatrix);
  67062. // Draw order
  67063. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67064. }
  67065. // Front
  67066. engine.setDepthFunctionToLess();
  67067. this.scene.resetCachedMaterial();
  67068. this._colorShader.setColor4("color", this.frontColor.toColor4());
  67069. this._colorShader.bind(worldMatrix);
  67070. // Draw order
  67071. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67072. }
  67073. this._colorShader.unbind();
  67074. engine.setDepthFunctionToLessOrEqual();
  67075. engine.setDepthWrite(true);
  67076. };
  67077. /**
  67078. * In case of occlusion queries, we can render the occlusion bounding box through this method
  67079. * @param mesh Define the mesh to render the occlusion bounding box for
  67080. */
  67081. BoundingBoxRenderer.prototype.renderOcclusionBoundingBox = function (mesh) {
  67082. this._prepareRessources();
  67083. if (!this._colorShader.isReady() || !mesh._boundingInfo) {
  67084. return;
  67085. }
  67086. var engine = this.scene.getEngine();
  67087. engine.setDepthWrite(false);
  67088. engine.setColorWrite(false);
  67089. this._colorShader._preBind();
  67090. var boundingBox = mesh._boundingInfo.boundingBox;
  67091. var min = boundingBox.minimum;
  67092. var max = boundingBox.maximum;
  67093. var diff = max.subtract(min);
  67094. var median = min.add(diff.scale(0.5));
  67095. var worldMatrix = BABYLON.Matrix.Scaling(diff.x, diff.y, diff.z)
  67096. .multiply(BABYLON.Matrix.Translation(median.x, median.y, median.z))
  67097. .multiply(boundingBox.getWorldMatrix());
  67098. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._colorShader.getEffect());
  67099. engine.setDepthFunctionToLess();
  67100. this.scene.resetCachedMaterial();
  67101. this._colorShader.bind(worldMatrix);
  67102. engine.drawElementsType(BABYLON.Material.LineListDrawMode, 0, 24);
  67103. this._colorShader.unbind();
  67104. engine.setDepthFunctionToLessOrEqual();
  67105. engine.setDepthWrite(true);
  67106. engine.setColorWrite(true);
  67107. };
  67108. /**
  67109. * Dispose and release the resources attached to this renderer.
  67110. */
  67111. BoundingBoxRenderer.prototype.dispose = function () {
  67112. if (!this._colorShader) {
  67113. return;
  67114. }
  67115. this.renderList.dispose();
  67116. this._colorShader.dispose();
  67117. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  67118. if (buffer) {
  67119. buffer.dispose();
  67120. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  67121. }
  67122. this.scene.getEngine()._releaseBuffer(this._indexBuffer);
  67123. };
  67124. return BoundingBoxRenderer;
  67125. }());
  67126. BABYLON.BoundingBoxRenderer = BoundingBoxRenderer;
  67127. })(BABYLON || (BABYLON = {}));
  67128. //# sourceMappingURL=babylon.boundingBoxRenderer.js.map
  67129. var BABYLON;
  67130. (function (BABYLON) {
  67131. BABYLON.Engine.prototype.createTransformFeedback = function () {
  67132. return this._gl.createTransformFeedback();
  67133. };
  67134. BABYLON.Engine.prototype.deleteTransformFeedback = function (value) {
  67135. this._gl.deleteTransformFeedback(value);
  67136. };
  67137. BABYLON.Engine.prototype.bindTransformFeedback = function (value) {
  67138. this._gl.bindTransformFeedback(this._gl.TRANSFORM_FEEDBACK, value);
  67139. };
  67140. BABYLON.Engine.prototype.beginTransformFeedback = function (usePoints) {
  67141. if (usePoints === void 0) { usePoints = true; }
  67142. this._gl.beginTransformFeedback(usePoints ? this._gl.POINTS : this._gl.TRIANGLES);
  67143. };
  67144. BABYLON.Engine.prototype.endTransformFeedback = function () {
  67145. this._gl.endTransformFeedback();
  67146. };
  67147. BABYLON.Engine.prototype.setTranformFeedbackVaryings = function (program, value) {
  67148. this._gl.transformFeedbackVaryings(program, value, this._gl.INTERLEAVED_ATTRIBS);
  67149. };
  67150. BABYLON.Engine.prototype.bindTransformFeedbackBuffer = function (value) {
  67151. this._gl.bindBufferBase(this._gl.TRANSFORM_FEEDBACK_BUFFER, 0, value);
  67152. };
  67153. })(BABYLON || (BABYLON = {}));
  67154. //# sourceMappingURL=babylon.engine.transformFeedback.js.map
  67155. var BABYLON;
  67156. (function (BABYLON) {
  67157. /**
  67158. * This represents a GPU particle system in Babylon
  67159. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  67160. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  67161. */
  67162. var GPUParticleSystem = /** @class */ (function (_super) {
  67163. __extends(GPUParticleSystem, _super);
  67164. /**
  67165. * Instantiates a GPU particle system.
  67166. * 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.
  67167. * @param name The name of the particle system
  67168. * @param options The options used to create the system
  67169. * @param scene The scene the particle system belongs to
  67170. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  67171. */
  67172. function GPUParticleSystem(name, options, scene, isAnimationSheetEnabled) {
  67173. if (isAnimationSheetEnabled === void 0) { isAnimationSheetEnabled = false; }
  67174. var _this = _super.call(this, name) || this;
  67175. /**
  67176. * The layer mask we are rendering the particles through.
  67177. */
  67178. _this.layerMask = 0x0FFFFFFF;
  67179. _this._accumulatedCount = 0;
  67180. _this._targetIndex = 0;
  67181. _this._currentRenderId = -1;
  67182. _this._started = false;
  67183. _this._stopped = false;
  67184. _this._timeDelta = 0;
  67185. _this._actualFrame = 0;
  67186. _this._rawTextureWidth = 256;
  67187. /**
  67188. * An event triggered when the system is disposed.
  67189. */
  67190. _this.onDisposeObservable = new BABYLON.Observable();
  67191. /**
  67192. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  67193. * to override the particles.
  67194. */
  67195. _this.forceDepthWrite = false;
  67196. _this._preWarmDone = false;
  67197. _this._scene = scene || BABYLON.Engine.LastCreatedScene;
  67198. // Setup the default processing configuration to the scene.
  67199. _this._attachImageProcessingConfiguration(null);
  67200. _this._engine = _this._scene.getEngine();
  67201. if (!options.randomTextureSize) {
  67202. delete options.randomTextureSize;
  67203. }
  67204. var fullOptions = __assign({ capacity: 50000, randomTextureSize: _this._engine.getCaps().maxTextureSize }, options);
  67205. var optionsAsNumber = options;
  67206. if (isFinite(optionsAsNumber)) {
  67207. fullOptions.capacity = optionsAsNumber;
  67208. }
  67209. _this._capacity = fullOptions.capacity;
  67210. _this._activeCount = fullOptions.capacity;
  67211. _this._currentActiveCount = 0;
  67212. _this._isAnimationSheetEnabled = isAnimationSheetEnabled;
  67213. _this._scene.particleSystems.push(_this);
  67214. _this._updateEffectOptions = {
  67215. attributes: ["position", "age", "life", "seed", "size", "color", "direction", "initialDirection", "angle", "cellIndex", "cellStartOffset", "noiseCoordinates1", "noiseCoordinates2"],
  67216. uniformsNames: ["currentCount", "timeDelta", "emitterWM", "lifeTime", "color1", "color2", "sizeRange", "scaleRange", "gravity", "emitPower",
  67217. "direction1", "direction2", "minEmitBox", "maxEmitBox", "radius", "directionRandomizer", "height", "coneAngle", "stopFactor",
  67218. "angleRange", "radiusRange", "cellInfos", "noiseStrength", "limitVelocityDamping"],
  67219. uniformBuffersNames: [],
  67220. samplers: ["randomSampler", "randomSampler2", "sizeGradientSampler", "angularSpeedGradientSampler", "velocityGradientSampler", "limitVelocityGradientSampler", "noiseSampler", "dragGradientSampler"],
  67221. defines: "",
  67222. fallbacks: null,
  67223. onCompiled: null,
  67224. onError: null,
  67225. indexParameters: null,
  67226. maxSimultaneousLights: 0,
  67227. transformFeedbackVaryings: []
  67228. };
  67229. _this.particleEmitterType = new BABYLON.BoxParticleEmitter();
  67230. // Random data
  67231. var maxTextureSize = Math.min(_this._engine.getCaps().maxTextureSize, fullOptions.randomTextureSize);
  67232. var d = [];
  67233. for (var i = 0; i < maxTextureSize; ++i) {
  67234. d.push(Math.random());
  67235. d.push(Math.random());
  67236. d.push(Math.random());
  67237. d.push(Math.random());
  67238. }
  67239. _this._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);
  67240. _this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67241. _this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67242. d = [];
  67243. for (var i = 0; i < maxTextureSize; ++i) {
  67244. d.push(Math.random());
  67245. d.push(Math.random());
  67246. d.push(Math.random());
  67247. d.push(Math.random());
  67248. }
  67249. _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);
  67250. _this._randomTexture2.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  67251. _this._randomTexture2.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  67252. _this._randomTextureSize = maxTextureSize;
  67253. return _this;
  67254. }
  67255. Object.defineProperty(GPUParticleSystem, "IsSupported", {
  67256. /**
  67257. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  67258. */
  67259. get: function () {
  67260. if (!BABYLON.Engine.LastCreatedEngine) {
  67261. return false;
  67262. }
  67263. return BABYLON.Engine.LastCreatedEngine.webGLVersion > 1;
  67264. },
  67265. enumerable: true,
  67266. configurable: true
  67267. });
  67268. /**
  67269. * Gets the maximum number of particles active at the same time.
  67270. * @returns The max number of active particles.
  67271. */
  67272. GPUParticleSystem.prototype.getCapacity = function () {
  67273. return this._capacity;
  67274. };
  67275. Object.defineProperty(GPUParticleSystem.prototype, "activeParticleCount", {
  67276. /**
  67277. * Gets or set the number of active particles
  67278. */
  67279. get: function () {
  67280. return this._activeCount;
  67281. },
  67282. set: function (value) {
  67283. this._activeCount = Math.min(value, this._capacity);
  67284. },
  67285. enumerable: true,
  67286. configurable: true
  67287. });
  67288. /**
  67289. * Is this system ready to be used/rendered
  67290. * @return true if the system is ready
  67291. */
  67292. GPUParticleSystem.prototype.isReady = function () {
  67293. if (!this._updateEffect) {
  67294. this._recreateUpdateEffect();
  67295. this._recreateRenderEffect();
  67296. return false;
  67297. }
  67298. if (!this.emitter || !this._updateEffect.isReady() || !this._imageProcessingConfiguration.isReady() || !this._renderEffect.isReady() || !this.particleTexture || !this.particleTexture.isReady()) {
  67299. return false;
  67300. }
  67301. return true;
  67302. };
  67303. /**
  67304. * Gets if the system has been started. (Note: this will still be true after stop is called)
  67305. * @returns True if it has been started, otherwise false.
  67306. */
  67307. GPUParticleSystem.prototype.isStarted = function () {
  67308. return this._started;
  67309. };
  67310. /**
  67311. * Starts the particle system and begins to emit
  67312. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  67313. */
  67314. GPUParticleSystem.prototype.start = function (delay) {
  67315. var _this = this;
  67316. if (delay === void 0) { delay = this.startDelay; }
  67317. if (!this.targetStopDuration && this._hasTargetStopDurationDependantGradient()) {
  67318. throw "Particle system started with a targetStopDuration dependant gradient (eg. startSizeGradients) but no targetStopDuration set";
  67319. }
  67320. if (delay) {
  67321. setTimeout(function () {
  67322. _this.start(0);
  67323. }, delay);
  67324. return;
  67325. }
  67326. this._started = true;
  67327. this._stopped = false;
  67328. this._preWarmDone = false;
  67329. // Animations
  67330. if (this.beginAnimationOnStart && this.animations && this.animations.length > 0) {
  67331. this.getScene().beginAnimation(this, this.beginAnimationFrom, this.beginAnimationTo, this.beginAnimationLoop);
  67332. }
  67333. };
  67334. /**
  67335. * Stops the particle system.
  67336. */
  67337. GPUParticleSystem.prototype.stop = function () {
  67338. this._stopped = true;
  67339. };
  67340. /**
  67341. * Remove all active particles
  67342. */
  67343. GPUParticleSystem.prototype.reset = function () {
  67344. this._releaseBuffers();
  67345. this._releaseVAOs();
  67346. this._currentActiveCount = 0;
  67347. this._targetIndex = 0;
  67348. };
  67349. /**
  67350. * Returns the string "GPUParticleSystem"
  67351. * @returns a string containing the class name
  67352. */
  67353. GPUParticleSystem.prototype.getClassName = function () {
  67354. return "GPUParticleSystem";
  67355. };
  67356. GPUParticleSystem.prototype._removeGradientAndTexture = function (gradient, gradients, texture) {
  67357. _super.prototype._removeGradientAndTexture.call(this, gradient, gradients, texture);
  67358. this._releaseBuffers();
  67359. return this;
  67360. };
  67361. /**
  67362. * Adds a new color gradient
  67363. * @param gradient defines the gradient to use (between 0 and 1)
  67364. * @param color1 defines the color to affect to the specified gradient
  67365. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  67366. * @returns the current particle system
  67367. */
  67368. GPUParticleSystem.prototype.addColorGradient = function (gradient, color1, color2) {
  67369. if (!this._colorGradients) {
  67370. this._colorGradients = [];
  67371. }
  67372. var colorGradient = new BABYLON.ColorGradient();
  67373. colorGradient.gradient = gradient;
  67374. colorGradient.color1 = color1;
  67375. this._colorGradients.push(colorGradient);
  67376. this._colorGradients.sort(function (a, b) {
  67377. if (a.gradient < b.gradient) {
  67378. return -1;
  67379. }
  67380. else if (a.gradient > b.gradient) {
  67381. return 1;
  67382. }
  67383. return 0;
  67384. });
  67385. if (this._colorGradientsTexture) {
  67386. this._colorGradientsTexture.dispose();
  67387. this._colorGradientsTexture = null;
  67388. }
  67389. this._releaseBuffers();
  67390. return this;
  67391. };
  67392. /**
  67393. * Remove a specific color gradient
  67394. * @param gradient defines the gradient to remove
  67395. * @returns the current particle system
  67396. */
  67397. GPUParticleSystem.prototype.removeColorGradient = function (gradient) {
  67398. this._removeGradientAndTexture(gradient, this._colorGradients, this._colorGradientsTexture);
  67399. this._colorGradientsTexture = null;
  67400. return this;
  67401. };
  67402. GPUParticleSystem.prototype._addFactorGradient = function (factorGradients, gradient, factor) {
  67403. var valueGradient = new BABYLON.FactorGradient();
  67404. valueGradient.gradient = gradient;
  67405. valueGradient.factor1 = factor;
  67406. factorGradients.push(valueGradient);
  67407. factorGradients.sort(function (a, b) {
  67408. if (a.gradient < b.gradient) {
  67409. return -1;
  67410. }
  67411. else if (a.gradient > b.gradient) {
  67412. return 1;
  67413. }
  67414. return 0;
  67415. });
  67416. this._releaseBuffers();
  67417. };
  67418. /**
  67419. * Adds a new size gradient
  67420. * @param gradient defines the gradient to use (between 0 and 1)
  67421. * @param factor defines the size factor to affect to the specified gradient
  67422. * @returns the current particle system
  67423. */
  67424. GPUParticleSystem.prototype.addSizeGradient = function (gradient, factor) {
  67425. if (!this._sizeGradients) {
  67426. this._sizeGradients = [];
  67427. }
  67428. this._addFactorGradient(this._sizeGradients, gradient, factor);
  67429. if (this._sizeGradientsTexture) {
  67430. this._sizeGradientsTexture.dispose();
  67431. this._sizeGradientsTexture = null;
  67432. }
  67433. this._releaseBuffers();
  67434. return this;
  67435. };
  67436. /**
  67437. * Remove a specific size gradient
  67438. * @param gradient defines the gradient to remove
  67439. * @returns the current particle system
  67440. */
  67441. GPUParticleSystem.prototype.removeSizeGradient = function (gradient) {
  67442. this._removeGradientAndTexture(gradient, this._sizeGradients, this._sizeGradientsTexture);
  67443. this._sizeGradientsTexture = null;
  67444. return this;
  67445. };
  67446. /**
  67447. * Adds a new angular speed gradient
  67448. * @param gradient defines the gradient to use (between 0 and 1)
  67449. * @param factor defines the angular speed to affect to the specified gradient
  67450. * @returns the current particle system
  67451. */
  67452. GPUParticleSystem.prototype.addAngularSpeedGradient = function (gradient, factor) {
  67453. if (!this._angularSpeedGradients) {
  67454. this._angularSpeedGradients = [];
  67455. }
  67456. this._addFactorGradient(this._angularSpeedGradients, gradient, factor);
  67457. if (this._angularSpeedGradientsTexture) {
  67458. this._angularSpeedGradientsTexture.dispose();
  67459. this._angularSpeedGradientsTexture = null;
  67460. }
  67461. this._releaseBuffers();
  67462. return this;
  67463. };
  67464. /**
  67465. * Remove a specific angular speed gradient
  67466. * @param gradient defines the gradient to remove
  67467. * @returns the current particle system
  67468. */
  67469. GPUParticleSystem.prototype.removeAngularSpeedGradient = function (gradient) {
  67470. this._removeGradientAndTexture(gradient, this._angularSpeedGradients, this._angularSpeedGradientsTexture);
  67471. this._angularSpeedGradientsTexture = null;
  67472. return this;
  67473. };
  67474. /**
  67475. * Adds a new velocity gradient
  67476. * @param gradient defines the gradient to use (between 0 and 1)
  67477. * @param factor defines the velocity to affect to the specified gradient
  67478. * @returns the current particle system
  67479. */
  67480. GPUParticleSystem.prototype.addVelocityGradient = function (gradient, factor) {
  67481. if (!this._velocityGradients) {
  67482. this._velocityGradients = [];
  67483. }
  67484. this._addFactorGradient(this._velocityGradients, gradient, factor);
  67485. if (this._velocityGradientsTexture) {
  67486. this._velocityGradientsTexture.dispose();
  67487. this._velocityGradientsTexture = null;
  67488. }
  67489. this._releaseBuffers();
  67490. return this;
  67491. };
  67492. /**
  67493. * Remove a specific velocity gradient
  67494. * @param gradient defines the gradient to remove
  67495. * @returns the current particle system
  67496. */
  67497. GPUParticleSystem.prototype.removeVelocityGradient = function (gradient) {
  67498. this._removeGradientAndTexture(gradient, this._velocityGradients, this._velocityGradientsTexture);
  67499. this._velocityGradientsTexture = null;
  67500. return this;
  67501. };
  67502. /**
  67503. * Adds a new limit velocity gradient
  67504. * @param gradient defines the gradient to use (between 0 and 1)
  67505. * @param factor defines the limit velocity value to affect to the specified gradient
  67506. * @returns the current particle system
  67507. */
  67508. GPUParticleSystem.prototype.addLimitVelocityGradient = function (gradient, factor) {
  67509. if (!this._limitVelocityGradients) {
  67510. this._limitVelocityGradients = [];
  67511. }
  67512. this._addFactorGradient(this._limitVelocityGradients, gradient, factor);
  67513. if (this._limitVelocityGradientsTexture) {
  67514. this._limitVelocityGradientsTexture.dispose();
  67515. this._limitVelocityGradientsTexture = null;
  67516. }
  67517. this._releaseBuffers();
  67518. return this;
  67519. };
  67520. /**
  67521. * Remove a specific limit velocity gradient
  67522. * @param gradient defines the gradient to remove
  67523. * @returns the current particle system
  67524. */
  67525. GPUParticleSystem.prototype.removeLimitVelocityGradient = function (gradient) {
  67526. this._removeGradientAndTexture(gradient, this._limitVelocityGradients, this._limitVelocityGradientsTexture);
  67527. this._limitVelocityGradientsTexture = null;
  67528. return this;
  67529. };
  67530. /**
  67531. * Adds a new drag gradient
  67532. * @param gradient defines the gradient to use (between 0 and 1)
  67533. * @param factor defines the drag value to affect to the specified gradient
  67534. * @returns the current particle system
  67535. */
  67536. GPUParticleSystem.prototype.addDragGradient = function (gradient, factor) {
  67537. if (!this._dragGradients) {
  67538. this._dragGradients = [];
  67539. }
  67540. this._addFactorGradient(this._dragGradients, gradient, factor);
  67541. if (this._dragGradientsTexture) {
  67542. this._dragGradientsTexture.dispose();
  67543. this._dragGradientsTexture = null;
  67544. }
  67545. this._releaseBuffers();
  67546. return this;
  67547. };
  67548. /**
  67549. * Remove a specific drag gradient
  67550. * @param gradient defines the gradient to remove
  67551. * @returns the current particle system
  67552. */
  67553. GPUParticleSystem.prototype.removeDragGradient = function (gradient) {
  67554. this._removeGradientAndTexture(gradient, this._dragGradients, this._dragGradientsTexture);
  67555. this._dragGradientsTexture = null;
  67556. return this;
  67557. };
  67558. /**
  67559. * Not supported by GPUParticleSystem
  67560. * @param gradient defines the gradient to use (between 0 and 1)
  67561. * @param factor defines the emit rate value to affect to the specified gradient
  67562. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67563. * @returns the current particle system
  67564. */
  67565. GPUParticleSystem.prototype.addEmitRateGradient = function (gradient, factor, factor2) {
  67566. // Do nothing as emit rate is not supported by GPUParticleSystem
  67567. return this;
  67568. };
  67569. /**
  67570. * Not supported by GPUParticleSystem
  67571. * @param gradient defines the gradient to remove
  67572. * @returns the current particle system
  67573. */
  67574. GPUParticleSystem.prototype.removeEmitRateGradient = function (gradient) {
  67575. // Do nothing as emit rate is not supported by GPUParticleSystem
  67576. return this;
  67577. };
  67578. /**
  67579. * Not supported by GPUParticleSystem
  67580. * @param gradient defines the gradient to use (between 0 and 1)
  67581. * @param factor defines the start size value to affect to the specified gradient
  67582. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67583. * @returns the current particle system
  67584. */
  67585. GPUParticleSystem.prototype.addStartSizeGradient = function (gradient, factor, factor2) {
  67586. // Do nothing as start size is not supported by GPUParticleSystem
  67587. return this;
  67588. };
  67589. /**
  67590. * Not supported by GPUParticleSystem
  67591. * @param gradient defines the gradient to remove
  67592. * @returns the current particle system
  67593. */
  67594. GPUParticleSystem.prototype.removeStartSizeGradient = function (gradient) {
  67595. // Do nothing as start size is not supported by GPUParticleSystem
  67596. return this;
  67597. };
  67598. /**
  67599. * Not supported by GPUParticleSystem
  67600. * @param gradient defines the gradient to use (between 0 and 1)
  67601. * @param min defines the color remap minimal range
  67602. * @param max defines the color remap maximal range
  67603. * @returns the current particle system
  67604. */
  67605. GPUParticleSystem.prototype.addColorRemapGradient = function (gradient, min, max) {
  67606. // Do nothing as start size is not supported by GPUParticleSystem
  67607. return this;
  67608. };
  67609. /**
  67610. * Not supported by GPUParticleSystem
  67611. * @param gradient defines the gradient to remove
  67612. * @returns the current particle system
  67613. */
  67614. GPUParticleSystem.prototype.removeColorRemapGradient = function (gradient) {
  67615. // Do nothing as start size is not supported by GPUParticleSystem
  67616. return this;
  67617. };
  67618. /**
  67619. * Not supported by GPUParticleSystem
  67620. * @param gradient defines the gradient to use (between 0 and 1)
  67621. * @param min defines the alpha remap minimal range
  67622. * @param max defines the alpha remap maximal range
  67623. * @returns the current particle system
  67624. */
  67625. GPUParticleSystem.prototype.addAlphaRemapGradient = function (gradient, min, max) {
  67626. // Do nothing as start size is not supported by GPUParticleSystem
  67627. return this;
  67628. };
  67629. /**
  67630. * Not supported by GPUParticleSystem
  67631. * @param gradient defines the gradient to remove
  67632. * @returns the current particle system
  67633. */
  67634. GPUParticleSystem.prototype.removeAlphaRemapGradient = function (gradient) {
  67635. // Do nothing as start size is not supported by GPUParticleSystem
  67636. return this;
  67637. };
  67638. /**
  67639. * Not supported by GPUParticleSystem
  67640. * @param gradient defines the gradient to use (between 0 and 1)
  67641. * @param color defines the color to affect to the specified gradient
  67642. * @returns the current particle system
  67643. */
  67644. GPUParticleSystem.prototype.addRampGradient = function (gradient, color) {
  67645. //Not supported by GPUParticleSystem
  67646. return this;
  67647. };
  67648. /**
  67649. * Not supported by GPUParticleSystem
  67650. * @param gradient defines the gradient to remove
  67651. * @returns the current particle system
  67652. */
  67653. GPUParticleSystem.prototype.removeRampGradient = function (gradient) {
  67654. //Not supported by GPUParticleSystem
  67655. return this;
  67656. };
  67657. /**
  67658. * Not supported by GPUParticleSystem
  67659. * @returns the list of ramp gradients
  67660. */
  67661. GPUParticleSystem.prototype.getRampGradients = function () {
  67662. return null;
  67663. };
  67664. Object.defineProperty(GPUParticleSystem.prototype, "useRampGradients", {
  67665. /**
  67666. * Not supported by GPUParticleSystem
  67667. * Gets or sets a boolean indicating that ramp gradients must be used
  67668. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  67669. */
  67670. get: function () {
  67671. //Not supported by GPUParticleSystem
  67672. return false;
  67673. },
  67674. set: function (value) {
  67675. //Not supported by GPUParticleSystem
  67676. },
  67677. enumerable: true,
  67678. configurable: true
  67679. });
  67680. /**
  67681. * Not supported by GPUParticleSystem
  67682. * @param gradient defines the gradient to use (between 0 and 1)
  67683. * @param factor defines the life time factor to affect to the specified gradient
  67684. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  67685. * @returns the current particle system
  67686. */
  67687. GPUParticleSystem.prototype.addLifeTimeGradient = function (gradient, factor, factor2) {
  67688. //Not supported by GPUParticleSystem
  67689. return this;
  67690. };
  67691. /**
  67692. * Not supported by GPUParticleSystem
  67693. * @param gradient defines the gradient to remove
  67694. * @returns the current particle system
  67695. */
  67696. GPUParticleSystem.prototype.removeLifeTimeGradient = function (gradient) {
  67697. //Not supported by GPUParticleSystem
  67698. return this;
  67699. };
  67700. GPUParticleSystem.prototype._reset = function () {
  67701. this._releaseBuffers();
  67702. };
  67703. GPUParticleSystem.prototype._createUpdateVAO = function (source) {
  67704. var updateVertexBuffers = {};
  67705. updateVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3);
  67706. updateVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1);
  67707. updateVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1);
  67708. updateVertexBuffers["seed"] = source.createVertexBuffer("seed", 5, 4);
  67709. updateVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3);
  67710. var offset = 12;
  67711. if (!this._colorGradientsTexture) {
  67712. updateVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4);
  67713. offset += 4;
  67714. }
  67715. updateVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3);
  67716. offset += 3;
  67717. if (!this._isBillboardBased) {
  67718. updateVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3);
  67719. offset += 3;
  67720. }
  67721. if (this._angularSpeedGradientsTexture) {
  67722. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1);
  67723. offset += 1;
  67724. }
  67725. else {
  67726. updateVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 2);
  67727. offset += 2;
  67728. }
  67729. if (this._isAnimationSheetEnabled) {
  67730. updateVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1);
  67731. offset += 1;
  67732. if (this.spriteRandomStartCell) {
  67733. updateVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1);
  67734. offset += 1;
  67735. }
  67736. }
  67737. if (this.noiseTexture) {
  67738. updateVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3);
  67739. offset += 3;
  67740. updateVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3);
  67741. offset += 3;
  67742. }
  67743. var vao = this._engine.recordVertexArrayObject(updateVertexBuffers, null, this._updateEffect);
  67744. this._engine.bindArrayBuffer(null);
  67745. return vao;
  67746. };
  67747. GPUParticleSystem.prototype._createRenderVAO = function (source, spriteSource) {
  67748. var renderVertexBuffers = {};
  67749. renderVertexBuffers["position"] = source.createVertexBuffer("position", 0, 3, this._attributesStrideSize, true);
  67750. renderVertexBuffers["age"] = source.createVertexBuffer("age", 3, 1, this._attributesStrideSize, true);
  67751. renderVertexBuffers["life"] = source.createVertexBuffer("life", 4, 1, this._attributesStrideSize, true);
  67752. renderVertexBuffers["size"] = source.createVertexBuffer("size", 9, 3, this._attributesStrideSize, true);
  67753. var offset = 12;
  67754. if (!this._colorGradientsTexture) {
  67755. renderVertexBuffers["color"] = source.createVertexBuffer("color", offset, 4, this._attributesStrideSize, true);
  67756. offset += 4;
  67757. }
  67758. if (this.billboardMode === BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED) {
  67759. renderVertexBuffers["direction"] = source.createVertexBuffer("direction", offset, 3, this._attributesStrideSize, true);
  67760. }
  67761. offset += 3; // Direction
  67762. if (!this._isBillboardBased) {
  67763. renderVertexBuffers["initialDirection"] = source.createVertexBuffer("initialDirection", offset, 3, this._attributesStrideSize, true);
  67764. offset += 3;
  67765. }
  67766. renderVertexBuffers["angle"] = source.createVertexBuffer("angle", offset, 1, this._attributesStrideSize, true);
  67767. if (this._angularSpeedGradientsTexture) {
  67768. offset++;
  67769. }
  67770. else {
  67771. offset += 2;
  67772. }
  67773. if (this._isAnimationSheetEnabled) {
  67774. renderVertexBuffers["cellIndex"] = source.createVertexBuffer("cellIndex", offset, 1, this._attributesStrideSize, true);
  67775. offset += 1;
  67776. if (this.spriteRandomStartCell) {
  67777. renderVertexBuffers["cellStartOffset"] = source.createVertexBuffer("cellStartOffset", offset, 1, this._attributesStrideSize, true);
  67778. offset += 1;
  67779. }
  67780. }
  67781. if (this.noiseTexture) {
  67782. renderVertexBuffers["noiseCoordinates1"] = source.createVertexBuffer("noiseCoordinates1", offset, 3, this._attributesStrideSize, true);
  67783. offset += 3;
  67784. renderVertexBuffers["noiseCoordinates2"] = source.createVertexBuffer("noiseCoordinates2", offset, 3, this._attributesStrideSize, true);
  67785. offset += 3;
  67786. }
  67787. renderVertexBuffers["offset"] = spriteSource.createVertexBuffer("offset", 0, 2);
  67788. renderVertexBuffers["uv"] = spriteSource.createVertexBuffer("uv", 2, 2);
  67789. var vao = this._engine.recordVertexArrayObject(renderVertexBuffers, null, this._renderEffect);
  67790. this._engine.bindArrayBuffer(null);
  67791. return vao;
  67792. };
  67793. GPUParticleSystem.prototype._initialize = function (force) {
  67794. if (force === void 0) { force = false; }
  67795. if (this._buffer0 && !force) {
  67796. return;
  67797. }
  67798. var engine = this._scene.getEngine();
  67799. var data = new Array();
  67800. this._attributesStrideSize = 21;
  67801. this._targetIndex = 0;
  67802. if (!this.isBillboardBased) {
  67803. this._attributesStrideSize += 3;
  67804. }
  67805. if (this._colorGradientsTexture) {
  67806. this._attributesStrideSize -= 4;
  67807. }
  67808. if (this._angularSpeedGradientsTexture) {
  67809. this._attributesStrideSize -= 1;
  67810. }
  67811. if (this._isAnimationSheetEnabled) {
  67812. this._attributesStrideSize += 1;
  67813. if (this.spriteRandomStartCell) {
  67814. this._attributesStrideSize += 1;
  67815. }
  67816. }
  67817. if (this.noiseTexture) {
  67818. this._attributesStrideSize += 6;
  67819. }
  67820. for (var particleIndex = 0; particleIndex < this._capacity; particleIndex++) {
  67821. // position
  67822. data.push(0.0);
  67823. data.push(0.0);
  67824. data.push(0.0);
  67825. // Age and life
  67826. data.push(0.0); // create the particle as a dead one to create a new one at start
  67827. data.push(0.0);
  67828. // Seed
  67829. data.push(Math.random());
  67830. data.push(Math.random());
  67831. data.push(Math.random());
  67832. data.push(Math.random());
  67833. // Size
  67834. data.push(0.0);
  67835. data.push(0.0);
  67836. data.push(0.0);
  67837. if (!this._colorGradientsTexture) {
  67838. // color
  67839. data.push(0.0);
  67840. data.push(0.0);
  67841. data.push(0.0);
  67842. data.push(0.0);
  67843. }
  67844. // direction
  67845. data.push(0.0);
  67846. data.push(0.0);
  67847. data.push(0.0);
  67848. if (!this.isBillboardBased) {
  67849. // initialDirection
  67850. data.push(0.0);
  67851. data.push(0.0);
  67852. data.push(0.0);
  67853. }
  67854. // angle
  67855. data.push(0.0);
  67856. if (!this._angularSpeedGradientsTexture) {
  67857. data.push(0.0);
  67858. }
  67859. if (this._isAnimationSheetEnabled) {
  67860. data.push(0.0);
  67861. if (this.spriteRandomStartCell) {
  67862. data.push(0.0);
  67863. }
  67864. }
  67865. if (this.noiseTexture) { // Random coordinates for reading into noise texture
  67866. data.push(Math.random());
  67867. data.push(Math.random());
  67868. data.push(Math.random());
  67869. data.push(Math.random());
  67870. data.push(Math.random());
  67871. data.push(Math.random());
  67872. }
  67873. }
  67874. // Sprite data
  67875. var spriteData = new Float32Array([0.5, 0.5, 1, 1,
  67876. -0.5, 0.5, 0, 1,
  67877. -0.5, -0.5, 0, 0,
  67878. 0.5, -0.5, 1, 0]);
  67879. // Buffers
  67880. this._buffer0 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67881. this._buffer1 = new BABYLON.Buffer(engine, data, false, this._attributesStrideSize);
  67882. this._spriteBuffer = new BABYLON.Buffer(engine, spriteData, false, 4);
  67883. // Update VAO
  67884. this._updateVAO = [];
  67885. this._updateVAO.push(this._createUpdateVAO(this._buffer0));
  67886. this._updateVAO.push(this._createUpdateVAO(this._buffer1));
  67887. // Render VAO
  67888. this._renderVAO = [];
  67889. this._renderVAO.push(this._createRenderVAO(this._buffer1, this._spriteBuffer));
  67890. this._renderVAO.push(this._createRenderVAO(this._buffer0, this._spriteBuffer));
  67891. // Links
  67892. this._sourceBuffer = this._buffer0;
  67893. this._targetBuffer = this._buffer1;
  67894. };
  67895. /** @hidden */
  67896. GPUParticleSystem.prototype._recreateUpdateEffect = function () {
  67897. var defines = this.particleEmitterType ? this.particleEmitterType.getEffectDefines() : "";
  67898. if (this._isBillboardBased) {
  67899. defines += "\n#define BILLBOARD";
  67900. }
  67901. if (this._colorGradientsTexture) {
  67902. defines += "\n#define COLORGRADIENTS";
  67903. }
  67904. if (this._sizeGradientsTexture) {
  67905. defines += "\n#define SIZEGRADIENTS";
  67906. }
  67907. if (this._angularSpeedGradientsTexture) {
  67908. defines += "\n#define ANGULARSPEEDGRADIENTS";
  67909. }
  67910. if (this._velocityGradientsTexture) {
  67911. defines += "\n#define VELOCITYGRADIENTS";
  67912. }
  67913. if (this._limitVelocityGradientsTexture) {
  67914. defines += "\n#define LIMITVELOCITYGRADIENTS";
  67915. }
  67916. if (this._dragGradientsTexture) {
  67917. defines += "\n#define DRAGGRADIENTS";
  67918. }
  67919. if (this.isAnimationSheetEnabled) {
  67920. defines += "\n#define ANIMATESHEET";
  67921. if (this.spriteRandomStartCell) {
  67922. defines += "\n#define ANIMATESHEETRANDOMSTART";
  67923. }
  67924. }
  67925. if (this.noiseTexture) {
  67926. defines += "\n#define NOISE";
  67927. }
  67928. if (this._updateEffect && this._updateEffectOptions.defines === defines) {
  67929. return;
  67930. }
  67931. this._updateEffectOptions.transformFeedbackVaryings = ["outPosition", "outAge", "outLife", "outSeed", "outSize"];
  67932. if (!this._colorGradientsTexture) {
  67933. this._updateEffectOptions.transformFeedbackVaryings.push("outColor");
  67934. }
  67935. this._updateEffectOptions.transformFeedbackVaryings.push("outDirection");
  67936. if (!this._isBillboardBased) {
  67937. this._updateEffectOptions.transformFeedbackVaryings.push("outInitialDirection");
  67938. }
  67939. this._updateEffectOptions.transformFeedbackVaryings.push("outAngle");
  67940. if (this.isAnimationSheetEnabled) {
  67941. this._updateEffectOptions.transformFeedbackVaryings.push("outCellIndex");
  67942. if (this.spriteRandomStartCell) {
  67943. this._updateEffectOptions.transformFeedbackVaryings.push("outCellStartOffset");
  67944. }
  67945. }
  67946. if (this.noiseTexture) {
  67947. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates1");
  67948. this._updateEffectOptions.transformFeedbackVaryings.push("outNoiseCoordinates2");
  67949. }
  67950. this._updateEffectOptions.defines = defines;
  67951. this._updateEffect = new BABYLON.Effect("gpuUpdateParticles", this._updateEffectOptions, this._scene.getEngine());
  67952. };
  67953. /** @hidden */
  67954. GPUParticleSystem.prototype._recreateRenderEffect = function () {
  67955. var defines = "";
  67956. if (this._scene.clipPlane) {
  67957. defines = "\n#define CLIPPLANE";
  67958. }
  67959. if (this._scene.clipPlane2) {
  67960. defines = "\n#define CLIPPLANE2";
  67961. }
  67962. if (this._scene.clipPlane3) {
  67963. defines = "\n#define CLIPPLANE3";
  67964. }
  67965. if (this._scene.clipPlane4) {
  67966. defines = "\n#define CLIPPLANE4";
  67967. }
  67968. if (this.blendMode === BABYLON.ParticleSystem.BLENDMODE_MULTIPLY) {
  67969. defines = "\n#define BLENDMULTIPLYMODE";
  67970. }
  67971. if (this._isBillboardBased) {
  67972. defines += "\n#define BILLBOARD";
  67973. switch (this.billboardMode) {
  67974. case BABYLON.ParticleSystem.BILLBOARDMODE_Y:
  67975. defines += "\n#define BILLBOARDY";
  67976. break;
  67977. case BABYLON.ParticleSystem.BILLBOARDMODE_STRETCHED:
  67978. defines += "\n#define BILLBOARDSTRETCHED";
  67979. break;
  67980. case BABYLON.ParticleSystem.BILLBOARDMODE_ALL:
  67981. default:
  67982. break;
  67983. }
  67984. }
  67985. if (this._colorGradientsTexture) {
  67986. defines += "\n#define COLORGRADIENTS";
  67987. }
  67988. if (this.isAnimationSheetEnabled) {
  67989. defines += "\n#define ANIMATESHEET";
  67990. }
  67991. if (this._imageProcessingConfiguration) {
  67992. this._imageProcessingConfiguration.prepareDefines(this._imageProcessingConfigurationDefines);
  67993. defines += "\n" + this._imageProcessingConfigurationDefines.toString();
  67994. }
  67995. if (this._renderEffect && this._renderEffect.defines === defines) {
  67996. return;
  67997. }
  67998. var uniforms = ["view", "projection", "colorDead", "invView", "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "sheetInfos", "translationPivot", "eyePosition"];
  67999. var samplers = ["textureSampler", "colorGradientSampler"];
  68000. if (BABYLON.ImageProcessingConfiguration) {
  68001. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._imageProcessingConfigurationDefines);
  68002. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._imageProcessingConfigurationDefines);
  68003. }
  68004. this._renderEffect = new BABYLON.Effect("gpuRenderParticles", ["position", "age", "life", "size", "color", "offset", "uv", "direction", "initialDirection", "angle", "cellIndex"], uniforms, samplers, this._scene.getEngine(), defines);
  68005. };
  68006. /**
  68007. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  68008. * @param preWarm defines if we are in the pre-warmimg phase
  68009. */
  68010. GPUParticleSystem.prototype.animate = function (preWarm) {
  68011. if (preWarm === void 0) { preWarm = false; }
  68012. this._timeDelta = this.updateSpeed * (preWarm ? this.preWarmStepOffset : this._scene.getAnimationRatio());
  68013. this._actualFrame += this._timeDelta;
  68014. if (!this._stopped) {
  68015. if (this.targetStopDuration && this._actualFrame >= this.targetStopDuration) {
  68016. this.stop();
  68017. }
  68018. }
  68019. };
  68020. GPUParticleSystem.prototype._createFactorGradientTexture = function (factorGradients, textureName) {
  68021. var texture = this[textureName];
  68022. if (!factorGradients || !factorGradients.length || texture) {
  68023. return;
  68024. }
  68025. var data = new Float32Array(this._rawTextureWidth);
  68026. for (var x = 0; x < this._rawTextureWidth; x++) {
  68027. var ratio = x / this._rawTextureWidth;
  68028. BABYLON.Tools.GetCurrentGradient(ratio, factorGradients, function (currentGradient, nextGradient, scale) {
  68029. data[x] = BABYLON.Scalar.Lerp(currentGradient.factor1, nextGradient.factor1, scale);
  68030. });
  68031. }
  68032. this[textureName] = BABYLON.RawTexture.CreateRTexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68033. };
  68034. GPUParticleSystem.prototype._createSizeGradientTexture = function () {
  68035. this._createFactorGradientTexture(this._sizeGradients, "_sizeGradientsTexture");
  68036. };
  68037. GPUParticleSystem.prototype._createAngularSpeedGradientTexture = function () {
  68038. this._createFactorGradientTexture(this._angularSpeedGradients, "_angularSpeedGradientsTexture");
  68039. };
  68040. GPUParticleSystem.prototype._createVelocityGradientTexture = function () {
  68041. this._createFactorGradientTexture(this._velocityGradients, "_velocityGradientsTexture");
  68042. };
  68043. GPUParticleSystem.prototype._createLimitVelocityGradientTexture = function () {
  68044. this._createFactorGradientTexture(this._limitVelocityGradients, "_limitVelocityGradientsTexture");
  68045. };
  68046. GPUParticleSystem.prototype._createDragGradientTexture = function () {
  68047. this._createFactorGradientTexture(this._dragGradients, "_dragGradientsTexture");
  68048. };
  68049. GPUParticleSystem.prototype._createColorGradientTexture = function () {
  68050. if (!this._colorGradients || !this._colorGradients.length || this._colorGradientsTexture) {
  68051. return;
  68052. }
  68053. var data = new Uint8Array(this._rawTextureWidth * 4);
  68054. var tmpColor = BABYLON.Tmp.Color4[0];
  68055. for (var x = 0; x < this._rawTextureWidth; x++) {
  68056. var ratio = x / this._rawTextureWidth;
  68057. BABYLON.Tools.GetCurrentGradient(ratio, this._colorGradients, function (currentGradient, nextGradient, scale) {
  68058. BABYLON.Color4.LerpToRef(currentGradient.color1, nextGradient.color1, scale, tmpColor);
  68059. data[x * 4] = tmpColor.r * 255;
  68060. data[x * 4 + 1] = tmpColor.g * 255;
  68061. data[x * 4 + 2] = tmpColor.b * 255;
  68062. data[x * 4 + 3] = tmpColor.a * 255;
  68063. });
  68064. }
  68065. this._colorGradientsTexture = BABYLON.RawTexture.CreateRGBATexture(data, this._rawTextureWidth, 1, this._scene, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE);
  68066. };
  68067. /**
  68068. * Renders the particle system in its current state
  68069. * @param preWarm defines if the system should only update the particles but not render them
  68070. * @returns the current number of particles
  68071. */
  68072. GPUParticleSystem.prototype.render = function (preWarm) {
  68073. if (preWarm === void 0) { preWarm = false; }
  68074. if (!this._started) {
  68075. return 0;
  68076. }
  68077. this._createColorGradientTexture();
  68078. this._createSizeGradientTexture();
  68079. this._createAngularSpeedGradientTexture();
  68080. this._createVelocityGradientTexture();
  68081. this._createLimitVelocityGradientTexture();
  68082. this._createDragGradientTexture();
  68083. this._recreateUpdateEffect();
  68084. this._recreateRenderEffect();
  68085. if (!this.isReady()) {
  68086. return 0;
  68087. }
  68088. if (!preWarm) {
  68089. if (!this._preWarmDone && this.preWarmCycles) {
  68090. for (var index = 0; index < this.preWarmCycles; index++) {
  68091. this.animate(true);
  68092. this.render(true);
  68093. }
  68094. this._preWarmDone = true;
  68095. }
  68096. if (this._currentRenderId === this._scene.getFrameId()) {
  68097. return 0;
  68098. }
  68099. this._currentRenderId = this._scene.getFrameId();
  68100. }
  68101. // Get everything ready to render
  68102. this._initialize();
  68103. this._accumulatedCount += this.emitRate * this._timeDelta;
  68104. if (this._accumulatedCount > 1) {
  68105. var intPart = this._accumulatedCount | 0;
  68106. this._accumulatedCount -= intPart;
  68107. this._currentActiveCount = Math.min(this._activeCount, this._currentActiveCount + intPart);
  68108. }
  68109. if (!this._currentActiveCount) {
  68110. return 0;
  68111. }
  68112. // Enable update effect
  68113. this._engine.enableEffect(this._updateEffect);
  68114. this._engine.setState(false);
  68115. this._updateEffect.setFloat("currentCount", this._currentActiveCount);
  68116. this._updateEffect.setFloat("timeDelta", this._timeDelta);
  68117. this._updateEffect.setFloat("stopFactor", this._stopped ? 0 : 1);
  68118. this._updateEffect.setTexture("randomSampler", this._randomTexture);
  68119. this._updateEffect.setTexture("randomSampler2", this._randomTexture2);
  68120. this._updateEffect.setFloat2("lifeTime", this.minLifeTime, this.maxLifeTime);
  68121. this._updateEffect.setFloat2("emitPower", this.minEmitPower, this.maxEmitPower);
  68122. if (!this._colorGradientsTexture) {
  68123. this._updateEffect.setDirectColor4("color1", this.color1);
  68124. this._updateEffect.setDirectColor4("color2", this.color2);
  68125. }
  68126. this._updateEffect.setFloat2("sizeRange", this.minSize, this.maxSize);
  68127. this._updateEffect.setFloat4("scaleRange", this.minScaleX, this.maxScaleX, this.minScaleY, this.maxScaleY);
  68128. this._updateEffect.setFloat4("angleRange", this.minAngularSpeed, this.maxAngularSpeed, this.minInitialRotation, this.maxInitialRotation);
  68129. this._updateEffect.setVector3("gravity", this.gravity);
  68130. if (this._sizeGradientsTexture) {
  68131. this._updateEffect.setTexture("sizeGradientSampler", this._sizeGradientsTexture);
  68132. }
  68133. if (this._angularSpeedGradientsTexture) {
  68134. this._updateEffect.setTexture("angularSpeedGradientSampler", this._angularSpeedGradientsTexture);
  68135. }
  68136. if (this._velocityGradientsTexture) {
  68137. this._updateEffect.setTexture("velocityGradientSampler", this._velocityGradientsTexture);
  68138. }
  68139. if (this._limitVelocityGradientsTexture) {
  68140. this._updateEffect.setTexture("limitVelocityGradientSampler", this._limitVelocityGradientsTexture);
  68141. this._updateEffect.setFloat("limitVelocityDamping", this.limitVelocityDamping);
  68142. }
  68143. if (this._dragGradientsTexture) {
  68144. this._updateEffect.setTexture("dragGradientSampler", this._dragGradientsTexture);
  68145. }
  68146. if (this.particleEmitterType) {
  68147. this.particleEmitterType.applyToShader(this._updateEffect);
  68148. }
  68149. if (this._isAnimationSheetEnabled) {
  68150. this._updateEffect.setFloat3("cellInfos", this.startSpriteCellID, this.endSpriteCellID, this.spriteCellChangeSpeed);
  68151. }
  68152. if (this.noiseTexture) {
  68153. this._updateEffect.setTexture("noiseSampler", this.noiseTexture);
  68154. this._updateEffect.setVector3("noiseStrength", this.noiseStrength);
  68155. }
  68156. var emitterWM;
  68157. if (this.emitter.position) {
  68158. var emitterMesh = this.emitter;
  68159. emitterWM = emitterMesh.getWorldMatrix();
  68160. }
  68161. else {
  68162. var emitterPosition = this.emitter;
  68163. emitterWM = BABYLON.Matrix.Translation(emitterPosition.x, emitterPosition.y, emitterPosition.z);
  68164. }
  68165. this._updateEffect.setMatrix("emitterWM", emitterWM);
  68166. // Bind source VAO
  68167. this._engine.bindVertexArrayObject(this._updateVAO[this._targetIndex], null);
  68168. // Update
  68169. this._engine.bindTransformFeedbackBuffer(this._targetBuffer.getBuffer());
  68170. this._engine.setRasterizerState(false);
  68171. this._engine.beginTransformFeedback(true);
  68172. this._engine.drawArraysType(BABYLON.Material.PointListDrawMode, 0, this._currentActiveCount);
  68173. this._engine.endTransformFeedback();
  68174. this._engine.setRasterizerState(true);
  68175. this._engine.bindTransformFeedbackBuffer(null);
  68176. if (!preWarm) {
  68177. // Enable render effect
  68178. this._engine.enableEffect(this._renderEffect);
  68179. var viewMatrix = this._scene.getViewMatrix();
  68180. this._renderEffect.setMatrix("view", viewMatrix);
  68181. this._renderEffect.setMatrix("projection", this._scene.getProjectionMatrix());
  68182. this._renderEffect.setTexture("textureSampler", this.particleTexture);
  68183. this._renderEffect.setVector2("translationPivot", this.translationPivot);
  68184. if (this._colorGradientsTexture) {
  68185. this._renderEffect.setTexture("colorGradientSampler", this._colorGradientsTexture);
  68186. }
  68187. else {
  68188. this._renderEffect.setDirectColor4("colorDead", this.colorDead);
  68189. }
  68190. if (this._isAnimationSheetEnabled && this.particleTexture) {
  68191. var baseSize = this.particleTexture.getBaseSize();
  68192. this._renderEffect.setFloat3("sheetInfos", this.spriteCellWidth / baseSize.width, this.spriteCellHeight / baseSize.height, baseSize.width / this.spriteCellWidth);
  68193. }
  68194. if (this._isBillboardBased) {
  68195. var camera = this._scene.activeCamera;
  68196. this._renderEffect.setVector3("eyePosition", camera.globalPosition);
  68197. }
  68198. if (this._scene.clipPlane || this._scene.clipPlane2 || this._scene.clipPlane3 || this._scene.clipPlane4) {
  68199. var invView = viewMatrix.clone();
  68200. invView.invert();
  68201. this._renderEffect.setMatrix("invView", invView);
  68202. BABYLON.MaterialHelper.BindClipPlane(this._renderEffect, this._scene);
  68203. }
  68204. // image processing
  68205. if (this._imageProcessingConfiguration && !this._imageProcessingConfiguration.applyByPostProcess) {
  68206. this._imageProcessingConfiguration.bind(this._renderEffect);
  68207. }
  68208. // Draw order
  68209. switch (this.blendMode) {
  68210. case BABYLON.ParticleSystem.BLENDMODE_ADD:
  68211. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ADD);
  68212. break;
  68213. case BABYLON.ParticleSystem.BLENDMODE_ONEONE:
  68214. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_ONEONE);
  68215. break;
  68216. case BABYLON.ParticleSystem.BLENDMODE_STANDARD:
  68217. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  68218. break;
  68219. case BABYLON.ParticleSystem.BLENDMODE_MULTIPLY:
  68220. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_MULTIPLY);
  68221. break;
  68222. }
  68223. if (this.forceDepthWrite) {
  68224. this._engine.setDepthWrite(true);
  68225. }
  68226. // Bind source VAO
  68227. this._engine.bindVertexArrayObject(this._renderVAO[this._targetIndex], null);
  68228. // Render
  68229. this._engine.drawArraysType(BABYLON.Material.TriangleFanDrawMode, 0, 4, this._currentActiveCount);
  68230. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  68231. }
  68232. // Switch VAOs
  68233. this._targetIndex++;
  68234. if (this._targetIndex === 2) {
  68235. this._targetIndex = 0;
  68236. }
  68237. // Switch buffers
  68238. var tmpBuffer = this._sourceBuffer;
  68239. this._sourceBuffer = this._targetBuffer;
  68240. this._targetBuffer = tmpBuffer;
  68241. return this._currentActiveCount;
  68242. };
  68243. /**
  68244. * Rebuilds the particle system
  68245. */
  68246. GPUParticleSystem.prototype.rebuild = function () {
  68247. this._initialize(true);
  68248. };
  68249. GPUParticleSystem.prototype._releaseBuffers = function () {
  68250. if (this._buffer0) {
  68251. this._buffer0.dispose();
  68252. this._buffer0 = null;
  68253. }
  68254. if (this._buffer1) {
  68255. this._buffer1.dispose();
  68256. this._buffer1 = null;
  68257. }
  68258. if (this._spriteBuffer) {
  68259. this._spriteBuffer.dispose();
  68260. this._spriteBuffer = null;
  68261. }
  68262. };
  68263. GPUParticleSystem.prototype._releaseVAOs = function () {
  68264. if (!this._updateVAO) {
  68265. return;
  68266. }
  68267. for (var index = 0; index < this._updateVAO.length; index++) {
  68268. this._engine.releaseVertexArrayObject(this._updateVAO[index]);
  68269. }
  68270. this._updateVAO = [];
  68271. for (var index = 0; index < this._renderVAO.length; index++) {
  68272. this._engine.releaseVertexArrayObject(this._renderVAO[index]);
  68273. }
  68274. this._renderVAO = [];
  68275. };
  68276. /**
  68277. * Disposes the particle system and free the associated resources
  68278. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  68279. */
  68280. GPUParticleSystem.prototype.dispose = function (disposeTexture) {
  68281. if (disposeTexture === void 0) { disposeTexture = true; }
  68282. var index = this._scene.particleSystems.indexOf(this);
  68283. if (index > -1) {
  68284. this._scene.particleSystems.splice(index, 1);
  68285. }
  68286. this._releaseBuffers();
  68287. this._releaseVAOs();
  68288. if (this._colorGradientsTexture) {
  68289. this._colorGradientsTexture.dispose();
  68290. this._colorGradientsTexture = null;
  68291. }
  68292. if (this._sizeGradientsTexture) {
  68293. this._sizeGradientsTexture.dispose();
  68294. this._sizeGradientsTexture = null;
  68295. }
  68296. if (this._angularSpeedGradientsTexture) {
  68297. this._angularSpeedGradientsTexture.dispose();
  68298. this._angularSpeedGradientsTexture = null;
  68299. }
  68300. if (this._velocityGradientsTexture) {
  68301. this._velocityGradientsTexture.dispose();
  68302. this._velocityGradientsTexture = null;
  68303. }
  68304. if (this._limitVelocityGradientsTexture) {
  68305. this._limitVelocityGradientsTexture.dispose();
  68306. this._limitVelocityGradientsTexture = null;
  68307. }
  68308. if (this._dragGradientsTexture) {
  68309. this._dragGradientsTexture.dispose();
  68310. this._dragGradientsTexture = null;
  68311. }
  68312. if (this._randomTexture) {
  68313. this._randomTexture.dispose();
  68314. this._randomTexture = null;
  68315. }
  68316. if (this._randomTexture2) {
  68317. this._randomTexture2.dispose();
  68318. this._randomTexture2 = null;
  68319. }
  68320. if (disposeTexture && this.particleTexture) {
  68321. this.particleTexture.dispose();
  68322. this.particleTexture = null;
  68323. }
  68324. if (disposeTexture && this.noiseTexture) {
  68325. this.noiseTexture.dispose();
  68326. this.noiseTexture = null;
  68327. }
  68328. // Callback
  68329. this.onDisposeObservable.notifyObservers(this);
  68330. this.onDisposeObservable.clear();
  68331. };
  68332. /**
  68333. * Clones the particle system.
  68334. * @param name The name of the cloned object
  68335. * @param newEmitter The new emitter to use
  68336. * @returns the cloned particle system
  68337. */
  68338. GPUParticleSystem.prototype.clone = function (name, newEmitter) {
  68339. var result = new GPUParticleSystem(name, { capacity: this._capacity, randomTextureSize: this._randomTextureSize }, this._scene);
  68340. BABYLON.Tools.DeepCopy(this, result);
  68341. if (newEmitter === undefined) {
  68342. newEmitter = this.emitter;
  68343. }
  68344. result.emitter = newEmitter;
  68345. if (this.particleTexture) {
  68346. result.particleTexture = new BABYLON.Texture(this.particleTexture.url, this._scene);
  68347. }
  68348. return result;
  68349. };
  68350. /**
  68351. * Serializes the particle system to a JSON object.
  68352. * @returns the JSON object
  68353. */
  68354. GPUParticleSystem.prototype.serialize = function () {
  68355. var serializationObject = {};
  68356. BABYLON.ParticleSystem._Serialize(serializationObject, this);
  68357. serializationObject.activeParticleCount = this.activeParticleCount;
  68358. return serializationObject;
  68359. };
  68360. /**
  68361. * Parses a JSON object to create a GPU particle system.
  68362. * @param parsedParticleSystem The JSON object to parse
  68363. * @param scene The scene to create the particle system in
  68364. * @param rootUrl The root url to use to load external dependencies like texture
  68365. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  68366. * @returns the parsed GPU particle system
  68367. */
  68368. GPUParticleSystem.Parse = function (parsedParticleSystem, scene, rootUrl, doNotStart) {
  68369. if (doNotStart === void 0) { doNotStart = false; }
  68370. var name = parsedParticleSystem.name;
  68371. var particleSystem = new GPUParticleSystem(name, { capacity: parsedParticleSystem.capacity, randomTextureSize: parsedParticleSystem.randomTextureSize }, scene);
  68372. if (parsedParticleSystem.activeParticleCount) {
  68373. particleSystem.activeParticleCount = parsedParticleSystem.activeParticleCount;
  68374. }
  68375. BABYLON.ParticleSystem._Parse(parsedParticleSystem, particleSystem, scene, rootUrl);
  68376. // Auto start
  68377. if (parsedParticleSystem.preventAutoStart) {
  68378. particleSystem.preventAutoStart = parsedParticleSystem.preventAutoStart;
  68379. }
  68380. if (!doNotStart && !particleSystem.preventAutoStart) {
  68381. particleSystem.start();
  68382. }
  68383. return particleSystem;
  68384. };
  68385. return GPUParticleSystem;
  68386. }(BABYLON.BaseParticleSystem));
  68387. BABYLON.GPUParticleSystem = GPUParticleSystem;
  68388. })(BABYLON || (BABYLON = {}));
  68389. //# sourceMappingURL=babylon.gpuParticleSystem.js.map
  68390. var BABYLON;
  68391. (function (BABYLON) {
  68392. /**
  68393. * Represents one particle of a solid particle system.
  68394. */
  68395. var SolidParticle = /** @class */ (function () {
  68396. /**
  68397. * Creates a Solid Particle object.
  68398. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  68399. * @param particleIndex (integer) is the particle index in the Solid Particle System pool. It's also the particle identifier.
  68400. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  68401. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  68402. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  68403. * @param shapeId (integer) is the model shape identifier in the SPS.
  68404. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  68405. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  68406. */
  68407. function SolidParticle(particleIndex, positionIndex, indiceIndex, model, shapeId, idxInShape, sps, modelBoundingInfo) {
  68408. if (modelBoundingInfo === void 0) { modelBoundingInfo = null; }
  68409. /**
  68410. * particle global index
  68411. */
  68412. this.idx = 0;
  68413. /**
  68414. * The color of the particle
  68415. */
  68416. this.color = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  68417. /**
  68418. * The world space position of the particle.
  68419. */
  68420. this.position = BABYLON.Vector3.Zero();
  68421. /**
  68422. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  68423. */
  68424. this.rotation = BABYLON.Vector3.Zero();
  68425. /**
  68426. * The scaling of the particle.
  68427. */
  68428. this.scaling = BABYLON.Vector3.One();
  68429. /**
  68430. * The uvs of the particle.
  68431. */
  68432. this.uvs = new BABYLON.Vector4(0.0, 0.0, 1.0, 1.0);
  68433. /**
  68434. * The current speed of the particle.
  68435. */
  68436. this.velocity = BABYLON.Vector3.Zero();
  68437. /**
  68438. * The pivot point in the particle local space.
  68439. */
  68440. this.pivot = BABYLON.Vector3.Zero();
  68441. /**
  68442. * Must the particle be translated from its pivot point in its local space ?
  68443. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  68444. * Default : false
  68445. */
  68446. this.translateFromPivot = false;
  68447. /**
  68448. * Is the particle active or not ?
  68449. */
  68450. this.alive = true;
  68451. /**
  68452. * Is the particle visible or not ?
  68453. */
  68454. this.isVisible = true;
  68455. /**
  68456. * Index of this particle in the global "positions" array (Internal use)
  68457. * @hidden
  68458. */
  68459. this._pos = 0;
  68460. /**
  68461. * @hidden Index of this particle in the global "indices" array (Internal use)
  68462. */
  68463. this._ind = 0;
  68464. /**
  68465. * ModelShape id of this particle
  68466. */
  68467. this.shapeId = 0;
  68468. /**
  68469. * Index of the particle in its shape id (Internal use)
  68470. */
  68471. this.idxInShape = 0;
  68472. /**
  68473. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  68474. */
  68475. this._stillInvisible = false;
  68476. /**
  68477. * @hidden Last computed particle rotation matrix
  68478. */
  68479. this._rotationMatrix = [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0];
  68480. /**
  68481. * Parent particle Id, if any.
  68482. * Default null.
  68483. */
  68484. this.parentId = null;
  68485. /**
  68486. * @hidden Internal global position in the SPS.
  68487. */
  68488. this._globalPosition = BABYLON.Vector3.Zero();
  68489. this.idx = particleIndex;
  68490. this._pos = positionIndex;
  68491. this._ind = indiceIndex;
  68492. this._model = model;
  68493. this.shapeId = shapeId;
  68494. this.idxInShape = idxInShape;
  68495. this._sps = sps;
  68496. if (modelBoundingInfo) {
  68497. this._modelBoundingInfo = modelBoundingInfo;
  68498. this._boundingInfo = new BABYLON.BoundingInfo(modelBoundingInfo.minimum, modelBoundingInfo.maximum);
  68499. }
  68500. }
  68501. Object.defineProperty(SolidParticle.prototype, "scale", {
  68502. /**
  68503. * Legacy support, changed scale to scaling
  68504. */
  68505. get: function () {
  68506. return this.scaling;
  68507. },
  68508. /**
  68509. * Legacy support, changed scale to scaling
  68510. */
  68511. set: function (scale) {
  68512. this.scaling = scale;
  68513. },
  68514. enumerable: true,
  68515. configurable: true
  68516. });
  68517. Object.defineProperty(SolidParticle.prototype, "quaternion", {
  68518. /**
  68519. * Legacy support, changed quaternion to rotationQuaternion
  68520. */
  68521. get: function () {
  68522. return this.rotationQuaternion;
  68523. },
  68524. /**
  68525. * Legacy support, changed quaternion to rotationQuaternion
  68526. */
  68527. set: function (q) {
  68528. this.rotationQuaternion = q;
  68529. },
  68530. enumerable: true,
  68531. configurable: true
  68532. });
  68533. /**
  68534. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  68535. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  68536. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  68537. * @returns true if it intersects
  68538. */
  68539. SolidParticle.prototype.intersectsMesh = function (target) {
  68540. if (!this._boundingInfo || !target._boundingInfo) {
  68541. return false;
  68542. }
  68543. if (this._sps._bSphereOnly) {
  68544. return BABYLON.BoundingSphere.Intersects(this._boundingInfo.boundingSphere, target._boundingInfo.boundingSphere);
  68545. }
  68546. return this._boundingInfo.intersects(target._boundingInfo, false);
  68547. };
  68548. /**
  68549. * get the rotation matrix of the particle
  68550. * @hidden
  68551. */
  68552. SolidParticle.prototype.getRotationMatrix = function (m) {
  68553. var quaternion;
  68554. if (this.rotationQuaternion) {
  68555. quaternion = this.rotationQuaternion;
  68556. }
  68557. else {
  68558. quaternion = BABYLON.Tmp.Quaternion[0];
  68559. var rotation = this.rotation;
  68560. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68561. }
  68562. quaternion.toRotationMatrix(m);
  68563. };
  68564. return SolidParticle;
  68565. }());
  68566. BABYLON.SolidParticle = SolidParticle;
  68567. /**
  68568. * Represents the shape of the model used by one particle of a solid particle system.
  68569. * SPS internal tool, don't use it manually.
  68570. */
  68571. var ModelShape = /** @class */ (function () {
  68572. /**
  68573. * 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.
  68574. * SPS internal tool, don't use it manually.
  68575. * @hidden
  68576. */
  68577. function ModelShape(id, shape, indicesLength, shapeUV, posFunction, vtxFunction) {
  68578. /**
  68579. * length of the shape in the model indices array (internal use)
  68580. * @hidden
  68581. */
  68582. this._indicesLength = 0;
  68583. this.shapeID = id;
  68584. this._shape = shape;
  68585. this._indicesLength = indicesLength;
  68586. this._shapeUV = shapeUV;
  68587. this._positionFunction = posFunction;
  68588. this._vertexFunction = vtxFunction;
  68589. }
  68590. return ModelShape;
  68591. }());
  68592. BABYLON.ModelShape = ModelShape;
  68593. /**
  68594. * Represents a Depth Sorted Particle in the solid particle system.
  68595. */
  68596. var DepthSortedParticle = /** @class */ (function () {
  68597. function DepthSortedParticle() {
  68598. /**
  68599. * Index of the particle in the "indices" array
  68600. */
  68601. this.ind = 0;
  68602. /**
  68603. * Length of the particle shape in the "indices" array
  68604. */
  68605. this.indicesLength = 0;
  68606. /**
  68607. * Squared distance from the particle to the camera
  68608. */
  68609. this.sqDistance = 0.0;
  68610. }
  68611. return DepthSortedParticle;
  68612. }());
  68613. BABYLON.DepthSortedParticle = DepthSortedParticle;
  68614. })(BABYLON || (BABYLON = {}));
  68615. //# sourceMappingURL=babylon.solidParticle.js.map
  68616. var BABYLON;
  68617. (function (BABYLON) {
  68618. var depthSortFunction = function (p1, p2) { return p2.sqDistance - p1.sqDistance; };
  68619. /**
  68620. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  68621. *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.
  68622. * The SPS is also a particle system. It provides some methods to manage the particles.
  68623. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  68624. *
  68625. * Full documentation here : http://doc.babylonjs.com/overviews/Solid_Particle_System
  68626. */
  68627. var SolidParticleSystem = /** @class */ (function () {
  68628. /**
  68629. * Creates a SPS (Solid Particle System) object.
  68630. * @param name (String) is the SPS name, this will be the underlying mesh name.
  68631. * @param scene (Scene) is the scene in which the SPS is added.
  68632. * @param updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  68633. * @param isPickable (optional boolean, default false) : if the solid particles must be pickable.
  68634. * @param enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  68635. * @param particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  68636. * @param boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  68637. * @param bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  68638. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  68639. */
  68640. function SolidParticleSystem(name, scene, options) {
  68641. /**
  68642. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  68643. * Example : var p = SPS.particles[i];
  68644. */
  68645. this.particles = new Array();
  68646. /**
  68647. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  68648. */
  68649. this.nbParticles = 0;
  68650. /**
  68651. * If the particles must ever face the camera (default false). Useful for planar particles.
  68652. */
  68653. this.billboard = false;
  68654. /**
  68655. * Recompute normals when adding a shape
  68656. */
  68657. this.recomputeNormals = true;
  68658. /**
  68659. * This a counter ofr your own usage. It's not set by any SPS functions.
  68660. */
  68661. this.counter = 0;
  68662. /**
  68663. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  68664. * Please read : http://doc.babylonjs.com/overviews/Solid_Particle_System#garbage-collector-concerns
  68665. */
  68666. this.vars = {};
  68667. /**
  68668. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  68669. * @hidden
  68670. */
  68671. this._bSphereOnly = false;
  68672. /**
  68673. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  68674. * @hidden
  68675. */
  68676. this._bSphereRadiusFactor = 1.0;
  68677. this._positions = new Array();
  68678. this._indices = new Array();
  68679. this._normals = new Array();
  68680. this._colors = new Array();
  68681. this._uvs = new Array();
  68682. this._index = 0; // indices index
  68683. this._updatable = true;
  68684. this._pickable = false;
  68685. this._isVisibilityBoxLocked = false;
  68686. this._alwaysVisible = false;
  68687. this._depthSort = false;
  68688. this._shapeCounter = 0;
  68689. this._copy = new BABYLON.SolidParticle(0, 0, 0, null, 0, 0, this);
  68690. this._color = new BABYLON.Color4(0, 0, 0, 0);
  68691. this._computeParticleColor = true;
  68692. this._computeParticleTexture = true;
  68693. this._computeParticleRotation = true;
  68694. this._computeParticleVertex = false;
  68695. this._computeBoundingBox = false;
  68696. this._depthSortParticles = true;
  68697. this._mustUnrotateFixedNormals = false;
  68698. this._particlesIntersect = false;
  68699. this._needs32Bits = false;
  68700. this.name = name;
  68701. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  68702. this._camera = scene.activeCamera;
  68703. this._pickable = options ? options.isPickable : false;
  68704. this._depthSort = options ? options.enableDepthSort : false;
  68705. this._particlesIntersect = options ? options.particleIntersection : false;
  68706. this._bSphereOnly = options ? options.boundingSphereOnly : false;
  68707. this._bSphereRadiusFactor = (options && options.bSphereRadiusFactor) ? options.bSphereRadiusFactor : 1.0;
  68708. if (options && options.updatable !== undefined) {
  68709. this._updatable = options.updatable;
  68710. }
  68711. else {
  68712. this._updatable = true;
  68713. }
  68714. if (this._pickable) {
  68715. this.pickedParticles = [];
  68716. }
  68717. if (this._depthSort) {
  68718. this.depthSortedParticles = [];
  68719. }
  68720. }
  68721. /**
  68722. * Builds the SPS underlying mesh. Returns a standard Mesh.
  68723. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  68724. * @returns the created mesh
  68725. */
  68726. SolidParticleSystem.prototype.buildMesh = function () {
  68727. if (this.nbParticles === 0) {
  68728. var triangle = BABYLON.MeshBuilder.CreateDisc("", { radius: 1, tessellation: 3 }, this._scene);
  68729. this.addShape(triangle, 1);
  68730. triangle.dispose();
  68731. }
  68732. this._indices32 = (this._needs32Bits) ? new Uint32Array(this._indices) : new Uint16Array(this._indices);
  68733. this._positions32 = new Float32Array(this._positions);
  68734. this._uvs32 = new Float32Array(this._uvs);
  68735. this._colors32 = new Float32Array(this._colors);
  68736. if (this.recomputeNormals) {
  68737. BABYLON.VertexData.ComputeNormals(this._positions32, this._indices32, this._normals);
  68738. }
  68739. this._normals32 = new Float32Array(this._normals);
  68740. this._fixedNormal32 = new Float32Array(this._normals);
  68741. if (this._mustUnrotateFixedNormals) { // the particles could be created already rotated in the mesh with a positionFunction
  68742. this._unrotateFixedNormals();
  68743. }
  68744. var vertexData = new BABYLON.VertexData();
  68745. vertexData.indices = (this._depthSort) ? this._indices : this._indices32;
  68746. vertexData.set(this._positions32, BABYLON.VertexBuffer.PositionKind);
  68747. vertexData.set(this._normals32, BABYLON.VertexBuffer.NormalKind);
  68748. if (this._uvs32.length > 0) {
  68749. vertexData.set(this._uvs32, BABYLON.VertexBuffer.UVKind);
  68750. }
  68751. if (this._colors32.length > 0) {
  68752. vertexData.set(this._colors32, BABYLON.VertexBuffer.ColorKind);
  68753. }
  68754. var mesh = new BABYLON.Mesh(this.name, this._scene);
  68755. vertexData.applyToMesh(mesh, this._updatable);
  68756. this.mesh = mesh;
  68757. this.mesh.isPickable = this._pickable;
  68758. // free memory
  68759. if (!this._depthSort) {
  68760. this._indices = null;
  68761. }
  68762. this._positions = null;
  68763. this._normals = null;
  68764. this._uvs = null;
  68765. this._colors = null;
  68766. if (!this._updatable) {
  68767. this.particles.length = 0;
  68768. }
  68769. return mesh;
  68770. };
  68771. /**
  68772. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  68773. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  68774. * Thus the particles generated from `digest()` have their property `position` set yet.
  68775. * @param mesh ( Mesh ) is the mesh to be digested
  68776. * @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
  68777. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  68778. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  68779. * @returns the current SPS
  68780. */
  68781. SolidParticleSystem.prototype.digest = function (mesh, options) {
  68782. var size = (options && options.facetNb) || 1;
  68783. var number = (options && options.number) || 0;
  68784. var delta = (options && options.delta) || 0;
  68785. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  68786. var meshInd = mesh.getIndices();
  68787. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  68788. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  68789. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  68790. var f = 0; // facet counter
  68791. var totalFacets = meshInd.length / 3; // a facet is a triangle, so 3 indices
  68792. // compute size from number
  68793. if (number) {
  68794. number = (number > totalFacets) ? totalFacets : number;
  68795. size = Math.round(totalFacets / number);
  68796. delta = 0;
  68797. }
  68798. else {
  68799. size = (size > totalFacets) ? totalFacets : size;
  68800. }
  68801. var facetPos = []; // submesh positions
  68802. var facetInd = []; // submesh indices
  68803. var facetUV = []; // submesh UV
  68804. var facetCol = []; // submesh colors
  68805. var barycenter = BABYLON.Vector3.Zero();
  68806. var sizeO = size;
  68807. while (f < totalFacets) {
  68808. size = sizeO + Math.floor((1 + delta) * Math.random());
  68809. if (f > totalFacets - size) {
  68810. size = totalFacets - f;
  68811. }
  68812. // reset temp arrays
  68813. facetPos.length = 0;
  68814. facetInd.length = 0;
  68815. facetUV.length = 0;
  68816. facetCol.length = 0;
  68817. // iterate over "size" facets
  68818. var fi = 0;
  68819. for (var j = f * 3; j < (f + size) * 3; j++) {
  68820. facetInd.push(fi);
  68821. var i = meshInd[j];
  68822. facetPos.push(meshPos[i * 3], meshPos[i * 3 + 1], meshPos[i * 3 + 2]);
  68823. if (meshUV) {
  68824. facetUV.push(meshUV[i * 2], meshUV[i * 2 + 1]);
  68825. }
  68826. if (meshCol) {
  68827. facetCol.push(meshCol[i * 4], meshCol[i * 4 + 1], meshCol[i * 4 + 2], meshCol[i * 4 + 3]);
  68828. }
  68829. fi++;
  68830. }
  68831. // create a model shape for each single particle
  68832. var idx = this.nbParticles;
  68833. var shape = this._posToShape(facetPos);
  68834. var shapeUV = this._uvsToShapeUV(facetUV);
  68835. // compute the barycenter of the shape
  68836. var v;
  68837. for (v = 0; v < shape.length; v++) {
  68838. barycenter.addInPlace(shape[v]);
  68839. }
  68840. barycenter.scaleInPlace(1 / shape.length);
  68841. // shift the shape from its barycenter to the origin
  68842. for (v = 0; v < shape.length; v++) {
  68843. shape[v].subtractInPlace(barycenter);
  68844. }
  68845. var bInfo;
  68846. if (this._particlesIntersect) {
  68847. bInfo = new BABYLON.BoundingInfo(barycenter, barycenter);
  68848. }
  68849. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, size * 3, shapeUV, null, null);
  68850. // add the particle in the SPS
  68851. var currentPos = this._positions.length;
  68852. var currentInd = this._indices.length;
  68853. this._meshBuilder(this._index, shape, this._positions, facetInd, this._indices, facetUV, this._uvs, facetCol, this._colors, meshNor, this._normals, idx, 0, null);
  68854. this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, 0, bInfo);
  68855. // initialize the particle position
  68856. this.particles[this.nbParticles].position.addInPlace(barycenter);
  68857. this._index += shape.length;
  68858. idx++;
  68859. this.nbParticles++;
  68860. this._shapeCounter++;
  68861. f += size;
  68862. }
  68863. return this;
  68864. };
  68865. // unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  68866. SolidParticleSystem.prototype._unrotateFixedNormals = function () {
  68867. var index = 0;
  68868. var idx = 0;
  68869. var tmpNormal = BABYLON.Tmp.Vector3[0];
  68870. var quaternion = BABYLON.Tmp.Quaternion[0];
  68871. var invertedRotMatrix = BABYLON.Tmp.Matrix[0];
  68872. for (var p = 0; p < this.particles.length; p++) {
  68873. var particle = this.particles[p];
  68874. var shape = particle._model._shape;
  68875. // computing the inverse of the rotation matrix from the quaternion
  68876. // is equivalent to computing the matrix of the inverse quaternion, i.e of the conjugate quaternion
  68877. if (particle.rotationQuaternion) {
  68878. particle.rotationQuaternion.conjugateToRef(quaternion);
  68879. }
  68880. else {
  68881. var rotation = particle.rotation;
  68882. BABYLON.Quaternion.RotationYawPitchRollToRef(rotation.y, rotation.x, rotation.z, quaternion);
  68883. quaternion.conjugateInPlace();
  68884. }
  68885. quaternion.toRotationMatrix(invertedRotMatrix);
  68886. for (var pt = 0; pt < shape.length; pt++) {
  68887. idx = index + pt * 3;
  68888. BABYLON.Vector3.TransformNormalFromFloatsToRef(this._normals32[idx], this._normals32[idx + 1], this._normals32[idx + 2], invertedRotMatrix, tmpNormal);
  68889. tmpNormal.toArray(this._fixedNormal32, idx);
  68890. }
  68891. index = idx + 3;
  68892. }
  68893. };
  68894. //reset copy
  68895. SolidParticleSystem.prototype._resetCopy = function () {
  68896. var copy = this._copy;
  68897. copy.position.setAll(0);
  68898. copy.rotation.setAll(0);
  68899. copy.rotationQuaternion = null;
  68900. copy.scaling.setAll(1);
  68901. copy.uvs.copyFromFloats(0.0, 0.0, 1.0, 1.0);
  68902. copy.color = null;
  68903. copy.translateFromPivot = false;
  68904. };
  68905. // _meshBuilder : inserts the shape model in the global SPS mesh
  68906. SolidParticleSystem.prototype._meshBuilder = function (p, shape, positions, meshInd, indices, meshUV, uvs, meshCol, colors, meshNor, normals, idx, idxInShape, options) {
  68907. var i;
  68908. var u = 0;
  68909. var c = 0;
  68910. var n = 0;
  68911. this._resetCopy();
  68912. var copy = this._copy;
  68913. if (options && options.positionFunction) { // call to custom positionFunction
  68914. options.positionFunction(copy, idx, idxInShape);
  68915. this._mustUnrotateFixedNormals = true;
  68916. }
  68917. var rotMatrix = BABYLON.Tmp.Matrix[0];
  68918. var tmpVertex = BABYLON.Tmp.Vector3[0];
  68919. var tmpRotated = BABYLON.Tmp.Vector3[1];
  68920. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  68921. var scaledPivot = BABYLON.Tmp.Vector3[3];
  68922. copy.getRotationMatrix(rotMatrix);
  68923. copy.pivot.multiplyToRef(copy.scaling, scaledPivot);
  68924. if (copy.translateFromPivot) {
  68925. pivotBackTranslation.setAll(0.0);
  68926. }
  68927. else {
  68928. pivotBackTranslation.copyFrom(scaledPivot);
  68929. }
  68930. for (i = 0; i < shape.length; i++) {
  68931. tmpVertex.copyFrom(shape[i]);
  68932. if (options && options.vertexFunction) {
  68933. options.vertexFunction(copy, tmpVertex, i);
  68934. }
  68935. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  68936. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  68937. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position);
  68938. positions.push(tmpRotated.x, tmpRotated.y, tmpRotated.z);
  68939. if (meshUV) {
  68940. var copyUvs = copy.uvs;
  68941. uvs.push((copyUvs.z - copyUvs.x) * meshUV[u] + copyUvs.x, (copyUvs.w - copyUvs.y) * meshUV[u + 1] + copyUvs.y);
  68942. u += 2;
  68943. }
  68944. if (copy.color) {
  68945. this._color = copy.color;
  68946. }
  68947. else {
  68948. var color = this._color;
  68949. if (meshCol && meshCol[c] !== undefined) {
  68950. color.r = meshCol[c];
  68951. color.g = meshCol[c + 1];
  68952. color.b = meshCol[c + 2];
  68953. color.a = meshCol[c + 3];
  68954. }
  68955. else {
  68956. color.r = 1.0;
  68957. color.g = 1.0;
  68958. color.b = 1.0;
  68959. color.a = 1.0;
  68960. }
  68961. }
  68962. colors.push(this._color.r, this._color.g, this._color.b, this._color.a);
  68963. c += 4;
  68964. if (!this.recomputeNormals && meshNor) {
  68965. tmpVertex.x = meshNor[n];
  68966. tmpVertex.y = meshNor[n + 1];
  68967. tmpVertex.z = meshNor[n + 2];
  68968. BABYLON.Vector3.TransformNormalToRef(tmpVertex, rotMatrix, tmpVertex);
  68969. normals.push(tmpVertex.x, tmpVertex.y, tmpVertex.z);
  68970. n += 3;
  68971. }
  68972. }
  68973. for (i = 0; i < meshInd.length; i++) {
  68974. var current_ind = p + meshInd[i];
  68975. indices.push(current_ind);
  68976. if (current_ind > 65535) {
  68977. this._needs32Bits = true;
  68978. }
  68979. }
  68980. if (this._pickable) {
  68981. var nbfaces = meshInd.length / 3;
  68982. for (i = 0; i < nbfaces; i++) {
  68983. this.pickedParticles.push({ idx: idx, faceId: i });
  68984. }
  68985. }
  68986. if (this._depthSort) {
  68987. this.depthSortedParticles.push(new BABYLON.DepthSortedParticle());
  68988. }
  68989. return copy;
  68990. };
  68991. // returns a shape array from positions array
  68992. SolidParticleSystem.prototype._posToShape = function (positions) {
  68993. var shape = [];
  68994. for (var i = 0; i < positions.length; i += 3) {
  68995. shape.push(BABYLON.Vector3.FromArray(positions, i));
  68996. }
  68997. return shape;
  68998. };
  68999. // returns a shapeUV array from a Vector4 uvs
  69000. SolidParticleSystem.prototype._uvsToShapeUV = function (uvs) {
  69001. var shapeUV = [];
  69002. if (uvs) {
  69003. for (var i = 0; i < uvs.length; i++) {
  69004. shapeUV.push(uvs[i]);
  69005. }
  69006. }
  69007. return shapeUV;
  69008. };
  69009. // adds a new particle object in the particles array
  69010. SolidParticleSystem.prototype._addParticle = function (idx, idxpos, idxind, model, shapeId, idxInShape, bInfo) {
  69011. if (bInfo === void 0) { bInfo = null; }
  69012. var sp = new BABYLON.SolidParticle(idx, idxpos, idxind, model, shapeId, idxInShape, this, bInfo);
  69013. this.particles.push(sp);
  69014. return sp;
  69015. };
  69016. /**
  69017. * Adds some particles to the SPS from the model shape. Returns the shape id.
  69018. * Please read the doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#create-an-immutable-sps
  69019. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  69020. * @param nb (positive integer) the number of particles to be created from this model
  69021. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  69022. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  69023. * @returns the number of shapes in the system
  69024. */
  69025. SolidParticleSystem.prototype.addShape = function (mesh, nb, options) {
  69026. var meshPos = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69027. var meshInd = mesh.getIndices();
  69028. var meshUV = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69029. var meshCol = mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69030. var meshNor = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69031. var bbInfo;
  69032. if (this._particlesIntersect) {
  69033. bbInfo = mesh.getBoundingInfo();
  69034. }
  69035. var shape = this._posToShape(meshPos);
  69036. var shapeUV = this._uvsToShapeUV(meshUV);
  69037. var posfunc = options ? options.positionFunction : null;
  69038. var vtxfunc = options ? options.vertexFunction : null;
  69039. var modelShape = new BABYLON.ModelShape(this._shapeCounter, shape, meshInd.length, shapeUV, posfunc, vtxfunc);
  69040. // particles
  69041. var sp;
  69042. var currentCopy;
  69043. var idx = this.nbParticles;
  69044. for (var i = 0; i < nb; i++) {
  69045. var currentPos = this._positions.length;
  69046. var currentInd = this._indices.length;
  69047. currentCopy = this._meshBuilder(this._index, shape, this._positions, meshInd, this._indices, meshUV, this._uvs, meshCol, this._colors, meshNor, this._normals, idx, i, options);
  69048. if (this._updatable) {
  69049. sp = this._addParticle(idx, currentPos, currentInd, modelShape, this._shapeCounter, i, bbInfo);
  69050. sp.position.copyFrom(currentCopy.position);
  69051. sp.rotation.copyFrom(currentCopy.rotation);
  69052. if (currentCopy.rotationQuaternion && sp.rotationQuaternion) {
  69053. sp.rotationQuaternion.copyFrom(currentCopy.rotationQuaternion);
  69054. }
  69055. if (currentCopy.color && sp.color) {
  69056. sp.color.copyFrom(currentCopy.color);
  69057. }
  69058. sp.scaling.copyFrom(currentCopy.scaling);
  69059. sp.uvs.copyFrom(currentCopy.uvs);
  69060. }
  69061. this._index += shape.length;
  69062. idx++;
  69063. }
  69064. this.nbParticles += nb;
  69065. this._shapeCounter++;
  69066. return this._shapeCounter - 1;
  69067. };
  69068. // rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  69069. SolidParticleSystem.prototype._rebuildParticle = function (particle) {
  69070. this._resetCopy();
  69071. var copy = this._copy;
  69072. if (particle._model._positionFunction) { // recall to stored custom positionFunction
  69073. particle._model._positionFunction(copy, particle.idx, particle.idxInShape);
  69074. }
  69075. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69076. var tmpVertex = BABYLON.Tmp.Vector3[0];
  69077. var tmpRotated = BABYLON.Tmp.Vector3[1];
  69078. var pivotBackTranslation = BABYLON.Tmp.Vector3[2];
  69079. var scaledPivot = BABYLON.Tmp.Vector3[3];
  69080. copy.getRotationMatrix(rotMatrix);
  69081. particle.pivot.multiplyToRef(particle.scaling, scaledPivot);
  69082. if (copy.translateFromPivot) {
  69083. pivotBackTranslation.copyFromFloats(0.0, 0.0, 0.0);
  69084. }
  69085. else {
  69086. pivotBackTranslation.copyFrom(scaledPivot);
  69087. }
  69088. var shape = particle._model._shape;
  69089. for (var pt = 0; pt < shape.length; pt++) {
  69090. tmpVertex.copyFrom(shape[pt]);
  69091. if (particle._model._vertexFunction) {
  69092. particle._model._vertexFunction(copy, tmpVertex, pt); // recall to stored vertexFunction
  69093. }
  69094. tmpVertex.multiplyInPlace(copy.scaling).subtractInPlace(scaledPivot);
  69095. BABYLON.Vector3.TransformCoordinatesToRef(tmpVertex, rotMatrix, tmpRotated);
  69096. tmpRotated.addInPlace(pivotBackTranslation).addInPlace(copy.position).toArray(this._positions32, particle._pos + pt * 3);
  69097. }
  69098. particle.position.setAll(0.0);
  69099. particle.rotation.setAll(0.0);
  69100. particle.rotationQuaternion = null;
  69101. particle.scaling.setAll(1.0);
  69102. particle.uvs.setAll(0.0);
  69103. particle.pivot.setAll(0.0);
  69104. particle.translateFromPivot = false;
  69105. particle.parentId = null;
  69106. };
  69107. /**
  69108. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  69109. * @returns the SPS.
  69110. */
  69111. SolidParticleSystem.prototype.rebuildMesh = function () {
  69112. for (var p = 0; p < this.particles.length; p++) {
  69113. this._rebuildParticle(this.particles[p]);
  69114. }
  69115. this.mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, this._positions32, false, false);
  69116. return this;
  69117. };
  69118. /**
  69119. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  69120. * This method calls `updateParticle()` for each particle of the SPS.
  69121. * For an animated SPS, it is usually called within the render loop.
  69122. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  69123. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  69124. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  69125. * @returns the SPS.
  69126. */
  69127. SolidParticleSystem.prototype.setParticles = function (start, end, update) {
  69128. if (start === void 0) { start = 0; }
  69129. if (end === void 0) { end = this.nbParticles - 1; }
  69130. if (update === void 0) { update = true; }
  69131. if (!this._updatable) {
  69132. return this;
  69133. }
  69134. // custom beforeUpdate
  69135. this.beforeUpdateParticles(start, end, update);
  69136. var rotMatrix = BABYLON.Tmp.Matrix[0];
  69137. var invertedMatrix = BABYLON.Tmp.Matrix[1];
  69138. var mesh = this.mesh;
  69139. var colors32 = this._colors32;
  69140. var positions32 = this._positions32;
  69141. var normals32 = this._normals32;
  69142. var uvs32 = this._uvs32;
  69143. var indices32 = this._indices32;
  69144. var indices = this._indices;
  69145. var fixedNormal32 = this._fixedNormal32;
  69146. var tempVectors = BABYLON.Tmp.Vector3;
  69147. var camAxisX = tempVectors[5].copyFromFloats(1.0, 0.0, 0.0);
  69148. var camAxisY = tempVectors[6].copyFromFloats(0.0, 1.0, 0.0);
  69149. var camAxisZ = tempVectors[7].copyFromFloats(0.0, 0.0, 1.0);
  69150. var minimum = tempVectors[8].setAll(Number.MAX_VALUE);
  69151. var maximum = tempVectors[9].setAll(-Number.MAX_VALUE);
  69152. var camInvertedPosition = tempVectors[10].setAll(0);
  69153. // cases when the World Matrix is to be computed first
  69154. if (this.billboard || this._depthSort) {
  69155. this.mesh.computeWorldMatrix(true);
  69156. this.mesh._worldMatrix.invertToRef(invertedMatrix);
  69157. }
  69158. // if the particles will always face the camera
  69159. if (this.billboard) {
  69160. // compute the camera position and un-rotate it by the current mesh rotation
  69161. var tmpVertex = tempVectors[0];
  69162. this._camera.getDirectionToRef(BABYLON.Axis.Z, tmpVertex);
  69163. BABYLON.Vector3.TransformNormalToRef(tmpVertex, invertedMatrix, camAxisZ);
  69164. camAxisZ.normalize();
  69165. // same for camera up vector extracted from the cam view matrix
  69166. var view = this._camera.getViewMatrix(true);
  69167. BABYLON.Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], invertedMatrix, camAxisY);
  69168. BABYLON.Vector3.CrossToRef(camAxisY, camAxisZ, camAxisX);
  69169. camAxisY.normalize();
  69170. camAxisX.normalize();
  69171. }
  69172. // if depthSort, compute the camera global position in the mesh local system
  69173. if (this._depthSort) {
  69174. BABYLON.Vector3.TransformCoordinatesToRef(this._camera.globalPosition, invertedMatrix, camInvertedPosition); // then un-rotate the camera
  69175. }
  69176. BABYLON.Matrix.IdentityToRef(rotMatrix);
  69177. var idx = 0; // current position index in the global array positions32
  69178. var index = 0; // position start index in the global array positions32 of the current particle
  69179. var colidx = 0; // current color index in the global array colors32
  69180. var colorIndex = 0; // color start index in the global array colors32 of the current particle
  69181. var uvidx = 0; // current uv index in the global array uvs32
  69182. var uvIndex = 0; // uv start index in the global array uvs32 of the current particle
  69183. var pt = 0; // current index in the particle model shape
  69184. if (this.mesh.isFacetDataEnabled) {
  69185. this._computeBoundingBox = true;
  69186. }
  69187. end = (end >= this.nbParticles) ? this.nbParticles - 1 : end;
  69188. if (this._computeBoundingBox) {
  69189. if (start != 0 || end != this.nbParticles - 1) { // only some particles are updated, then use the current existing BBox basis. Note : it can only increase.
  69190. var boundingInfo = this.mesh._boundingInfo;
  69191. if (boundingInfo) {
  69192. minimum.copyFrom(boundingInfo.minimum);
  69193. maximum.copyFrom(boundingInfo.maximum);
  69194. }
  69195. }
  69196. }
  69197. // particle loop
  69198. index = this.particles[start]._pos;
  69199. var vpos = (index / 3) | 0;
  69200. colorIndex = vpos * 4;
  69201. uvIndex = vpos * 2;
  69202. for (var p = start; p <= end; p++) {
  69203. var particle = this.particles[p];
  69204. // call to custom user function to update the particle properties
  69205. this.updateParticle(particle);
  69206. var shape = particle._model._shape;
  69207. var shapeUV = particle._model._shapeUV;
  69208. var particleRotationMatrix = particle._rotationMatrix;
  69209. var particlePosition = particle.position;
  69210. var particleRotation = particle.rotation;
  69211. var particleScaling = particle.scaling;
  69212. var particleGlobalPosition = particle._globalPosition;
  69213. // camera-particle distance for depth sorting
  69214. if (this._depthSort && this._depthSortParticles) {
  69215. var dsp = this.depthSortedParticles[p];
  69216. dsp.ind = particle._ind;
  69217. dsp.indicesLength = particle._model._indicesLength;
  69218. dsp.sqDistance = BABYLON.Vector3.DistanceSquared(particle.position, camInvertedPosition);
  69219. }
  69220. // skip the computations for inactive or already invisible particles
  69221. if (!particle.alive || (particle._stillInvisible && !particle.isVisible)) {
  69222. // increment indexes for the next particle
  69223. pt = shape.length;
  69224. index += pt * 3;
  69225. colorIndex += pt * 4;
  69226. uvIndex += pt * 2;
  69227. continue;
  69228. }
  69229. if (particle.isVisible) {
  69230. particle._stillInvisible = false; // un-mark permanent invisibility
  69231. var scaledPivot = tempVectors[12];
  69232. particle.pivot.multiplyToRef(particleScaling, scaledPivot);
  69233. // particle rotation matrix
  69234. if (this.billboard) {
  69235. particleRotation.x = 0.0;
  69236. particleRotation.y = 0.0;
  69237. }
  69238. if (this._computeParticleRotation || this.billboard) {
  69239. particle.getRotationMatrix(rotMatrix);
  69240. }
  69241. var particleHasParent = (particle.parentId !== null);
  69242. if (particleHasParent) {
  69243. var parent_1 = this.particles[particle.parentId];
  69244. var parentRotationMatrix = parent_1._rotationMatrix;
  69245. var parentGlobalPosition = parent_1._globalPosition;
  69246. var rotatedY = particlePosition.x * parentRotationMatrix[1] + particlePosition.y * parentRotationMatrix[4] + particlePosition.z * parentRotationMatrix[7];
  69247. var rotatedX = particlePosition.x * parentRotationMatrix[0] + particlePosition.y * parentRotationMatrix[3] + particlePosition.z * parentRotationMatrix[6];
  69248. var rotatedZ = particlePosition.x * parentRotationMatrix[2] + particlePosition.y * parentRotationMatrix[5] + particlePosition.z * parentRotationMatrix[8];
  69249. particleGlobalPosition.x = parentGlobalPosition.x + rotatedX;
  69250. particleGlobalPosition.y = parentGlobalPosition.y + rotatedY;
  69251. particleGlobalPosition.z = parentGlobalPosition.z + rotatedZ;
  69252. if (this._computeParticleRotation || this.billboard) {
  69253. var rotMatrixValues = rotMatrix.m;
  69254. particleRotationMatrix[0] = rotMatrixValues[0] * parentRotationMatrix[0] + rotMatrixValues[1] * parentRotationMatrix[3] + rotMatrixValues[2] * parentRotationMatrix[6];
  69255. particleRotationMatrix[1] = rotMatrixValues[0] * parentRotationMatrix[1] + rotMatrixValues[1] * parentRotationMatrix[4] + rotMatrixValues[2] * parentRotationMatrix[7];
  69256. particleRotationMatrix[2] = rotMatrixValues[0] * parentRotationMatrix[2] + rotMatrixValues[1] * parentRotationMatrix[5] + rotMatrixValues[2] * parentRotationMatrix[8];
  69257. particleRotationMatrix[3] = rotMatrixValues[4] * parentRotationMatrix[0] + rotMatrixValues[5] * parentRotationMatrix[3] + rotMatrixValues[6] * parentRotationMatrix[6];
  69258. particleRotationMatrix[4] = rotMatrixValues[4] * parentRotationMatrix[1] + rotMatrixValues[5] * parentRotationMatrix[4] + rotMatrixValues[6] * parentRotationMatrix[7];
  69259. particleRotationMatrix[5] = rotMatrixValues[4] * parentRotationMatrix[2] + rotMatrixValues[5] * parentRotationMatrix[5] + rotMatrixValues[6] * parentRotationMatrix[8];
  69260. particleRotationMatrix[6] = rotMatrixValues[8] * parentRotationMatrix[0] + rotMatrixValues[9] * parentRotationMatrix[3] + rotMatrixValues[10] * parentRotationMatrix[6];
  69261. particleRotationMatrix[7] = rotMatrixValues[8] * parentRotationMatrix[1] + rotMatrixValues[9] * parentRotationMatrix[4] + rotMatrixValues[10] * parentRotationMatrix[7];
  69262. particleRotationMatrix[8] = rotMatrixValues[8] * parentRotationMatrix[2] + rotMatrixValues[9] * parentRotationMatrix[5] + rotMatrixValues[10] * parentRotationMatrix[8];
  69263. }
  69264. }
  69265. else {
  69266. particleGlobalPosition.x = particlePosition.x;
  69267. particleGlobalPosition.y = particlePosition.y;
  69268. particleGlobalPosition.z = particlePosition.z;
  69269. if (this._computeParticleRotation || this.billboard) {
  69270. var rotMatrixValues = rotMatrix.m;
  69271. particleRotationMatrix[0] = rotMatrixValues[0];
  69272. particleRotationMatrix[1] = rotMatrixValues[1];
  69273. particleRotationMatrix[2] = rotMatrixValues[2];
  69274. particleRotationMatrix[3] = rotMatrixValues[4];
  69275. particleRotationMatrix[4] = rotMatrixValues[5];
  69276. particleRotationMatrix[5] = rotMatrixValues[6];
  69277. particleRotationMatrix[6] = rotMatrixValues[8];
  69278. particleRotationMatrix[7] = rotMatrixValues[9];
  69279. particleRotationMatrix[8] = rotMatrixValues[10];
  69280. }
  69281. }
  69282. var pivotBackTranslation = tempVectors[11];
  69283. if (particle.translateFromPivot) {
  69284. pivotBackTranslation.setAll(0.0);
  69285. }
  69286. else {
  69287. pivotBackTranslation.copyFrom(scaledPivot);
  69288. }
  69289. // particle vertex loop
  69290. for (pt = 0; pt < shape.length; pt++) {
  69291. idx = index + pt * 3;
  69292. colidx = colorIndex + pt * 4;
  69293. uvidx = uvIndex + pt * 2;
  69294. var tmpVertex = tempVectors[0];
  69295. tmpVertex.copyFrom(shape[pt]);
  69296. if (this._computeParticleVertex) {
  69297. this.updateParticleVertex(particle, tmpVertex, pt);
  69298. }
  69299. // positions
  69300. var vertexX = tmpVertex.x * particleScaling.x - scaledPivot.x;
  69301. var vertexY = tmpVertex.y * particleScaling.y - scaledPivot.y;
  69302. var vertexZ = tmpVertex.z * particleScaling.z - scaledPivot.z;
  69303. var rotatedX = vertexX * particleRotationMatrix[0] + vertexY * particleRotationMatrix[3] + vertexZ * particleRotationMatrix[6];
  69304. var rotatedY = vertexX * particleRotationMatrix[1] + vertexY * particleRotationMatrix[4] + vertexZ * particleRotationMatrix[7];
  69305. var rotatedZ = vertexX * particleRotationMatrix[2] + vertexY * particleRotationMatrix[5] + vertexZ * particleRotationMatrix[8];
  69306. rotatedX += pivotBackTranslation.x;
  69307. rotatedY += pivotBackTranslation.y;
  69308. rotatedZ += pivotBackTranslation.z;
  69309. var px = positions32[idx] = particleGlobalPosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69310. var py = positions32[idx + 1] = particleGlobalPosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69311. var pz = positions32[idx + 2] = particleGlobalPosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69312. if (this._computeBoundingBox) {
  69313. minimum.minimizeInPlaceFromFloats(px, py, pz);
  69314. maximum.maximizeInPlaceFromFloats(px, py, pz);
  69315. }
  69316. // normals : if the particles can't be morphed then just rotate the normals, what is much more faster than ComputeNormals()
  69317. if (!this._computeParticleVertex) {
  69318. var normalx = fixedNormal32[idx];
  69319. var normaly = fixedNormal32[idx + 1];
  69320. var normalz = fixedNormal32[idx + 2];
  69321. var rotatedx = normalx * particleRotationMatrix[0] + normaly * particleRotationMatrix[3] + normalz * particleRotationMatrix[6];
  69322. var rotatedy = normalx * particleRotationMatrix[1] + normaly * particleRotationMatrix[4] + normalz * particleRotationMatrix[7];
  69323. var rotatedz = normalx * particleRotationMatrix[2] + normaly * particleRotationMatrix[5] + normalz * particleRotationMatrix[8];
  69324. normals32[idx] = camAxisX.x * rotatedx + camAxisY.x * rotatedy + camAxisZ.x * rotatedz;
  69325. normals32[idx + 1] = camAxisX.y * rotatedx + camAxisY.y * rotatedy + camAxisZ.y * rotatedz;
  69326. normals32[idx + 2] = camAxisX.z * rotatedx + camAxisY.z * rotatedy + camAxisZ.z * rotatedz;
  69327. }
  69328. if (this._computeParticleColor && particle.color) {
  69329. var color = particle.color;
  69330. var colors32_1 = this._colors32;
  69331. colors32_1[colidx] = color.r;
  69332. colors32_1[colidx + 1] = color.g;
  69333. colors32_1[colidx + 2] = color.b;
  69334. colors32_1[colidx + 3] = color.a;
  69335. }
  69336. if (this._computeParticleTexture) {
  69337. var uvs = particle.uvs;
  69338. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69339. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69340. }
  69341. }
  69342. }
  69343. // particle just set invisible : scaled to zero and positioned at the origin
  69344. else {
  69345. particle._stillInvisible = true; // mark the particle as invisible
  69346. for (pt = 0; pt < shape.length; pt++) {
  69347. idx = index + pt * 3;
  69348. colidx = colorIndex + pt * 4;
  69349. uvidx = uvIndex + pt * 2;
  69350. positions32[idx] = positions32[idx + 1] = positions32[idx + 2] = 0;
  69351. normals32[idx] = normals32[idx + 1] = normals32[idx + 2] = 0;
  69352. if (this._computeParticleColor && particle.color) {
  69353. var color = particle.color;
  69354. colors32[colidx] = color.r;
  69355. colors32[colidx + 1] = color.g;
  69356. colors32[colidx + 2] = color.b;
  69357. colors32[colidx + 3] = color.a;
  69358. }
  69359. if (this._computeParticleTexture) {
  69360. var uvs = particle.uvs;
  69361. uvs32[uvidx] = shapeUV[pt * 2] * (uvs.z - uvs.x) + uvs.x;
  69362. uvs32[uvidx + 1] = shapeUV[pt * 2 + 1] * (uvs.w - uvs.y) + uvs.y;
  69363. }
  69364. }
  69365. }
  69366. // if the particle intersections must be computed : update the bbInfo
  69367. if (this._particlesIntersect) {
  69368. var bInfo = particle._boundingInfo;
  69369. var bBox = bInfo.boundingBox;
  69370. var bSphere = bInfo.boundingSphere;
  69371. var modelBoundingInfo = particle._modelBoundingInfo;
  69372. if (!this._bSphereOnly) {
  69373. // place, scale and rotate the particle bbox within the SPS local system, then update it
  69374. var modelBoundingInfoVectors = modelBoundingInfo.boundingBox.vectors;
  69375. var tempMin = tempVectors[1];
  69376. var tempMax = tempVectors[2];
  69377. tempMin.setAll(Number.MAX_VALUE);
  69378. tempMax.setAll(-Number.MAX_VALUE);
  69379. for (var b = 0; b < 8; b++) {
  69380. var scaledX = modelBoundingInfoVectors[b].x * particleScaling.x;
  69381. var scaledY = modelBoundingInfoVectors[b].y * particleScaling.y;
  69382. var scaledZ = modelBoundingInfoVectors[b].z * particleScaling.z;
  69383. var rotatedX = scaledX * particleRotationMatrix[0] + scaledY * particleRotationMatrix[3] + scaledZ * particleRotationMatrix[6];
  69384. var rotatedY = scaledX * particleRotationMatrix[1] + scaledY * particleRotationMatrix[4] + scaledZ * particleRotationMatrix[7];
  69385. var rotatedZ = scaledX * particleRotationMatrix[2] + scaledY * particleRotationMatrix[5] + scaledZ * particleRotationMatrix[8];
  69386. var x = particlePosition.x + camAxisX.x * rotatedX + camAxisY.x * rotatedY + camAxisZ.x * rotatedZ;
  69387. var y = particlePosition.y + camAxisX.y * rotatedX + camAxisY.y * rotatedY + camAxisZ.y * rotatedZ;
  69388. var z = particlePosition.z + camAxisX.z * rotatedX + camAxisY.z * rotatedY + camAxisZ.z * rotatedZ;
  69389. tempMin.minimizeInPlaceFromFloats(x, y, z);
  69390. tempMax.maximizeInPlaceFromFloats(x, y, z);
  69391. }
  69392. bBox.reConstruct(tempMin, tempMax, mesh._worldMatrix);
  69393. }
  69394. // place and scale the particle bouding sphere in the SPS local system, then update it
  69395. var minBbox = modelBoundingInfo.minimum.multiplyToRef(particleScaling, tempVectors[1]);
  69396. var maxBbox = modelBoundingInfo.maximum.multiplyToRef(particleScaling, tempVectors[2]);
  69397. var bSphereCenter = maxBbox.addToRef(minBbox, tempVectors[3]).scaleInPlace(0.5).addInPlace(particleGlobalPosition);
  69398. var halfDiag = maxBbox.subtractToRef(minBbox, tempVectors[4]).scaleInPlace(0.5 * this._bSphereRadiusFactor);
  69399. var bSphereMinBbox = bSphereCenter.subtractToRef(halfDiag, tempVectors[1]);
  69400. var bSphereMaxBbox = bSphereCenter.addToRef(halfDiag, tempVectors[2]);
  69401. bSphere.reConstruct(bSphereMinBbox, bSphereMaxBbox, mesh._worldMatrix);
  69402. }
  69403. // increment indexes for the next particle
  69404. index = idx + 3;
  69405. colorIndex = colidx + 4;
  69406. uvIndex = uvidx + 2;
  69407. }
  69408. // if the VBO must be updated
  69409. if (update) {
  69410. if (this._computeParticleColor) {
  69411. mesh.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors32, false, false);
  69412. }
  69413. if (this._computeParticleTexture) {
  69414. mesh.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs32, false, false);
  69415. }
  69416. mesh.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions32, false, false);
  69417. if (!mesh.areNormalsFrozen || mesh.isFacetDataEnabled) {
  69418. if (this._computeParticleVertex || mesh.isFacetDataEnabled) {
  69419. // recompute the normals only if the particles can be morphed, update then also the normal reference array _fixedNormal32[]
  69420. var params = mesh.isFacetDataEnabled ? mesh.getFacetDataParameters() : null;
  69421. BABYLON.VertexData.ComputeNormals(positions32, indices32, normals32, params);
  69422. for (var i = 0; i < normals32.length; i++) {
  69423. fixedNormal32[i] = normals32[i];
  69424. }
  69425. }
  69426. if (!mesh.areNormalsFrozen) {
  69427. mesh.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals32, false, false);
  69428. }
  69429. }
  69430. if (this._depthSort && this._depthSortParticles) {
  69431. var depthSortedParticles = this.depthSortedParticles;
  69432. depthSortedParticles.sort(depthSortFunction);
  69433. var dspl = depthSortedParticles.length;
  69434. var sid = 0;
  69435. for (var sorted = 0; sorted < dspl; sorted++) {
  69436. var lind = depthSortedParticles[sorted].indicesLength;
  69437. var sind = depthSortedParticles[sorted].ind;
  69438. for (var i = 0; i < lind; i++) {
  69439. indices32[sid] = indices[sind + i];
  69440. sid++;
  69441. }
  69442. }
  69443. mesh.updateIndices(indices32);
  69444. }
  69445. }
  69446. if (this._computeBoundingBox) {
  69447. if (mesh._boundingInfo) {
  69448. mesh._boundingInfo.reConstruct(minimum, maximum, mesh._worldMatrix);
  69449. }
  69450. else {
  69451. mesh._boundingInfo = new BABYLON.BoundingInfo(minimum, maximum, mesh._worldMatrix);
  69452. }
  69453. }
  69454. this.afterUpdateParticles(start, end, update);
  69455. return this;
  69456. };
  69457. /**
  69458. * Disposes the SPS.
  69459. */
  69460. SolidParticleSystem.prototype.dispose = function () {
  69461. this.mesh.dispose();
  69462. this.vars = null;
  69463. // drop references to internal big arrays for the GC
  69464. this._positions = null;
  69465. this._indices = null;
  69466. this._normals = null;
  69467. this._uvs = null;
  69468. this._colors = null;
  69469. this._indices32 = null;
  69470. this._positions32 = null;
  69471. this._normals32 = null;
  69472. this._fixedNormal32 = null;
  69473. this._uvs32 = null;
  69474. this._colors32 = null;
  69475. this.pickedParticles = null;
  69476. };
  69477. /**
  69478. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  69479. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69480. * @returns the SPS.
  69481. */
  69482. SolidParticleSystem.prototype.refreshVisibleSize = function () {
  69483. if (!this._isVisibilityBoxLocked) {
  69484. this.mesh.refreshBoundingInfo();
  69485. }
  69486. return this;
  69487. };
  69488. /**
  69489. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  69490. * @param size the size (float) of the visibility box
  69491. * note : this doesn't lock the SPS mesh bounding box.
  69492. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69493. */
  69494. SolidParticleSystem.prototype.setVisibilityBox = function (size) {
  69495. var vis = size / 2;
  69496. this.mesh._boundingInfo = new BABYLON.BoundingInfo(new BABYLON.Vector3(-vis, -vis, -vis), new BABYLON.Vector3(vis, vis, vis));
  69497. };
  69498. Object.defineProperty(SolidParticleSystem.prototype, "isAlwaysVisible", {
  69499. /**
  69500. * Gets whether the SPS as always visible or not
  69501. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69502. */
  69503. get: function () {
  69504. return this._alwaysVisible;
  69505. },
  69506. /**
  69507. * Sets the SPS as always visible or not
  69508. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69509. */
  69510. set: function (val) {
  69511. this._alwaysVisible = val;
  69512. this.mesh.alwaysSelectAsActiveMesh = val;
  69513. },
  69514. enumerable: true,
  69515. configurable: true
  69516. });
  69517. Object.defineProperty(SolidParticleSystem.prototype, "isVisibilityBoxLocked", {
  69518. /**
  69519. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69520. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69521. */
  69522. get: function () {
  69523. return this._isVisibilityBoxLocked;
  69524. },
  69525. /**
  69526. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  69527. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#sps-visibility
  69528. */
  69529. set: function (val) {
  69530. this._isVisibilityBoxLocked = val;
  69531. var boundingInfo = this.mesh.getBoundingInfo();
  69532. boundingInfo.isLocked = val;
  69533. },
  69534. enumerable: true,
  69535. configurable: true
  69536. });
  69537. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleRotation", {
  69538. /**
  69539. * Gets if `setParticles()` computes the particle rotations or not.
  69540. * Default value : true. The SPS is faster when it's set to false.
  69541. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69542. */
  69543. get: function () {
  69544. return this._computeParticleRotation;
  69545. },
  69546. /**
  69547. * Tells to `setParticles()` to compute the particle rotations or not.
  69548. * Default value : true. The SPS is faster when it's set to false.
  69549. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  69550. */
  69551. set: function (val) {
  69552. this._computeParticleRotation = val;
  69553. },
  69554. enumerable: true,
  69555. configurable: true
  69556. });
  69557. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleColor", {
  69558. /**
  69559. * Gets if `setParticles()` computes the particle colors or not.
  69560. * Default value : true. The SPS is faster when it's set to false.
  69561. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69562. */
  69563. get: function () {
  69564. return this._computeParticleColor;
  69565. },
  69566. /**
  69567. * Tells to `setParticles()` to compute the particle colors or not.
  69568. * Default value : true. The SPS is faster when it's set to false.
  69569. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  69570. */
  69571. set: function (val) {
  69572. this._computeParticleColor = val;
  69573. },
  69574. enumerable: true,
  69575. configurable: true
  69576. });
  69577. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleTexture", {
  69578. /**
  69579. * Gets if `setParticles()` computes the particle textures or not.
  69580. * Default value : true. The SPS is faster when it's set to false.
  69581. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  69582. */
  69583. get: function () {
  69584. return this._computeParticleTexture;
  69585. },
  69586. set: function (val) {
  69587. this._computeParticleTexture = val;
  69588. },
  69589. enumerable: true,
  69590. configurable: true
  69591. });
  69592. Object.defineProperty(SolidParticleSystem.prototype, "computeParticleVertex", {
  69593. /**
  69594. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  69595. * Default value : false. The SPS is faster when it's set to false.
  69596. * Note : the particle custom vertex positions aren't stored values.
  69597. */
  69598. get: function () {
  69599. return this._computeParticleVertex;
  69600. },
  69601. /**
  69602. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  69603. * Default value : false. The SPS is faster when it's set to false.
  69604. * Note : the particle custom vertex positions aren't stored values.
  69605. */
  69606. set: function (val) {
  69607. this._computeParticleVertex = val;
  69608. },
  69609. enumerable: true,
  69610. configurable: true
  69611. });
  69612. Object.defineProperty(SolidParticleSystem.prototype, "computeBoundingBox", {
  69613. /**
  69614. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  69615. */
  69616. get: function () {
  69617. return this._computeBoundingBox;
  69618. },
  69619. /**
  69620. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  69621. */
  69622. set: function (val) {
  69623. this._computeBoundingBox = val;
  69624. },
  69625. enumerable: true,
  69626. configurable: true
  69627. });
  69628. Object.defineProperty(SolidParticleSystem.prototype, "depthSortParticles", {
  69629. /**
  69630. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  69631. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69632. * Default : `true`
  69633. */
  69634. get: function () {
  69635. return this._depthSortParticles;
  69636. },
  69637. /**
  69638. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  69639. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  69640. * Default : `true`
  69641. */
  69642. set: function (val) {
  69643. this._depthSortParticles = val;
  69644. },
  69645. enumerable: true,
  69646. configurable: true
  69647. });
  69648. // =======================================================================
  69649. // Particle behavior logic
  69650. // these following methods may be overwritten by the user to fit his needs
  69651. /**
  69652. * This function does nothing. It may be overwritten to set all the particle first values.
  69653. * The SPS doesn't call this function, you may have to call it by your own.
  69654. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69655. */
  69656. SolidParticleSystem.prototype.initParticles = function () {
  69657. };
  69658. /**
  69659. * This function does nothing. It may be overwritten to recycle a particle.
  69660. * The SPS doesn't call this function, you may have to call it by your own.
  69661. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69662. * @param particle The particle to recycle
  69663. * @returns the recycled particle
  69664. */
  69665. SolidParticleSystem.prototype.recycleParticle = function (particle) {
  69666. return particle;
  69667. };
  69668. /**
  69669. * Updates a particle : this function should be overwritten by the user.
  69670. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  69671. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#particle-management
  69672. * @example : just set a particle position or velocity and recycle conditions
  69673. * @param particle The particle to update
  69674. * @returns the updated particle
  69675. */
  69676. SolidParticleSystem.prototype.updateParticle = function (particle) {
  69677. return particle;
  69678. };
  69679. /**
  69680. * Updates a vertex of a particle : it can be overwritten by the user.
  69681. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  69682. * @param particle the current particle
  69683. * @param vertex the current index of the current particle
  69684. * @param pt the index of the current vertex in the particle shape
  69685. * doc : http://doc.babylonjs.com/overviews/Solid_Particle_System#update-each-particle-shape
  69686. * @example : just set a vertex particle position
  69687. * @returns the updated vertex
  69688. */
  69689. SolidParticleSystem.prototype.updateParticleVertex = function (particle, vertex, pt) {
  69690. return vertex;
  69691. };
  69692. /**
  69693. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  69694. * This does nothing and may be overwritten by the user.
  69695. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69696. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69697. * @param update the boolean update value actually passed to setParticles()
  69698. */
  69699. SolidParticleSystem.prototype.beforeUpdateParticles = function (start, stop, update) {
  69700. };
  69701. /**
  69702. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  69703. * This will be passed three parameters.
  69704. * This does nothing and may be overwritten by the user.
  69705. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69706. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  69707. * @param update the boolean update value actually passed to setParticles()
  69708. */
  69709. SolidParticleSystem.prototype.afterUpdateParticles = function (start, stop, update) {
  69710. };
  69711. return SolidParticleSystem;
  69712. }());
  69713. BABYLON.SolidParticleSystem = SolidParticleSystem;
  69714. })(BABYLON || (BABYLON = {}));
  69715. //# sourceMappingURL=babylon.solidParticleSystem.js.map
  69716. var BABYLON;
  69717. (function (BABYLON) {
  69718. /**
  69719. * Class containing static functions to help procedurally build meshes
  69720. */
  69721. var MeshBuilder = /** @class */ (function () {
  69722. function MeshBuilder() {
  69723. }
  69724. MeshBuilder.updateSideOrientation = function (orientation) {
  69725. if (orientation == BABYLON.Mesh.DOUBLESIDE) {
  69726. return BABYLON.Mesh.DOUBLESIDE;
  69727. }
  69728. if (orientation === undefined || orientation === null) {
  69729. return BABYLON.Mesh.FRONTSIDE;
  69730. }
  69731. return orientation;
  69732. };
  69733. /**
  69734. * Creates a box mesh
  69735. * * The parameter `size` sets the size (float) of each box side (default 1)
  69736. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  69737. * * 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)
  69738. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  69739. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69740. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69741. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69742. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  69743. * @param name defines the name of the mesh
  69744. * @param options defines the options used to create the mesh
  69745. * @param scene defines the hosting scene
  69746. * @returns the box mesh
  69747. */
  69748. MeshBuilder.CreateBox = function (name, options, scene) {
  69749. if (scene === void 0) { scene = null; }
  69750. var box = new BABYLON.Mesh(name, scene);
  69751. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69752. box._originalBuilderSideOrientation = options.sideOrientation;
  69753. var vertexData = BABYLON.VertexData.CreateBox(options);
  69754. vertexData.applyToMesh(box, options.updatable);
  69755. return box;
  69756. };
  69757. /**
  69758. * Creates a sphere mesh
  69759. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  69760. * * 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`)
  69761. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  69762. * * 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
  69763. * * 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)
  69764. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69765. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69767. * @param name defines the name of the mesh
  69768. * @param options defines the options used to create the mesh
  69769. * @param scene defines the hosting scene
  69770. * @returns the sphere mesh
  69771. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  69772. */
  69773. MeshBuilder.CreateSphere = function (name, options, scene) {
  69774. var sphere = new BABYLON.Mesh(name, scene);
  69775. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69776. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69777. var vertexData = BABYLON.VertexData.CreateSphere(options);
  69778. vertexData.applyToMesh(sphere, options.updatable);
  69779. return sphere;
  69780. };
  69781. /**
  69782. * Creates a plane polygonal mesh. By default, this is a disc
  69783. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  69784. * * 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
  69785. * * 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
  69786. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69787. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69788. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69789. * @param name defines the name of the mesh
  69790. * @param options defines the options used to create the mesh
  69791. * @param scene defines the hosting scene
  69792. * @returns the plane polygonal mesh
  69793. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  69794. */
  69795. MeshBuilder.CreateDisc = function (name, options, scene) {
  69796. if (scene === void 0) { scene = null; }
  69797. var disc = new BABYLON.Mesh(name, scene);
  69798. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69799. disc._originalBuilderSideOrientation = options.sideOrientation;
  69800. var vertexData = BABYLON.VertexData.CreateDisc(options);
  69801. vertexData.applyToMesh(disc, options.updatable);
  69802. return disc;
  69803. };
  69804. /**
  69805. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  69806. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  69807. * * 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`)
  69808. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  69809. * * 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
  69810. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69811. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69813. * @param name defines the name of the mesh
  69814. * @param options defines the options used to create the mesh
  69815. * @param scene defines the hosting scene
  69816. * @returns the icosahedron mesh
  69817. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  69818. */
  69819. MeshBuilder.CreateIcoSphere = function (name, options, scene) {
  69820. var sphere = new BABYLON.Mesh(name, scene);
  69821. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69822. sphere._originalBuilderSideOrientation = options.sideOrientation;
  69823. var vertexData = BABYLON.VertexData.CreateIcoSphere(options);
  69824. vertexData.applyToMesh(sphere, options.updatable);
  69825. return sphere;
  69826. };
  69827. /**
  69828. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  69829. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  69830. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  69831. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  69832. * * 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
  69833. * * 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
  69834. * * The optional parameter `instance` is an instance of an existing Ribbon object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#ribbon
  69835. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69836. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69837. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  69838. * * 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
  69839. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  69840. * * 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
  69841. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  69842. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  69843. * @param name defines the name of the mesh
  69844. * @param options defines the options used to create the mesh
  69845. * @param scene defines the hosting scene
  69846. * @returns the ribbon mesh
  69847. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  69848. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  69849. */
  69850. MeshBuilder.CreateRibbon = function (name, options, scene) {
  69851. if (scene === void 0) { scene = null; }
  69852. var pathArray = options.pathArray;
  69853. var closeArray = options.closeArray;
  69854. var closePath = options.closePath;
  69855. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69856. var instance = options.instance;
  69857. var updatable = options.updatable;
  69858. if (instance) { // existing ribbon instance update
  69859. // positionFunction : ribbon case
  69860. // only pathArray and sideOrientation parameters are taken into account for positions update
  69861. var minimum_1 = BABYLON.Tmp.Vector3[0].setAll(Number.MAX_VALUE);
  69862. var maximum_1 = BABYLON.Tmp.Vector3[1].setAll(-Number.MAX_VALUE);
  69863. var positionFunction = function (positions) {
  69864. var minlg = pathArray[0].length;
  69865. var mesh = instance;
  69866. var i = 0;
  69867. var ns = (mesh._originalBuilderSideOrientation === BABYLON.Mesh.DOUBLESIDE) ? 2 : 1;
  69868. for (var si = 1; si <= ns; ++si) {
  69869. for (var p = 0; p < pathArray.length; ++p) {
  69870. var path = pathArray[p];
  69871. var l = path.length;
  69872. minlg = (minlg < l) ? minlg : l;
  69873. for (var j = 0; j < minlg; ++j) {
  69874. var pathPoint = path[j];
  69875. positions[i] = pathPoint.x;
  69876. positions[i + 1] = pathPoint.y;
  69877. positions[i + 2] = pathPoint.z;
  69878. minimum_1.minimizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69879. maximum_1.maximizeInPlaceFromFloats(pathPoint.x, pathPoint.y, pathPoint.z);
  69880. i += 3;
  69881. }
  69882. if (mesh._creationDataStorage && mesh._creationDataStorage.closePath) {
  69883. var pathPoint = path[0];
  69884. positions[i] = pathPoint.x;
  69885. positions[i + 1] = pathPoint.y;
  69886. positions[i + 2] = pathPoint.z;
  69887. i += 3;
  69888. }
  69889. }
  69890. }
  69891. };
  69892. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  69893. positionFunction(positions);
  69894. if (instance._boundingInfo) {
  69895. instance._boundingInfo.reConstruct(minimum_1, maximum_1, instance._worldMatrix);
  69896. }
  69897. else {
  69898. instance._boundingInfo = new BABYLON.BoundingInfo(minimum_1, maximum_1, instance._worldMatrix);
  69899. }
  69900. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  69901. if (options.colors) {
  69902. var colors = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  69903. for (var c = 0, colorIndex = 0; c < options.colors.length; c++, colorIndex += 4) {
  69904. var color = options.colors[c];
  69905. colors[colorIndex] = color.r;
  69906. colors[colorIndex + 1] = color.g;
  69907. colors[colorIndex + 2] = color.b;
  69908. colors[colorIndex + 3] = color.a;
  69909. }
  69910. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, colors, false, false);
  69911. }
  69912. if (options.uvs) {
  69913. var uvs = instance.getVerticesData(BABYLON.VertexBuffer.UVKind);
  69914. for (var i = 0; i < options.uvs.length; i++) {
  69915. uvs[i * 2] = options.uvs[i].x;
  69916. uvs[i * 2 + 1] = options.uvs[i].y;
  69917. }
  69918. instance.updateVerticesData(BABYLON.VertexBuffer.UVKind, uvs, false, false);
  69919. }
  69920. if (!instance.areNormalsFrozen || instance.isFacetDataEnabled) {
  69921. var indices = instance.getIndices();
  69922. var normals = instance.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  69923. var params = instance.isFacetDataEnabled ? instance.getFacetDataParameters() : null;
  69924. BABYLON.VertexData.ComputeNormals(positions, indices, normals, params);
  69925. if (instance._creationDataStorage && instance._creationDataStorage.closePath) {
  69926. var indexFirst = 0;
  69927. var indexLast = 0;
  69928. for (var p = 0; p < pathArray.length; p++) {
  69929. indexFirst = instance._creationDataStorage.idx[p] * 3;
  69930. if (p + 1 < pathArray.length) {
  69931. indexLast = (instance._creationDataStorage.idx[p + 1] - 1) * 3;
  69932. }
  69933. else {
  69934. indexLast = normals.length - 3;
  69935. }
  69936. normals[indexFirst] = (normals[indexFirst] + normals[indexLast]) * 0.5;
  69937. normals[indexFirst + 1] = (normals[indexFirst + 1] + normals[indexLast + 1]) * 0.5;
  69938. normals[indexFirst + 2] = (normals[indexFirst + 2] + normals[indexLast + 2]) * 0.5;
  69939. normals[indexLast] = normals[indexFirst];
  69940. normals[indexLast + 1] = normals[indexFirst + 1];
  69941. normals[indexLast + 2] = normals[indexFirst + 2];
  69942. }
  69943. }
  69944. if (!(instance.areNormalsFrozen)) {
  69945. instance.updateVerticesData(BABYLON.VertexBuffer.NormalKind, normals, false, false);
  69946. }
  69947. }
  69948. return instance;
  69949. }
  69950. else { // new ribbon creation
  69951. var ribbon = new BABYLON.Mesh(name, scene);
  69952. ribbon._originalBuilderSideOrientation = sideOrientation;
  69953. ribbon._creationDataStorage = new BABYLON._CreationDataStorage();
  69954. var vertexData = BABYLON.VertexData.CreateRibbon(options);
  69955. if (closePath) {
  69956. ribbon._creationDataStorage.idx = vertexData._idx;
  69957. }
  69958. ribbon._creationDataStorage.closePath = closePath;
  69959. ribbon._creationDataStorage.closeArray = closeArray;
  69960. vertexData.applyToMesh(ribbon, updatable);
  69961. return ribbon;
  69962. }
  69963. };
  69964. /**
  69965. * Creates a cylinder or a cone mesh
  69966. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  69967. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  69968. * * 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.
  69969. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  69970. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  69971. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  69972. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  69973. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  69974. * * 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).
  69975. * * 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
  69976. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  69977. * * 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
  69978. * * 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.
  69979. * * If `enclose` is false, a ring surface is one element.
  69980. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  69981. * * Example how to set colors and textures on a sliced cylinder : https://www.html5gamedevs.com/topic/17945-creating-a-closed-slice-of-a-cylinder/#comment-106379
  69982. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  69983. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  69984. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  69985. * @param name defines the name of the mesh
  69986. * @param options defines the options used to create the mesh
  69987. * @param scene defines the hosting scene
  69988. * @returns the cylinder mesh
  69989. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  69990. */
  69991. MeshBuilder.CreateCylinder = function (name, options, scene) {
  69992. var cylinder = new BABYLON.Mesh(name, scene);
  69993. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  69994. cylinder._originalBuilderSideOrientation = options.sideOrientation;
  69995. var vertexData = BABYLON.VertexData.CreateCylinder(options);
  69996. vertexData.applyToMesh(cylinder, options.updatable);
  69997. return cylinder;
  69998. };
  69999. /**
  70000. * Creates a torus mesh
  70001. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  70002. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  70003. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  70004. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70005. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70006. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70007. * @param name defines the name of the mesh
  70008. * @param options defines the options used to create the mesh
  70009. * @param scene defines the hosting scene
  70010. * @returns the torus mesh
  70011. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  70012. */
  70013. MeshBuilder.CreateTorus = function (name, options, scene) {
  70014. var torus = new BABYLON.Mesh(name, scene);
  70015. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70016. torus._originalBuilderSideOrientation = options.sideOrientation;
  70017. var vertexData = BABYLON.VertexData.CreateTorus(options);
  70018. vertexData.applyToMesh(torus, options.updatable);
  70019. return torus;
  70020. };
  70021. /**
  70022. * Creates a torus knot mesh
  70023. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  70024. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  70025. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  70026. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  70027. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70028. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70029. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70030. * @param name defines the name of the mesh
  70031. * @param options defines the options used to create the mesh
  70032. * @param scene defines the hosting scene
  70033. * @returns the torus knot mesh
  70034. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  70035. */
  70036. MeshBuilder.CreateTorusKnot = function (name, options, scene) {
  70037. var torusKnot = new BABYLON.Mesh(name, scene);
  70038. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70039. torusKnot._originalBuilderSideOrientation = options.sideOrientation;
  70040. var vertexData = BABYLON.VertexData.CreateTorusKnot(options);
  70041. vertexData.applyToMesh(torusKnot, options.updatable);
  70042. return torusKnot;
  70043. };
  70044. /**
  70045. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  70046. * * 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
  70047. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  70048. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  70049. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  70050. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  70051. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  70052. * * Updating a simple Line mesh, you just need to update every line in the `lines` array : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70053. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  70054. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70055. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  70056. * @param name defines the name of the new line system
  70057. * @param options defines the options used to create the line system
  70058. * @param scene defines the hosting scene
  70059. * @returns a new line system mesh
  70060. */
  70061. MeshBuilder.CreateLineSystem = function (name, options, scene) {
  70062. var instance = options.instance;
  70063. var lines = options.lines;
  70064. var colors = options.colors;
  70065. if (instance) { // lines update
  70066. var positions = instance.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70067. var vertexColor;
  70068. var lineColors;
  70069. if (colors) {
  70070. vertexColor = instance.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  70071. }
  70072. var i = 0;
  70073. var c = 0;
  70074. for (var l = 0; l < lines.length; l++) {
  70075. var points = lines[l];
  70076. for (var p = 0; p < points.length; p++) {
  70077. positions[i] = points[p].x;
  70078. positions[i + 1] = points[p].y;
  70079. positions[i + 2] = points[p].z;
  70080. if (colors && vertexColor) {
  70081. lineColors = colors[l];
  70082. vertexColor[c] = lineColors[p].r;
  70083. vertexColor[c + 1] = lineColors[p].g;
  70084. vertexColor[c + 2] = lineColors[p].b;
  70085. vertexColor[c + 3] = lineColors[p].a;
  70086. c += 4;
  70087. }
  70088. i += 3;
  70089. }
  70090. }
  70091. instance.updateVerticesData(BABYLON.VertexBuffer.PositionKind, positions, false, false);
  70092. if (colors && vertexColor) {
  70093. instance.updateVerticesData(BABYLON.VertexBuffer.ColorKind, vertexColor, false, false);
  70094. }
  70095. return instance;
  70096. }
  70097. // line system creation
  70098. var useVertexColor = (colors) ? true : false;
  70099. var lineSystem = new BABYLON.LinesMesh(name, scene, null, undefined, undefined, useVertexColor, options.useVertexAlpha);
  70100. var vertexData = BABYLON.VertexData.CreateLineSystem(options);
  70101. vertexData.applyToMesh(lineSystem, options.updatable);
  70102. return lineSystem;
  70103. };
  70104. /**
  70105. * Creates a line mesh
  70106. * 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
  70107. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70108. * * The parameter `points` is an array successive Vector3
  70109. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70110. * * The optional parameter `colors` is an array of successive Color4, one per line point
  70111. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  70112. * * When updating an instance, remember that only point positions can change, not the number of points
  70113. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70114. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  70115. * @param name defines the name of the new line system
  70116. * @param options defines the options used to create the line system
  70117. * @param scene defines the hosting scene
  70118. * @returns a new line mesh
  70119. */
  70120. MeshBuilder.CreateLines = function (name, options, scene) {
  70121. if (scene === void 0) { scene = null; }
  70122. var colors = (options.colors) ? [options.colors] : null;
  70123. var lines = MeshBuilder.CreateLineSystem(name, { lines: [options.points], updatable: options.updatable, instance: options.instance, colors: colors, useVertexAlpha: options.useVertexAlpha }, scene);
  70124. return lines;
  70125. };
  70126. /**
  70127. * Creates a dashed line mesh
  70128. * * 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
  70129. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  70130. * * The parameter `points` is an array successive Vector3
  70131. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  70132. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  70133. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  70134. * * The optional parameter `instance` is an instance of an existing LineMesh object to be updated with the passed `points` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#lines-and-dashedlines
  70135. * * When updating an instance, remember that only point positions can change, not the number of points
  70136. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70137. * @param name defines the name of the mesh
  70138. * @param options defines the options used to create the mesh
  70139. * @param scene defines the hosting scene
  70140. * @returns the dashed line mesh
  70141. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  70142. */
  70143. MeshBuilder.CreateDashedLines = function (name, options, scene) {
  70144. if (scene === void 0) { scene = null; }
  70145. var points = options.points;
  70146. var instance = options.instance;
  70147. var gapSize = options.gapSize || 1;
  70148. var dashSize = options.dashSize || 3;
  70149. if (instance) { // dashed lines update
  70150. var positionFunction = function (positions) {
  70151. var curvect = BABYLON.Vector3.Zero();
  70152. var nbSeg = positions.length / 6;
  70153. var lg = 0;
  70154. var nb = 0;
  70155. var shft = 0;
  70156. var dashshft = 0;
  70157. var curshft = 0;
  70158. var p = 0;
  70159. var i = 0;
  70160. var j = 0;
  70161. for (i = 0; i < points.length - 1; i++) {
  70162. points[i + 1].subtractToRef(points[i], curvect);
  70163. lg += curvect.length();
  70164. }
  70165. shft = lg / nbSeg;
  70166. var dashSize = instance._creationDataStorage.dashSize;
  70167. var gapSize = instance._creationDataStorage.gapSize;
  70168. dashshft = dashSize * shft / (dashSize + gapSize);
  70169. for (i = 0; i < points.length - 1; i++) {
  70170. points[i + 1].subtractToRef(points[i], curvect);
  70171. nb = Math.floor(curvect.length() / shft);
  70172. curvect.normalize();
  70173. j = 0;
  70174. while (j < nb && p < positions.length) {
  70175. curshft = shft * j;
  70176. positions[p] = points[i].x + curshft * curvect.x;
  70177. positions[p + 1] = points[i].y + curshft * curvect.y;
  70178. positions[p + 2] = points[i].z + curshft * curvect.z;
  70179. positions[p + 3] = points[i].x + (curshft + dashshft) * curvect.x;
  70180. positions[p + 4] = points[i].y + (curshft + dashshft) * curvect.y;
  70181. positions[p + 5] = points[i].z + (curshft + dashshft) * curvect.z;
  70182. p += 6;
  70183. j++;
  70184. }
  70185. }
  70186. while (p < positions.length) {
  70187. positions[p] = points[i].x;
  70188. positions[p + 1] = points[i].y;
  70189. positions[p + 2] = points[i].z;
  70190. p += 3;
  70191. }
  70192. };
  70193. instance.updateMeshPositions(positionFunction, false);
  70194. return instance;
  70195. }
  70196. // dashed lines creation
  70197. var dashedLines = new BABYLON.LinesMesh(name, scene);
  70198. var vertexData = BABYLON.VertexData.CreateDashedLines(options);
  70199. vertexData.applyToMesh(dashedLines, options.updatable);
  70200. dashedLines._creationDataStorage = new BABYLON._CreationDataStorage();
  70201. dashedLines._creationDataStorage.dashSize = dashSize;
  70202. dashedLines._creationDataStorage.gapSize = gapSize;
  70203. return dashedLines;
  70204. };
  70205. /**
  70206. * 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.
  70207. * * 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.
  70208. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70209. * * 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.
  70210. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  70211. * * 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
  70212. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70213. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  70214. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70215. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70216. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  70217. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70218. * @param name defines the name of the mesh
  70219. * @param options defines the options used to create the mesh
  70220. * @param scene defines the hosting scene
  70221. * @returns the extruded shape mesh
  70222. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70223. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70224. */
  70225. MeshBuilder.ExtrudeShape = function (name, options, scene) {
  70226. if (scene === void 0) { scene = null; }
  70227. var path = options.path;
  70228. var shape = options.shape;
  70229. var scale = options.scale || 1;
  70230. var rotation = options.rotation || 0;
  70231. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70232. var updatable = options.updatable;
  70233. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70234. var instance = options.instance || null;
  70235. var invertUV = options.invertUV || false;
  70236. 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);
  70237. };
  70238. /**
  70239. * Creates an custom extruded shape mesh.
  70240. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  70241. * * 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.
  70242. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  70243. * * 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
  70244. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  70245. * * 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
  70246. * * It must returns a float value that will be the scale value applied to the shape on each path point
  70247. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  70248. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  70249. * * 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
  70250. * * The optional parameter `instance` is an instance of an existing ExtrudedShape object to be updated with the passed `shape`, `path`, `scale` or `rotation` parameters : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#extruded-shape
  70251. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  70252. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70253. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70254. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70255. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70256. * @param name defines the name of the mesh
  70257. * @param options defines the options used to create the mesh
  70258. * @param scene defines the hosting scene
  70259. * @returns the custom extruded shape mesh
  70260. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  70261. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70262. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  70263. */
  70264. MeshBuilder.ExtrudeShapeCustom = function (name, options, scene) {
  70265. var path = options.path;
  70266. var shape = options.shape;
  70267. var scaleFunction = options.scaleFunction || (function () { return 1; });
  70268. var rotationFunction = options.rotationFunction || (function () { return 0; });
  70269. var ribbonCloseArray = options.ribbonCloseArray || false;
  70270. var ribbonClosePath = options.ribbonClosePath || false;
  70271. var cap = (options.cap === 0) ? 0 : options.cap || BABYLON.Mesh.NO_CAP;
  70272. var updatable = options.updatable;
  70273. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70274. var instance = options.instance;
  70275. var invertUV = options.invertUV || false;
  70276. 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);
  70277. };
  70278. /**
  70279. * Creates lathe mesh.
  70280. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  70281. * * 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
  70282. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  70283. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  70284. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  70285. * * 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
  70286. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  70287. * * 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
  70288. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70289. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70290. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70291. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70292. * @param name defines the name of the mesh
  70293. * @param options defines the options used to create the mesh
  70294. * @param scene defines the hosting scene
  70295. * @returns the lathe mesh
  70296. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  70297. */
  70298. MeshBuilder.CreateLathe = function (name, options, scene) {
  70299. var arc = options.arc ? ((options.arc <= 0 || options.arc > 1) ? 1.0 : options.arc) : 1.0;
  70300. var closed = (options.closed === undefined) ? true : options.closed;
  70301. var shape = options.shape;
  70302. var radius = options.radius || 1;
  70303. var tessellation = options.tessellation || 64;
  70304. var clip = options.clip || 0;
  70305. var updatable = options.updatable;
  70306. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70307. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70308. var pi2 = Math.PI * 2;
  70309. var paths = new Array();
  70310. var invertUV = options.invertUV || false;
  70311. var i = 0;
  70312. var p = 0;
  70313. var step = pi2 / tessellation * arc;
  70314. var rotated;
  70315. var path = new Array();
  70316. for (i = 0; i <= tessellation - clip; i++) {
  70317. var path = [];
  70318. if (cap == BABYLON.Mesh.CAP_START || cap == BABYLON.Mesh.CAP_ALL) {
  70319. path.push(new BABYLON.Vector3(0, shape[0].y, 0));
  70320. path.push(new BABYLON.Vector3(Math.cos(i * step) * shape[0].x * radius, shape[0].y, Math.sin(i * step) * shape[0].x * radius));
  70321. }
  70322. for (p = 0; p < shape.length; p++) {
  70323. rotated = new BABYLON.Vector3(Math.cos(i * step) * shape[p].x * radius, shape[p].y, Math.sin(i * step) * shape[p].x * radius);
  70324. path.push(rotated);
  70325. }
  70326. if (cap == BABYLON.Mesh.CAP_END || cap == BABYLON.Mesh.CAP_ALL) {
  70327. 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));
  70328. path.push(new BABYLON.Vector3(0, shape[shape.length - 1].y, 0));
  70329. }
  70330. paths.push(path);
  70331. }
  70332. // lathe ribbon
  70333. var lathe = MeshBuilder.CreateRibbon(name, { pathArray: paths, closeArray: closed, sideOrientation: sideOrientation, updatable: updatable, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70334. return lathe;
  70335. };
  70336. /**
  70337. * Creates a plane mesh
  70338. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  70339. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  70340. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  70341. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70342. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70343. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70344. * @param name defines the name of the mesh
  70345. * @param options defines the options used to create the mesh
  70346. * @param scene defines the hosting scene
  70347. * @returns the plane mesh
  70348. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  70349. */
  70350. MeshBuilder.CreatePlane = function (name, options, scene) {
  70351. var plane = new BABYLON.Mesh(name, scene);
  70352. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70353. plane._originalBuilderSideOrientation = options.sideOrientation;
  70354. var vertexData = BABYLON.VertexData.CreatePlane(options);
  70355. vertexData.applyToMesh(plane, options.updatable);
  70356. if (options.sourcePlane) {
  70357. plane.translate(options.sourcePlane.normal, -options.sourcePlane.d);
  70358. plane.setDirection(options.sourcePlane.normal.scale(-1));
  70359. }
  70360. return plane;
  70361. };
  70362. /**
  70363. * Creates a ground mesh
  70364. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  70365. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  70366. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70367. * @param name defines the name of the mesh
  70368. * @param options defines the options used to create the mesh
  70369. * @param scene defines the hosting scene
  70370. * @returns the ground mesh
  70371. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  70372. */
  70373. MeshBuilder.CreateGround = function (name, options, scene) {
  70374. var ground = new BABYLON.GroundMesh(name, scene);
  70375. ground._setReady(false);
  70376. ground._subdivisionsX = options.subdivisionsX || options.subdivisions || 1;
  70377. ground._subdivisionsY = options.subdivisionsY || options.subdivisions || 1;
  70378. ground._width = options.width || 1;
  70379. ground._height = options.height || 1;
  70380. ground._maxX = ground._width / 2;
  70381. ground._maxZ = ground._height / 2;
  70382. ground._minX = -ground._maxX;
  70383. ground._minZ = -ground._maxZ;
  70384. var vertexData = BABYLON.VertexData.CreateGround(options);
  70385. vertexData.applyToMesh(ground, options.updatable);
  70386. ground._setReady(true);
  70387. return ground;
  70388. };
  70389. /**
  70390. * Creates a tiled ground mesh
  70391. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  70392. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  70393. * * 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
  70394. * * 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
  70395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70396. * @param name defines the name of the mesh
  70397. * @param options defines the options used to create the mesh
  70398. * @param scene defines the hosting scene
  70399. * @returns the tiled ground mesh
  70400. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  70401. */
  70402. MeshBuilder.CreateTiledGround = function (name, options, scene) {
  70403. var tiledGround = new BABYLON.Mesh(name, scene);
  70404. var vertexData = BABYLON.VertexData.CreateTiledGround(options);
  70405. vertexData.applyToMesh(tiledGround, options.updatable);
  70406. return tiledGround;
  70407. };
  70408. /**
  70409. * Creates a ground mesh from a height map
  70410. * * The parameter `url` sets the URL of the height map image resource.
  70411. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  70412. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  70413. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  70414. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  70415. * * 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.
  70416. * * 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).
  70417. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  70418. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  70419. * @param name defines the name of the mesh
  70420. * @param url defines the url to the height map
  70421. * @param options defines the options used to create the mesh
  70422. * @param scene defines the hosting scene
  70423. * @returns the ground mesh
  70424. * @see https://doc.babylonjs.com/babylon101/height_map
  70425. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  70426. */
  70427. MeshBuilder.CreateGroundFromHeightMap = function (name, url, options, scene) {
  70428. var width = options.width || 10.0;
  70429. var height = options.height || 10.0;
  70430. var subdivisions = options.subdivisions || 1 | 0;
  70431. var minHeight = options.minHeight || 0.0;
  70432. var maxHeight = options.maxHeight || 1.0;
  70433. var filter = options.colorFilter || new BABYLON.Color3(0.3, 0.59, 0.11);
  70434. var alphaFilter = options.alphaFilter || 0.0;
  70435. var updatable = options.updatable;
  70436. var onReady = options.onReady;
  70437. var ground = new BABYLON.GroundMesh(name, scene);
  70438. ground._subdivisionsX = subdivisions;
  70439. ground._subdivisionsY = subdivisions;
  70440. ground._width = width;
  70441. ground._height = height;
  70442. ground._maxX = ground._width / 2.0;
  70443. ground._maxZ = ground._height / 2.0;
  70444. ground._minX = -ground._maxX;
  70445. ground._minZ = -ground._maxZ;
  70446. ground._setReady(false);
  70447. var onload = function (img) {
  70448. // Getting height map data
  70449. var canvas = document.createElement("canvas");
  70450. var context = canvas.getContext("2d");
  70451. if (!context) {
  70452. throw new Error("Unable to get 2d context for CreateGroundFromHeightMap");
  70453. }
  70454. if (scene.isDisposed) {
  70455. return;
  70456. }
  70457. var bufferWidth = img.width;
  70458. var bufferHeight = img.height;
  70459. canvas.width = bufferWidth;
  70460. canvas.height = bufferHeight;
  70461. context.drawImage(img, 0, 0);
  70462. // Create VertexData from map data
  70463. // Cast is due to wrong definition in lib.d.ts from ts 1.3 - https://github.com/Microsoft/TypeScript/issues/949
  70464. var buffer = context.getImageData(0, 0, bufferWidth, bufferHeight).data;
  70465. var vertexData = BABYLON.VertexData.CreateGroundFromHeightMap({
  70466. width: width, height: height,
  70467. subdivisions: subdivisions,
  70468. minHeight: minHeight, maxHeight: maxHeight, colorFilter: filter,
  70469. buffer: buffer, bufferWidth: bufferWidth, bufferHeight: bufferHeight,
  70470. alphaFilter: alphaFilter
  70471. });
  70472. vertexData.applyToMesh(ground, updatable);
  70473. //execute ready callback, if set
  70474. if (onReady) {
  70475. onReady(ground);
  70476. }
  70477. ground._setReady(true);
  70478. };
  70479. BABYLON.Tools.LoadImage(url, onload, function () { }, scene.offlineProvider);
  70480. return ground;
  70481. };
  70482. /**
  70483. * Creates a polygon mesh
  70484. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  70485. * * 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
  70486. * * You can set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70487. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70488. * * 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)
  70489. * * Remember you can only change the shape positions, not their number when updating a polygon
  70490. * @param name defines the name of the mesh
  70491. * @param options defines the options used to create the mesh
  70492. * @param scene defines the hosting scene
  70493. * @returns the polygon mesh
  70494. */
  70495. MeshBuilder.CreatePolygon = function (name, options, scene) {
  70496. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70497. var shape = options.shape;
  70498. var holes = options.holes || [];
  70499. var depth = options.depth || 0;
  70500. var contours = [];
  70501. var hole = [];
  70502. for (var i = 0; i < shape.length; i++) {
  70503. contours[i] = new BABYLON.Vector2(shape[i].x, shape[i].z);
  70504. }
  70505. var epsilon = 0.00000001;
  70506. if (contours[0].equalsWithEpsilon(contours[contours.length - 1], epsilon)) {
  70507. contours.pop();
  70508. }
  70509. var polygonTriangulation = new BABYLON.PolygonMeshBuilder(name, contours, scene);
  70510. for (var hNb = 0; hNb < holes.length; hNb++) {
  70511. hole = [];
  70512. for (var hPoint = 0; hPoint < holes[hNb].length; hPoint++) {
  70513. hole.push(new BABYLON.Vector2(holes[hNb][hPoint].x, holes[hNb][hPoint].z));
  70514. }
  70515. polygonTriangulation.addHole(hole);
  70516. }
  70517. var polygon = polygonTriangulation.build(options.updatable, depth);
  70518. polygon._originalBuilderSideOrientation = options.sideOrientation;
  70519. var vertexData = BABYLON.VertexData.CreatePolygon(polygon, options.sideOrientation, options.faceUV, options.faceColors, options.frontUVs, options.backUVs);
  70520. vertexData.applyToMesh(polygon, options.updatable);
  70521. return polygon;
  70522. };
  70523. /**
  70524. * Creates an extruded polygon mesh, with depth in the Y direction.
  70525. * * 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)
  70526. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70527. * @param name defines the name of the mesh
  70528. * @param options defines the options used to create the mesh
  70529. * @param scene defines the hosting scene
  70530. * @returns the polygon mesh
  70531. */
  70532. MeshBuilder.ExtrudePolygon = function (name, options, scene) {
  70533. return MeshBuilder.CreatePolygon(name, options, scene);
  70534. };
  70535. /**
  70536. * Creates a tube mesh.
  70537. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  70538. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  70539. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  70540. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  70541. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  70542. * * 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)
  70543. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  70544. * * 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
  70545. * * The optional parameter `instance` is an instance of an existing Tube object to be updated with the passed `pathArray` parameter : https://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#tube
  70546. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70547. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70548. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  70549. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70550. * @param name defines the name of the mesh
  70551. * @param options defines the options used to create the mesh
  70552. * @param scene defines the hosting scene
  70553. * @returns the tube mesh
  70554. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  70555. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  70556. */
  70557. MeshBuilder.CreateTube = function (name, options, scene) {
  70558. var path = options.path;
  70559. var instance = options.instance;
  70560. var radius = 1.0;
  70561. if (options.radius !== undefined) {
  70562. radius = options.radius;
  70563. }
  70564. else if (instance) {
  70565. radius = instance._creationDataStorage.radius;
  70566. }
  70567. var tessellation = options.tessellation || 64 | 0;
  70568. var radiusFunction = options.radiusFunction || null;
  70569. var cap = options.cap || BABYLON.Mesh.NO_CAP;
  70570. var invertUV = options.invertUV || false;
  70571. var updatable = options.updatable;
  70572. var sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70573. options.arc = options.arc && (options.arc <= 0.0 || options.arc > 1.0) ? 1.0 : options.arc || 1.0;
  70574. // tube geometry
  70575. var tubePathArray = function (path, path3D, circlePaths, radius, tessellation, radiusFunction, cap, arc) {
  70576. var tangents = path3D.getTangents();
  70577. var normals = path3D.getNormals();
  70578. var distances = path3D.getDistances();
  70579. var pi2 = Math.PI * 2;
  70580. var step = pi2 / tessellation * arc;
  70581. var returnRadius = function () { return radius; };
  70582. var radiusFunctionFinal = radiusFunction || returnRadius;
  70583. var circlePath;
  70584. var rad;
  70585. var normal;
  70586. var rotated;
  70587. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70588. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70589. for (var i = 0; i < path.length; i++) {
  70590. rad = radiusFunctionFinal(i, distances[i]); // current radius
  70591. circlePath = Array(); // current circle array
  70592. normal = normals[i]; // current normal
  70593. for (var t = 0; t < tessellation; t++) {
  70594. BABYLON.Matrix.RotationAxisToRef(tangents[i], step * t, rotationMatrix);
  70595. rotated = circlePath[t] ? circlePath[t] : BABYLON.Vector3.Zero();
  70596. BABYLON.Vector3.TransformCoordinatesToRef(normal, rotationMatrix, rotated);
  70597. rotated.scaleInPlace(rad).addInPlace(path[i]);
  70598. circlePath[t] = rotated;
  70599. }
  70600. circlePaths[index] = circlePath;
  70601. index++;
  70602. }
  70603. // cap
  70604. var capPath = function (nbPoints, pathIndex) {
  70605. var pointCap = Array();
  70606. for (var i = 0; i < nbPoints; i++) {
  70607. pointCap.push(path[pathIndex]);
  70608. }
  70609. return pointCap;
  70610. };
  70611. switch (cap) {
  70612. case BABYLON.Mesh.NO_CAP:
  70613. break;
  70614. case BABYLON.Mesh.CAP_START:
  70615. circlePaths[0] = capPath(tessellation, 0);
  70616. circlePaths[1] = circlePaths[2].slice(0);
  70617. break;
  70618. case BABYLON.Mesh.CAP_END:
  70619. circlePaths[index] = circlePaths[index - 1].slice(0);
  70620. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70621. break;
  70622. case BABYLON.Mesh.CAP_ALL:
  70623. circlePaths[0] = capPath(tessellation, 0);
  70624. circlePaths[1] = circlePaths[2].slice(0);
  70625. circlePaths[index] = circlePaths[index - 1].slice(0);
  70626. circlePaths[index + 1] = capPath(tessellation, path.length - 1);
  70627. break;
  70628. default:
  70629. break;
  70630. }
  70631. return circlePaths;
  70632. };
  70633. var path3D;
  70634. var pathArray;
  70635. if (instance) { // tube update
  70636. var storage = instance._creationDataStorage;
  70637. var arc = options.arc || storage.arc;
  70638. path3D = storage.path3D.update(path);
  70639. pathArray = tubePathArray(path, path3D, storage.pathArray, radius, storage.tessellation, radiusFunction, storage.cap, arc);
  70640. instance = MeshBuilder.CreateRibbon("", { pathArray: pathArray, instance: instance });
  70641. // Update mode, no need to recreate the storage.
  70642. storage.path3D = path3D;
  70643. storage.pathArray = pathArray;
  70644. storage.arc = arc;
  70645. storage.radius = radius;
  70646. return instance;
  70647. }
  70648. // tube creation
  70649. path3D = new BABYLON.Path3D(path);
  70650. var newPathArray = new Array();
  70651. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70652. pathArray = tubePathArray(path, path3D, newPathArray, radius, tessellation, radiusFunction, cap, options.arc);
  70653. var tube = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closePath: true, closeArray: false, updatable: updatable, sideOrientation: sideOrientation, invertUV: invertUV, frontUVs: options.frontUVs, backUVs: options.backUVs }, scene);
  70654. tube._creationDataStorage.pathArray = pathArray;
  70655. tube._creationDataStorage.path3D = path3D;
  70656. tube._creationDataStorage.tessellation = tessellation;
  70657. tube._creationDataStorage.cap = cap;
  70658. tube._creationDataStorage.arc = options.arc;
  70659. tube._creationDataStorage.radius = radius;
  70660. return tube;
  70661. };
  70662. /**
  70663. * Creates a polyhedron mesh
  70664. * * 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
  70665. * * The parameter `size` (positive float, default 1) sets the polygon size
  70666. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  70667. * * 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`
  70668. * * 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
  70669. * * 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)`)
  70670. * * To understand how to set `faceUV` or `faceColors`, please read this by considering the right number of faces of your polyhedron, instead of only 6 for the box : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  70671. * * 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
  70672. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  70673. * * If you create a double-sided mesh, you can choose what parts of the texture image to crop and stick respectively on the front and the back sides with the parameters `frontUVs` and `backUVs` (Vector4). Detail here : https://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation
  70674. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  70675. * @param name defines the name of the mesh
  70676. * @param options defines the options used to create the mesh
  70677. * @param scene defines the hosting scene
  70678. * @returns the polyhedron mesh
  70679. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  70680. */
  70681. MeshBuilder.CreatePolyhedron = function (name, options, scene) {
  70682. var polyhedron = new BABYLON.Mesh(name, scene);
  70683. options.sideOrientation = MeshBuilder.updateSideOrientation(options.sideOrientation);
  70684. polyhedron._originalBuilderSideOrientation = options.sideOrientation;
  70685. var vertexData = BABYLON.VertexData.CreatePolyhedron(options);
  70686. vertexData.applyToMesh(polyhedron, options.updatable);
  70687. return polyhedron;
  70688. };
  70689. /**
  70690. * Creates a decal mesh.
  70691. * 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
  70692. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  70693. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  70694. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  70695. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  70696. * @param name defines the name of the mesh
  70697. * @param sourceMesh defines the mesh where the decal must be applied
  70698. * @param options defines the options used to create the mesh
  70699. * @param scene defines the hosting scene
  70700. * @returns the decal mesh
  70701. * @see https://doc.babylonjs.com/how_to/decals
  70702. */
  70703. MeshBuilder.CreateDecal = function (name, sourceMesh, options) {
  70704. var indices = sourceMesh.getIndices();
  70705. var positions = sourceMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  70706. var normals = sourceMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  70707. var position = options.position || BABYLON.Vector3.Zero();
  70708. var normal = options.normal || BABYLON.Vector3.Up();
  70709. var size = options.size || BABYLON.Vector3.One();
  70710. var angle = options.angle || 0;
  70711. // Getting correct rotation
  70712. if (!normal) {
  70713. var target = new BABYLON.Vector3(0, 0, 1);
  70714. var camera = sourceMesh.getScene().activeCamera;
  70715. var cameraWorldTarget = BABYLON.Vector3.TransformCoordinates(target, camera.getWorldMatrix());
  70716. normal = camera.globalPosition.subtract(cameraWorldTarget);
  70717. }
  70718. var yaw = -Math.atan2(normal.z, normal.x) - Math.PI / 2;
  70719. var len = Math.sqrt(normal.x * normal.x + normal.z * normal.z);
  70720. var pitch = Math.atan2(normal.y, len);
  70721. // Matrix
  70722. var decalWorldMatrix = BABYLON.Matrix.RotationYawPitchRoll(yaw, pitch, angle).multiply(BABYLON.Matrix.Translation(position.x, position.y, position.z));
  70723. var inverseDecalWorldMatrix = BABYLON.Matrix.Invert(decalWorldMatrix);
  70724. var meshWorldMatrix = sourceMesh.getWorldMatrix();
  70725. var transformMatrix = meshWorldMatrix.multiply(inverseDecalWorldMatrix);
  70726. var vertexData = new BABYLON.VertexData();
  70727. vertexData.indices = [];
  70728. vertexData.positions = [];
  70729. vertexData.normals = [];
  70730. vertexData.uvs = [];
  70731. var currentVertexDataIndex = 0;
  70732. var extractDecalVector3 = function (indexId) {
  70733. var result = new BABYLON.PositionNormalVertex();
  70734. if (!indices || !positions || !normals) {
  70735. return result;
  70736. }
  70737. var vertexId = indices[indexId];
  70738. result.position = new BABYLON.Vector3(positions[vertexId * 3], positions[vertexId * 3 + 1], positions[vertexId * 3 + 2]);
  70739. // Send vector to decal local world
  70740. result.position = BABYLON.Vector3.TransformCoordinates(result.position, transformMatrix);
  70741. // Get normal
  70742. result.normal = new BABYLON.Vector3(normals[vertexId * 3], normals[vertexId * 3 + 1], normals[vertexId * 3 + 2]);
  70743. result.normal = BABYLON.Vector3.TransformNormal(result.normal, transformMatrix);
  70744. return result;
  70745. }; // Inspired by https://github.com/mrdoob/three.js/blob/eee231960882f6f3b6113405f524956145148146/examples/js/geometries/DecalGeometry.js
  70746. var clip = function (vertices, axis) {
  70747. if (vertices.length === 0) {
  70748. return vertices;
  70749. }
  70750. var clipSize = 0.5 * Math.abs(BABYLON.Vector3.Dot(size, axis));
  70751. var clipVertices = function (v0, v1) {
  70752. var clipFactor = BABYLON.Vector3.GetClipFactor(v0.position, v1.position, axis, clipSize);
  70753. return new BABYLON.PositionNormalVertex(BABYLON.Vector3.Lerp(v0.position, v1.position, clipFactor), BABYLON.Vector3.Lerp(v0.normal, v1.normal, clipFactor));
  70754. };
  70755. var result = new Array();
  70756. for (var index = 0; index < vertices.length; index += 3) {
  70757. var v1Out;
  70758. var v2Out;
  70759. var v3Out;
  70760. var total = 0;
  70761. var nV1 = null;
  70762. var nV2 = null;
  70763. var nV3 = null;
  70764. var nV4 = null;
  70765. var d1 = BABYLON.Vector3.Dot(vertices[index].position, axis) - clipSize;
  70766. var d2 = BABYLON.Vector3.Dot(vertices[index + 1].position, axis) - clipSize;
  70767. var d3 = BABYLON.Vector3.Dot(vertices[index + 2].position, axis) - clipSize;
  70768. v1Out = d1 > 0;
  70769. v2Out = d2 > 0;
  70770. v3Out = d3 > 0;
  70771. total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
  70772. switch (total) {
  70773. case 0:
  70774. result.push(vertices[index]);
  70775. result.push(vertices[index + 1]);
  70776. result.push(vertices[index + 2]);
  70777. break;
  70778. case 1:
  70779. if (v1Out) {
  70780. nV1 = vertices[index + 1];
  70781. nV2 = vertices[index + 2];
  70782. nV3 = clipVertices(vertices[index], nV1);
  70783. nV4 = clipVertices(vertices[index], nV2);
  70784. }
  70785. if (v2Out) {
  70786. nV1 = vertices[index];
  70787. nV2 = vertices[index + 2];
  70788. nV3 = clipVertices(vertices[index + 1], nV1);
  70789. nV4 = clipVertices(vertices[index + 1], nV2);
  70790. result.push(nV3);
  70791. result.push(nV2.clone());
  70792. result.push(nV1.clone());
  70793. result.push(nV2.clone());
  70794. result.push(nV3.clone());
  70795. result.push(nV4);
  70796. break;
  70797. }
  70798. if (v3Out) {
  70799. nV1 = vertices[index];
  70800. nV2 = vertices[index + 1];
  70801. nV3 = clipVertices(vertices[index + 2], nV1);
  70802. nV4 = clipVertices(vertices[index + 2], nV2);
  70803. }
  70804. if (nV1 && nV2 && nV3 && nV4) {
  70805. result.push(nV1.clone());
  70806. result.push(nV2.clone());
  70807. result.push(nV3);
  70808. result.push(nV4);
  70809. result.push(nV3.clone());
  70810. result.push(nV2.clone());
  70811. }
  70812. break;
  70813. case 2:
  70814. if (!v1Out) {
  70815. nV1 = vertices[index].clone();
  70816. nV2 = clipVertices(nV1, vertices[index + 1]);
  70817. nV3 = clipVertices(nV1, vertices[index + 2]);
  70818. result.push(nV1);
  70819. result.push(nV2);
  70820. result.push(nV3);
  70821. }
  70822. if (!v2Out) {
  70823. nV1 = vertices[index + 1].clone();
  70824. nV2 = clipVertices(nV1, vertices[index + 2]);
  70825. nV3 = clipVertices(nV1, vertices[index]);
  70826. result.push(nV1);
  70827. result.push(nV2);
  70828. result.push(nV3);
  70829. }
  70830. if (!v3Out) {
  70831. nV1 = vertices[index + 2].clone();
  70832. nV2 = clipVertices(nV1, vertices[index]);
  70833. nV3 = clipVertices(nV1, vertices[index + 1]);
  70834. result.push(nV1);
  70835. result.push(nV2);
  70836. result.push(nV3);
  70837. }
  70838. break;
  70839. case 3:
  70840. break;
  70841. }
  70842. }
  70843. return result;
  70844. };
  70845. for (var index = 0; index < indices.length; index += 3) {
  70846. var faceVertices = new Array();
  70847. faceVertices.push(extractDecalVector3(index));
  70848. faceVertices.push(extractDecalVector3(index + 1));
  70849. faceVertices.push(extractDecalVector3(index + 2));
  70850. // Clip
  70851. faceVertices = clip(faceVertices, new BABYLON.Vector3(1, 0, 0));
  70852. faceVertices = clip(faceVertices, new BABYLON.Vector3(-1, 0, 0));
  70853. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 1, 0));
  70854. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, -1, 0));
  70855. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, 1));
  70856. faceVertices = clip(faceVertices, new BABYLON.Vector3(0, 0, -1));
  70857. if (faceVertices.length === 0) {
  70858. continue;
  70859. }
  70860. // Add UVs and get back to world
  70861. for (var vIndex = 0; vIndex < faceVertices.length; vIndex++) {
  70862. var vertex = faceVertices[vIndex];
  70863. //TODO check for Int32Array | Uint32Array | Uint16Array
  70864. vertexData.indices.push(currentVertexDataIndex);
  70865. vertex.position.toArray(vertexData.positions, currentVertexDataIndex * 3);
  70866. vertex.normal.toArray(vertexData.normals, currentVertexDataIndex * 3);
  70867. vertexData.uvs.push(0.5 + vertex.position.x / size.x);
  70868. vertexData.uvs.push(0.5 + vertex.position.y / size.y);
  70869. currentVertexDataIndex++;
  70870. }
  70871. }
  70872. // Return mesh
  70873. var decal = new BABYLON.Mesh(name, sourceMesh.getScene());
  70874. vertexData.applyToMesh(decal);
  70875. decal.position = position.clone();
  70876. decal.rotation = new BABYLON.Vector3(pitch, yaw, angle);
  70877. return decal;
  70878. };
  70879. // Privates
  70880. MeshBuilder._ExtrudeShapeGeneric = function (name, shape, curve, scale, rotation, scaleFunction, rotateFunction, rbCA, rbCP, cap, custom, scene, updtbl, side, instance, invertUV, frontUVs, backUVs) {
  70881. // extrusion geometry
  70882. var extrusionPathArray = function (shape, curve, path3D, shapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom) {
  70883. var tangents = path3D.getTangents();
  70884. var normals = path3D.getNormals();
  70885. var binormals = path3D.getBinormals();
  70886. var distances = path3D.getDistances();
  70887. var angle = 0;
  70888. var returnScale = function () { return scale !== null ? scale : 1; };
  70889. var returnRotation = function () { return rotation !== null ? rotation : 0; };
  70890. var rotate = custom && rotateFunction ? rotateFunction : returnRotation;
  70891. var scl = custom && scaleFunction ? scaleFunction : returnScale;
  70892. var index = (cap === BABYLON.Mesh.NO_CAP || cap === BABYLON.Mesh.CAP_END) ? 0 : 2;
  70893. var rotationMatrix = BABYLON.Tmp.Matrix[0];
  70894. for (var i = 0; i < curve.length; i++) {
  70895. var shapePath = new Array();
  70896. var angleStep = rotate(i, distances[i]);
  70897. var scaleRatio = scl(i, distances[i]);
  70898. for (var p = 0; p < shape.length; p++) {
  70899. BABYLON.Matrix.RotationAxisToRef(tangents[i], angle, rotationMatrix);
  70900. var planed = ((tangents[i].scale(shape[p].z)).add(normals[i].scale(shape[p].x)).add(binormals[i].scale(shape[p].y)));
  70901. var rotated = shapePath[p] ? shapePath[p] : BABYLON.Vector3.Zero();
  70902. BABYLON.Vector3.TransformCoordinatesToRef(planed, rotationMatrix, rotated);
  70903. rotated.scaleInPlace(scaleRatio).addInPlace(curve[i]);
  70904. shapePath[p] = rotated;
  70905. }
  70906. shapePaths[index] = shapePath;
  70907. angle += angleStep;
  70908. index++;
  70909. }
  70910. // cap
  70911. var capPath = function (shapePath) {
  70912. var pointCap = Array();
  70913. var barycenter = BABYLON.Vector3.Zero();
  70914. var i;
  70915. for (i = 0; i < shapePath.length; i++) {
  70916. barycenter.addInPlace(shapePath[i]);
  70917. }
  70918. barycenter.scaleInPlace(1.0 / shapePath.length);
  70919. for (i = 0; i < shapePath.length; i++) {
  70920. pointCap.push(barycenter);
  70921. }
  70922. return pointCap;
  70923. };
  70924. switch (cap) {
  70925. case BABYLON.Mesh.NO_CAP:
  70926. break;
  70927. case BABYLON.Mesh.CAP_START:
  70928. shapePaths[0] = capPath(shapePaths[2]);
  70929. shapePaths[1] = shapePaths[2];
  70930. break;
  70931. case BABYLON.Mesh.CAP_END:
  70932. shapePaths[index] = shapePaths[index - 1];
  70933. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70934. break;
  70935. case BABYLON.Mesh.CAP_ALL:
  70936. shapePaths[0] = capPath(shapePaths[2]);
  70937. shapePaths[1] = shapePaths[2];
  70938. shapePaths[index] = shapePaths[index - 1];
  70939. shapePaths[index + 1] = capPath(shapePaths[index - 1]);
  70940. break;
  70941. default:
  70942. break;
  70943. }
  70944. return shapePaths;
  70945. };
  70946. var path3D;
  70947. var pathArray;
  70948. if (instance) { // instance update
  70949. var storage = instance._creationDataStorage;
  70950. path3D = storage.path3D.update(curve);
  70951. pathArray = extrusionPathArray(shape, curve, storage.path3D, storage.pathArray, scale, rotation, scaleFunction, rotateFunction, storage.cap, custom);
  70952. instance = BABYLON.Mesh.CreateRibbon("", pathArray, false, false, 0, scene || undefined, false, 0, instance);
  70953. return instance;
  70954. }
  70955. // extruded shape creation
  70956. path3D = new BABYLON.Path3D(curve);
  70957. var newShapePaths = new Array();
  70958. cap = (cap < 0 || cap > 3) ? 0 : cap;
  70959. pathArray = extrusionPathArray(shape, curve, path3D, newShapePaths, scale, rotation, scaleFunction, rotateFunction, cap, custom);
  70960. var extrudedGeneric = MeshBuilder.CreateRibbon(name, { pathArray: pathArray, closeArray: rbCA, closePath: rbCP, updatable: updtbl, sideOrientation: side, invertUV: invertUV, frontUVs: frontUVs || undefined, backUVs: backUVs || undefined }, scene);
  70961. extrudedGeneric._creationDataStorage.pathArray = pathArray;
  70962. extrudedGeneric._creationDataStorage.path3D = path3D;
  70963. extrudedGeneric._creationDataStorage.cap = cap;
  70964. return extrudedGeneric;
  70965. };
  70966. return MeshBuilder;
  70967. }());
  70968. BABYLON.MeshBuilder = MeshBuilder;
  70969. })(BABYLON || (BABYLON = {}));
  70970. //# sourceMappingURL=babylon.meshBuilder.js.map
  70971. var BABYLON;
  70972. (function (BABYLON) {
  70973. /**
  70974. * Draco compression (https://google.github.io/draco/)
  70975. *
  70976. * This class wraps the Draco module.
  70977. *
  70978. * **Encoder**
  70979. *
  70980. * The encoder is not currently implemented.
  70981. *
  70982. * **Decoder**
  70983. *
  70984. * 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.
  70985. *
  70986. * To update the configuration, use the following code:
  70987. * ```javascript
  70988. * BABYLON.DracoCompression.Configuration = {
  70989. * decoder: {
  70990. * wasmUrl: "<url to the WebAssembly library>",
  70991. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  70992. * fallbackUrl: "<url to the fallback JavaScript library>",
  70993. * }
  70994. * };
  70995. * ```
  70996. *
  70997. * 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.
  70998. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  70999. * Use `BABYLON.DracoCompression.DecoderAvailable` to determine if the decoder is available for the current session.
  71000. *
  71001. * To decode Draco compressed data, create a DracoCompression object and call decodeMeshAsync:
  71002. * ```javascript
  71003. * var dracoCompression = new BABYLON.DracoCompression();
  71004. * var vertexData = await dracoCompression.decodeMeshAsync(data, {
  71005. * [BABYLON.VertexBuffer.PositionKind]: 0
  71006. * });
  71007. * ```
  71008. *
  71009. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  71010. */
  71011. var DracoCompression = /** @class */ (function () {
  71012. /**
  71013. * Constructor
  71014. */
  71015. function DracoCompression() {
  71016. }
  71017. Object.defineProperty(DracoCompression, "DecoderAvailable", {
  71018. /**
  71019. * Returns true if the decoder is available.
  71020. */
  71021. get: function () {
  71022. if (typeof DracoDecoderModule !== "undefined") {
  71023. return true;
  71024. }
  71025. var decoder = DracoCompression.Configuration.decoder;
  71026. if (decoder) {
  71027. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71028. return true;
  71029. }
  71030. if (decoder.fallbackUrl) {
  71031. return true;
  71032. }
  71033. }
  71034. return false;
  71035. },
  71036. enumerable: true,
  71037. configurable: true
  71038. });
  71039. /**
  71040. * Stop all async operations and release resources.
  71041. */
  71042. DracoCompression.prototype.dispose = function () {
  71043. };
  71044. /**
  71045. * Decode Draco compressed mesh data to vertex data.
  71046. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  71047. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  71048. * @returns A promise that resolves with the decoded vertex data
  71049. */
  71050. DracoCompression.prototype.decodeMeshAsync = function (data, attributes) {
  71051. var dataView = data instanceof ArrayBuffer ? new Uint8Array(data) : data;
  71052. return DracoCompression._GetDecoderModule().then(function (wrappedModule) {
  71053. var module = wrappedModule.module;
  71054. var vertexData = new BABYLON.VertexData();
  71055. var buffer = new module.DecoderBuffer();
  71056. buffer.Init(dataView, dataView.byteLength);
  71057. var decoder = new module.Decoder();
  71058. var geometry;
  71059. var status;
  71060. try {
  71061. var type = decoder.GetEncodedGeometryType(buffer);
  71062. switch (type) {
  71063. case module.TRIANGULAR_MESH:
  71064. geometry = new module.Mesh();
  71065. status = decoder.DecodeBufferToMesh(buffer, geometry);
  71066. break;
  71067. case module.POINT_CLOUD:
  71068. geometry = new module.PointCloud();
  71069. status = decoder.DecodeBufferToPointCloud(buffer, geometry);
  71070. break;
  71071. default:
  71072. throw new Error("Invalid geometry type " + type);
  71073. }
  71074. if (!status.ok() || !geometry.ptr) {
  71075. throw new Error(status.error_msg());
  71076. }
  71077. var numPoints = geometry.num_points();
  71078. if (type === module.TRIANGULAR_MESH) {
  71079. var numFaces = geometry.num_faces();
  71080. var faceIndices = new module.DracoInt32Array();
  71081. try {
  71082. var indices = new Uint32Array(numFaces * 3);
  71083. for (var i = 0; i < numFaces; i++) {
  71084. decoder.GetFaceFromMesh(geometry, i, faceIndices);
  71085. var offset = i * 3;
  71086. indices[offset + 0] = faceIndices.GetValue(0);
  71087. indices[offset + 1] = faceIndices.GetValue(1);
  71088. indices[offset + 2] = faceIndices.GetValue(2);
  71089. }
  71090. vertexData.indices = indices;
  71091. }
  71092. finally {
  71093. module.destroy(faceIndices);
  71094. }
  71095. }
  71096. for (var kind in attributes) {
  71097. var uniqueId = attributes[kind];
  71098. var attribute = decoder.GetAttributeByUniqueId(geometry, uniqueId);
  71099. var dracoData = new module.DracoFloat32Array();
  71100. try {
  71101. decoder.GetAttributeFloatForAllPoints(geometry, attribute, dracoData);
  71102. var babylonData = new Float32Array(numPoints * attribute.num_components());
  71103. for (var i = 0; i < babylonData.length; i++) {
  71104. babylonData[i] = dracoData.GetValue(i);
  71105. }
  71106. vertexData.set(babylonData, kind);
  71107. }
  71108. finally {
  71109. module.destroy(dracoData);
  71110. }
  71111. }
  71112. }
  71113. finally {
  71114. if (geometry) {
  71115. module.destroy(geometry);
  71116. }
  71117. module.destroy(decoder);
  71118. module.destroy(buffer);
  71119. }
  71120. return vertexData;
  71121. });
  71122. };
  71123. DracoCompression._GetDecoderModule = function () {
  71124. if (!DracoCompression._DecoderModulePromise) {
  71125. var promise = null;
  71126. var config_1 = {};
  71127. if (typeof DracoDecoderModule !== "undefined") {
  71128. promise = Promise.resolve();
  71129. }
  71130. else {
  71131. var decoder = DracoCompression.Configuration.decoder;
  71132. if (decoder) {
  71133. if (decoder.wasmUrl && decoder.wasmBinaryUrl && typeof WebAssembly === "object") {
  71134. promise = Promise.all([
  71135. DracoCompression._LoadScriptAsync(decoder.wasmUrl),
  71136. DracoCompression._LoadFileAsync(decoder.wasmBinaryUrl).then(function (data) {
  71137. config_1.wasmBinary = data;
  71138. })
  71139. ]);
  71140. }
  71141. else if (decoder.fallbackUrl) {
  71142. promise = DracoCompression._LoadScriptAsync(decoder.fallbackUrl);
  71143. }
  71144. }
  71145. }
  71146. if (!promise) {
  71147. throw new Error("Draco decoder module is not available");
  71148. }
  71149. DracoCompression._DecoderModulePromise = promise.then(function () {
  71150. return new Promise(function (resolve) {
  71151. config_1.onModuleLoaded = function (decoderModule) {
  71152. // decoderModule is Promise-like. Wrap before resolving to avoid loop.
  71153. resolve({ module: decoderModule });
  71154. };
  71155. DracoDecoderModule(config_1);
  71156. });
  71157. });
  71158. }
  71159. return DracoCompression._DecoderModulePromise;
  71160. };
  71161. DracoCompression._LoadScriptAsync = function (url) {
  71162. return new Promise(function (resolve, reject) {
  71163. BABYLON.Tools.LoadScript(url, function () {
  71164. resolve();
  71165. }, function (message) {
  71166. reject(new Error(message));
  71167. });
  71168. });
  71169. };
  71170. DracoCompression._LoadFileAsync = function (url) {
  71171. return new Promise(function (resolve, reject) {
  71172. BABYLON.Tools.LoadFile(url, function (data) {
  71173. resolve(data);
  71174. }, undefined, undefined, true, function (request, exception) {
  71175. reject(exception);
  71176. });
  71177. });
  71178. };
  71179. /**
  71180. * The configuration. Defaults to the following urls:
  71181. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  71182. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  71183. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71184. */
  71185. DracoCompression.Configuration = {
  71186. decoder: {
  71187. wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js",
  71188. wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm",
  71189. fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  71190. }
  71191. };
  71192. return DracoCompression;
  71193. }());
  71194. BABYLON.DracoCompression = DracoCompression;
  71195. })(BABYLON || (BABYLON = {}));
  71196. //# sourceMappingURL=babylon.dracoCompression.js.map
  71197. var BABYLON;
  71198. (function (BABYLON) {
  71199. // Sets the default audio engine to Babylon.js
  71200. BABYLON.Engine.AudioEngineFactory = function (hostElement) { return new AudioEngine(hostElement); };
  71201. /**
  71202. * This represents the default audio engine used in babylon.
  71203. * It is responsible to play, synchronize and analyse sounds throughout the application.
  71204. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71205. */
  71206. var AudioEngine = /** @class */ (function () {
  71207. /**
  71208. * Instantiates a new audio engine.
  71209. *
  71210. * There should be only one per page as some browsers restrict the number
  71211. * of audio contexts you can create.
  71212. * @param hostElement defines the host element where to display the mute icon if necessary
  71213. */
  71214. function AudioEngine(hostElement) {
  71215. if (hostElement === void 0) { hostElement = null; }
  71216. var _this = this;
  71217. this._audioContext = null;
  71218. this._audioContextInitialized = false;
  71219. this._muteButton = null;
  71220. /**
  71221. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  71222. */
  71223. this.canUseWebAudio = false;
  71224. /**
  71225. * Defines if Babylon should emit a warning if WebAudio is not supported.
  71226. * @ignoreNaming
  71227. */
  71228. this.WarnedWebAudioUnsupported = false;
  71229. /**
  71230. * Gets whether or not mp3 are supported by your browser.
  71231. */
  71232. this.isMP3supported = false;
  71233. /**
  71234. * Gets whether or not ogg are supported by your browser.
  71235. */
  71236. this.isOGGsupported = false;
  71237. /**
  71238. * Gets whether audio has been unlocked on the device.
  71239. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  71240. * a user interaction has happened.
  71241. */
  71242. this.unlocked = true;
  71243. /**
  71244. * Defines if the audio engine relies on a custom unlocked button.
  71245. * In this case, the embedded button will not be displayed.
  71246. */
  71247. this.useCustomUnlockedButton = false;
  71248. /**
  71249. * Event raised when audio has been unlocked on the browser.
  71250. */
  71251. this.onAudioUnlockedObservable = new BABYLON.Observable();
  71252. /**
  71253. * Event raised when audio has been locked on the browser.
  71254. */
  71255. this.onAudioLockedObservable = new BABYLON.Observable();
  71256. this._tryToRun = false;
  71257. this._onResize = function () {
  71258. _this._moveButtonToTopLeft();
  71259. };
  71260. if (typeof window.AudioContext !== 'undefined' || typeof window.webkitAudioContext !== 'undefined') {
  71261. window.AudioContext = window.AudioContext || window.webkitAudioContext;
  71262. this.canUseWebAudio = true;
  71263. }
  71264. var audioElem = document.createElement('audio');
  71265. this._hostElement = hostElement;
  71266. try {
  71267. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/mpeg; codecs="mp3"').replace(/^no$/, '')) {
  71268. this.isMP3supported = true;
  71269. }
  71270. }
  71271. catch (e) {
  71272. // protect error during capability check.
  71273. }
  71274. try {
  71275. if (audioElem && !!audioElem.canPlayType && audioElem.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, '')) {
  71276. this.isOGGsupported = true;
  71277. }
  71278. }
  71279. catch (e) {
  71280. // protect error during capability check.
  71281. }
  71282. }
  71283. Object.defineProperty(AudioEngine.prototype, "audioContext", {
  71284. /**
  71285. * Gets the current AudioContext if available.
  71286. */
  71287. get: function () {
  71288. if (!this._audioContextInitialized) {
  71289. this._initializeAudioContext();
  71290. }
  71291. else {
  71292. if (!this.unlocked && !this._muteButton) {
  71293. this._displayMuteButton();
  71294. }
  71295. }
  71296. return this._audioContext;
  71297. },
  71298. enumerable: true,
  71299. configurable: true
  71300. });
  71301. /**
  71302. * Flags the audio engine in Locked state.
  71303. * This happens due to new browser policies preventing audio to autoplay.
  71304. */
  71305. AudioEngine.prototype.lock = function () {
  71306. this._triggerSuspendedState();
  71307. };
  71308. /**
  71309. * Unlocks the audio engine once a user action has been done on the dom.
  71310. * This is helpful to resume play once browser policies have been satisfied.
  71311. */
  71312. AudioEngine.prototype.unlock = function () {
  71313. this._triggerRunningState();
  71314. };
  71315. AudioEngine.prototype._resumeAudioContext = function () {
  71316. var result;
  71317. if (this._audioContext.resume) {
  71318. result = this._audioContext.resume();
  71319. }
  71320. return result || Promise.resolve();
  71321. };
  71322. AudioEngine.prototype._initializeAudioContext = function () {
  71323. try {
  71324. if (this.canUseWebAudio) {
  71325. this._audioContext = new AudioContext();
  71326. // create a global volume gain node
  71327. this.masterGain = this._audioContext.createGain();
  71328. this.masterGain.gain.value = 1;
  71329. this.masterGain.connect(this._audioContext.destination);
  71330. this._audioContextInitialized = true;
  71331. if (this._audioContext.state === "running") {
  71332. // Do not wait for the promise to unlock.
  71333. this._triggerRunningState();
  71334. }
  71335. }
  71336. }
  71337. catch (e) {
  71338. this.canUseWebAudio = false;
  71339. BABYLON.Tools.Error("Web Audio: " + e.message);
  71340. }
  71341. };
  71342. AudioEngine.prototype._triggerRunningState = function () {
  71343. var _this = this;
  71344. if (this._tryToRun) {
  71345. return;
  71346. }
  71347. this._tryToRun = true;
  71348. this._resumeAudioContext()
  71349. .then(function () {
  71350. _this._tryToRun = false;
  71351. if (_this._muteButton) {
  71352. _this._hideMuteButton();
  71353. }
  71354. }).catch(function () {
  71355. _this._tryToRun = false;
  71356. _this.unlocked = false;
  71357. });
  71358. // Notify users that the audio stack is unlocked/unmuted
  71359. this.unlocked = true;
  71360. this.onAudioUnlockedObservable.notifyObservers(this);
  71361. };
  71362. AudioEngine.prototype._triggerSuspendedState = function () {
  71363. this.unlocked = false;
  71364. this.onAudioLockedObservable.notifyObservers(this);
  71365. this._displayMuteButton();
  71366. };
  71367. AudioEngine.prototype._displayMuteButton = function () {
  71368. var _this = this;
  71369. if (this.useCustomUnlockedButton) {
  71370. return;
  71371. }
  71372. this._muteButton = document.createElement("BUTTON");
  71373. this._muteButton.className = "babylonUnmuteIcon";
  71374. this._muteButton.id = "babylonUnmuteIconBtn";
  71375. this._muteButton.title = "Unmute";
  71376. 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) }";
  71377. var style = document.createElement('style');
  71378. style.appendChild(document.createTextNode(css));
  71379. document.getElementsByTagName('head')[0].appendChild(style);
  71380. document.body.appendChild(this._muteButton);
  71381. this._moveButtonToTopLeft();
  71382. this._muteButton.addEventListener('touchend', function () {
  71383. _this._triggerRunningState();
  71384. }, true);
  71385. this._muteButton.addEventListener('click', function () {
  71386. _this._triggerRunningState();
  71387. }, true);
  71388. window.addEventListener("resize", this._onResize);
  71389. };
  71390. AudioEngine.prototype._moveButtonToTopLeft = function () {
  71391. if (this._hostElement && this._muteButton) {
  71392. this._muteButton.style.top = this._hostElement.offsetTop + 20 + "px";
  71393. this._muteButton.style.left = this._hostElement.offsetLeft + 20 + "px";
  71394. }
  71395. };
  71396. AudioEngine.prototype._hideMuteButton = function () {
  71397. if (this._muteButton) {
  71398. document.body.removeChild(this._muteButton);
  71399. this._muteButton = null;
  71400. }
  71401. };
  71402. /**
  71403. * Destroy and release the resources associated with the audio ccontext.
  71404. */
  71405. AudioEngine.prototype.dispose = function () {
  71406. if (this.canUseWebAudio && this._audioContextInitialized) {
  71407. if (this._connectedAnalyser && this._audioContext) {
  71408. this._connectedAnalyser.stopDebugCanvas();
  71409. this._connectedAnalyser.dispose();
  71410. this.masterGain.disconnect();
  71411. this.masterGain.connect(this._audioContext.destination);
  71412. this._connectedAnalyser = null;
  71413. }
  71414. this.masterGain.gain.value = 1;
  71415. }
  71416. this.WarnedWebAudioUnsupported = false;
  71417. this._hideMuteButton();
  71418. window.removeEventListener("resize", this._onResize);
  71419. this.onAudioUnlockedObservable.clear();
  71420. this.onAudioLockedObservable.clear();
  71421. };
  71422. /**
  71423. * Gets the global volume sets on the master gain.
  71424. * @returns the global volume if set or -1 otherwise
  71425. */
  71426. AudioEngine.prototype.getGlobalVolume = function () {
  71427. if (this.canUseWebAudio && this._audioContextInitialized) {
  71428. return this.masterGain.gain.value;
  71429. }
  71430. else {
  71431. return -1;
  71432. }
  71433. };
  71434. /**
  71435. * Sets the global volume of your experience (sets on the master gain).
  71436. * @param newVolume Defines the new global volume of the application
  71437. */
  71438. AudioEngine.prototype.setGlobalVolume = function (newVolume) {
  71439. if (this.canUseWebAudio && this._audioContextInitialized) {
  71440. this.masterGain.gain.value = newVolume;
  71441. }
  71442. };
  71443. /**
  71444. * Connect the audio engine to an audio analyser allowing some amazing
  71445. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  71446. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  71447. * @param analyser The analyser to connect to the engine
  71448. */
  71449. AudioEngine.prototype.connectToAnalyser = function (analyser) {
  71450. if (this._connectedAnalyser) {
  71451. this._connectedAnalyser.stopDebugCanvas();
  71452. }
  71453. if (this.canUseWebAudio && this._audioContextInitialized && this._audioContext) {
  71454. this._connectedAnalyser = analyser;
  71455. this.masterGain.disconnect();
  71456. this._connectedAnalyser.connectAudioNodes(this.masterGain, this._audioContext.destination);
  71457. }
  71458. };
  71459. return AudioEngine;
  71460. }());
  71461. BABYLON.AudioEngine = AudioEngine;
  71462. })(BABYLON || (BABYLON = {}));
  71463. //# sourceMappingURL=babylon.audioEngine.js.map
  71464. var BABYLON;
  71465. (function (BABYLON) {
  71466. /**
  71467. * Defines a sound that can be played in the application.
  71468. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  71469. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  71470. */
  71471. var Sound = /** @class */ (function () {
  71472. /**
  71473. * Create a sound and attach it to a scene
  71474. * @param name Name of your sound
  71475. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  71476. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  71477. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  71478. */
  71479. function Sound(name, urlOrArrayBuffer, scene, readyToPlayCallback, options) {
  71480. if (readyToPlayCallback === void 0) { readyToPlayCallback = null; }
  71481. var _this = this;
  71482. /**
  71483. * Does the sound autoplay once loaded.
  71484. */
  71485. this.autoplay = false;
  71486. /**
  71487. * Does the sound loop after it finishes playing once.
  71488. */
  71489. this.loop = false;
  71490. /**
  71491. * Does the sound use a custom attenuation curve to simulate the falloff
  71492. * happening when the source gets further away from the camera.
  71493. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  71494. */
  71495. this.useCustomAttenuation = false;
  71496. /**
  71497. * Is this sound currently played.
  71498. */
  71499. this.isPlaying = false;
  71500. /**
  71501. * Is this sound currently paused.
  71502. */
  71503. this.isPaused = false;
  71504. /**
  71505. * Does this sound enables spatial sound.
  71506. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71507. */
  71508. this.spatialSound = false;
  71509. /**
  71510. * Define the reference distance the sound should be heard perfectly.
  71511. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71512. */
  71513. this.refDistance = 1;
  71514. /**
  71515. * Define the roll off factor of spatial sounds.
  71516. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71517. */
  71518. this.rolloffFactor = 1;
  71519. /**
  71520. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  71521. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71522. */
  71523. this.maxDistance = 100;
  71524. /**
  71525. * Define the distance attenuation model the sound will follow.
  71526. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71527. */
  71528. this.distanceModel = "linear";
  71529. /**
  71530. * Observable event when the current playing sound finishes.
  71531. */
  71532. this.onEndedObservable = new BABYLON.Observable();
  71533. this._panningModel = "equalpower";
  71534. this._playbackRate = 1;
  71535. this._streaming = false;
  71536. this._startTime = 0;
  71537. this._startOffset = 0;
  71538. this._position = BABYLON.Vector3.Zero();
  71539. /** @hidden */
  71540. this._positionInEmitterSpace = false;
  71541. this._localDirection = new BABYLON.Vector3(1, 0, 0);
  71542. this._volume = 1;
  71543. this._isReadyToPlay = false;
  71544. this._isDirectional = false;
  71545. // Used if you'd like to create a directional sound.
  71546. // If not set, the sound will be omnidirectional
  71547. this._coneInnerAngle = 360;
  71548. this._coneOuterAngle = 360;
  71549. this._coneOuterGain = 0;
  71550. this._isOutputConnected = false;
  71551. this._urlType = "Unknown";
  71552. this.name = name;
  71553. this._scene = scene;
  71554. var compo = scene._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  71555. if (!compo) {
  71556. compo = new BABYLON.AudioSceneComponent(scene);
  71557. scene._addComponent(compo);
  71558. }
  71559. this._readyToPlayCallback = readyToPlayCallback;
  71560. // Default custom attenuation function is a linear attenuation
  71561. this._customAttenuationFunction = function (currentVolume, currentDistance, maxDistance, refDistance, rolloffFactor) {
  71562. if (currentDistance < maxDistance) {
  71563. return currentVolume * (1 - currentDistance / maxDistance);
  71564. }
  71565. else {
  71566. return 0;
  71567. }
  71568. };
  71569. if (options) {
  71570. this.autoplay = options.autoplay || false;
  71571. this.loop = options.loop || false;
  71572. // if volume === 0, we need another way to check this option
  71573. if (options.volume !== undefined) {
  71574. this._volume = options.volume;
  71575. }
  71576. this.spatialSound = options.spatialSound || false;
  71577. this.maxDistance = options.maxDistance || 100;
  71578. this.useCustomAttenuation = options.useCustomAttenuation || false;
  71579. this.rolloffFactor = options.rolloffFactor || 1;
  71580. this.refDistance = options.refDistance || 1;
  71581. this.distanceModel = options.distanceModel || "linear";
  71582. this._playbackRate = options.playbackRate || 1;
  71583. this._streaming = options.streaming || false;
  71584. }
  71585. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71586. this._soundGain = BABYLON.Engine.audioEngine.audioContext.createGain();
  71587. this._soundGain.gain.value = this._volume;
  71588. this._inputAudioNode = this._soundGain;
  71589. this._outputAudioNode = this._soundGain;
  71590. if (this.spatialSound) {
  71591. this._createSpatialParameters();
  71592. }
  71593. this._scene.mainSoundTrack.AddSound(this);
  71594. var validParameter = true;
  71595. // if no parameter is passed, you need to call setAudioBuffer yourself to prepare the sound
  71596. if (urlOrArrayBuffer) {
  71597. try {
  71598. if (typeof (urlOrArrayBuffer) === "string") {
  71599. this._urlType = "String";
  71600. }
  71601. else if (urlOrArrayBuffer instanceof ArrayBuffer) {
  71602. this._urlType = "ArrayBuffer";
  71603. }
  71604. else if (urlOrArrayBuffer instanceof MediaStream) {
  71605. this._urlType = "MediaStream";
  71606. }
  71607. else if (Array.isArray(urlOrArrayBuffer)) {
  71608. this._urlType = "Array";
  71609. }
  71610. var urls = [];
  71611. var codecSupportedFound = false;
  71612. switch (this._urlType) {
  71613. case "MediaStream":
  71614. this._streaming = true;
  71615. this._isReadyToPlay = true;
  71616. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(urlOrArrayBuffer);
  71617. if (this.autoplay) {
  71618. this.play();
  71619. }
  71620. if (this._readyToPlayCallback) {
  71621. this._readyToPlayCallback();
  71622. }
  71623. break;
  71624. case "ArrayBuffer":
  71625. if (urlOrArrayBuffer.byteLength > 0) {
  71626. codecSupportedFound = true;
  71627. this._soundLoaded(urlOrArrayBuffer);
  71628. }
  71629. break;
  71630. case "String":
  71631. urls.push(urlOrArrayBuffer);
  71632. case "Array":
  71633. if (urls.length === 0) {
  71634. urls = urlOrArrayBuffer;
  71635. }
  71636. // If we found a supported format, we load it immediately and stop the loop
  71637. for (var i = 0; i < urls.length; i++) {
  71638. var url = urls[i];
  71639. if (url.indexOf(".mp3", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isMP3supported) {
  71640. codecSupportedFound = true;
  71641. }
  71642. if (url.indexOf(".ogg", url.length - 4) !== -1 && BABYLON.Engine.audioEngine.isOGGsupported) {
  71643. codecSupportedFound = true;
  71644. }
  71645. if (url.indexOf(".wav", url.length - 4) !== -1) {
  71646. codecSupportedFound = true;
  71647. }
  71648. if (url.indexOf("blob:") !== -1) {
  71649. codecSupportedFound = true;
  71650. }
  71651. if (codecSupportedFound) {
  71652. // Loading sound using XHR2
  71653. if (!this._streaming) {
  71654. this._scene._loadFile(url, function (data) {
  71655. _this._soundLoaded(data);
  71656. }, undefined, true, true, function (exception) {
  71657. if (exception) {
  71658. BABYLON.Tools.Error("XHR " + exception.status + " error on: " + url + ".");
  71659. }
  71660. BABYLON.Tools.Error("Sound creation aborted.");
  71661. _this._scene.mainSoundTrack.RemoveSound(_this);
  71662. });
  71663. }
  71664. // Streaming sound using HTML5 Audio tag
  71665. else {
  71666. this._htmlAudioElement = new Audio(url);
  71667. this._htmlAudioElement.controls = false;
  71668. this._htmlAudioElement.loop = this.loop;
  71669. BABYLON.Tools.SetCorsBehavior(url, this._htmlAudioElement);
  71670. this._htmlAudioElement.preload = "auto";
  71671. this._htmlAudioElement.addEventListener("canplaythrough", function () {
  71672. _this._isReadyToPlay = true;
  71673. if (_this.autoplay) {
  71674. _this.play();
  71675. }
  71676. if (_this._readyToPlayCallback) {
  71677. _this._readyToPlayCallback();
  71678. }
  71679. });
  71680. document.body.appendChild(this._htmlAudioElement);
  71681. this._htmlAudioElement.load();
  71682. }
  71683. break;
  71684. }
  71685. }
  71686. break;
  71687. default:
  71688. validParameter = false;
  71689. break;
  71690. }
  71691. if (!validParameter) {
  71692. BABYLON.Tools.Error("Parameter must be a URL to the sound, an Array of URLs (.mp3 & .ogg) or an ArrayBuffer of the sound.");
  71693. }
  71694. else {
  71695. if (!codecSupportedFound) {
  71696. this._isReadyToPlay = true;
  71697. // Simulating a ready to play event to avoid breaking code path
  71698. if (this._readyToPlayCallback) {
  71699. window.setTimeout(function () {
  71700. if (_this._readyToPlayCallback) {
  71701. _this._readyToPlayCallback();
  71702. }
  71703. }, 1000);
  71704. }
  71705. }
  71706. }
  71707. }
  71708. catch (ex) {
  71709. BABYLON.Tools.Error("Unexpected error. Sound creation aborted.");
  71710. this._scene.mainSoundTrack.RemoveSound(this);
  71711. }
  71712. }
  71713. }
  71714. else {
  71715. // Adding an empty sound to avoid breaking audio calls for non Web Audio browsers
  71716. this._scene.mainSoundTrack.AddSound(this);
  71717. if (!BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported) {
  71718. BABYLON.Tools.Error("Web Audio is not supported by your browser.");
  71719. BABYLON.Engine.audioEngine.WarnedWebAudioUnsupported = true;
  71720. }
  71721. // Simulating a ready to play event to avoid breaking code for non web audio browsers
  71722. if (this._readyToPlayCallback) {
  71723. window.setTimeout(function () {
  71724. if (_this._readyToPlayCallback) {
  71725. _this._readyToPlayCallback();
  71726. }
  71727. }, 1000);
  71728. }
  71729. }
  71730. }
  71731. /**
  71732. * Release the sound and its associated resources
  71733. */
  71734. Sound.prototype.dispose = function () {
  71735. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71736. if (this.isPlaying) {
  71737. this.stop();
  71738. }
  71739. this._isReadyToPlay = false;
  71740. if (this.soundTrackId === -1) {
  71741. this._scene.mainSoundTrack.RemoveSound(this);
  71742. }
  71743. else if (this._scene.soundTracks) {
  71744. this._scene.soundTracks[this.soundTrackId].RemoveSound(this);
  71745. }
  71746. if (this._soundGain) {
  71747. this._soundGain.disconnect();
  71748. this._soundGain = null;
  71749. }
  71750. if (this._soundPanner) {
  71751. this._soundPanner.disconnect();
  71752. this._soundPanner = null;
  71753. }
  71754. if (this._soundSource) {
  71755. this._soundSource.disconnect();
  71756. this._soundSource = null;
  71757. }
  71758. this._audioBuffer = null;
  71759. if (this._htmlAudioElement) {
  71760. this._htmlAudioElement.pause();
  71761. this._htmlAudioElement.src = "";
  71762. document.body.removeChild(this._htmlAudioElement);
  71763. }
  71764. if (this._streamingSource) {
  71765. this._streamingSource.disconnect();
  71766. }
  71767. if (this._connectedTransformNode && this._registerFunc) {
  71768. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  71769. this._connectedTransformNode = null;
  71770. }
  71771. }
  71772. };
  71773. /**
  71774. * Gets if the sounds is ready to be played or not.
  71775. * @returns true if ready, otherwise false
  71776. */
  71777. Sound.prototype.isReady = function () {
  71778. return this._isReadyToPlay;
  71779. };
  71780. Sound.prototype._soundLoaded = function (audioData) {
  71781. var _this = this;
  71782. if (!BABYLON.Engine.audioEngine.audioContext) {
  71783. return;
  71784. }
  71785. BABYLON.Engine.audioEngine.audioContext.decodeAudioData(audioData, function (buffer) {
  71786. _this._audioBuffer = buffer;
  71787. _this._isReadyToPlay = true;
  71788. if (_this.autoplay) {
  71789. _this.play();
  71790. }
  71791. if (_this._readyToPlayCallback) {
  71792. _this._readyToPlayCallback();
  71793. }
  71794. }, function (err) { BABYLON.Tools.Error("Error while decoding audio data for: " + _this.name + " / Error: " + err); });
  71795. };
  71796. /**
  71797. * Sets the data of the sound from an audiobuffer
  71798. * @param audioBuffer The audioBuffer containing the data
  71799. */
  71800. Sound.prototype.setAudioBuffer = function (audioBuffer) {
  71801. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71802. this._audioBuffer = audioBuffer;
  71803. this._isReadyToPlay = true;
  71804. }
  71805. };
  71806. /**
  71807. * Updates the current sounds options such as maxdistance, loop...
  71808. * @param options A JSON object containing values named as the object properties
  71809. */
  71810. Sound.prototype.updateOptions = function (options) {
  71811. if (options) {
  71812. this.loop = options.loop || this.loop;
  71813. this.maxDistance = options.maxDistance || this.maxDistance;
  71814. this.useCustomAttenuation = options.useCustomAttenuation || this.useCustomAttenuation;
  71815. this.rolloffFactor = options.rolloffFactor || this.rolloffFactor;
  71816. this.refDistance = options.refDistance || this.refDistance;
  71817. this.distanceModel = options.distanceModel || this.distanceModel;
  71818. this._playbackRate = options.playbackRate || this._playbackRate;
  71819. this._updateSpatialParameters();
  71820. if (this.isPlaying) {
  71821. if (this._streaming && this._htmlAudioElement) {
  71822. this._htmlAudioElement.playbackRate = this._playbackRate;
  71823. }
  71824. else {
  71825. if (this._soundSource) {
  71826. this._soundSource.playbackRate.value = this._playbackRate;
  71827. }
  71828. }
  71829. }
  71830. }
  71831. };
  71832. Sound.prototype._createSpatialParameters = function () {
  71833. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  71834. if (this._scene.headphone) {
  71835. this._panningModel = "HRTF";
  71836. }
  71837. this._soundPanner = BABYLON.Engine.audioEngine.audioContext.createPanner();
  71838. this._updateSpatialParameters();
  71839. this._soundPanner.connect(this._outputAudioNode);
  71840. this._inputAudioNode = this._soundPanner;
  71841. }
  71842. };
  71843. Sound.prototype._updateSpatialParameters = function () {
  71844. if (this.spatialSound && this._soundPanner) {
  71845. if (this.useCustomAttenuation) {
  71846. // Tricks to disable in a way embedded Web Audio attenuation
  71847. this._soundPanner.distanceModel = "linear";
  71848. this._soundPanner.maxDistance = Number.MAX_VALUE;
  71849. this._soundPanner.refDistance = 1;
  71850. this._soundPanner.rolloffFactor = 1;
  71851. this._soundPanner.panningModel = this._panningModel;
  71852. }
  71853. else {
  71854. this._soundPanner.distanceModel = this.distanceModel;
  71855. this._soundPanner.maxDistance = this.maxDistance;
  71856. this._soundPanner.refDistance = this.refDistance;
  71857. this._soundPanner.rolloffFactor = this.rolloffFactor;
  71858. this._soundPanner.panningModel = this._panningModel;
  71859. }
  71860. }
  71861. };
  71862. /**
  71863. * Switch the panning model to HRTF:
  71864. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  71865. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  71866. */
  71867. Sound.prototype.switchPanningModelToHRTF = function () {
  71868. this._panningModel = "HRTF";
  71869. this._switchPanningModel();
  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. Sound.prototype.switchPanningModelToEqualPower = function () {
  71877. this._panningModel = "equalpower";
  71878. this._switchPanningModel();
  71879. };
  71880. Sound.prototype._switchPanningModel = function () {
  71881. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71882. this._soundPanner.panningModel = this._panningModel;
  71883. }
  71884. };
  71885. /**
  71886. * Connect this sound to a sound track audio node like gain...
  71887. * @param soundTrackAudioNode the sound track audio node to connect to
  71888. */
  71889. Sound.prototype.connectToSoundTrackAudioNode = function (soundTrackAudioNode) {
  71890. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  71891. if (this._isOutputConnected) {
  71892. this._outputAudioNode.disconnect();
  71893. }
  71894. this._outputAudioNode.connect(soundTrackAudioNode);
  71895. this._isOutputConnected = true;
  71896. }
  71897. };
  71898. /**
  71899. * Transform this sound into a directional source
  71900. * @param coneInnerAngle Size of the inner cone in degree
  71901. * @param coneOuterAngle Size of the outer cone in degree
  71902. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  71903. */
  71904. Sound.prototype.setDirectionalCone = function (coneInnerAngle, coneOuterAngle, coneOuterGain) {
  71905. if (coneOuterAngle < coneInnerAngle) {
  71906. BABYLON.Tools.Error("setDirectionalCone(): outer angle of the cone must be superior or equal to the inner angle.");
  71907. return;
  71908. }
  71909. this._coneInnerAngle = coneInnerAngle;
  71910. this._coneOuterAngle = coneOuterAngle;
  71911. this._coneOuterGain = coneOuterGain;
  71912. this._isDirectional = true;
  71913. if (this.isPlaying && this.loop) {
  71914. this.stop();
  71915. this.play();
  71916. }
  71917. };
  71918. Object.defineProperty(Sound.prototype, "directionalConeInnerAngle", {
  71919. /**
  71920. * Gets or sets the inner angle for the directional cone.
  71921. */
  71922. get: function () {
  71923. return this._coneInnerAngle;
  71924. },
  71925. /**
  71926. * Gets or sets the inner angle for the directional cone.
  71927. */
  71928. set: function (value) {
  71929. if (value != this._coneInnerAngle) {
  71930. if (this._coneOuterAngle < value) {
  71931. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71932. return;
  71933. }
  71934. this._coneInnerAngle = value;
  71935. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71936. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  71937. }
  71938. }
  71939. },
  71940. enumerable: true,
  71941. configurable: true
  71942. });
  71943. Object.defineProperty(Sound.prototype, "directionalConeOuterAngle", {
  71944. /**
  71945. * Gets or sets the outer angle for the directional cone.
  71946. */
  71947. get: function () {
  71948. return this._coneOuterAngle;
  71949. },
  71950. /**
  71951. * Gets or sets the outer angle for the directional cone.
  71952. */
  71953. set: function (value) {
  71954. if (value != this._coneOuterAngle) {
  71955. if (value < this._coneInnerAngle) {
  71956. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  71957. return;
  71958. }
  71959. this._coneOuterAngle = value;
  71960. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner) {
  71961. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  71962. }
  71963. }
  71964. },
  71965. enumerable: true,
  71966. configurable: true
  71967. });
  71968. /**
  71969. * Sets the position of the emitter if spatial sound is enabled
  71970. * @param newPosition Defines the new posisiton
  71971. */
  71972. Sound.prototype.setPosition = function (newPosition) {
  71973. this._position = newPosition;
  71974. if (BABYLON.Engine.audioEngine.canUseWebAudio && this.spatialSound && this._soundPanner && !isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  71975. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  71976. }
  71977. };
  71978. /**
  71979. * Sets the local direction of the emitter if spatial sound is enabled
  71980. * @param newLocalDirection Defines the new local direction
  71981. */
  71982. Sound.prototype.setLocalDirectionToMesh = function (newLocalDirection) {
  71983. this._localDirection = newLocalDirection;
  71984. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.isPlaying) {
  71985. this._updateDirection();
  71986. }
  71987. };
  71988. Sound.prototype._updateDirection = function () {
  71989. if (!this._connectedTransformNode || !this._soundPanner) {
  71990. return;
  71991. }
  71992. var mat = this._connectedTransformNode.getWorldMatrix();
  71993. var direction = BABYLON.Vector3.TransformNormal(this._localDirection, mat);
  71994. direction.normalize();
  71995. this._soundPanner.setOrientation(direction.x, direction.y, direction.z);
  71996. };
  71997. /** @hidden */
  71998. Sound.prototype.updateDistanceFromListener = function () {
  71999. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._connectedTransformNode && this.useCustomAttenuation && this._soundGain && this._scene.activeCamera) {
  72000. var distance = this._connectedTransformNode.getDistanceToCamera(this._scene.activeCamera);
  72001. this._soundGain.gain.value = this._customAttenuationFunction(this._volume, distance, this.maxDistance, this.refDistance, this.rolloffFactor);
  72002. }
  72003. };
  72004. /**
  72005. * Sets a new custom attenuation function for the sound.
  72006. * @param callback Defines the function used for the attenuation
  72007. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  72008. */
  72009. Sound.prototype.setAttenuationFunction = function (callback) {
  72010. this._customAttenuationFunction = callback;
  72011. };
  72012. /**
  72013. * Play the sound
  72014. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  72015. * @param offset (optional) Start the sound setting it at a specific time
  72016. */
  72017. Sound.prototype.play = function (time, offset) {
  72018. var _this = this;
  72019. if (this._isReadyToPlay && this._scene.audioEnabled && BABYLON.Engine.audioEngine.audioContext) {
  72020. try {
  72021. if (this._startOffset < 0) {
  72022. time = -this._startOffset;
  72023. this._startOffset = 0;
  72024. }
  72025. var startTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72026. if (!this._soundSource || !this._streamingSource) {
  72027. if (this.spatialSound && this._soundPanner) {
  72028. if (!isNaN(this._position.x) && !isNaN(this._position.y) && !isNaN(this._position.z)) {
  72029. this._soundPanner.setPosition(this._position.x, this._position.y, this._position.z);
  72030. }
  72031. if (this._isDirectional) {
  72032. this._soundPanner.coneInnerAngle = this._coneInnerAngle;
  72033. this._soundPanner.coneOuterAngle = this._coneOuterAngle;
  72034. this._soundPanner.coneOuterGain = this._coneOuterGain;
  72035. if (this._connectedTransformNode) {
  72036. this._updateDirection();
  72037. }
  72038. else {
  72039. this._soundPanner.setOrientation(this._localDirection.x, this._localDirection.y, this._localDirection.z);
  72040. }
  72041. }
  72042. }
  72043. }
  72044. if (this._streaming) {
  72045. if (!this._streamingSource) {
  72046. this._streamingSource = BABYLON.Engine.audioEngine.audioContext.createMediaElementSource(this._htmlAudioElement);
  72047. this._htmlAudioElement.onended = function () { _this._onended(); };
  72048. this._htmlAudioElement.playbackRate = this._playbackRate;
  72049. }
  72050. this._streamingSource.disconnect();
  72051. this._streamingSource.connect(this._inputAudioNode);
  72052. if (this._htmlAudioElement) {
  72053. // required to manage properly the new suspended default state of Chrome
  72054. // When the option 'streaming: true' is used, we need first to wait for
  72055. // the audio engine to be unlocked by a user gesture before trying to play
  72056. // an HTML Audio elememt
  72057. var tryToPlay = function () {
  72058. if (BABYLON.Engine.audioEngine.unlocked) {
  72059. var playPromise = _this._htmlAudioElement.play();
  72060. // In browsers that don’t yet support this functionality,
  72061. // playPromise won’t be defined.
  72062. if (playPromise !== undefined) {
  72063. playPromise.catch(function (error) {
  72064. // Automatic playback failed.
  72065. // Waiting for the audio engine to be unlocked by user click on unmute
  72066. BABYLON.Engine.audioEngine.lock();
  72067. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72068. });
  72069. }
  72070. }
  72071. else {
  72072. BABYLON.Engine.audioEngine.onAudioUnlockedObservable.addOnce(function () { tryToPlay(); });
  72073. }
  72074. };
  72075. tryToPlay();
  72076. }
  72077. }
  72078. else {
  72079. this._soundSource = BABYLON.Engine.audioEngine.audioContext.createBufferSource();
  72080. this._soundSource.buffer = this._audioBuffer;
  72081. this._soundSource.connect(this._inputAudioNode);
  72082. this._soundSource.loop = this.loop;
  72083. this._soundSource.playbackRate.value = this._playbackRate;
  72084. this._soundSource.onended = function () { _this._onended(); };
  72085. if (this._soundSource.buffer) {
  72086. this._soundSource.start(startTime, this.isPaused ? this._startOffset % this._soundSource.buffer.duration : offset ? offset : 0);
  72087. }
  72088. }
  72089. this._startTime = startTime;
  72090. this.isPlaying = true;
  72091. this.isPaused = false;
  72092. }
  72093. catch (ex) {
  72094. BABYLON.Tools.Error("Error while trying to play audio: " + this.name + ", " + ex.message);
  72095. }
  72096. }
  72097. };
  72098. Sound.prototype._onended = function () {
  72099. this.isPlaying = false;
  72100. if (this.onended) {
  72101. this.onended();
  72102. }
  72103. this.onEndedObservable.notifyObservers(this);
  72104. };
  72105. /**
  72106. * Stop the sound
  72107. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  72108. */
  72109. Sound.prototype.stop = function (time) {
  72110. if (this.isPlaying) {
  72111. if (this._streaming) {
  72112. if (this._htmlAudioElement) {
  72113. this._htmlAudioElement.pause();
  72114. // Test needed for Firefox or it will generate an Invalid State Error
  72115. if (this._htmlAudioElement.currentTime > 0) {
  72116. this._htmlAudioElement.currentTime = 0;
  72117. }
  72118. }
  72119. else {
  72120. this._streamingSource.disconnect();
  72121. }
  72122. }
  72123. else if (BABYLON.Engine.audioEngine.audioContext && this._soundSource) {
  72124. var stopTime = time ? BABYLON.Engine.audioEngine.audioContext.currentTime + time : BABYLON.Engine.audioEngine.audioContext.currentTime;
  72125. this._soundSource.stop(stopTime);
  72126. this._soundSource.onended = function () { };
  72127. if (!this.isPaused) {
  72128. this._startOffset = 0;
  72129. }
  72130. }
  72131. this.isPlaying = false;
  72132. }
  72133. };
  72134. /**
  72135. * Put the sound in pause
  72136. */
  72137. Sound.prototype.pause = function () {
  72138. if (this.isPlaying) {
  72139. this.isPaused = true;
  72140. if (this._streaming) {
  72141. if (this._htmlAudioElement) {
  72142. this._htmlAudioElement.pause();
  72143. }
  72144. else {
  72145. this._streamingSource.disconnect();
  72146. }
  72147. }
  72148. else if (BABYLON.Engine.audioEngine.audioContext) {
  72149. this.stop(0);
  72150. this._startOffset += BABYLON.Engine.audioEngine.audioContext.currentTime - this._startTime;
  72151. }
  72152. }
  72153. };
  72154. /**
  72155. * Sets a dedicated volume for this sounds
  72156. * @param newVolume Define the new volume of the sound
  72157. * @param time Define in how long the sound should be at this value
  72158. */
  72159. Sound.prototype.setVolume = function (newVolume, time) {
  72160. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._soundGain) {
  72161. if (time && BABYLON.Engine.audioEngine.audioContext) {
  72162. this._soundGain.gain.cancelScheduledValues(BABYLON.Engine.audioEngine.audioContext.currentTime);
  72163. this._soundGain.gain.setValueAtTime(this._soundGain.gain.value, BABYLON.Engine.audioEngine.audioContext.currentTime);
  72164. this._soundGain.gain.linearRampToValueAtTime(newVolume, BABYLON.Engine.audioEngine.audioContext.currentTime + time);
  72165. }
  72166. else {
  72167. this._soundGain.gain.value = newVolume;
  72168. }
  72169. }
  72170. this._volume = newVolume;
  72171. };
  72172. /**
  72173. * Set the sound play back rate
  72174. * @param newPlaybackRate Define the playback rate the sound should be played at
  72175. */
  72176. Sound.prototype.setPlaybackRate = function (newPlaybackRate) {
  72177. this._playbackRate = newPlaybackRate;
  72178. if (this.isPlaying) {
  72179. if (this._streaming && this._htmlAudioElement) {
  72180. this._htmlAudioElement.playbackRate = this._playbackRate;
  72181. }
  72182. else if (this._soundSource) {
  72183. this._soundSource.playbackRate.value = this._playbackRate;
  72184. }
  72185. }
  72186. };
  72187. /**
  72188. * Gets the volume of the sound.
  72189. * @returns the volume of the sound
  72190. */
  72191. Sound.prototype.getVolume = function () {
  72192. return this._volume;
  72193. };
  72194. /**
  72195. * Attach the sound to a dedicated mesh
  72196. * @param transformNode The transform node to connect the sound with
  72197. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72198. */
  72199. Sound.prototype.attachToMesh = function (transformNode) {
  72200. var _this = this;
  72201. if (this._connectedTransformNode && this._registerFunc) {
  72202. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72203. this._registerFunc = null;
  72204. }
  72205. this._connectedTransformNode = transformNode;
  72206. if (!this.spatialSound) {
  72207. this.spatialSound = true;
  72208. this._createSpatialParameters();
  72209. if (this.isPlaying && this.loop) {
  72210. this.stop();
  72211. this.play();
  72212. }
  72213. }
  72214. this._onRegisterAfterWorldMatrixUpdate(this._connectedTransformNode);
  72215. this._registerFunc = function (transformNode) { return _this._onRegisterAfterWorldMatrixUpdate(transformNode); };
  72216. this._connectedTransformNode.registerAfterWorldMatrixUpdate(this._registerFunc);
  72217. };
  72218. /**
  72219. * Detach the sound from the previously attached mesh
  72220. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  72221. */
  72222. Sound.prototype.detachFromMesh = function () {
  72223. if (this._connectedTransformNode && this._registerFunc) {
  72224. this._connectedTransformNode.unregisterAfterWorldMatrixUpdate(this._registerFunc);
  72225. this._registerFunc = null;
  72226. this._connectedTransformNode = null;
  72227. }
  72228. };
  72229. Sound.prototype._onRegisterAfterWorldMatrixUpdate = function (node) {
  72230. if (!node.getBoundingInfo) {
  72231. return;
  72232. }
  72233. var mesh = node;
  72234. if (this._positionInEmitterSpace) {
  72235. mesh.worldMatrixFromCache.invertToRef(BABYLON.Tmp.Matrix[0]);
  72236. this.setPosition(BABYLON.Tmp.Matrix[0].getTranslation());
  72237. }
  72238. else {
  72239. var boundingInfo = mesh.getBoundingInfo();
  72240. this.setPosition(boundingInfo.boundingSphere.centerWorld);
  72241. }
  72242. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._isDirectional && this.isPlaying) {
  72243. this._updateDirection();
  72244. }
  72245. };
  72246. /**
  72247. * Clone the current sound in the scene.
  72248. * @returns the new sound clone
  72249. */
  72250. Sound.prototype.clone = function () {
  72251. var _this = this;
  72252. if (!this._streaming) {
  72253. var setBufferAndRun = function () {
  72254. if (_this._isReadyToPlay) {
  72255. clonedSound._audioBuffer = _this.getAudioBuffer();
  72256. clonedSound._isReadyToPlay = true;
  72257. if (clonedSound.autoplay) {
  72258. clonedSound.play();
  72259. }
  72260. }
  72261. else {
  72262. window.setTimeout(setBufferAndRun, 300);
  72263. }
  72264. };
  72265. var currentOptions = {
  72266. autoplay: this.autoplay, loop: this.loop,
  72267. volume: this._volume, spatialSound: this.spatialSound, maxDistance: this.maxDistance,
  72268. useCustomAttenuation: this.useCustomAttenuation, rolloffFactor: this.rolloffFactor,
  72269. refDistance: this.refDistance, distanceModel: this.distanceModel
  72270. };
  72271. var clonedSound = new Sound(this.name + "_cloned", new ArrayBuffer(0), this._scene, null, currentOptions);
  72272. if (this.useCustomAttenuation) {
  72273. clonedSound.setAttenuationFunction(this._customAttenuationFunction);
  72274. }
  72275. clonedSound.setPosition(this._position);
  72276. clonedSound.setPlaybackRate(this._playbackRate);
  72277. setBufferAndRun();
  72278. return clonedSound;
  72279. }
  72280. // Can't clone a streaming sound
  72281. else {
  72282. return null;
  72283. }
  72284. };
  72285. /**
  72286. * Gets the current underlying audio buffer containing the data
  72287. * @returns the audio buffer
  72288. */
  72289. Sound.prototype.getAudioBuffer = function () {
  72290. return this._audioBuffer;
  72291. };
  72292. /**
  72293. * Serializes the Sound in a JSON representation
  72294. * @returns the JSON representation of the sound
  72295. */
  72296. Sound.prototype.serialize = function () {
  72297. var serializationObject = {
  72298. name: this.name,
  72299. url: this.name,
  72300. autoplay: this.autoplay,
  72301. loop: this.loop,
  72302. volume: this._volume,
  72303. spatialSound: this.spatialSound,
  72304. maxDistance: this.maxDistance,
  72305. rolloffFactor: this.rolloffFactor,
  72306. refDistance: this.refDistance,
  72307. distanceModel: this.distanceModel,
  72308. playbackRate: this._playbackRate,
  72309. panningModel: this._panningModel,
  72310. soundTrackId: this.soundTrackId
  72311. };
  72312. if (this.spatialSound) {
  72313. if (this._connectedTransformNode) {
  72314. serializationObject.connectedMeshId = this._connectedTransformNode.id;
  72315. }
  72316. serializationObject.position = this._position.asArray();
  72317. serializationObject.refDistance = this.refDistance;
  72318. serializationObject.distanceModel = this.distanceModel;
  72319. serializationObject.isDirectional = this._isDirectional;
  72320. serializationObject.localDirectionToMesh = this._localDirection.asArray();
  72321. serializationObject.coneInnerAngle = this._coneInnerAngle;
  72322. serializationObject.coneOuterAngle = this._coneOuterAngle;
  72323. serializationObject.coneOuterGain = this._coneOuterGain;
  72324. }
  72325. return serializationObject;
  72326. };
  72327. /**
  72328. * Parse a JSON representation of a sound to innstantiate in a given scene
  72329. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  72330. * @param scene Define the scene the new parsed sound should be created in
  72331. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  72332. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  72333. * @returns the newly parsed sound
  72334. */
  72335. Sound.Parse = function (parsedSound, scene, rootUrl, sourceSound) {
  72336. var soundName = parsedSound.name;
  72337. var soundUrl;
  72338. if (parsedSound.url) {
  72339. soundUrl = rootUrl + parsedSound.url;
  72340. }
  72341. else {
  72342. soundUrl = rootUrl + soundName;
  72343. }
  72344. var options = {
  72345. autoplay: parsedSound.autoplay, loop: parsedSound.loop, volume: parsedSound.volume,
  72346. spatialSound: parsedSound.spatialSound, maxDistance: parsedSound.maxDistance,
  72347. rolloffFactor: parsedSound.rolloffFactor,
  72348. refDistance: parsedSound.refDistance,
  72349. distanceModel: parsedSound.distanceModel,
  72350. playbackRate: parsedSound.playbackRate
  72351. };
  72352. var newSound;
  72353. if (!sourceSound) {
  72354. newSound = new Sound(soundName, soundUrl, scene, function () { scene._removePendingData(newSound); }, options);
  72355. scene._addPendingData(newSound);
  72356. }
  72357. else {
  72358. var setBufferAndRun = function () {
  72359. if (sourceSound._isReadyToPlay) {
  72360. newSound._audioBuffer = sourceSound.getAudioBuffer();
  72361. newSound._isReadyToPlay = true;
  72362. if (newSound.autoplay) {
  72363. newSound.play();
  72364. }
  72365. }
  72366. else {
  72367. window.setTimeout(setBufferAndRun, 300);
  72368. }
  72369. };
  72370. newSound = new Sound(soundName, new ArrayBuffer(0), scene, null, options);
  72371. setBufferAndRun();
  72372. }
  72373. if (parsedSound.position) {
  72374. var soundPosition = BABYLON.Vector3.FromArray(parsedSound.position);
  72375. newSound.setPosition(soundPosition);
  72376. }
  72377. if (parsedSound.isDirectional) {
  72378. newSound.setDirectionalCone(parsedSound.coneInnerAngle || 360, parsedSound.coneOuterAngle || 360, parsedSound.coneOuterGain || 0);
  72379. if (parsedSound.localDirectionToMesh) {
  72380. var localDirectionToMesh = BABYLON.Vector3.FromArray(parsedSound.localDirectionToMesh);
  72381. newSound.setLocalDirectionToMesh(localDirectionToMesh);
  72382. }
  72383. }
  72384. if (parsedSound.connectedMeshId) {
  72385. var connectedMesh = scene.getMeshByID(parsedSound.connectedMeshId);
  72386. if (connectedMesh) {
  72387. newSound.attachToMesh(connectedMesh);
  72388. }
  72389. }
  72390. return newSound;
  72391. };
  72392. return Sound;
  72393. }());
  72394. BABYLON.Sound = Sound;
  72395. })(BABYLON || (BABYLON = {}));
  72396. //# sourceMappingURL=babylon.sound.js.map
  72397. var BABYLON;
  72398. (function (BABYLON) {
  72399. /**
  72400. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  72401. * It will be also used in a future release to apply effects on a specific track.
  72402. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72403. */
  72404. var SoundTrack = /** @class */ (function () {
  72405. /**
  72406. * Creates a new sound track.
  72407. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  72408. * @param scene Define the scene the sound track belongs to
  72409. * @param options
  72410. */
  72411. function SoundTrack(scene, options) {
  72412. if (options === void 0) { options = {}; }
  72413. /**
  72414. * The unique identifier of the sound track in the scene.
  72415. */
  72416. this.id = -1;
  72417. this._isMainTrack = false;
  72418. this._isInitialized = false;
  72419. this._scene = scene;
  72420. this.soundCollection = new Array();
  72421. this._options = options;
  72422. if (!this._isMainTrack && this._scene.soundTracks) {
  72423. this._scene.soundTracks.push(this);
  72424. this.id = this._scene.soundTracks.length - 1;
  72425. }
  72426. }
  72427. SoundTrack.prototype._initializeSoundTrackAudioGraph = function () {
  72428. if (BABYLON.Engine.audioEngine.canUseWebAudio && BABYLON.Engine.audioEngine.audioContext) {
  72429. this._outputAudioNode = BABYLON.Engine.audioEngine.audioContext.createGain();
  72430. this._outputAudioNode.connect(BABYLON.Engine.audioEngine.masterGain);
  72431. if (this._options) {
  72432. if (this._options.volume) {
  72433. this._outputAudioNode.gain.value = this._options.volume;
  72434. }
  72435. if (this._options.mainTrack) {
  72436. this._isMainTrack = this._options.mainTrack;
  72437. }
  72438. }
  72439. this._isInitialized = true;
  72440. }
  72441. };
  72442. /**
  72443. * Release the sound track and its associated resources
  72444. */
  72445. SoundTrack.prototype.dispose = function () {
  72446. if (BABYLON.Engine.audioEngine && BABYLON.Engine.audioEngine.canUseWebAudio) {
  72447. if (this._connectedAnalyser) {
  72448. this._connectedAnalyser.stopDebugCanvas();
  72449. }
  72450. while (this.soundCollection.length) {
  72451. this.soundCollection[0].dispose();
  72452. }
  72453. if (this._outputAudioNode) {
  72454. this._outputAudioNode.disconnect();
  72455. }
  72456. this._outputAudioNode = null;
  72457. }
  72458. };
  72459. /**
  72460. * Adds a sound to this sound track
  72461. * @param sound define the cound to add
  72462. * @ignoreNaming
  72463. */
  72464. SoundTrack.prototype.AddSound = function (sound) {
  72465. if (!this._isInitialized) {
  72466. this._initializeSoundTrackAudioGraph();
  72467. }
  72468. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72469. sound.connectToSoundTrackAudioNode(this._outputAudioNode);
  72470. }
  72471. if (sound.soundTrackId) {
  72472. if (sound.soundTrackId === -1) {
  72473. this._scene.mainSoundTrack.RemoveSound(sound);
  72474. }
  72475. else if (this._scene.soundTracks) {
  72476. this._scene.soundTracks[sound.soundTrackId].RemoveSound(sound);
  72477. }
  72478. }
  72479. this.soundCollection.push(sound);
  72480. sound.soundTrackId = this.id;
  72481. };
  72482. /**
  72483. * Removes a sound to this sound track
  72484. * @param sound define the cound to remove
  72485. * @ignoreNaming
  72486. */
  72487. SoundTrack.prototype.RemoveSound = function (sound) {
  72488. var index = this.soundCollection.indexOf(sound);
  72489. if (index !== -1) {
  72490. this.soundCollection.splice(index, 1);
  72491. }
  72492. };
  72493. /**
  72494. * Set a global volume for the full sound track.
  72495. * @param newVolume Define the new volume of the sound track
  72496. */
  72497. SoundTrack.prototype.setVolume = function (newVolume) {
  72498. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72499. this._outputAudioNode.gain.value = newVolume;
  72500. }
  72501. };
  72502. /**
  72503. * Switch the panning model to HRTF:
  72504. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  72505. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72506. */
  72507. SoundTrack.prototype.switchPanningModelToHRTF = function () {
  72508. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72509. for (var i = 0; i < this.soundCollection.length; i++) {
  72510. this.soundCollection[i].switchPanningModelToHRTF();
  72511. }
  72512. }
  72513. };
  72514. /**
  72515. * Switch the panning model to Equal Power:
  72516. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  72517. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  72518. */
  72519. SoundTrack.prototype.switchPanningModelToEqualPower = function () {
  72520. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72521. for (var i = 0; i < this.soundCollection.length; i++) {
  72522. this.soundCollection[i].switchPanningModelToEqualPower();
  72523. }
  72524. }
  72525. };
  72526. /**
  72527. * Connect the sound track to an audio analyser allowing some amazing
  72528. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  72529. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  72530. * @param analyser The analyser to connect to the engine
  72531. */
  72532. SoundTrack.prototype.connectToAnalyser = function (analyser) {
  72533. if (this._connectedAnalyser) {
  72534. this._connectedAnalyser.stopDebugCanvas();
  72535. }
  72536. this._connectedAnalyser = analyser;
  72537. if (BABYLON.Engine.audioEngine.canUseWebAudio && this._outputAudioNode) {
  72538. this._outputAudioNode.disconnect();
  72539. this._connectedAnalyser.connectAudioNodes(this._outputAudioNode, BABYLON.Engine.audioEngine.masterGain);
  72540. }
  72541. };
  72542. return SoundTrack;
  72543. }());
  72544. BABYLON.SoundTrack = SoundTrack;
  72545. })(BABYLON || (BABYLON = {}));
  72546. //# sourceMappingURL=babylon.soundtrack.js.map
  72547. var BABYLON;
  72548. (function (BABYLON) {
  72549. /**
  72550. * Class used to work with sound analyzer using fast fourier transform (FFT)
  72551. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  72552. */
  72553. var Analyser = /** @class */ (function () {
  72554. /**
  72555. * Creates a new analyser
  72556. * @param scene defines hosting scene
  72557. */
  72558. function Analyser(scene) {
  72559. /**
  72560. * Gets or sets the smoothing
  72561. * @ignorenaming
  72562. */
  72563. this.SMOOTHING = 0.75;
  72564. /**
  72565. * Gets or sets the FFT table size
  72566. * @ignorenaming
  72567. */
  72568. this.FFT_SIZE = 512;
  72569. /**
  72570. * Gets or sets the bar graph amplitude
  72571. * @ignorenaming
  72572. */
  72573. this.BARGRAPHAMPLITUDE = 256;
  72574. /**
  72575. * Gets or sets the position of the debug canvas
  72576. * @ignorenaming
  72577. */
  72578. this.DEBUGCANVASPOS = { x: 20, y: 20 };
  72579. /**
  72580. * Gets or sets the debug canvas size
  72581. * @ignorenaming
  72582. */
  72583. this.DEBUGCANVASSIZE = { width: 320, height: 200 };
  72584. this._scene = scene;
  72585. this._audioEngine = BABYLON.Engine.audioEngine;
  72586. if (this._audioEngine.canUseWebAudio && this._audioEngine.audioContext) {
  72587. this._webAudioAnalyser = this._audioEngine.audioContext.createAnalyser();
  72588. this._webAudioAnalyser.minDecibels = -140;
  72589. this._webAudioAnalyser.maxDecibels = 0;
  72590. this._byteFreqs = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72591. this._byteTime = new Uint8Array(this._webAudioAnalyser.frequencyBinCount);
  72592. this._floatFreqs = new Float32Array(this._webAudioAnalyser.frequencyBinCount);
  72593. }
  72594. }
  72595. /**
  72596. * Get the number of data values you will have to play with for the visualization
  72597. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  72598. * @returns a number
  72599. */
  72600. Analyser.prototype.getFrequencyBinCount = function () {
  72601. if (this._audioEngine.canUseWebAudio) {
  72602. return this._webAudioAnalyser.frequencyBinCount;
  72603. }
  72604. else {
  72605. return 0;
  72606. }
  72607. };
  72608. /**
  72609. * Gets the current frequency data as a byte array
  72610. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72611. * @returns a Uint8Array
  72612. */
  72613. Analyser.prototype.getByteFrequencyData = function () {
  72614. if (this._audioEngine.canUseWebAudio) {
  72615. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72616. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72617. this._webAudioAnalyser.getByteFrequencyData(this._byteFreqs);
  72618. }
  72619. return this._byteFreqs;
  72620. };
  72621. /**
  72622. * Gets the current waveform as a byte array
  72623. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  72624. * @returns a Uint8Array
  72625. */
  72626. Analyser.prototype.getByteTimeDomainData = function () {
  72627. if (this._audioEngine.canUseWebAudio) {
  72628. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72629. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72630. this._webAudioAnalyser.getByteTimeDomainData(this._byteTime);
  72631. }
  72632. return this._byteTime;
  72633. };
  72634. /**
  72635. * Gets the current frequency data as a float array
  72636. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  72637. * @returns a Float32Array
  72638. */
  72639. Analyser.prototype.getFloatFrequencyData = function () {
  72640. if (this._audioEngine.canUseWebAudio) {
  72641. this._webAudioAnalyser.smoothingTimeConstant = this.SMOOTHING;
  72642. this._webAudioAnalyser.fftSize = this.FFT_SIZE;
  72643. this._webAudioAnalyser.getFloatFrequencyData(this._floatFreqs);
  72644. }
  72645. return this._floatFreqs;
  72646. };
  72647. /**
  72648. * Renders the debug canvas
  72649. */
  72650. Analyser.prototype.drawDebugCanvas = function () {
  72651. var _this = this;
  72652. if (this._audioEngine.canUseWebAudio) {
  72653. if (!this._debugCanvas) {
  72654. this._debugCanvas = document.createElement("canvas");
  72655. this._debugCanvas.width = this.DEBUGCANVASSIZE.width;
  72656. this._debugCanvas.height = this.DEBUGCANVASSIZE.height;
  72657. this._debugCanvas.style.position = "absolute";
  72658. this._debugCanvas.style.top = this.DEBUGCANVASPOS.y + "px";
  72659. this._debugCanvas.style.left = this.DEBUGCANVASPOS.x + "px";
  72660. this._debugCanvasContext = this._debugCanvas.getContext("2d");
  72661. document.body.appendChild(this._debugCanvas);
  72662. this._registerFunc = function () {
  72663. _this.drawDebugCanvas();
  72664. };
  72665. this._scene.registerBeforeRender(this._registerFunc);
  72666. }
  72667. if (this._registerFunc && this._debugCanvasContext) {
  72668. var workingArray = this.getByteFrequencyData();
  72669. this._debugCanvasContext.fillStyle = 'rgb(0, 0, 0)';
  72670. this._debugCanvasContext.fillRect(0, 0, this.DEBUGCANVASSIZE.width, this.DEBUGCANVASSIZE.height);
  72671. // Draw the frequency domain chart.
  72672. for (var i = 0; i < this.getFrequencyBinCount(); i++) {
  72673. var value = workingArray[i];
  72674. var percent = value / this.BARGRAPHAMPLITUDE;
  72675. var height = this.DEBUGCANVASSIZE.height * percent;
  72676. var offset = this.DEBUGCANVASSIZE.height - height - 1;
  72677. var barWidth = this.DEBUGCANVASSIZE.width / this.getFrequencyBinCount();
  72678. var hue = i / this.getFrequencyBinCount() * 360;
  72679. this._debugCanvasContext.fillStyle = 'hsl(' + hue + ', 100%, 50%)';
  72680. this._debugCanvasContext.fillRect(i * barWidth, offset, barWidth, height);
  72681. }
  72682. }
  72683. }
  72684. };
  72685. /**
  72686. * Stops rendering the debug canvas and removes it
  72687. */
  72688. Analyser.prototype.stopDebugCanvas = function () {
  72689. if (this._debugCanvas) {
  72690. if (this._registerFunc) {
  72691. this._scene.unregisterBeforeRender(this._registerFunc);
  72692. this._registerFunc = null;
  72693. }
  72694. document.body.removeChild(this._debugCanvas);
  72695. this._debugCanvas = null;
  72696. this._debugCanvasContext = null;
  72697. }
  72698. };
  72699. /**
  72700. * Connects two audio nodes
  72701. * @param inputAudioNode defines first node to connect
  72702. * @param outputAudioNode defines second node to connect
  72703. */
  72704. Analyser.prototype.connectAudioNodes = function (inputAudioNode, outputAudioNode) {
  72705. if (this._audioEngine.canUseWebAudio) {
  72706. inputAudioNode.connect(this._webAudioAnalyser);
  72707. this._webAudioAnalyser.connect(outputAudioNode);
  72708. }
  72709. };
  72710. /**
  72711. * Releases all associated resources
  72712. */
  72713. Analyser.prototype.dispose = function () {
  72714. if (this._audioEngine.canUseWebAudio) {
  72715. this._webAudioAnalyser.disconnect();
  72716. }
  72717. };
  72718. return Analyser;
  72719. }());
  72720. BABYLON.Analyser = Analyser;
  72721. })(BABYLON || (BABYLON = {}));
  72722. //# sourceMappingURL=babylon.analyser.js.map
  72723. var BABYLON;
  72724. (function (BABYLON) {
  72725. /**
  72726. * Wraps one or more Sound objects and selects one with random weight for playback.
  72727. */
  72728. var WeightedSound = /** @class */ (function () {
  72729. /**
  72730. * Creates a new WeightedSound from the list of sounds given.
  72731. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  72732. * @param sounds Array of Sounds that will be selected from.
  72733. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  72734. */
  72735. function WeightedSound(loop, sounds, weights) {
  72736. var _this = this;
  72737. /** When true a Sound will be selected and played when the current playing Sound completes. */
  72738. this.loop = false;
  72739. this._coneInnerAngle = 360;
  72740. this._coneOuterAngle = 360;
  72741. this._volume = 1;
  72742. /** A Sound is currently playing. */
  72743. this.isPlaying = false;
  72744. /** A Sound is currently paused. */
  72745. this.isPaused = false;
  72746. this._sounds = [];
  72747. this._weights = [];
  72748. if (sounds.length !== weights.length) {
  72749. throw new Error('Sounds length does not equal weights length');
  72750. }
  72751. this.loop = loop;
  72752. this._weights = weights;
  72753. // Normalize the weights
  72754. var weightSum = 0;
  72755. for (var _i = 0, weights_1 = weights; _i < weights_1.length; _i++) {
  72756. var weight = weights_1[_i];
  72757. weightSum += weight;
  72758. }
  72759. var invWeightSum = weightSum > 0 ? 1 / weightSum : 0;
  72760. for (var i = 0; i < this._weights.length; i++) {
  72761. this._weights[i] *= invWeightSum;
  72762. }
  72763. this._sounds = sounds;
  72764. for (var _a = 0, _b = this._sounds; _a < _b.length; _a++) {
  72765. var sound = _b[_a];
  72766. sound.onEndedObservable.add(function () { _this._onended(); });
  72767. }
  72768. }
  72769. Object.defineProperty(WeightedSound.prototype, "directionalConeInnerAngle", {
  72770. /**
  72771. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  72772. */
  72773. get: function () {
  72774. return this._coneInnerAngle;
  72775. },
  72776. /**
  72777. * The size of cone in degress for a directional sound in which there will be no attenuation.
  72778. */
  72779. set: function (value) {
  72780. if (value !== this._coneInnerAngle) {
  72781. if (this._coneOuterAngle < value) {
  72782. BABYLON.Tools.Error("directionalConeInnerAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72783. return;
  72784. }
  72785. this._coneInnerAngle = value;
  72786. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72787. var sound = _a[_i];
  72788. sound.directionalConeInnerAngle = value;
  72789. }
  72790. }
  72791. },
  72792. enumerable: true,
  72793. configurable: true
  72794. });
  72795. Object.defineProperty(WeightedSound.prototype, "directionalConeOuterAngle", {
  72796. /**
  72797. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72798. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72799. */
  72800. get: function () {
  72801. return this._coneOuterAngle;
  72802. },
  72803. /**
  72804. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  72805. * Listener angles between innerAngle and outerAngle will falloff linearly.
  72806. */
  72807. set: function (value) {
  72808. if (value !== this._coneOuterAngle) {
  72809. if (value < this._coneInnerAngle) {
  72810. BABYLON.Tools.Error("directionalConeOuterAngle: outer angle of the cone must be superior or equal to the inner angle.");
  72811. return;
  72812. }
  72813. this._coneOuterAngle = value;
  72814. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72815. var sound = _a[_i];
  72816. sound.directionalConeOuterAngle = value;
  72817. }
  72818. }
  72819. },
  72820. enumerable: true,
  72821. configurable: true
  72822. });
  72823. Object.defineProperty(WeightedSound.prototype, "volume", {
  72824. /**
  72825. * Playback volume.
  72826. */
  72827. get: function () {
  72828. return this._volume;
  72829. },
  72830. /**
  72831. * Playback volume.
  72832. */
  72833. set: function (value) {
  72834. if (value !== this._volume) {
  72835. for (var _i = 0, _a = this._sounds; _i < _a.length; _i++) {
  72836. var sound = _a[_i];
  72837. sound.setVolume(value);
  72838. }
  72839. }
  72840. },
  72841. enumerable: true,
  72842. configurable: true
  72843. });
  72844. WeightedSound.prototype._onended = function () {
  72845. if (this._currentIndex !== undefined) {
  72846. this._sounds[this._currentIndex].autoplay = false;
  72847. }
  72848. if (this.loop && this.isPlaying) {
  72849. this.play();
  72850. }
  72851. else {
  72852. this.isPlaying = false;
  72853. }
  72854. };
  72855. /**
  72856. * Suspend playback
  72857. */
  72858. WeightedSound.prototype.pause = function () {
  72859. this.isPaused = true;
  72860. if (this._currentIndex !== undefined) {
  72861. this._sounds[this._currentIndex].pause();
  72862. }
  72863. };
  72864. /**
  72865. * Stop playback
  72866. */
  72867. WeightedSound.prototype.stop = function () {
  72868. this.isPlaying = false;
  72869. if (this._currentIndex !== undefined) {
  72870. this._sounds[this._currentIndex].stop();
  72871. }
  72872. };
  72873. /**
  72874. * Start playback.
  72875. * @param startOffset Position the clip head at a specific time in seconds.
  72876. */
  72877. WeightedSound.prototype.play = function (startOffset) {
  72878. if (!this.isPaused) {
  72879. this.stop();
  72880. var randomValue = Math.random();
  72881. var total = 0;
  72882. for (var i = 0; i < this._weights.length; i++) {
  72883. total += this._weights[i];
  72884. if (randomValue <= total) {
  72885. this._currentIndex = i;
  72886. break;
  72887. }
  72888. }
  72889. }
  72890. var sound = this._sounds[this._currentIndex];
  72891. if (sound.isReady()) {
  72892. sound.play(0, this.isPaused ? undefined : startOffset);
  72893. }
  72894. else {
  72895. sound.autoplay = true;
  72896. }
  72897. this.isPlaying = true;
  72898. this.isPaused = false;
  72899. };
  72900. return WeightedSound;
  72901. }());
  72902. BABYLON.WeightedSound = WeightedSound;
  72903. })(BABYLON || (BABYLON = {}));
  72904. //# sourceMappingURL=babylon.weightedsound.js.map
  72905. var BABYLON;
  72906. (function (BABYLON) {
  72907. // Adds the parser to the scene parsers.
  72908. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_AUDIO, function (parsedData, scene, container, rootUrl) {
  72909. // TODO: add sound
  72910. var loadedSounds = [];
  72911. var loadedSound;
  72912. container.sounds = container.sounds || [];
  72913. if (parsedData.sounds !== undefined && parsedData.sounds !== null) {
  72914. for (var index = 0, cache = parsedData.sounds.length; index < cache; index++) {
  72915. var parsedSound = parsedData.sounds[index];
  72916. if (BABYLON.Engine.audioEngine.canUseWebAudio) {
  72917. if (!parsedSound.url) {
  72918. parsedSound.url = parsedSound.name;
  72919. }
  72920. if (!loadedSounds[parsedSound.url]) {
  72921. loadedSound = BABYLON.Sound.Parse(parsedSound, scene, rootUrl);
  72922. loadedSounds[parsedSound.url] = loadedSound;
  72923. container.sounds.push(loadedSound);
  72924. }
  72925. else {
  72926. container.sounds.push(BABYLON.Sound.Parse(parsedSound, scene, rootUrl, loadedSounds[parsedSound.url]));
  72927. }
  72928. }
  72929. else {
  72930. container.sounds.push(new BABYLON.Sound(parsedSound.name, null, scene));
  72931. }
  72932. }
  72933. }
  72934. loadedSounds = [];
  72935. });
  72936. Object.defineProperty(BABYLON.Scene.prototype, "mainSoundTrack", {
  72937. get: function () {
  72938. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72939. if (!compo) {
  72940. compo = new AudioSceneComponent(this);
  72941. this._addComponent(compo);
  72942. }
  72943. if (!this._mainSoundTrack) {
  72944. this._mainSoundTrack = new BABYLON.SoundTrack(this, { mainTrack: true });
  72945. }
  72946. return this._mainSoundTrack;
  72947. },
  72948. enumerable: true,
  72949. configurable: true
  72950. });
  72951. BABYLON.Scene.prototype.getSoundByName = function (name) {
  72952. var index;
  72953. for (index = 0; index < this.mainSoundTrack.soundCollection.length; index++) {
  72954. if (this.mainSoundTrack.soundCollection[index].name === name) {
  72955. return this.mainSoundTrack.soundCollection[index];
  72956. }
  72957. }
  72958. if (this.soundTracks) {
  72959. for (var sdIndex = 0; sdIndex < this.soundTracks.length; sdIndex++) {
  72960. for (index = 0; index < this.soundTracks[sdIndex].soundCollection.length; index++) {
  72961. if (this.soundTracks[sdIndex].soundCollection[index].name === name) {
  72962. return this.soundTracks[sdIndex].soundCollection[index];
  72963. }
  72964. }
  72965. }
  72966. }
  72967. return null;
  72968. };
  72969. Object.defineProperty(BABYLON.Scene.prototype, "audioEnabled", {
  72970. get: function () {
  72971. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72972. if (!compo) {
  72973. compo = new AudioSceneComponent(this);
  72974. this._addComponent(compo);
  72975. }
  72976. return compo.audioEnabled;
  72977. },
  72978. set: function (value) {
  72979. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72980. if (!compo) {
  72981. compo = new AudioSceneComponent(this);
  72982. this._addComponent(compo);
  72983. }
  72984. if (value) {
  72985. compo.enableAudio();
  72986. }
  72987. else {
  72988. compo.disableAudio();
  72989. }
  72990. },
  72991. enumerable: true,
  72992. configurable: true
  72993. });
  72994. Object.defineProperty(BABYLON.Scene.prototype, "headphone", {
  72995. get: function () {
  72996. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  72997. if (!compo) {
  72998. compo = new AudioSceneComponent(this);
  72999. this._addComponent(compo);
  73000. }
  73001. return compo.headphone;
  73002. },
  73003. set: function (value) {
  73004. var compo = this._getComponent(BABYLON.SceneComponentConstants.NAME_AUDIO);
  73005. if (!compo) {
  73006. compo = new AudioSceneComponent(this);
  73007. this._addComponent(compo);
  73008. }
  73009. if (value) {
  73010. compo.switchAudioModeForHeadphones();
  73011. }
  73012. else {
  73013. compo.switchAudioModeForNormalSpeakers();
  73014. }
  73015. },
  73016. enumerable: true,
  73017. configurable: true
  73018. });
  73019. /**
  73020. * Defines the sound scene component responsible to manage any sounds
  73021. * in a given scene.
  73022. */
  73023. var AudioSceneComponent = /** @class */ (function () {
  73024. /**
  73025. * Creates a new instance of the component for the given scene
  73026. * @param scene Defines the scene to register the component in
  73027. */
  73028. function AudioSceneComponent(scene) {
  73029. /**
  73030. * The component name helpfull to identify the component in the list of scene components.
  73031. */
  73032. this.name = BABYLON.SceneComponentConstants.NAME_AUDIO;
  73033. this._audioEnabled = true;
  73034. this._headphone = false;
  73035. this.scene = scene;
  73036. scene.soundTracks = new Array();
  73037. scene.sounds = new Array();
  73038. }
  73039. Object.defineProperty(AudioSceneComponent.prototype, "audioEnabled", {
  73040. /**
  73041. * Gets whether audio is enabled or not.
  73042. * Please use related enable/disable method to switch state.
  73043. */
  73044. get: function () {
  73045. return this._audioEnabled;
  73046. },
  73047. enumerable: true,
  73048. configurable: true
  73049. });
  73050. Object.defineProperty(AudioSceneComponent.prototype, "headphone", {
  73051. /**
  73052. * Gets whether audio is outputing to headphone or not.
  73053. * Please use the according Switch methods to change output.
  73054. */
  73055. get: function () {
  73056. return this._headphone;
  73057. },
  73058. enumerable: true,
  73059. configurable: true
  73060. });
  73061. /**
  73062. * Registers the component in a given scene
  73063. */
  73064. AudioSceneComponent.prototype.register = function () {
  73065. this.scene._afterRenderStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDER_AUDIO, this, this._afterRender);
  73066. };
  73067. /**
  73068. * Rebuilds the elements related to this component in case of
  73069. * context lost for instance.
  73070. */
  73071. AudioSceneComponent.prototype.rebuild = function () {
  73072. // Nothing to do here. (Not rendering related)
  73073. };
  73074. /**
  73075. * Serializes the component data to the specified json object
  73076. * @param serializationObject The object to serialize to
  73077. */
  73078. AudioSceneComponent.prototype.serialize = function (serializationObject) {
  73079. serializationObject.sounds = [];
  73080. if (this.scene.soundTracks) {
  73081. for (var index = 0; index < this.scene.soundTracks.length; index++) {
  73082. var soundtrack = this.scene.soundTracks[index];
  73083. for (var soundId = 0; soundId < soundtrack.soundCollection.length; soundId++) {
  73084. serializationObject.sounds.push(soundtrack.soundCollection[soundId].serialize());
  73085. }
  73086. }
  73087. }
  73088. };
  73089. /**
  73090. * Adds all the element from the container to the scene
  73091. * @param container the container holding the elements
  73092. */
  73093. AudioSceneComponent.prototype.addFromContainer = function (container) {
  73094. var _this = this;
  73095. if (!container.sounds) {
  73096. return;
  73097. }
  73098. container.sounds.forEach(function (sound) {
  73099. sound.play();
  73100. sound.autoplay = true;
  73101. _this.scene.mainSoundTrack.AddSound(sound);
  73102. });
  73103. };
  73104. /**
  73105. * Removes all the elements in the container from the scene
  73106. * @param container contains the elements to remove
  73107. */
  73108. AudioSceneComponent.prototype.removeFromContainer = function (container) {
  73109. var _this = this;
  73110. if (!container.sounds) {
  73111. return;
  73112. }
  73113. container.sounds.forEach(function (sound) {
  73114. sound.stop();
  73115. sound.autoplay = false;
  73116. _this.scene.mainSoundTrack.RemoveSound(sound);
  73117. });
  73118. };
  73119. /**
  73120. * Disposes the component and the associated ressources.
  73121. */
  73122. AudioSceneComponent.prototype.dispose = function () {
  73123. var scene = this.scene;
  73124. if (scene._mainSoundTrack) {
  73125. scene.mainSoundTrack.dispose();
  73126. }
  73127. if (scene.soundTracks) {
  73128. for (var scIndex = 0; scIndex < scene.soundTracks.length; scIndex++) {
  73129. scene.soundTracks[scIndex].dispose();
  73130. }
  73131. }
  73132. };
  73133. /**
  73134. * Disables audio in the associated scene.
  73135. */
  73136. AudioSceneComponent.prototype.disableAudio = function () {
  73137. var scene = this.scene;
  73138. this._audioEnabled = false;
  73139. var i;
  73140. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73141. scene.mainSoundTrack.soundCollection[i].pause();
  73142. }
  73143. if (scene.soundTracks) {
  73144. for (i = 0; i < scene.soundTracks.length; i++) {
  73145. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73146. scene.soundTracks[i].soundCollection[j].pause();
  73147. }
  73148. }
  73149. }
  73150. };
  73151. /**
  73152. * Enables audio in the associated scene.
  73153. */
  73154. AudioSceneComponent.prototype.enableAudio = function () {
  73155. var scene = this.scene;
  73156. this._audioEnabled = true;
  73157. var i;
  73158. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73159. if (scene.mainSoundTrack.soundCollection[i].isPaused) {
  73160. scene.mainSoundTrack.soundCollection[i].play();
  73161. }
  73162. }
  73163. if (scene.soundTracks) {
  73164. for (i = 0; i < scene.soundTracks.length; i++) {
  73165. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73166. if (scene.soundTracks[i].soundCollection[j].isPaused) {
  73167. scene.soundTracks[i].soundCollection[j].play();
  73168. }
  73169. }
  73170. }
  73171. }
  73172. };
  73173. /**
  73174. * Switch audio to headphone output.
  73175. */
  73176. AudioSceneComponent.prototype.switchAudioModeForHeadphones = function () {
  73177. var scene = this.scene;
  73178. this._headphone = true;
  73179. scene.mainSoundTrack.switchPanningModelToHRTF();
  73180. if (scene.soundTracks) {
  73181. for (var i = 0; i < scene.soundTracks.length; i++) {
  73182. scene.soundTracks[i].switchPanningModelToHRTF();
  73183. }
  73184. }
  73185. };
  73186. /**
  73187. * Switch audio to normal speakers.
  73188. */
  73189. AudioSceneComponent.prototype.switchAudioModeForNormalSpeakers = function () {
  73190. var scene = this.scene;
  73191. this._headphone = false;
  73192. scene.mainSoundTrack.switchPanningModelToEqualPower();
  73193. if (scene.soundTracks) {
  73194. for (var i = 0; i < scene.soundTracks.length; i++) {
  73195. scene.soundTracks[i].switchPanningModelToEqualPower();
  73196. }
  73197. }
  73198. };
  73199. AudioSceneComponent.prototype._afterRender = function () {
  73200. var scene = this.scene;
  73201. if (!this._audioEnabled || !scene._mainSoundTrack || !scene.soundTracks || (scene._mainSoundTrack.soundCollection.length === 0 && scene.soundTracks.length === 1)) {
  73202. return;
  73203. }
  73204. var listeningCamera;
  73205. var audioEngine = BABYLON.Engine.audioEngine;
  73206. if (scene.activeCameras.length > 0) {
  73207. listeningCamera = scene.activeCameras[0];
  73208. }
  73209. else {
  73210. listeningCamera = scene.activeCamera;
  73211. }
  73212. if (listeningCamera && audioEngine.audioContext) {
  73213. audioEngine.audioContext.listener.setPosition(listeningCamera.position.x, listeningCamera.position.y, listeningCamera.position.z);
  73214. // for VR cameras
  73215. if (listeningCamera.rigCameras && listeningCamera.rigCameras.length > 0) {
  73216. listeningCamera = listeningCamera.rigCameras[0];
  73217. }
  73218. var mat = BABYLON.Matrix.Invert(listeningCamera.getViewMatrix());
  73219. var cameraDirection = BABYLON.Vector3.TransformNormal(new BABYLON.Vector3(0, 0, -1), mat);
  73220. cameraDirection.normalize();
  73221. // To avoid some errors on GearVR
  73222. if (!isNaN(cameraDirection.x) && !isNaN(cameraDirection.y) && !isNaN(cameraDirection.z)) {
  73223. audioEngine.audioContext.listener.setOrientation(cameraDirection.x, cameraDirection.y, cameraDirection.z, 0, 1, 0);
  73224. }
  73225. var i;
  73226. for (i = 0; i < scene.mainSoundTrack.soundCollection.length; i++) {
  73227. var sound = scene.mainSoundTrack.soundCollection[i];
  73228. if (sound.useCustomAttenuation) {
  73229. sound.updateDistanceFromListener();
  73230. }
  73231. }
  73232. if (scene.soundTracks) {
  73233. for (i = 0; i < scene.soundTracks.length; i++) {
  73234. for (var j = 0; j < scene.soundTracks[i].soundCollection.length; j++) {
  73235. sound = scene.soundTracks[i].soundCollection[j];
  73236. if (sound.useCustomAttenuation) {
  73237. sound.updateDistanceFromListener();
  73238. }
  73239. }
  73240. }
  73241. }
  73242. }
  73243. };
  73244. return AudioSceneComponent;
  73245. }());
  73246. BABYLON.AudioSceneComponent = AudioSceneComponent;
  73247. })(BABYLON || (BABYLON = {}));
  73248. //# sourceMappingURL=babylon.audioSceneComponent.js.map
  73249. var BABYLON;
  73250. (function (BABYLON) {
  73251. /**
  73252. * This defines an action helpful to play a defined sound on a triggered action.
  73253. */
  73254. var PlaySoundAction = /** @class */ (function (_super) {
  73255. __extends(PlaySoundAction, _super);
  73256. /**
  73257. * Instantiate the action
  73258. * @param triggerOptions defines the trigger options
  73259. * @param sound defines the sound to play
  73260. * @param condition defines the trigger related conditions
  73261. */
  73262. function PlaySoundAction(triggerOptions, sound, condition) {
  73263. var _this = _super.call(this, triggerOptions, condition) || this;
  73264. _this._sound = sound;
  73265. return _this;
  73266. }
  73267. /** @hidden */
  73268. PlaySoundAction.prototype._prepare = function () {
  73269. };
  73270. /**
  73271. * Execute the action and play the sound.
  73272. */
  73273. PlaySoundAction.prototype.execute = function () {
  73274. if (this._sound !== undefined) {
  73275. this._sound.play();
  73276. }
  73277. };
  73278. /**
  73279. * Serializes the actions and its related information.
  73280. * @param parent defines the object to serialize in
  73281. * @returns the serialized object
  73282. */
  73283. PlaySoundAction.prototype.serialize = function (parent) {
  73284. return _super.prototype._serialize.call(this, {
  73285. name: "PlaySoundAction",
  73286. properties: [{ name: "sound", value: this._sound.name }]
  73287. }, parent);
  73288. };
  73289. return PlaySoundAction;
  73290. }(BABYLON.Action));
  73291. BABYLON.PlaySoundAction = PlaySoundAction;
  73292. /**
  73293. * This defines an action helpful to stop a defined sound on a triggered action.
  73294. */
  73295. var StopSoundAction = /** @class */ (function (_super) {
  73296. __extends(StopSoundAction, _super);
  73297. /**
  73298. * Instantiate the action
  73299. * @param triggerOptions defines the trigger options
  73300. * @param sound defines the sound to stop
  73301. * @param condition defines the trigger related conditions
  73302. */
  73303. function StopSoundAction(triggerOptions, sound, condition) {
  73304. var _this = _super.call(this, triggerOptions, condition) || this;
  73305. _this._sound = sound;
  73306. return _this;
  73307. }
  73308. /** @hidden */
  73309. StopSoundAction.prototype._prepare = function () {
  73310. };
  73311. /**
  73312. * Execute the action and stop the sound.
  73313. */
  73314. StopSoundAction.prototype.execute = function () {
  73315. if (this._sound !== undefined) {
  73316. this._sound.stop();
  73317. }
  73318. };
  73319. /**
  73320. * Serializes the actions and its related information.
  73321. * @param parent defines the object to serialize in
  73322. * @returns the serialized object
  73323. */
  73324. StopSoundAction.prototype.serialize = function (parent) {
  73325. return _super.prototype._serialize.call(this, {
  73326. name: "StopSoundAction",
  73327. properties: [{ name: "sound", value: this._sound.name }]
  73328. }, parent);
  73329. };
  73330. return StopSoundAction;
  73331. }(BABYLON.Action));
  73332. BABYLON.StopSoundAction = StopSoundAction;
  73333. })(BABYLON || (BABYLON = {}));
  73334. //# sourceMappingURL=babylon.directAudioActions.js.map
  73335. var BABYLON;
  73336. (function (BABYLON) {
  73337. /**
  73338. * Class for creating a cube texture
  73339. */
  73340. var CubeTexture = /** @class */ (function (_super) {
  73341. __extends(CubeTexture, _super);
  73342. /**
  73343. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  73344. * as prefiltered data.
  73345. * @param rootUrl defines the url of the texture or the root name of the six images
  73346. * @param scene defines the scene the texture is attached to
  73347. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  73348. * @param noMipmap defines if mipmaps should be created or not
  73349. * @param files defines the six files to load for the different faces
  73350. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  73351. * @param onError defines a callback triggered in case of error during load
  73352. * @param format defines the internal format to use for the texture once loaded
  73353. * @param prefiltered defines whether or not the texture is created from prefiltered data
  73354. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  73355. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73356. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73357. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73358. * @return the cube texture
  73359. */
  73360. function CubeTexture(rootUrl, scene, extensions, noMipmap, files, onLoad, onError, format, prefiltered, forcedExtension, createPolynomials, lodScale, lodOffset) {
  73361. if (extensions === void 0) { extensions = null; }
  73362. if (noMipmap === void 0) { noMipmap = false; }
  73363. if (files === void 0) { files = null; }
  73364. if (onLoad === void 0) { onLoad = null; }
  73365. if (onError === void 0) { onError = null; }
  73366. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73367. if (prefiltered === void 0) { prefiltered = false; }
  73368. if (forcedExtension === void 0) { forcedExtension = null; }
  73369. if (createPolynomials === void 0) { createPolynomials = false; }
  73370. if (lodScale === void 0) { lodScale = 0.8; }
  73371. if (lodOffset === void 0) { lodOffset = 0; }
  73372. var _this = _super.call(this, scene) || this;
  73373. /**
  73374. * Gets or sets the center of the bounding box associated with the cube texture.
  73375. * It must define where the camera used to render the texture was set
  73376. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73377. */
  73378. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73379. _this._rotationY = 0;
  73380. /** @hidden */
  73381. _this._prefiltered = false;
  73382. _this.name = rootUrl;
  73383. _this.url = rootUrl;
  73384. _this._noMipmap = noMipmap;
  73385. _this.hasAlpha = false;
  73386. _this._format = format;
  73387. _this.isCube = true;
  73388. _this._textureMatrix = BABYLON.Matrix.Identity();
  73389. _this._createPolynomials = createPolynomials;
  73390. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  73391. if (!rootUrl && !files) {
  73392. return _this;
  73393. }
  73394. var lastDot = rootUrl.lastIndexOf(".");
  73395. var extension = forcedExtension ? forcedExtension : (lastDot > -1 ? rootUrl.substring(lastDot).toLowerCase() : "");
  73396. var isDDS = (extension === ".dds");
  73397. var isEnv = (extension === ".env");
  73398. if (isEnv) {
  73399. _this.gammaSpace = false;
  73400. _this._prefiltered = false;
  73401. }
  73402. else {
  73403. _this._prefiltered = prefiltered;
  73404. if (prefiltered) {
  73405. _this.gammaSpace = false;
  73406. }
  73407. }
  73408. _this._texture = _this._getFromCache(rootUrl, noMipmap);
  73409. if (!files) {
  73410. if (!isEnv && !isDDS && !extensions) {
  73411. extensions = ["_px.jpg", "_py.jpg", "_pz.jpg", "_nx.jpg", "_ny.jpg", "_nz.jpg"];
  73412. }
  73413. files = [];
  73414. if (extensions) {
  73415. for (var index = 0; index < extensions.length; index++) {
  73416. files.push(rootUrl + extensions[index]);
  73417. }
  73418. }
  73419. }
  73420. _this._files = files;
  73421. if (!_this._texture) {
  73422. if (!scene.useDelayedTextureLoading) {
  73423. if (prefiltered) {
  73424. _this._texture = scene.getEngine().createPrefilteredCubeTexture(rootUrl, scene, lodScale, lodOffset, onLoad, onError, format, forcedExtension, _this._createPolynomials);
  73425. }
  73426. else {
  73427. _this._texture = scene.getEngine().createCubeTexture(rootUrl, scene, files, noMipmap, onLoad, onError, _this._format, forcedExtension, false, lodScale, lodOffset);
  73428. }
  73429. }
  73430. else {
  73431. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73432. }
  73433. }
  73434. else if (onLoad) {
  73435. if (_this._texture.isReady) {
  73436. BABYLON.Tools.SetImmediate(function () { return onLoad(); });
  73437. }
  73438. else {
  73439. _this._texture.onLoadedObservable.add(onLoad);
  73440. }
  73441. }
  73442. return _this;
  73443. }
  73444. Object.defineProperty(CubeTexture.prototype, "boundingBoxSize", {
  73445. /**
  73446. * Returns the bounding box size
  73447. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  73448. */
  73449. get: function () {
  73450. return this._boundingBoxSize;
  73451. },
  73452. /**
  73453. * Gets or sets the size of the bounding box associated with the cube texture
  73454. * When defined, the cubemap will switch to local mode
  73455. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73456. * @example https://www.babylonjs-playground.com/#RNASML
  73457. */
  73458. set: function (value) {
  73459. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73460. return;
  73461. }
  73462. this._boundingBoxSize = value;
  73463. var scene = this.getScene();
  73464. if (scene) {
  73465. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73466. }
  73467. },
  73468. enumerable: true,
  73469. configurable: true
  73470. });
  73471. Object.defineProperty(CubeTexture.prototype, "rotationY", {
  73472. /**
  73473. * Gets texture matrix rotation angle around Y axis radians.
  73474. */
  73475. get: function () {
  73476. return this._rotationY;
  73477. },
  73478. /**
  73479. * Sets texture matrix rotation angle around Y axis in radians.
  73480. */
  73481. set: function (value) {
  73482. this._rotationY = value;
  73483. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  73484. },
  73485. enumerable: true,
  73486. configurable: true
  73487. });
  73488. Object.defineProperty(CubeTexture.prototype, "noMipmap", {
  73489. /**
  73490. * Are mip maps generated for this texture or not.
  73491. */
  73492. get: function () {
  73493. return this._noMipmap;
  73494. },
  73495. enumerable: true,
  73496. configurable: true
  73497. });
  73498. /**
  73499. * Creates a cube texture from an array of image urls
  73500. * @param files defines an array of image urls
  73501. * @param scene defines the hosting scene
  73502. * @param noMipmap specifies if mip maps are not used
  73503. * @returns a cube texture
  73504. */
  73505. CubeTexture.CreateFromImages = function (files, scene, noMipmap) {
  73506. var rootUrlKey = "";
  73507. files.forEach(function (url) { return rootUrlKey += url; });
  73508. return new CubeTexture(rootUrlKey, scene, null, noMipmap, files);
  73509. };
  73510. /**
  73511. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  73512. * @param url defines the url of the prefiltered texture
  73513. * @param scene defines the scene the texture is attached to
  73514. * @param forcedExtension defines the extension of the file if different from the url
  73515. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  73516. * @return the prefiltered texture
  73517. */
  73518. CubeTexture.CreateFromPrefilteredData = function (url, scene, forcedExtension, createPolynomials) {
  73519. if (forcedExtension === void 0) { forcedExtension = null; }
  73520. if (createPolynomials === void 0) { createPolynomials = true; }
  73521. return new CubeTexture(url, scene, null, false, null, null, null, undefined, true, forcedExtension, createPolynomials);
  73522. };
  73523. /**
  73524. * Get the current class name of the texture useful for serialization or dynamic coding.
  73525. * @returns "CubeTexture"
  73526. */
  73527. CubeTexture.prototype.getClassName = function () {
  73528. return "CubeTexture";
  73529. };
  73530. /**
  73531. * Update the url (and optional buffer) of this texture if url was null during construction.
  73532. * @param url the url of the texture
  73533. * @param forcedExtension defines the extension to use
  73534. * @param onLoad callback called when the texture is loaded (defaults to null)
  73535. */
  73536. CubeTexture.prototype.updateURL = function (url, forcedExtension, onLoad) {
  73537. if (this.url) {
  73538. this.releaseInternalTexture();
  73539. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  73540. }
  73541. this.url = url;
  73542. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  73543. this._prefiltered = false;
  73544. if (onLoad) {
  73545. this._delayedOnLoad = onLoad;
  73546. }
  73547. this.delayLoad(forcedExtension);
  73548. };
  73549. /**
  73550. * Delays loading of the cube texture
  73551. * @param forcedExtension defines the extension to use
  73552. */
  73553. CubeTexture.prototype.delayLoad = function (forcedExtension) {
  73554. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  73555. return;
  73556. }
  73557. var scene = this.getScene();
  73558. if (!scene) {
  73559. return;
  73560. }
  73561. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  73562. this._texture = this._getFromCache(this.url, this._noMipmap);
  73563. if (!this._texture) {
  73564. if (this._prefiltered) {
  73565. this._texture = scene.getEngine().createPrefilteredCubeTexture(this.url, scene, this.lodGenerationScale, this.lodGenerationOffset, this._delayedOnLoad, undefined, this._format, undefined, this._createPolynomials);
  73566. }
  73567. else {
  73568. this._texture = scene.getEngine().createCubeTexture(this.url, scene, this._files, this._noMipmap, this._delayedOnLoad, undefined, this._format, forcedExtension);
  73569. }
  73570. }
  73571. };
  73572. /**
  73573. * Returns the reflection texture matrix
  73574. * @returns the reflection texture matrix
  73575. */
  73576. CubeTexture.prototype.getReflectionTextureMatrix = function () {
  73577. return this._textureMatrix;
  73578. };
  73579. /**
  73580. * Sets the reflection texture matrix
  73581. * @param value Reflection texture matrix
  73582. */
  73583. CubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  73584. var _this = this;
  73585. if (value.updateFlag === this._textureMatrix.updateFlag) {
  73586. return;
  73587. }
  73588. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  73589. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  73590. }
  73591. this._textureMatrix = value;
  73592. };
  73593. /**
  73594. * Parses text to create a cube texture
  73595. * @param parsedTexture define the serialized text to read from
  73596. * @param scene defines the hosting scene
  73597. * @param rootUrl defines the root url of the cube texture
  73598. * @returns a cube texture
  73599. */
  73600. CubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  73601. var texture = BABYLON.SerializationHelper.Parse(function () {
  73602. var prefiltered = false;
  73603. if (parsedTexture.prefiltered) {
  73604. prefiltered = parsedTexture.prefiltered;
  73605. }
  73606. return new CubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.extensions, false, null, null, null, undefined, prefiltered);
  73607. }, parsedTexture, scene);
  73608. // Local Cubemaps
  73609. if (parsedTexture.boundingBoxPosition) {
  73610. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  73611. }
  73612. if (parsedTexture.boundingBoxSize) {
  73613. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  73614. }
  73615. // Animations
  73616. if (parsedTexture.animations) {
  73617. for (var animationIndex = 0; animationIndex < parsedTexture.animations.length; animationIndex++) {
  73618. var parsedAnimation = parsedTexture.animations[animationIndex];
  73619. texture.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  73620. }
  73621. }
  73622. return texture;
  73623. };
  73624. /**
  73625. * Makes a clone, or deep copy, of the cube texture
  73626. * @returns a new cube texture
  73627. */
  73628. CubeTexture.prototype.clone = function () {
  73629. var _this = this;
  73630. var scene = this.getScene();
  73631. var uniqueId = 0;
  73632. var newCubeTexture = BABYLON.SerializationHelper.Clone(function () {
  73633. if (!scene) {
  73634. return _this;
  73635. }
  73636. var cubeTexture = new CubeTexture(_this.url, scene, _this._extensions, _this._noMipmap, _this._files);
  73637. uniqueId = cubeTexture.uniqueId;
  73638. return cubeTexture;
  73639. }, this);
  73640. newCubeTexture.uniqueId = uniqueId;
  73641. return newCubeTexture;
  73642. };
  73643. __decorate([
  73644. BABYLON.serialize("rotationY")
  73645. ], CubeTexture.prototype, "rotationY", null);
  73646. return CubeTexture;
  73647. }(BABYLON.BaseTexture));
  73648. BABYLON.CubeTexture = CubeTexture;
  73649. })(BABYLON || (BABYLON = {}));
  73650. //# sourceMappingURL=babylon.cubeTexture.js.map
  73651. var BABYLON;
  73652. (function (BABYLON) {
  73653. /**
  73654. * Raw cube texture where the raw buffers are passed in
  73655. */
  73656. var RawCubeTexture = /** @class */ (function (_super) {
  73657. __extends(RawCubeTexture, _super);
  73658. /**
  73659. * Creates a cube texture where the raw buffers are passed in.
  73660. * @param scene defines the scene the texture is attached to
  73661. * @param data defines the array of data to use to create each face
  73662. * @param size defines the size of the textures
  73663. * @param format defines the format of the data
  73664. * @param type defines the type of the data (like BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT)
  73665. * @param generateMipMaps defines if the engine should generate the mip levels
  73666. * @param invertY defines if data must be stored with Y axis inverted
  73667. * @param samplingMode defines the required sampling mode (like BABYLON.Texture.NEAREST_SAMPLINGMODE)
  73668. * @param compression defines the compression used (null by default)
  73669. */
  73670. function RawCubeTexture(scene, data, size, format, type, generateMipMaps, invertY, samplingMode, compression) {
  73671. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73672. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73673. if (generateMipMaps === void 0) { generateMipMaps = false; }
  73674. if (invertY === void 0) { invertY = false; }
  73675. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73676. if (compression === void 0) { compression = null; }
  73677. var _this = _super.call(this, "", scene) || this;
  73678. _this._texture = scene.getEngine().createRawCubeTexture(data, size, format, type, generateMipMaps, invertY, samplingMode, compression);
  73679. return _this;
  73680. }
  73681. /**
  73682. * Updates the raw cube texture.
  73683. * @param data defines the data to store
  73684. * @param format defines the data format
  73685. * @param type defines the type fo the data (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  73686. * @param invertY defines if data must be stored with Y axis inverted
  73687. * @param compression defines the compression used (null by default)
  73688. * @param level defines which level of the texture to update
  73689. */
  73690. RawCubeTexture.prototype.update = function (data, format, type, invertY, compression, level) {
  73691. if (compression === void 0) { compression = null; }
  73692. if (level === void 0) { level = 0; }
  73693. this._texture.getEngine().updateRawCubeTexture(this._texture, data, format, type, invertY, compression);
  73694. };
  73695. /**
  73696. * Updates a raw cube texture with RGBD encoded data.
  73697. * @param data defines the array of data [mipmap][face] to use to create each face
  73698. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  73699. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  73700. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  73701. * @returns a promsie that resolves when the operation is complete
  73702. */
  73703. RawCubeTexture.prototype.updateRGBDAsync = function (data, sphericalPolynomial, lodScale, lodOffset) {
  73704. if (sphericalPolynomial === void 0) { sphericalPolynomial = null; }
  73705. if (lodScale === void 0) { lodScale = 0.8; }
  73706. if (lodOffset === void 0) { lodOffset = 0; }
  73707. return RawCubeTexture._UpdateRGBDAsync(this._texture, data, sphericalPolynomial, lodScale, lodOffset);
  73708. };
  73709. /**
  73710. * Clones the raw cube texture.
  73711. * @return a new cube texture
  73712. */
  73713. RawCubeTexture.prototype.clone = function () {
  73714. var _this = this;
  73715. return BABYLON.SerializationHelper.Clone(function () {
  73716. var scene = _this.getScene();
  73717. var internalTexture = _this._texture;
  73718. var texture = new RawCubeTexture(scene, internalTexture._bufferViewArray, internalTexture.width, internalTexture.format, internalTexture.type, internalTexture.generateMipMaps, internalTexture.invertY, internalTexture.samplingMode, internalTexture._compression);
  73719. if (internalTexture.dataSource === BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD) {
  73720. texture.updateRGBDAsync(internalTexture._bufferViewArrayArray, internalTexture._sphericalPolynomial, internalTexture._lodGenerationScale, internalTexture._lodGenerationOffset);
  73721. }
  73722. return texture;
  73723. }, this);
  73724. };
  73725. /** @hidden */
  73726. RawCubeTexture._UpdateRGBDAsync = function (internalTexture, data, sphericalPolynomial, lodScale, lodOffset) {
  73727. internalTexture._dataSource = BABYLON.InternalTexture.DATASOURCE_CUBERAW_RGBD;
  73728. internalTexture._bufferViewArrayArray = data;
  73729. internalTexture._lodGenerationScale = lodScale;
  73730. internalTexture._lodGenerationOffset = lodOffset;
  73731. internalTexture._sphericalPolynomial = sphericalPolynomial;
  73732. return BABYLON.EnvironmentTextureTools.UploadLevelsAsync(internalTexture, data).then(function () {
  73733. internalTexture.isReady = true;
  73734. });
  73735. };
  73736. return RawCubeTexture;
  73737. }(BABYLON.CubeTexture));
  73738. BABYLON.RawCubeTexture = RawCubeTexture;
  73739. })(BABYLON || (BABYLON = {}));
  73740. //# sourceMappingURL=babylon.rawCubeTexture.js.map
  73741. var BABYLON;
  73742. (function (BABYLON) {
  73743. /**
  73744. * This Helps creating a texture that will be created from a camera in your scene.
  73745. * It is basically a dynamic texture that could be used to create special effects for instance.
  73746. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  73747. */
  73748. var RenderTargetTexture = /** @class */ (function (_super) {
  73749. __extends(RenderTargetTexture, _super);
  73750. /**
  73751. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  73752. * or used a shadow, depth texture...
  73753. * @param name The friendly name of the texture
  73754. * @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)
  73755. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  73756. * @param generateMipMaps True if mip maps need to be generated after render.
  73757. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  73758. * @param type The type of the buffer in the RTT (int, half float, float...)
  73759. * @param isCube True if a cube texture needs to be created
  73760. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  73761. * @param generateDepthBuffer True to generate a depth buffer
  73762. * @param generateStencilBuffer True to generate a stencil buffer
  73763. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  73764. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  73765. * @param delayAllocation if the texture allocation should be delayed (default: false)
  73766. */
  73767. function RenderTargetTexture(name, size, scene, generateMipMaps, doNotChangeAspectRatio, type, isCube, samplingMode, generateDepthBuffer, generateStencilBuffer, isMulti, format, delayAllocation) {
  73768. if (doNotChangeAspectRatio === void 0) { doNotChangeAspectRatio = true; }
  73769. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  73770. if (isCube === void 0) { isCube = false; }
  73771. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  73772. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  73773. if (generateStencilBuffer === void 0) { generateStencilBuffer = false; }
  73774. if (isMulti === void 0) { isMulti = false; }
  73775. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  73776. if (delayAllocation === void 0) { delayAllocation = false; }
  73777. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  73778. _this.isCube = isCube;
  73779. /**
  73780. * Define if particles should be rendered in your texture.
  73781. */
  73782. _this.renderParticles = true;
  73783. /**
  73784. * Define if sprites should be rendered in your texture.
  73785. */
  73786. _this.renderSprites = false;
  73787. /**
  73788. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  73789. */
  73790. _this.coordinatesMode = BABYLON.Texture.PROJECTION_MODE;
  73791. /**
  73792. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  73793. */
  73794. _this.ignoreCameraViewport = false;
  73795. /**
  73796. * An event triggered when the texture is unbind.
  73797. */
  73798. _this.onBeforeBindObservable = new BABYLON.Observable();
  73799. /**
  73800. * An event triggered when the texture is unbind.
  73801. */
  73802. _this.onAfterUnbindObservable = new BABYLON.Observable();
  73803. /**
  73804. * An event triggered before rendering the texture
  73805. */
  73806. _this.onBeforeRenderObservable = new BABYLON.Observable();
  73807. /**
  73808. * An event triggered after rendering the texture
  73809. */
  73810. _this.onAfterRenderObservable = new BABYLON.Observable();
  73811. /**
  73812. * An event triggered after the texture clear
  73813. */
  73814. _this.onClearObservable = new BABYLON.Observable();
  73815. _this._currentRefreshId = -1;
  73816. _this._refreshRate = 1;
  73817. _this._samples = 1;
  73818. /**
  73819. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  73820. * It must define where the camera used to render the texture is set
  73821. */
  73822. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  73823. scene = _this.getScene();
  73824. if (!scene) {
  73825. return _this;
  73826. }
  73827. _this.renderList = new Array();
  73828. _this._engine = scene.getEngine();
  73829. _this.name = name;
  73830. _this.isRenderTarget = true;
  73831. _this._initialSizeParameter = size;
  73832. _this._processSizeParameter(size);
  73833. _this._resizeObserver = _this.getScene().getEngine().onResizeObservable.add(function () {
  73834. });
  73835. _this._generateMipMaps = generateMipMaps ? true : false;
  73836. _this._doNotChangeAspectRatio = doNotChangeAspectRatio;
  73837. // Rendering groups
  73838. _this._renderingManager = new BABYLON.RenderingManager(scene);
  73839. _this._renderingManager._useSceneAutoClearSetup = true;
  73840. if (isMulti) {
  73841. return _this;
  73842. }
  73843. _this._renderTargetOptions = {
  73844. generateMipMaps: generateMipMaps,
  73845. type: type,
  73846. format: format,
  73847. samplingMode: samplingMode,
  73848. generateDepthBuffer: generateDepthBuffer,
  73849. generateStencilBuffer: generateStencilBuffer
  73850. };
  73851. if (samplingMode === BABYLON.Texture.NEAREST_SAMPLINGMODE) {
  73852. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73853. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  73854. }
  73855. if (!delayAllocation) {
  73856. if (isCube) {
  73857. _this._texture = scene.getEngine().createRenderTargetCubeTexture(_this.getRenderSize(), _this._renderTargetOptions);
  73858. _this.coordinatesMode = BABYLON.Texture.INVCUBIC_MODE;
  73859. _this._textureMatrix = BABYLON.Matrix.Identity();
  73860. }
  73861. else {
  73862. _this._texture = scene.getEngine().createRenderTargetTexture(_this._size, _this._renderTargetOptions);
  73863. }
  73864. }
  73865. return _this;
  73866. }
  73867. Object.defineProperty(RenderTargetTexture.prototype, "renderList", {
  73868. /**
  73869. * Use this list to define the list of mesh you want to render.
  73870. */
  73871. get: function () {
  73872. return this._renderList;
  73873. },
  73874. set: function (value) {
  73875. this._renderList = value;
  73876. if (this._renderList) {
  73877. this._hookArray(this._renderList);
  73878. }
  73879. },
  73880. enumerable: true,
  73881. configurable: true
  73882. });
  73883. RenderTargetTexture.prototype._hookArray = function (array) {
  73884. var _this = this;
  73885. var oldPush = array.push;
  73886. array.push = function () {
  73887. var items = [];
  73888. for (var _i = 0; _i < arguments.length; _i++) {
  73889. items[_i] = arguments[_i];
  73890. }
  73891. var wasEmpty = array.length === 0;
  73892. var result = oldPush.apply(array, items);
  73893. if (wasEmpty) {
  73894. _this.getScene().meshes.forEach(function (mesh) {
  73895. mesh._markSubMeshesAsLightDirty();
  73896. });
  73897. }
  73898. return result;
  73899. };
  73900. var oldSplice = array.splice;
  73901. array.splice = function (index, deleteCount) {
  73902. var deleted = oldSplice.apply(array, [index, deleteCount]);
  73903. if (array.length === 0) {
  73904. _this.getScene().meshes.forEach(function (mesh) {
  73905. mesh._markSubMeshesAsLightDirty();
  73906. });
  73907. }
  73908. return deleted;
  73909. };
  73910. };
  73911. Object.defineProperty(RenderTargetTexture.prototype, "onAfterUnbind", {
  73912. /**
  73913. * Set a after unbind callback in the texture.
  73914. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  73915. */
  73916. set: function (callback) {
  73917. if (this._onAfterUnbindObserver) {
  73918. this.onAfterUnbindObservable.remove(this._onAfterUnbindObserver);
  73919. }
  73920. this._onAfterUnbindObserver = this.onAfterUnbindObservable.add(callback);
  73921. },
  73922. enumerable: true,
  73923. configurable: true
  73924. });
  73925. Object.defineProperty(RenderTargetTexture.prototype, "onBeforeRender", {
  73926. /**
  73927. * Set a before render callback in the texture.
  73928. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  73929. */
  73930. set: function (callback) {
  73931. if (this._onBeforeRenderObserver) {
  73932. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  73933. }
  73934. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  73935. },
  73936. enumerable: true,
  73937. configurable: true
  73938. });
  73939. Object.defineProperty(RenderTargetTexture.prototype, "onAfterRender", {
  73940. /**
  73941. * Set a after render callback in the texture.
  73942. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  73943. */
  73944. set: function (callback) {
  73945. if (this._onAfterRenderObserver) {
  73946. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  73947. }
  73948. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  73949. },
  73950. enumerable: true,
  73951. configurable: true
  73952. });
  73953. Object.defineProperty(RenderTargetTexture.prototype, "onClear", {
  73954. /**
  73955. * Set a clear callback in the texture.
  73956. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  73957. */
  73958. set: function (callback) {
  73959. if (this._onClearObserver) {
  73960. this.onClearObservable.remove(this._onClearObserver);
  73961. }
  73962. this._onClearObserver = this.onClearObservable.add(callback);
  73963. },
  73964. enumerable: true,
  73965. configurable: true
  73966. });
  73967. Object.defineProperty(RenderTargetTexture.prototype, "renderTargetOptions", {
  73968. /**
  73969. * Gets render target creation options that were used.
  73970. */
  73971. get: function () {
  73972. return this._renderTargetOptions;
  73973. },
  73974. enumerable: true,
  73975. configurable: true
  73976. });
  73977. RenderTargetTexture.prototype._onRatioRescale = function () {
  73978. if (this._sizeRatio) {
  73979. this.resize(this._initialSizeParameter);
  73980. }
  73981. };
  73982. Object.defineProperty(RenderTargetTexture.prototype, "boundingBoxSize", {
  73983. get: function () {
  73984. return this._boundingBoxSize;
  73985. },
  73986. /**
  73987. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  73988. * When defined, the cubemap will switch to local mode
  73989. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  73990. * @example https://www.babylonjs-playground.com/#RNASML
  73991. */
  73992. set: function (value) {
  73993. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  73994. return;
  73995. }
  73996. this._boundingBoxSize = value;
  73997. var scene = this.getScene();
  73998. if (scene) {
  73999. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  74000. }
  74001. },
  74002. enumerable: true,
  74003. configurable: true
  74004. });
  74005. /**
  74006. * Creates a depth stencil texture.
  74007. * This is only available in WebGL 2 or with the depth texture extension available.
  74008. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  74009. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  74010. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  74011. */
  74012. RenderTargetTexture.prototype.createDepthStencilTexture = function (comparisonFunction, bilinearFiltering, generateStencil) {
  74013. if (comparisonFunction === void 0) { comparisonFunction = 0; }
  74014. if (bilinearFiltering === void 0) { bilinearFiltering = true; }
  74015. if (generateStencil === void 0) { generateStencil = false; }
  74016. if (!this.getScene()) {
  74017. return;
  74018. }
  74019. var engine = this.getScene().getEngine();
  74020. this.depthStencilTexture = engine.createDepthStencilTexture(this._size, {
  74021. bilinearFiltering: bilinearFiltering,
  74022. comparisonFunction: comparisonFunction,
  74023. generateStencil: generateStencil,
  74024. isCube: this.isCube
  74025. });
  74026. engine.setFrameBufferDepthStencilTexture(this);
  74027. };
  74028. RenderTargetTexture.prototype._processSizeParameter = function (size) {
  74029. if (size.ratio) {
  74030. this._sizeRatio = size.ratio;
  74031. this._size = {
  74032. width: this._bestReflectionRenderTargetDimension(this._engine.getRenderWidth(), this._sizeRatio),
  74033. height: this._bestReflectionRenderTargetDimension(this._engine.getRenderHeight(), this._sizeRatio)
  74034. };
  74035. }
  74036. else {
  74037. this._size = size;
  74038. }
  74039. };
  74040. Object.defineProperty(RenderTargetTexture.prototype, "samples", {
  74041. /**
  74042. * Define the number of samples to use in case of MSAA.
  74043. * It defaults to one meaning no MSAA has been enabled.
  74044. */
  74045. get: function () {
  74046. return this._samples;
  74047. },
  74048. set: function (value) {
  74049. if (this._samples === value) {
  74050. return;
  74051. }
  74052. var scene = this.getScene();
  74053. if (!scene) {
  74054. return;
  74055. }
  74056. this._samples = scene.getEngine().updateRenderTargetTextureSampleCount(this._texture, value);
  74057. },
  74058. enumerable: true,
  74059. configurable: true
  74060. });
  74061. /**
  74062. * Resets the refresh counter of the texture and start bak from scratch.
  74063. * Could be useful to regenerate the texture if it is setup to render only once.
  74064. */
  74065. RenderTargetTexture.prototype.resetRefreshCounter = function () {
  74066. this._currentRefreshId = -1;
  74067. };
  74068. Object.defineProperty(RenderTargetTexture.prototype, "refreshRate", {
  74069. /**
  74070. * Define the refresh rate of the texture or the rendering frequency.
  74071. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  74072. */
  74073. get: function () {
  74074. return this._refreshRate;
  74075. },
  74076. set: function (value) {
  74077. this._refreshRate = value;
  74078. this.resetRefreshCounter();
  74079. },
  74080. enumerable: true,
  74081. configurable: true
  74082. });
  74083. /**
  74084. * Adds a post process to the render target rendering passes.
  74085. * @param postProcess define the post process to add
  74086. */
  74087. RenderTargetTexture.prototype.addPostProcess = function (postProcess) {
  74088. if (!this._postProcessManager) {
  74089. var scene = this.getScene();
  74090. if (!scene) {
  74091. return;
  74092. }
  74093. this._postProcessManager = new BABYLON.PostProcessManager(scene);
  74094. this._postProcesses = new Array();
  74095. }
  74096. this._postProcesses.push(postProcess);
  74097. this._postProcesses[0].autoClear = false;
  74098. };
  74099. /**
  74100. * Clear all the post processes attached to the render target
  74101. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  74102. */
  74103. RenderTargetTexture.prototype.clearPostProcesses = function (dispose) {
  74104. if (dispose === void 0) { dispose = false; }
  74105. if (!this._postProcesses) {
  74106. return;
  74107. }
  74108. if (dispose) {
  74109. for (var _i = 0, _a = this._postProcesses; _i < _a.length; _i++) {
  74110. var postProcess = _a[_i];
  74111. postProcess.dispose();
  74112. }
  74113. }
  74114. this._postProcesses = [];
  74115. };
  74116. /**
  74117. * Remove one of the post process from the list of attached post processes to the texture
  74118. * @param postProcess define the post process to remove from the list
  74119. */
  74120. RenderTargetTexture.prototype.removePostProcess = function (postProcess) {
  74121. if (!this._postProcesses) {
  74122. return;
  74123. }
  74124. var index = this._postProcesses.indexOf(postProcess);
  74125. if (index === -1) {
  74126. return;
  74127. }
  74128. this._postProcesses.splice(index, 1);
  74129. if (this._postProcesses.length > 0) {
  74130. this._postProcesses[0].autoClear = false;
  74131. }
  74132. };
  74133. /** @hidden */
  74134. RenderTargetTexture.prototype._shouldRender = function () {
  74135. if (this._currentRefreshId === -1) { // At least render once
  74136. this._currentRefreshId = 1;
  74137. return true;
  74138. }
  74139. if (this.refreshRate === this._currentRefreshId) {
  74140. this._currentRefreshId = 1;
  74141. return true;
  74142. }
  74143. this._currentRefreshId++;
  74144. return false;
  74145. };
  74146. /**
  74147. * Gets the actual render size of the texture.
  74148. * @returns the width of the render size
  74149. */
  74150. RenderTargetTexture.prototype.getRenderSize = function () {
  74151. return this.getRenderWidth();
  74152. };
  74153. /**
  74154. * Gets the actual render width of the texture.
  74155. * @returns the width of the render size
  74156. */
  74157. RenderTargetTexture.prototype.getRenderWidth = function () {
  74158. if (this._size.width) {
  74159. return this._size.width;
  74160. }
  74161. return this._size;
  74162. };
  74163. /**
  74164. * Gets the actual render height of the texture.
  74165. * @returns the height of the render size
  74166. */
  74167. RenderTargetTexture.prototype.getRenderHeight = function () {
  74168. if (this._size.width) {
  74169. return this._size.height;
  74170. }
  74171. return this._size;
  74172. };
  74173. Object.defineProperty(RenderTargetTexture.prototype, "canRescale", {
  74174. /**
  74175. * Get if the texture can be rescaled or not.
  74176. */
  74177. get: function () {
  74178. return true;
  74179. },
  74180. enumerable: true,
  74181. configurable: true
  74182. });
  74183. /**
  74184. * Resize the texture using a ratio.
  74185. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  74186. */
  74187. RenderTargetTexture.prototype.scale = function (ratio) {
  74188. var newSize = this.getRenderSize() * ratio;
  74189. this.resize(newSize);
  74190. };
  74191. /**
  74192. * Get the texture reflection matrix used to rotate/transform the reflection.
  74193. * @returns the reflection matrix
  74194. */
  74195. RenderTargetTexture.prototype.getReflectionTextureMatrix = function () {
  74196. if (this.isCube) {
  74197. return this._textureMatrix;
  74198. }
  74199. return _super.prototype.getReflectionTextureMatrix.call(this);
  74200. };
  74201. /**
  74202. * Resize the texture to a new desired size.
  74203. * Be carrefull as it will recreate all the data in the new texture.
  74204. * @param size Define the new size. It can be:
  74205. * - a number for squared texture,
  74206. * - an object containing { width: number, height: number }
  74207. * - or an object containing a ratio { ratio: number }
  74208. */
  74209. RenderTargetTexture.prototype.resize = function (size) {
  74210. this.releaseInternalTexture();
  74211. var scene = this.getScene();
  74212. if (!scene) {
  74213. return;
  74214. }
  74215. this._processSizeParameter(size);
  74216. if (this.isCube) {
  74217. this._texture = scene.getEngine().createRenderTargetCubeTexture(this.getRenderSize(), this._renderTargetOptions);
  74218. }
  74219. else {
  74220. this._texture = scene.getEngine().createRenderTargetTexture(this._size, this._renderTargetOptions);
  74221. }
  74222. };
  74223. /**
  74224. * Renders all the objects from the render list into the texture.
  74225. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  74226. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  74227. */
  74228. RenderTargetTexture.prototype.render = function (useCameraPostProcess, dumpForDebug) {
  74229. if (useCameraPostProcess === void 0) { useCameraPostProcess = false; }
  74230. if (dumpForDebug === void 0) { dumpForDebug = false; }
  74231. var scene = this.getScene();
  74232. if (!scene) {
  74233. return;
  74234. }
  74235. var engine = scene.getEngine();
  74236. if (this.useCameraPostProcesses !== undefined) {
  74237. useCameraPostProcess = this.useCameraPostProcesses;
  74238. }
  74239. if (this._waitingRenderList) {
  74240. this.renderList = [];
  74241. for (var index = 0; index < this._waitingRenderList.length; index++) {
  74242. var id = this._waitingRenderList[index];
  74243. var mesh_1 = scene.getMeshByID(id);
  74244. if (mesh_1) {
  74245. this.renderList.push(mesh_1);
  74246. }
  74247. }
  74248. delete this._waitingRenderList;
  74249. }
  74250. // Is predicate defined?
  74251. if (this.renderListPredicate) {
  74252. if (this.renderList) {
  74253. this.renderList.length = 0; // Clear previous renderList
  74254. }
  74255. else {
  74256. this.renderList = [];
  74257. }
  74258. var scene = this.getScene();
  74259. if (!scene) {
  74260. return;
  74261. }
  74262. var sceneMeshes = scene.meshes;
  74263. for (var index = 0; index < sceneMeshes.length; index++) {
  74264. var mesh = sceneMeshes[index];
  74265. if (this.renderListPredicate(mesh)) {
  74266. this.renderList.push(mesh);
  74267. }
  74268. }
  74269. }
  74270. this.onBeforeBindObservable.notifyObservers(this);
  74271. // Set custom projection.
  74272. // Needs to be before binding to prevent changing the aspect ratio.
  74273. var camera;
  74274. if (this.activeCamera) {
  74275. camera = this.activeCamera;
  74276. engine.setViewport(this.activeCamera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74277. if (this.activeCamera !== scene.activeCamera) {
  74278. scene.setTransformMatrix(this.activeCamera.getViewMatrix(), this.activeCamera.getProjectionMatrix(true));
  74279. }
  74280. }
  74281. else {
  74282. camera = scene.activeCamera;
  74283. if (camera) {
  74284. engine.setViewport(camera.viewport, this.getRenderWidth(), this.getRenderHeight());
  74285. }
  74286. }
  74287. // Prepare renderingManager
  74288. this._renderingManager.reset();
  74289. var currentRenderList = this.renderList ? this.renderList : scene.getActiveMeshes().data;
  74290. var currentRenderListLength = this.renderList ? this.renderList.length : scene.getActiveMeshes().length;
  74291. var sceneRenderId = scene.getRenderId();
  74292. for (var meshIndex = 0; meshIndex < currentRenderListLength; meshIndex++) {
  74293. var mesh = currentRenderList[meshIndex];
  74294. if (mesh) {
  74295. if (!mesh.isReady(this.refreshRate === 0)) {
  74296. this.resetRefreshCounter();
  74297. continue;
  74298. }
  74299. mesh._preActivateForIntermediateRendering(sceneRenderId);
  74300. var isMasked = void 0;
  74301. if (!this.renderList && camera) {
  74302. isMasked = ((mesh.layerMask & camera.layerMask) === 0);
  74303. }
  74304. else {
  74305. isMasked = false;
  74306. }
  74307. if (mesh.isEnabled() && mesh.isVisible && mesh.subMeshes && !isMasked) {
  74308. mesh._activate(sceneRenderId);
  74309. for (var subIndex = 0; subIndex < mesh.subMeshes.length; subIndex++) {
  74310. var subMesh = mesh.subMeshes[subIndex];
  74311. scene._activeIndices.addCount(subMesh.indexCount, false);
  74312. this._renderingManager.dispatch(subMesh, mesh);
  74313. }
  74314. }
  74315. }
  74316. }
  74317. for (var particleIndex = 0; particleIndex < scene.particleSystems.length; particleIndex++) {
  74318. var particleSystem = scene.particleSystems[particleIndex];
  74319. var emitter = particleSystem.emitter;
  74320. if (!particleSystem.isStarted() || !emitter || !emitter.position || !emitter.isEnabled()) {
  74321. continue;
  74322. }
  74323. if (currentRenderList.indexOf(emitter) >= 0) {
  74324. this._renderingManager.dispatchParticles(particleSystem);
  74325. }
  74326. }
  74327. if (this.isCube) {
  74328. for (var face = 0; face < 6; face++) {
  74329. this.renderToTarget(face, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74330. scene.incrementRenderId();
  74331. scene.resetCachedMaterial();
  74332. }
  74333. }
  74334. else {
  74335. this.renderToTarget(0, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug);
  74336. }
  74337. this.onAfterUnbindObservable.notifyObservers(this);
  74338. if (scene.activeCamera) {
  74339. if (this.activeCamera && this.activeCamera !== scene.activeCamera) {
  74340. scene.setTransformMatrix(scene.activeCamera.getViewMatrix(), scene.activeCamera.getProjectionMatrix(true));
  74341. }
  74342. engine.setViewport(scene.activeCamera.viewport);
  74343. }
  74344. scene.resetCachedMaterial();
  74345. };
  74346. RenderTargetTexture.prototype._bestReflectionRenderTargetDimension = function (renderDimension, scale) {
  74347. var minimum = 128;
  74348. var x = renderDimension * scale;
  74349. var curved = BABYLON.Tools.NearestPOT(x + (minimum * minimum / (minimum + x)));
  74350. // Ensure we don't exceed the render dimension (while staying POT)
  74351. return Math.min(BABYLON.Tools.FloorPOT(renderDimension), curved);
  74352. };
  74353. RenderTargetTexture.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74354. var _this = this;
  74355. if (!this._texture) {
  74356. return;
  74357. }
  74358. engine.unBindFramebuffer(this._texture, this.isCube, function () {
  74359. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74360. });
  74361. };
  74362. RenderTargetTexture.prototype.renderToTarget = function (faceIndex, currentRenderList, currentRenderListLength, useCameraPostProcess, dumpForDebug) {
  74363. var scene = this.getScene();
  74364. if (!scene) {
  74365. return;
  74366. }
  74367. var engine = scene.getEngine();
  74368. if (!this._texture) {
  74369. return;
  74370. }
  74371. // Bind
  74372. if (this._postProcessManager) {
  74373. this._postProcessManager._prepareFrame(this._texture, this._postProcesses);
  74374. }
  74375. else if (!useCameraPostProcess || !scene.postProcessManager._prepareFrame(this._texture)) {
  74376. if (this._texture) {
  74377. engine.bindFramebuffer(this._texture, this.isCube ? faceIndex : undefined, undefined, undefined, this.ignoreCameraViewport, this.depthStencilTexture ? this.depthStencilTexture : undefined);
  74378. }
  74379. }
  74380. this.onBeforeRenderObservable.notifyObservers(faceIndex);
  74381. // Clear
  74382. if (this.onClearObservable.hasObservers()) {
  74383. this.onClearObservable.notifyObservers(engine);
  74384. }
  74385. else {
  74386. engine.clear(this.clearColor || scene.clearColor, true, true, true);
  74387. }
  74388. if (!this._doNotChangeAspectRatio) {
  74389. scene.updateTransformMatrix(true);
  74390. }
  74391. // Before Camera Draw
  74392. for (var _i = 0, _a = scene._beforeRenderTargetDrawStage; _i < _a.length; _i++) {
  74393. var step = _a[_i];
  74394. step.action(this);
  74395. }
  74396. // Render
  74397. this._renderingManager.render(this.customRenderFunction, currentRenderList, this.renderParticles, this.renderSprites);
  74398. // After Camera Draw
  74399. for (var _b = 0, _c = scene._afterRenderTargetDrawStage; _b < _c.length; _b++) {
  74400. var step = _c[_b];
  74401. step.action(this);
  74402. }
  74403. if (this._postProcessManager) {
  74404. this._postProcessManager._finalizeFrame(false, this._texture, faceIndex, this._postProcesses, this.ignoreCameraViewport);
  74405. }
  74406. else if (useCameraPostProcess) {
  74407. scene.postProcessManager._finalizeFrame(false, this._texture, faceIndex);
  74408. }
  74409. if (!this._doNotChangeAspectRatio) {
  74410. scene.updateTransformMatrix(true);
  74411. }
  74412. // Dump ?
  74413. if (dumpForDebug) {
  74414. BABYLON.Tools.DumpFramebuffer(this.getRenderWidth(), this.getRenderHeight(), engine);
  74415. }
  74416. // Unbind
  74417. if (!this.isCube || faceIndex === 5) {
  74418. if (this.isCube) {
  74419. if (faceIndex === 5) {
  74420. engine.generateMipMapsForCubemap(this._texture);
  74421. }
  74422. }
  74423. this.unbindFrameBuffer(engine, faceIndex);
  74424. }
  74425. else {
  74426. this.onAfterRenderObservable.notifyObservers(faceIndex);
  74427. }
  74428. };
  74429. /**
  74430. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  74431. * This allowed control for front to back rendering or reversly depending of the special needs.
  74432. *
  74433. * @param renderingGroupId The rendering group id corresponding to its index
  74434. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  74435. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  74436. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  74437. */
  74438. RenderTargetTexture.prototype.setRenderingOrder = function (renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn) {
  74439. if (opaqueSortCompareFn === void 0) { opaqueSortCompareFn = null; }
  74440. if (alphaTestSortCompareFn === void 0) { alphaTestSortCompareFn = null; }
  74441. if (transparentSortCompareFn === void 0) { transparentSortCompareFn = null; }
  74442. this._renderingManager.setRenderingOrder(renderingGroupId, opaqueSortCompareFn, alphaTestSortCompareFn, transparentSortCompareFn);
  74443. };
  74444. /**
  74445. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  74446. *
  74447. * @param renderingGroupId The rendering group id corresponding to its index
  74448. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  74449. */
  74450. RenderTargetTexture.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  74451. this._renderingManager.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  74452. this._renderingManager._useSceneAutoClearSetup = false;
  74453. };
  74454. /**
  74455. * Clones the texture.
  74456. * @returns the cloned texture
  74457. */
  74458. RenderTargetTexture.prototype.clone = function () {
  74459. var textureSize = this.getSize();
  74460. 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);
  74461. // Base texture
  74462. newTexture.hasAlpha = this.hasAlpha;
  74463. newTexture.level = this.level;
  74464. // RenderTarget Texture
  74465. newTexture.coordinatesMode = this.coordinatesMode;
  74466. if (this.renderList) {
  74467. newTexture.renderList = this.renderList.slice(0);
  74468. }
  74469. return newTexture;
  74470. };
  74471. /**
  74472. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  74473. * @returns The JSON representation of the texture
  74474. */
  74475. RenderTargetTexture.prototype.serialize = function () {
  74476. if (!this.name) {
  74477. return null;
  74478. }
  74479. var serializationObject = _super.prototype.serialize.call(this);
  74480. serializationObject.renderTargetSize = this.getRenderSize();
  74481. serializationObject.renderList = [];
  74482. if (this.renderList) {
  74483. for (var index = 0; index < this.renderList.length; index++) {
  74484. serializationObject.renderList.push(this.renderList[index].id);
  74485. }
  74486. }
  74487. return serializationObject;
  74488. };
  74489. /**
  74490. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  74491. */
  74492. RenderTargetTexture.prototype.disposeFramebufferObjects = function () {
  74493. var objBuffer = this.getInternalTexture();
  74494. var scene = this.getScene();
  74495. if (objBuffer && scene) {
  74496. scene.getEngine()._releaseFramebufferObjects(objBuffer);
  74497. }
  74498. };
  74499. /**
  74500. * Dispose the texture and release its associated resources.
  74501. */
  74502. RenderTargetTexture.prototype.dispose = function () {
  74503. if (this._postProcessManager) {
  74504. this._postProcessManager.dispose();
  74505. this._postProcessManager = null;
  74506. }
  74507. this.clearPostProcesses(true);
  74508. if (this._resizeObserver) {
  74509. this.getScene().getEngine().onResizeObservable.remove(this._resizeObserver);
  74510. this._resizeObserver = null;
  74511. }
  74512. this.renderList = null;
  74513. // Remove from custom render targets
  74514. var scene = this.getScene();
  74515. if (!scene) {
  74516. return;
  74517. }
  74518. var index = scene.customRenderTargets.indexOf(this);
  74519. if (index >= 0) {
  74520. scene.customRenderTargets.splice(index, 1);
  74521. }
  74522. for (var _i = 0, _a = scene.cameras; _i < _a.length; _i++) {
  74523. var camera = _a[_i];
  74524. index = camera.customRenderTargets.indexOf(this);
  74525. if (index >= 0) {
  74526. camera.customRenderTargets.splice(index, 1);
  74527. }
  74528. }
  74529. _super.prototype.dispose.call(this);
  74530. };
  74531. /** @hidden */
  74532. RenderTargetTexture.prototype._rebuild = function () {
  74533. if (this.refreshRate === RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  74534. this.refreshRate = RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  74535. }
  74536. if (this._postProcessManager) {
  74537. this._postProcessManager._rebuild();
  74538. }
  74539. };
  74540. /**
  74541. * Clear the info related to rendering groups preventing retention point in material dispose.
  74542. */
  74543. RenderTargetTexture.prototype.freeRenderingGroups = function () {
  74544. if (this._renderingManager) {
  74545. this._renderingManager.freeRenderingGroups();
  74546. }
  74547. };
  74548. /**
  74549. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  74550. */
  74551. RenderTargetTexture.REFRESHRATE_RENDER_ONCE = 0;
  74552. /**
  74553. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  74554. */
  74555. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYFRAME = 1;
  74556. /**
  74557. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  74558. * the central point of your effect and can save a lot of performances.
  74559. */
  74560. RenderTargetTexture.REFRESHRATE_RENDER_ONEVERYTWOFRAMES = 2;
  74561. return RenderTargetTexture;
  74562. }(BABYLON.Texture));
  74563. BABYLON.RenderTargetTexture = RenderTargetTexture;
  74564. })(BABYLON || (BABYLON = {}));
  74565. //# sourceMappingURL=babylon.renderTargetTexture.js.map
  74566. var BABYLON;
  74567. (function (BABYLON) {
  74568. /**
  74569. * A multi render target, like a render target provides the ability to render to a texture.
  74570. * Unlike the render target, it can render to several draw buffers in one draw.
  74571. * This is specially interesting in deferred rendering or for any effects requiring more than
  74572. * just one color from a single pass.
  74573. */
  74574. var MultiRenderTarget = /** @class */ (function (_super) {
  74575. __extends(MultiRenderTarget, _super);
  74576. /**
  74577. * Instantiate a new multi render target texture.
  74578. * A multi render target, like a render target provides the ability to render to a texture.
  74579. * Unlike the render target, it can render to several draw buffers in one draw.
  74580. * This is specially interesting in deferred rendering or for any effects requiring more than
  74581. * just one color from a single pass.
  74582. * @param name Define the name of the texture
  74583. * @param size Define the size of the buffers to render to
  74584. * @param count Define the number of target we are rendering into
  74585. * @param scene Define the scene the texture belongs to
  74586. * @param options Define the options used to create the multi render target
  74587. */
  74588. function MultiRenderTarget(name, size, count, scene, options) {
  74589. var _this = this;
  74590. var generateMipMaps = options && options.generateMipMaps ? options.generateMipMaps : false;
  74591. var generateDepthTexture = options && options.generateDepthTexture ? options.generateDepthTexture : false;
  74592. var doNotChangeAspectRatio = !options || options.doNotChangeAspectRatio === undefined ? true : options.doNotChangeAspectRatio;
  74593. _this = _super.call(this, name, size, scene, generateMipMaps, doNotChangeAspectRatio) || this;
  74594. _this._engine = scene.getEngine();
  74595. if (!_this.isSupported) {
  74596. _this.dispose();
  74597. return;
  74598. }
  74599. var types = [];
  74600. var samplingModes = [];
  74601. for (var i = 0; i < count; i++) {
  74602. if (options && options.types && options.types[i] !== undefined) {
  74603. types.push(options.types[i]);
  74604. }
  74605. else {
  74606. types.push(options && options.defaultType ? options.defaultType : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  74607. }
  74608. if (options && options.samplingModes && options.samplingModes[i] !== undefined) {
  74609. samplingModes.push(options.samplingModes[i]);
  74610. }
  74611. else {
  74612. samplingModes.push(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  74613. }
  74614. }
  74615. var generateDepthBuffer = !options || options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  74616. var generateStencilBuffer = !options || options.generateStencilBuffer === undefined ? false : options.generateStencilBuffer;
  74617. _this._size = size;
  74618. _this._multiRenderTargetOptions = {
  74619. samplingModes: samplingModes,
  74620. generateMipMaps: generateMipMaps,
  74621. generateDepthBuffer: generateDepthBuffer,
  74622. generateStencilBuffer: generateStencilBuffer,
  74623. generateDepthTexture: generateDepthTexture,
  74624. types: types,
  74625. textureCount: count
  74626. };
  74627. _this._createInternalTextures();
  74628. _this._createTextures();
  74629. return _this;
  74630. }
  74631. Object.defineProperty(MultiRenderTarget.prototype, "isSupported", {
  74632. /**
  74633. * Get if draw buffers are currently supported by the used hardware and browser.
  74634. */
  74635. get: function () {
  74636. return this._engine.webGLVersion > 1 || this._engine.getCaps().drawBuffersExtension;
  74637. },
  74638. enumerable: true,
  74639. configurable: true
  74640. });
  74641. Object.defineProperty(MultiRenderTarget.prototype, "textures", {
  74642. /**
  74643. * Get the list of textures generated by the multi render target.
  74644. */
  74645. get: function () {
  74646. return this._textures;
  74647. },
  74648. enumerable: true,
  74649. configurable: true
  74650. });
  74651. Object.defineProperty(MultiRenderTarget.prototype, "depthTexture", {
  74652. /**
  74653. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  74654. */
  74655. get: function () {
  74656. return this._textures[this._textures.length - 1];
  74657. },
  74658. enumerable: true,
  74659. configurable: true
  74660. });
  74661. Object.defineProperty(MultiRenderTarget.prototype, "wrapU", {
  74662. /**
  74663. * Set the wrapping mode on U of all the textures we are rendering to.
  74664. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74665. */
  74666. set: function (wrap) {
  74667. if (this._textures) {
  74668. for (var i = 0; i < this._textures.length; i++) {
  74669. this._textures[i].wrapU = wrap;
  74670. }
  74671. }
  74672. },
  74673. enumerable: true,
  74674. configurable: true
  74675. });
  74676. Object.defineProperty(MultiRenderTarget.prototype, "wrapV", {
  74677. /**
  74678. * Set the wrapping mode on V of all the textures we are rendering to.
  74679. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  74680. */
  74681. set: function (wrap) {
  74682. if (this._textures) {
  74683. for (var i = 0; i < this._textures.length; i++) {
  74684. this._textures[i].wrapV = wrap;
  74685. }
  74686. }
  74687. },
  74688. enumerable: true,
  74689. configurable: true
  74690. });
  74691. /** @hidden */
  74692. MultiRenderTarget.prototype._rebuild = function () {
  74693. this.releaseInternalTextures();
  74694. this._createInternalTextures();
  74695. for (var i = 0; i < this._internalTextures.length; i++) {
  74696. var texture = this._textures[i];
  74697. texture._texture = this._internalTextures[i];
  74698. }
  74699. // Keeps references to frame buffer and stencil/depth buffer
  74700. this._texture = this._internalTextures[0];
  74701. };
  74702. MultiRenderTarget.prototype._createInternalTextures = function () {
  74703. this._internalTextures = this._engine.createMultipleRenderTarget(this._size, this._multiRenderTargetOptions);
  74704. };
  74705. MultiRenderTarget.prototype._createTextures = function () {
  74706. this._textures = [];
  74707. for (var i = 0; i < this._internalTextures.length; i++) {
  74708. var texture = new BABYLON.Texture(null, this.getScene());
  74709. texture._texture = this._internalTextures[i];
  74710. this._textures.push(texture);
  74711. }
  74712. // Keeps references to frame buffer and stencil/depth buffer
  74713. this._texture = this._internalTextures[0];
  74714. };
  74715. Object.defineProperty(MultiRenderTarget.prototype, "samples", {
  74716. /**
  74717. * Define the number of samples used if MSAA is enabled.
  74718. */
  74719. get: function () {
  74720. return this._samples;
  74721. },
  74722. set: function (value) {
  74723. if (this._samples === value) {
  74724. return;
  74725. }
  74726. this._samples = this._engine.updateMultipleRenderTargetTextureSampleCount(this._internalTextures, value);
  74727. },
  74728. enumerable: true,
  74729. configurable: true
  74730. });
  74731. /**
  74732. * Resize all the textures in the multi render target.
  74733. * Be carrefull as it will recreate all the data in the new texture.
  74734. * @param size Define the new size
  74735. */
  74736. MultiRenderTarget.prototype.resize = function (size) {
  74737. this.releaseInternalTextures();
  74738. this._internalTextures = this._engine.createMultipleRenderTarget(size, this._multiRenderTargetOptions);
  74739. this._createInternalTextures();
  74740. };
  74741. MultiRenderTarget.prototype.unbindFrameBuffer = function (engine, faceIndex) {
  74742. var _this = this;
  74743. engine.unBindMultiColorAttachmentFramebuffer(this._internalTextures, this.isCube, function () {
  74744. _this.onAfterRenderObservable.notifyObservers(faceIndex);
  74745. });
  74746. };
  74747. /**
  74748. * Dispose the render targets and their associated resources
  74749. */
  74750. MultiRenderTarget.prototype.dispose = function () {
  74751. this.releaseInternalTextures();
  74752. _super.prototype.dispose.call(this);
  74753. };
  74754. /**
  74755. * Release all the underlying texture used as draw buffers.
  74756. */
  74757. MultiRenderTarget.prototype.releaseInternalTextures = function () {
  74758. if (!this._internalTextures) {
  74759. return;
  74760. }
  74761. for (var i = this._internalTextures.length - 1; i >= 0; i--) {
  74762. if (this._internalTextures[i] !== undefined) {
  74763. this._internalTextures[i].dispose();
  74764. this._internalTextures.splice(i, 1);
  74765. }
  74766. }
  74767. };
  74768. return MultiRenderTarget;
  74769. }(BABYLON.RenderTargetTexture));
  74770. BABYLON.MultiRenderTarget = MultiRenderTarget;
  74771. })(BABYLON || (BABYLON = {}));
  74772. //# sourceMappingURL=babylon.multiRenderTarget.js.map
  74773. var BABYLON;
  74774. (function (BABYLON) {
  74775. /**
  74776. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74777. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74778. * You can then easily use it as a reflectionTexture on a flat surface.
  74779. * In case the surface is not a plane, please consider relying on reflection probes.
  74780. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74781. */
  74782. var MirrorTexture = /** @class */ (function (_super) {
  74783. __extends(MirrorTexture, _super);
  74784. /**
  74785. * Instantiates a Mirror Texture.
  74786. * Mirror texture can be used to simulate the view from a mirror in a scene.
  74787. * It will dynamically be rendered every frame to adapt to the camera point of view.
  74788. * You can then easily use it as a reflectionTexture on a flat surface.
  74789. * In case the surface is not a plane, please consider relying on reflection probes.
  74790. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74791. * @param name
  74792. * @param size
  74793. * @param scene
  74794. * @param generateMipMaps
  74795. * @param type
  74796. * @param samplingMode
  74797. * @param generateDepthBuffer
  74798. */
  74799. function MirrorTexture(name, size, scene, generateMipMaps, type, samplingMode, generateDepthBuffer) {
  74800. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  74801. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  74802. if (generateDepthBuffer === void 0) { generateDepthBuffer = true; }
  74803. var _this = _super.call(this, name, size, scene, generateMipMaps, true, type, false, samplingMode, generateDepthBuffer) || this;
  74804. _this.scene = scene;
  74805. /**
  74806. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  74807. * 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.
  74808. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  74809. */
  74810. _this.mirrorPlane = new BABYLON.Plane(0, 1, 0, 1);
  74811. _this._transformMatrix = BABYLON.Matrix.Zero();
  74812. _this._mirrorMatrix = BABYLON.Matrix.Zero();
  74813. _this._adaptiveBlurKernel = 0;
  74814. _this._blurKernelX = 0;
  74815. _this._blurKernelY = 0;
  74816. _this._blurRatio = 1.0;
  74817. _this.ignoreCameraViewport = true;
  74818. _this._updateGammaSpace();
  74819. _this._imageProcessingConfigChangeObserver = scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  74820. _this._updateGammaSpace;
  74821. });
  74822. _this.onBeforeRenderObservable.add(function () {
  74823. BABYLON.Matrix.ReflectionToRef(_this.mirrorPlane, _this._mirrorMatrix);
  74824. _this._savedViewMatrix = scene.getViewMatrix();
  74825. _this._mirrorMatrix.multiplyToRef(_this._savedViewMatrix, _this._transformMatrix);
  74826. scene.setTransformMatrix(_this._transformMatrix, scene.getProjectionMatrix());
  74827. scene.clipPlane = _this.mirrorPlane;
  74828. scene.getEngine().cullBackFaces = false;
  74829. scene._mirroredCameraPosition = BABYLON.Vector3.TransformCoordinates(scene.activeCamera.globalPosition, _this._mirrorMatrix);
  74830. });
  74831. _this.onAfterRenderObservable.add(function () {
  74832. scene.setTransformMatrix(_this._savedViewMatrix, scene.getProjectionMatrix());
  74833. scene.getEngine().cullBackFaces = true;
  74834. scene._mirroredCameraPosition = null;
  74835. delete scene.clipPlane;
  74836. });
  74837. return _this;
  74838. }
  74839. Object.defineProperty(MirrorTexture.prototype, "blurRatio", {
  74840. get: function () {
  74841. return this._blurRatio;
  74842. },
  74843. /**
  74844. * Define the blur ratio used to blur the reflection if needed.
  74845. */
  74846. set: function (value) {
  74847. if (this._blurRatio === value) {
  74848. return;
  74849. }
  74850. this._blurRatio = value;
  74851. this._preparePostProcesses();
  74852. },
  74853. enumerable: true,
  74854. configurable: true
  74855. });
  74856. Object.defineProperty(MirrorTexture.prototype, "adaptiveBlurKernel", {
  74857. /**
  74858. * Define the adaptive blur kernel used to blur the reflection if needed.
  74859. * This will autocompute the closest best match for the `blurKernel`
  74860. */
  74861. set: function (value) {
  74862. this._adaptiveBlurKernel = value;
  74863. this._autoComputeBlurKernel();
  74864. },
  74865. enumerable: true,
  74866. configurable: true
  74867. });
  74868. Object.defineProperty(MirrorTexture.prototype, "blurKernel", {
  74869. /**
  74870. * Define the blur kernel used to blur the reflection if needed.
  74871. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74872. */
  74873. set: function (value) {
  74874. this.blurKernelX = value;
  74875. this.blurKernelY = value;
  74876. },
  74877. enumerable: true,
  74878. configurable: true
  74879. });
  74880. Object.defineProperty(MirrorTexture.prototype, "blurKernelX", {
  74881. get: function () {
  74882. return this._blurKernelX;
  74883. },
  74884. /**
  74885. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  74886. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74887. */
  74888. set: function (value) {
  74889. if (this._blurKernelX === value) {
  74890. return;
  74891. }
  74892. this._blurKernelX = value;
  74893. this._preparePostProcesses();
  74894. },
  74895. enumerable: true,
  74896. configurable: true
  74897. });
  74898. Object.defineProperty(MirrorTexture.prototype, "blurKernelY", {
  74899. get: function () {
  74900. return this._blurKernelY;
  74901. },
  74902. /**
  74903. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  74904. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  74905. */
  74906. set: function (value) {
  74907. if (this._blurKernelY === value) {
  74908. return;
  74909. }
  74910. this._blurKernelY = value;
  74911. this._preparePostProcesses();
  74912. },
  74913. enumerable: true,
  74914. configurable: true
  74915. });
  74916. MirrorTexture.prototype._autoComputeBlurKernel = function () {
  74917. var engine = this.getScene().getEngine();
  74918. var dw = this.getRenderWidth() / engine.getRenderWidth();
  74919. var dh = this.getRenderHeight() / engine.getRenderHeight();
  74920. this.blurKernelX = this._adaptiveBlurKernel * dw;
  74921. this.blurKernelY = this._adaptiveBlurKernel * dh;
  74922. };
  74923. MirrorTexture.prototype._onRatioRescale = function () {
  74924. if (this._sizeRatio) {
  74925. this.resize(this._initialSizeParameter);
  74926. if (!this._adaptiveBlurKernel) {
  74927. this._preparePostProcesses();
  74928. }
  74929. }
  74930. if (this._adaptiveBlurKernel) {
  74931. this._autoComputeBlurKernel();
  74932. }
  74933. };
  74934. MirrorTexture.prototype._updateGammaSpace = function () {
  74935. this.gammaSpace = !this.scene.imageProcessingConfiguration.isEnabled || !this.scene.imageProcessingConfiguration.applyByPostProcess;
  74936. };
  74937. MirrorTexture.prototype._preparePostProcesses = function () {
  74938. this.clearPostProcesses(true);
  74939. if (this._blurKernelX && this._blurKernelY) {
  74940. var engine = this.getScene().getEngine();
  74941. var textureType = engine.getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  74942. 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);
  74943. this._blurX.autoClear = false;
  74944. if (this._blurRatio === 1 && this.samples < 2 && this._texture) {
  74945. this._blurX.inputTexture = this._texture;
  74946. }
  74947. else {
  74948. this._blurX.alwaysForcePOT = true;
  74949. }
  74950. 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);
  74951. this._blurY.autoClear = false;
  74952. this._blurY.alwaysForcePOT = this._blurRatio !== 1;
  74953. this.addPostProcess(this._blurX);
  74954. this.addPostProcess(this._blurY);
  74955. }
  74956. else {
  74957. if (this._blurY) {
  74958. this.removePostProcess(this._blurY);
  74959. this._blurY.dispose();
  74960. this._blurY = null;
  74961. }
  74962. if (this._blurX) {
  74963. this.removePostProcess(this._blurX);
  74964. this._blurX.dispose();
  74965. this._blurX = null;
  74966. }
  74967. }
  74968. };
  74969. /**
  74970. * Clone the mirror texture.
  74971. * @returns the cloned texture
  74972. */
  74973. MirrorTexture.prototype.clone = function () {
  74974. var scene = this.getScene();
  74975. if (!scene) {
  74976. return this;
  74977. }
  74978. var textureSize = this.getSize();
  74979. var newTexture = new MirrorTexture(this.name, textureSize.width, scene, this._renderTargetOptions.generateMipMaps, this._renderTargetOptions.type, this._renderTargetOptions.samplingMode, this._renderTargetOptions.generateDepthBuffer);
  74980. // Base texture
  74981. newTexture.hasAlpha = this.hasAlpha;
  74982. newTexture.level = this.level;
  74983. // Mirror Texture
  74984. newTexture.mirrorPlane = this.mirrorPlane.clone();
  74985. if (this.renderList) {
  74986. newTexture.renderList = this.renderList.slice(0);
  74987. }
  74988. return newTexture;
  74989. };
  74990. /**
  74991. * Serialize the texture to a JSON representation you could use in Parse later on
  74992. * @returns the serialized JSON representation
  74993. */
  74994. MirrorTexture.prototype.serialize = function () {
  74995. if (!this.name) {
  74996. return null;
  74997. }
  74998. var serializationObject = _super.prototype.serialize.call(this);
  74999. serializationObject.mirrorPlane = this.mirrorPlane.asArray();
  75000. return serializationObject;
  75001. };
  75002. /**
  75003. * Dispose the texture and release its associated resources.
  75004. */
  75005. MirrorTexture.prototype.dispose = function () {
  75006. _super.prototype.dispose.call(this);
  75007. this.scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigChangeObserver);
  75008. };
  75009. return MirrorTexture;
  75010. }(BABYLON.RenderTargetTexture));
  75011. BABYLON.MirrorTexture = MirrorTexture;
  75012. })(BABYLON || (BABYLON = {}));
  75013. //# sourceMappingURL=babylon.mirrorTexture.js.map
  75014. var BABYLON;
  75015. (function (BABYLON) {
  75016. /**
  75017. * Creates a refraction texture used by refraction channel of the standard material.
  75018. * It is like a mirror but to see through a material.
  75019. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75020. */
  75021. var RefractionTexture = /** @class */ (function (_super) {
  75022. __extends(RefractionTexture, _super);
  75023. /**
  75024. * Creates a refraction texture used by refraction channel of the standard material.
  75025. * It is like a mirror but to see through a material.
  75026. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75027. * @param name Define the texture name
  75028. * @param size Define the size of the underlying texture
  75029. * @param scene Define the scene the refraction belongs to
  75030. * @param generateMipMaps Define if we need to generate mips level for the refraction
  75031. */
  75032. function RefractionTexture(name, size, scene, generateMipMaps) {
  75033. var _this = _super.call(this, name, size, scene, generateMipMaps, true) || this;
  75034. /**
  75035. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  75036. * 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.
  75037. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  75038. */
  75039. _this.refractionPlane = new BABYLON.Plane(0, 1, 0, 1);
  75040. /**
  75041. * Define how deep under the surface we should see.
  75042. */
  75043. _this.depth = 2.0;
  75044. _this.onBeforeRenderObservable.add(function () {
  75045. scene.clipPlane = _this.refractionPlane;
  75046. });
  75047. _this.onAfterRenderObservable.add(function () {
  75048. delete scene.clipPlane;
  75049. });
  75050. return _this;
  75051. }
  75052. /**
  75053. * Clone the refraction texture.
  75054. * @returns the cloned texture
  75055. */
  75056. RefractionTexture.prototype.clone = function () {
  75057. var scene = this.getScene();
  75058. if (!scene) {
  75059. return this;
  75060. }
  75061. var textureSize = this.getSize();
  75062. var newTexture = new RefractionTexture(this.name, textureSize.width, scene, this._generateMipMaps);
  75063. // Base texture
  75064. newTexture.hasAlpha = this.hasAlpha;
  75065. newTexture.level = this.level;
  75066. // Refraction Texture
  75067. newTexture.refractionPlane = this.refractionPlane.clone();
  75068. if (this.renderList) {
  75069. newTexture.renderList = this.renderList.slice(0);
  75070. }
  75071. newTexture.depth = this.depth;
  75072. return newTexture;
  75073. };
  75074. /**
  75075. * Serialize the texture to a JSON representation you could use in Parse later on
  75076. * @returns the serialized JSON representation
  75077. */
  75078. RefractionTexture.prototype.serialize = function () {
  75079. if (!this.name) {
  75080. return null;
  75081. }
  75082. var serializationObject = _super.prototype.serialize.call(this);
  75083. serializationObject.mirrorPlane = this.refractionPlane.asArray();
  75084. serializationObject.depth = this.depth;
  75085. return serializationObject;
  75086. };
  75087. return RefractionTexture;
  75088. }(BABYLON.RenderTargetTexture));
  75089. BABYLON.RefractionTexture = RefractionTexture;
  75090. })(BABYLON || (BABYLON = {}));
  75091. //# sourceMappingURL=babylon.refractionTexture.js.map
  75092. var BABYLON;
  75093. (function (BABYLON) {
  75094. /**
  75095. * A class extending Texture allowing drawing on a texture
  75096. * @see http://doc.babylonjs.com/how_to/dynamictexture
  75097. */
  75098. var DynamicTexture = /** @class */ (function (_super) {
  75099. __extends(DynamicTexture, _super);
  75100. /**
  75101. * Creates a DynamicTexture
  75102. * @param name defines the name of the texture
  75103. * @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
  75104. * @param scene defines the scene where you want the texture
  75105. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  75106. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  75107. * @param format defines the texture format to use (default is BABYLON.Engine.TEXTUREFORMAT_RGBA)
  75108. */
  75109. function DynamicTexture(name, options, scene, generateMipMaps, samplingMode, format) {
  75110. if (scene === void 0) { scene = null; }
  75111. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75112. if (format === void 0) { format = BABYLON.Engine.TEXTUREFORMAT_RGBA; }
  75113. var _this = _super.call(this, null, scene, !generateMipMaps, undefined, samplingMode, undefined, undefined, undefined, undefined, format) || this;
  75114. _this.name = name;
  75115. _this._engine = _this.getScene().getEngine();
  75116. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75117. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75118. _this._generateMipMaps = generateMipMaps;
  75119. if (options.getContext) {
  75120. _this._canvas = options;
  75121. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75122. }
  75123. else {
  75124. _this._canvas = document.createElement("canvas");
  75125. if (options.width || options.width === 0) {
  75126. _this._texture = _this._engine.createDynamicTexture(options.width, options.height, generateMipMaps, samplingMode);
  75127. }
  75128. else {
  75129. _this._texture = _this._engine.createDynamicTexture(options, options, generateMipMaps, samplingMode);
  75130. }
  75131. }
  75132. var textureSize = _this.getSize();
  75133. _this._canvas.width = textureSize.width;
  75134. _this._canvas.height = textureSize.height;
  75135. _this._context = _this._canvas.getContext("2d");
  75136. return _this;
  75137. }
  75138. /**
  75139. * Get the current class name of the texture useful for serialization or dynamic coding.
  75140. * @returns "DynamicTexture"
  75141. */
  75142. DynamicTexture.prototype.getClassName = function () {
  75143. return "DynamicTexture";
  75144. };
  75145. Object.defineProperty(DynamicTexture.prototype, "canRescale", {
  75146. /**
  75147. * Gets the current state of canRescale
  75148. */
  75149. get: function () {
  75150. return true;
  75151. },
  75152. enumerable: true,
  75153. configurable: true
  75154. });
  75155. DynamicTexture.prototype._recreate = function (textureSize) {
  75156. this._canvas.width = textureSize.width;
  75157. this._canvas.height = textureSize.height;
  75158. this.releaseInternalTexture();
  75159. this._texture = this._engine.createDynamicTexture(textureSize.width, textureSize.height, this._generateMipMaps, this._samplingMode);
  75160. };
  75161. /**
  75162. * Scales the texture
  75163. * @param ratio the scale factor to apply to both width and height
  75164. */
  75165. DynamicTexture.prototype.scale = function (ratio) {
  75166. var textureSize = this.getSize();
  75167. textureSize.width *= ratio;
  75168. textureSize.height *= ratio;
  75169. this._recreate(textureSize);
  75170. };
  75171. /**
  75172. * Resizes the texture
  75173. * @param width the new width
  75174. * @param height the new height
  75175. */
  75176. DynamicTexture.prototype.scaleTo = function (width, height) {
  75177. var textureSize = this.getSize();
  75178. textureSize.width = width;
  75179. textureSize.height = height;
  75180. this._recreate(textureSize);
  75181. };
  75182. /**
  75183. * Gets the context of the canvas used by the texture
  75184. * @returns the canvas context of the dynamic texture
  75185. */
  75186. DynamicTexture.prototype.getContext = function () {
  75187. return this._context;
  75188. };
  75189. /**
  75190. * Clears the texture
  75191. */
  75192. DynamicTexture.prototype.clear = function () {
  75193. var size = this.getSize();
  75194. this._context.fillRect(0, 0, size.width, size.height);
  75195. };
  75196. /**
  75197. * Updates the texture
  75198. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75199. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  75200. */
  75201. DynamicTexture.prototype.update = function (invertY, premulAlpha) {
  75202. if (premulAlpha === void 0) { premulAlpha = false; }
  75203. this._engine.updateDynamicTexture(this._texture, this._canvas, invertY === undefined ? true : invertY, premulAlpha, this._format || undefined);
  75204. };
  75205. /**
  75206. * Draws text onto the texture
  75207. * @param text defines the text to be drawn
  75208. * @param x defines the placement of the text from the left
  75209. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  75210. * @param font defines the font to be used with font-style, font-size, font-name
  75211. * @param color defines the color used for the text
  75212. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  75213. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  75214. * @param update defines whether texture is immediately update (default is true)
  75215. */
  75216. DynamicTexture.prototype.drawText = function (text, x, y, font, color, clearColor, invertY, update) {
  75217. if (update === void 0) { update = true; }
  75218. var size = this.getSize();
  75219. if (clearColor) {
  75220. this._context.fillStyle = clearColor;
  75221. this._context.fillRect(0, 0, size.width, size.height);
  75222. }
  75223. this._context.font = font;
  75224. if (x === null || x === undefined) {
  75225. var textSize = this._context.measureText(text);
  75226. x = (size.width - textSize.width) / 2;
  75227. }
  75228. if (y === null || y === undefined) {
  75229. var fontSize = parseInt((font.replace(/\D/g, '')));
  75230. y = (size.height / 2) + (fontSize / 3.65);
  75231. }
  75232. this._context.fillStyle = color;
  75233. this._context.fillText(text, x, y);
  75234. if (update) {
  75235. this.update(invertY);
  75236. }
  75237. };
  75238. /**
  75239. * Clones the texture
  75240. * @returns the clone of the texture.
  75241. */
  75242. DynamicTexture.prototype.clone = function () {
  75243. var scene = this.getScene();
  75244. if (!scene) {
  75245. return this;
  75246. }
  75247. var textureSize = this.getSize();
  75248. var newTexture = new DynamicTexture(this.name, textureSize, scene, this._generateMipMaps);
  75249. // Base texture
  75250. newTexture.hasAlpha = this.hasAlpha;
  75251. newTexture.level = this.level;
  75252. // Dynamic Texture
  75253. newTexture.wrapU = this.wrapU;
  75254. newTexture.wrapV = this.wrapV;
  75255. return newTexture;
  75256. };
  75257. /**
  75258. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  75259. * @returns a serialized dynamic texture object
  75260. */
  75261. DynamicTexture.prototype.serialize = function () {
  75262. var scene = this.getScene();
  75263. if (scene && !scene.isReady()) {
  75264. BABYLON.Tools.Warn("The scene must be ready before serializing the dynamic texture");
  75265. }
  75266. var serializationObject = _super.prototype.serialize.call(this);
  75267. serializationObject.base64String = this._canvas.toDataURL();
  75268. serializationObject.invertY = this._invertY;
  75269. serializationObject.samplingMode = this.samplingMode;
  75270. return serializationObject;
  75271. };
  75272. /** @hidden */
  75273. DynamicTexture.prototype._rebuild = function () {
  75274. this.update();
  75275. };
  75276. return DynamicTexture;
  75277. }(BABYLON.Texture));
  75278. BABYLON.DynamicTexture = DynamicTexture;
  75279. })(BABYLON || (BABYLON = {}));
  75280. //# sourceMappingURL=babylon.dynamicTexture.js.map
  75281. var BABYLON;
  75282. (function (BABYLON) {
  75283. /**
  75284. * If you want to display a video in your scene, this is the special texture for that.
  75285. * This special texture works similar to other textures, with the exception of a few parameters.
  75286. * @see https://doc.babylonjs.com/how_to/video_texture
  75287. */
  75288. var VideoTexture = /** @class */ (function (_super) {
  75289. __extends(VideoTexture, _super);
  75290. /**
  75291. * Creates a video texture.
  75292. * If you want to display a video in your scene, this is the special texture for that.
  75293. * This special texture works similar to other textures, with the exception of a few parameters.
  75294. * @see https://doc.babylonjs.com/how_to/video_texture
  75295. * @param name optional name, will detect from video source, if not defined
  75296. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  75297. * @param scene is obviously the current scene.
  75298. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  75299. * @param invertY is false by default but can be used to invert video on Y axis
  75300. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  75301. * @param settings allows finer control over video usage
  75302. */
  75303. function VideoTexture(name, src, scene, generateMipMaps, invertY, samplingMode, settings) {
  75304. if (generateMipMaps === void 0) { generateMipMaps = false; }
  75305. if (invertY === void 0) { invertY = false; }
  75306. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75307. if (settings === void 0) { settings = {
  75308. autoPlay: true,
  75309. loop: true,
  75310. autoUpdateTexture: true,
  75311. }; }
  75312. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75313. _this._onUserActionRequestedObservable = null;
  75314. _this._stillImageCaptured = false;
  75315. _this._displayingPosterTexture = false;
  75316. _this._createInternalTexture = function () {
  75317. if (_this._texture != null) {
  75318. if (_this._displayingPosterTexture) {
  75319. _this._texture.dispose();
  75320. _this._displayingPosterTexture = false;
  75321. }
  75322. else {
  75323. return;
  75324. }
  75325. }
  75326. if (!_this._engine.needPOTTextures ||
  75327. (BABYLON.Tools.IsExponentOfTwo(_this.video.videoWidth) && BABYLON.Tools.IsExponentOfTwo(_this.video.videoHeight))) {
  75328. _this.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  75329. _this.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  75330. }
  75331. else {
  75332. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75333. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75334. _this._generateMipMaps = false;
  75335. }
  75336. _this._texture = _this._engine.createDynamicTexture(_this.video.videoWidth, _this.video.videoHeight, _this._generateMipMaps, _this._samplingMode);
  75337. if (!_this.video.autoplay && !_this._settings.poster) {
  75338. var oldHandler_1 = _this.video.onplaying;
  75339. var error_1 = false;
  75340. _this.video.onplaying = function () {
  75341. _this.video.onplaying = oldHandler_1;
  75342. _this._texture.isReady = true;
  75343. _this._updateInternalTexture();
  75344. if (!error_1) {
  75345. _this.video.pause();
  75346. }
  75347. if (_this.onLoadObservable.hasObservers()) {
  75348. _this.onLoadObservable.notifyObservers(_this);
  75349. }
  75350. };
  75351. var playing = _this.video.play();
  75352. if (playing) {
  75353. playing.then(function () {
  75354. // Everything is good.
  75355. })
  75356. .catch(function () {
  75357. error_1 = true;
  75358. // On Chrome for instance, new policies might prevent playing without user interaction.
  75359. if (_this._onUserActionRequestedObservable && _this._onUserActionRequestedObservable.hasObservers()) {
  75360. _this._onUserActionRequestedObservable.notifyObservers(_this);
  75361. }
  75362. });
  75363. }
  75364. else {
  75365. _this.video.onplaying = oldHandler_1;
  75366. _this._texture.isReady = true;
  75367. _this._updateInternalTexture();
  75368. if (_this.onLoadObservable.hasObservers()) {
  75369. _this.onLoadObservable.notifyObservers(_this);
  75370. }
  75371. }
  75372. }
  75373. else {
  75374. _this._texture.isReady = true;
  75375. _this._updateInternalTexture();
  75376. if (_this.onLoadObservable.hasObservers()) {
  75377. _this.onLoadObservable.notifyObservers(_this);
  75378. }
  75379. }
  75380. };
  75381. _this.reset = function () {
  75382. if (_this._texture == null) {
  75383. return;
  75384. }
  75385. if (!_this._displayingPosterTexture) {
  75386. _this._texture.dispose();
  75387. _this._texture = null;
  75388. }
  75389. };
  75390. _this._updateInternalTexture = function (e) {
  75391. if (_this._texture == null || !_this._texture.isReady) {
  75392. return;
  75393. }
  75394. if (_this.video.readyState < _this.video.HAVE_CURRENT_DATA) {
  75395. return;
  75396. }
  75397. if (_this._displayingPosterTexture) {
  75398. return;
  75399. }
  75400. _this._engine.updateVideoTexture(_this._texture, _this.video, _this._invertY);
  75401. };
  75402. _this._engine = _this.getScene().getEngine();
  75403. _this._generateMipMaps = generateMipMaps;
  75404. _this._samplingMode = samplingMode;
  75405. _this.autoUpdateTexture = settings.autoUpdateTexture;
  75406. _this.name = name || _this._getName(src);
  75407. _this.video = _this._getVideo(src);
  75408. _this._settings = settings;
  75409. if (settings.poster) {
  75410. _this.video.poster = settings.poster;
  75411. }
  75412. if (settings.autoPlay !== undefined) {
  75413. _this.video.autoplay = settings.autoPlay;
  75414. }
  75415. if (settings.loop !== undefined) {
  75416. _this.video.loop = settings.loop;
  75417. }
  75418. _this.video.setAttribute("playsinline", "");
  75419. _this.video.addEventListener("paused", _this._updateInternalTexture);
  75420. _this.video.addEventListener("seeked", _this._updateInternalTexture);
  75421. _this.video.addEventListener("emptied", _this.reset);
  75422. _this._createInternalTextureOnEvent = (settings.poster && !settings.autoPlay) ? "play" : "canplay";
  75423. _this.video.addEventListener(_this._createInternalTextureOnEvent, _this._createInternalTexture);
  75424. var videoHasEnoughData = (_this.video.readyState >= _this.video.HAVE_CURRENT_DATA);
  75425. if (settings.poster &&
  75426. (!settings.autoPlay || !videoHasEnoughData)) {
  75427. _this._texture = _this._engine.createTexture(settings.poster, false, true, scene);
  75428. _this._displayingPosterTexture = true;
  75429. }
  75430. else if (videoHasEnoughData) {
  75431. _this._createInternalTexture();
  75432. }
  75433. return _this;
  75434. }
  75435. Object.defineProperty(VideoTexture.prototype, "onUserActionRequestedObservable", {
  75436. /**
  75437. * Event triggerd when a dom action is required by the user to play the video.
  75438. * This happens due to recent changes in browser policies preventing video to auto start.
  75439. */
  75440. get: function () {
  75441. if (!this._onUserActionRequestedObservable) {
  75442. this._onUserActionRequestedObservable = new BABYLON.Observable();
  75443. }
  75444. return this._onUserActionRequestedObservable;
  75445. },
  75446. enumerable: true,
  75447. configurable: true
  75448. });
  75449. VideoTexture.prototype._getName = function (src) {
  75450. if (src instanceof HTMLVideoElement) {
  75451. return src.currentSrc;
  75452. }
  75453. if (typeof src === "object") {
  75454. return src.toString();
  75455. }
  75456. return src;
  75457. };
  75458. VideoTexture.prototype._getVideo = function (src) {
  75459. if (src instanceof HTMLVideoElement) {
  75460. BABYLON.Tools.SetCorsBehavior(src.currentSrc, src);
  75461. return src;
  75462. }
  75463. var video = document.createElement("video");
  75464. if (typeof src === "string") {
  75465. BABYLON.Tools.SetCorsBehavior(src, video);
  75466. video.src = src;
  75467. }
  75468. else {
  75469. BABYLON.Tools.SetCorsBehavior(src[0], video);
  75470. src.forEach(function (url) {
  75471. var source = document.createElement("source");
  75472. source.src = url;
  75473. video.appendChild(source);
  75474. });
  75475. }
  75476. return video;
  75477. };
  75478. /**
  75479. * @hidden Internal method to initiate `update`.
  75480. */
  75481. VideoTexture.prototype._rebuild = function () {
  75482. this.update();
  75483. };
  75484. /**
  75485. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  75486. */
  75487. VideoTexture.prototype.update = function () {
  75488. if (!this.autoUpdateTexture) {
  75489. // Expecting user to call `updateTexture` manually
  75490. return;
  75491. }
  75492. this.updateTexture(true);
  75493. };
  75494. /**
  75495. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  75496. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  75497. */
  75498. VideoTexture.prototype.updateTexture = function (isVisible) {
  75499. if (!isVisible) {
  75500. return;
  75501. }
  75502. if (this.video.paused && this._stillImageCaptured) {
  75503. return;
  75504. }
  75505. this._stillImageCaptured = true;
  75506. this._updateInternalTexture();
  75507. };
  75508. /**
  75509. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  75510. * @param url New url.
  75511. */
  75512. VideoTexture.prototype.updateURL = function (url) {
  75513. this.video.src = url;
  75514. };
  75515. /**
  75516. * Dispose the texture and release its associated resources.
  75517. */
  75518. VideoTexture.prototype.dispose = function () {
  75519. _super.prototype.dispose.call(this);
  75520. if (this._onUserActionRequestedObservable) {
  75521. this._onUserActionRequestedObservable.clear();
  75522. this._onUserActionRequestedObservable = null;
  75523. }
  75524. this.video.removeEventListener(this._createInternalTextureOnEvent, this._createInternalTexture);
  75525. this.video.removeEventListener("paused", this._updateInternalTexture);
  75526. this.video.removeEventListener("seeked", this._updateInternalTexture);
  75527. this.video.removeEventListener("emptied", this.reset);
  75528. this.video.pause();
  75529. };
  75530. /**
  75531. * Creates a video texture straight from your WebCam video feed.
  75532. * @param scene Define the scene the texture should be created in
  75533. * @param onReady Define a callback to triggered once the texture will be ready
  75534. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  75535. */
  75536. VideoTexture.CreateFromWebCam = function (scene, onReady, constraints) {
  75537. var video = document.createElement("video");
  75538. video.setAttribute('autoplay', '');
  75539. video.setAttribute('muted', '');
  75540. video.setAttribute('playsinline', '');
  75541. var constraintsDeviceId;
  75542. if (constraints && constraints.deviceId) {
  75543. constraintsDeviceId = {
  75544. exact: constraints.deviceId,
  75545. };
  75546. }
  75547. window.URL = window.URL || window.webkitURL || window.mozURL || window.msURL;
  75548. if (navigator.mediaDevices) {
  75549. navigator.mediaDevices.getUserMedia({ video: constraints })
  75550. .then(function (stream) {
  75551. if (video.mozSrcObject !== undefined) {
  75552. // hack for Firefox < 19
  75553. video.mozSrcObject = stream;
  75554. }
  75555. else {
  75556. video.srcObject = stream;
  75557. }
  75558. var onPlaying = function () {
  75559. if (onReady) {
  75560. onReady(new VideoTexture("video", video, scene, true, true));
  75561. }
  75562. video.removeEventListener("playing", onPlaying);
  75563. };
  75564. video.addEventListener("playing", onPlaying);
  75565. video.play();
  75566. })
  75567. .catch(function (err) {
  75568. BABYLON.Tools.Error(err.name);
  75569. });
  75570. }
  75571. else {
  75572. navigator.getUserMedia =
  75573. navigator.getUserMedia ||
  75574. navigator.webkitGetUserMedia ||
  75575. navigator.mozGetUserMedia ||
  75576. navigator.msGetUserMedia;
  75577. if (navigator.getUserMedia) {
  75578. navigator.getUserMedia({
  75579. video: {
  75580. deviceId: constraintsDeviceId,
  75581. width: {
  75582. min: (constraints && constraints.minWidth) || 256,
  75583. max: (constraints && constraints.maxWidth) || 640,
  75584. },
  75585. height: {
  75586. min: (constraints && constraints.minHeight) || 256,
  75587. max: (constraints && constraints.maxHeight) || 480,
  75588. },
  75589. },
  75590. }, function (stream) {
  75591. if (video.mozSrcObject !== undefined) {
  75592. // hack for Firefox < 19
  75593. video.mozSrcObject = stream;
  75594. }
  75595. else {
  75596. video.src = (window.URL && window.URL.createObjectURL(stream)) || stream;
  75597. }
  75598. video.play();
  75599. if (onReady) {
  75600. onReady(new VideoTexture("video", video, scene, true, true));
  75601. }
  75602. }, function (e) {
  75603. BABYLON.Tools.Error(e.name);
  75604. });
  75605. }
  75606. }
  75607. };
  75608. return VideoTexture;
  75609. }(BABYLON.Texture));
  75610. BABYLON.VideoTexture = VideoTexture;
  75611. })(BABYLON || (BABYLON = {}));
  75612. //# sourceMappingURL=babylon.videoTexture.js.map
  75613. var BABYLON;
  75614. (function (BABYLON) {
  75615. /**
  75616. * Raw texture can help creating a texture directly from an array of data.
  75617. * This can be super useful if you either get the data from an uncompressed source or
  75618. * if you wish to create your texture pixel by pixel.
  75619. */
  75620. var RawTexture = /** @class */ (function (_super) {
  75621. __extends(RawTexture, _super);
  75622. /**
  75623. * Instantiates a new RawTexture.
  75624. * Raw texture can help creating a texture directly from an array of data.
  75625. * This can be super useful if you either get the data from an uncompressed source or
  75626. * if you wish to create your texture pixel by pixel.
  75627. * @param data define the array of data to use to create the texture
  75628. * @param width define the width of the texture
  75629. * @param height define the height of the texture
  75630. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75631. * @param scene define the scene the texture belongs to
  75632. * @param generateMipMaps define whether mip maps should be generated or not
  75633. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75634. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75635. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75636. */
  75637. function RawTexture(data, width, height,
  75638. /**
  75639. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  75640. */
  75641. format, scene, generateMipMaps, invertY, samplingMode, type) {
  75642. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75643. if (invertY === void 0) { invertY = false; }
  75644. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75645. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75646. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75647. _this.format = format;
  75648. _this._engine = scene.getEngine();
  75649. _this._texture = scene.getEngine().createRawTexture(data, width, height, format, generateMipMaps, invertY, samplingMode, null, type);
  75650. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75651. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  75652. return _this;
  75653. }
  75654. /**
  75655. * Updates the texture underlying data.
  75656. * @param data Define the new data of the texture
  75657. */
  75658. RawTexture.prototype.update = function (data) {
  75659. this._engine.updateRawTexture(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75660. };
  75661. /**
  75662. * Creates a luminance texture from some data.
  75663. * @param data Define the texture data
  75664. * @param width Define the width of the texture
  75665. * @param height Define the height of the texture
  75666. * @param scene Define the scene the texture belongs to
  75667. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75668. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75669. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75670. * @returns the luminance texture
  75671. */
  75672. RawTexture.CreateLuminanceTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75673. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75674. if (invertY === void 0) { invertY = false; }
  75675. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75676. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE, scene, generateMipMaps, invertY, samplingMode);
  75677. };
  75678. /**
  75679. * Creates a luminance alpha texture from some data.
  75680. * @param data Define the texture data
  75681. * @param width Define the width of the texture
  75682. * @param height Define the height of the texture
  75683. * @param scene Define the scene the texture belongs to
  75684. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75685. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75686. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75687. * @returns the luminance alpha texture
  75688. */
  75689. RawTexture.CreateLuminanceAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75690. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75691. if (invertY === void 0) { invertY = false; }
  75692. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75693. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_LUMINANCE_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75694. };
  75695. /**
  75696. * Creates an alpha texture from some data.
  75697. * @param data Define the texture data
  75698. * @param width Define the width of the texture
  75699. * @param height Define the height of the texture
  75700. * @param scene Define the scene the texture belongs to
  75701. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75702. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75703. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75704. * @returns the alpha texture
  75705. */
  75706. RawTexture.CreateAlphaTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode) {
  75707. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75708. if (invertY === void 0) { invertY = false; }
  75709. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75710. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_ALPHA, scene, generateMipMaps, invertY, samplingMode);
  75711. };
  75712. /**
  75713. * Creates a RGB texture from some data.
  75714. * @param data Define the texture data
  75715. * @param width Define the width of the texture
  75716. * @param height Define the height of the texture
  75717. * @param scene Define the scene the texture belongs to
  75718. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75719. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75720. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75721. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75722. * @returns the RGB alpha texture
  75723. */
  75724. RawTexture.CreateRGBTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75725. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75726. if (invertY === void 0) { invertY = false; }
  75727. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75728. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75729. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGB, scene, generateMipMaps, invertY, samplingMode, type);
  75730. };
  75731. /**
  75732. * Creates a RGBA texture from some data.
  75733. * @param data Define the texture data
  75734. * @param width Define the width of the texture
  75735. * @param height Define the height of the texture
  75736. * @param scene Define the scene the texture belongs to
  75737. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75738. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75739. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75740. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75741. * @returns the RGBA texture
  75742. */
  75743. RawTexture.CreateRGBATexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75744. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75745. if (invertY === void 0) { invertY = false; }
  75746. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75747. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75748. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_RGBA, scene, generateMipMaps, invertY, samplingMode, type);
  75749. };
  75750. /**
  75751. * Creates a R texture from some data.
  75752. * @param data Define the texture data
  75753. * @param width Define the width of the texture
  75754. * @param height Define the height of the texture
  75755. * @param scene Define the scene the texture belongs to
  75756. * @param generateMipMaps Define whether or not to create mip maps for the texture
  75757. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  75758. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  75759. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  75760. * @returns the R texture
  75761. */
  75762. RawTexture.CreateRTexture = function (data, width, height, scene, generateMipMaps, invertY, samplingMode, type) {
  75763. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75764. if (invertY === void 0) { invertY = false; }
  75765. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75766. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  75767. return new RawTexture(data, width, height, BABYLON.Engine.TEXTUREFORMAT_R, scene, generateMipMaps, invertY, samplingMode, type);
  75768. };
  75769. return RawTexture;
  75770. }(BABYLON.Texture));
  75771. BABYLON.RawTexture = RawTexture;
  75772. })(BABYLON || (BABYLON = {}));
  75773. //# sourceMappingURL=babylon.rawTexture.js.map
  75774. var BABYLON;
  75775. (function (BABYLON) {
  75776. /**
  75777. * Class used to store 3D textures containing user data
  75778. */
  75779. var RawTexture3D = /** @class */ (function (_super) {
  75780. __extends(RawTexture3D, _super);
  75781. /**
  75782. * Create a new RawTexture3D
  75783. * @param data defines the data of the texture
  75784. * @param width defines the width of the texture
  75785. * @param height defines the height of the texture
  75786. * @param depth defines the depth of the texture
  75787. * @param format defines the texture format to use
  75788. * @param scene defines the hosting scene
  75789. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  75790. * @param invertY defines if texture must be stored with Y axis inverted
  75791. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  75792. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  75793. */
  75794. function RawTexture3D(data, width, height, depth,
  75795. /** Gets or sets the texture format to use */
  75796. format, scene, generateMipMaps, invertY, samplingMode, textureType) {
  75797. if (generateMipMaps === void 0) { generateMipMaps = true; }
  75798. if (invertY === void 0) { invertY = false; }
  75799. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  75800. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  75801. var _this = _super.call(this, null, scene, !generateMipMaps, invertY) || this;
  75802. _this.format = format;
  75803. _this._engine = scene.getEngine();
  75804. _this._texture = scene.getEngine().createRawTexture3D(data, width, height, depth, format, generateMipMaps, invertY, samplingMode, undefined, textureType);
  75805. _this.is3D = true;
  75806. return _this;
  75807. }
  75808. /**
  75809. * Update the texture with new data
  75810. * @param data defines the data to store in the texture
  75811. */
  75812. RawTexture3D.prototype.update = function (data) {
  75813. if (!this._texture) {
  75814. return;
  75815. }
  75816. this._engine.updateRawTexture3D(this._texture, data, this._texture.format, this._texture.invertY, undefined, this._texture.type);
  75817. };
  75818. return RawTexture3D;
  75819. }(BABYLON.Texture));
  75820. BABYLON.RawTexture3D = RawTexture3D;
  75821. })(BABYLON || (BABYLON = {}));
  75822. //# sourceMappingURL=babylon.rawTexture3D.js.map
  75823. var BABYLON;
  75824. (function (BABYLON) {
  75825. /**
  75826. * PostProcessManager is used to manage one or more post processes or post process pipelines
  75827. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  75828. */
  75829. var PostProcessManager = /** @class */ (function () {
  75830. /**
  75831. * Creates a new instance PostProcess
  75832. * @param scene The scene that the post process is associated with.
  75833. */
  75834. function PostProcessManager(scene) {
  75835. this._vertexBuffers = {};
  75836. this._scene = scene;
  75837. }
  75838. PostProcessManager.prototype._prepareBuffers = function () {
  75839. if (this._vertexBuffers[BABYLON.VertexBuffer.PositionKind]) {
  75840. return;
  75841. }
  75842. // VBO
  75843. var vertices = [];
  75844. vertices.push(1, 1);
  75845. vertices.push(-1, 1);
  75846. vertices.push(-1, -1);
  75847. vertices.push(1, -1);
  75848. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(this._scene.getEngine(), vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  75849. this._buildIndexBuffer();
  75850. };
  75851. PostProcessManager.prototype._buildIndexBuffer = function () {
  75852. // Indices
  75853. var indices = [];
  75854. indices.push(0);
  75855. indices.push(1);
  75856. indices.push(2);
  75857. indices.push(0);
  75858. indices.push(2);
  75859. indices.push(3);
  75860. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  75861. };
  75862. /**
  75863. * Rebuilds the vertex buffers of the manager.
  75864. * @hidden
  75865. */
  75866. PostProcessManager.prototype._rebuild = function () {
  75867. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75868. if (!vb) {
  75869. return;
  75870. }
  75871. vb._rebuild();
  75872. this._buildIndexBuffer();
  75873. };
  75874. // Methods
  75875. /**
  75876. * Prepares a frame to be run through a post process.
  75877. * @param sourceTexture The input texture to the post procesess. (default: null)
  75878. * @param postProcesses An array of post processes to be run. (default: null)
  75879. * @returns True if the post processes were able to be run.
  75880. * @hidden
  75881. */
  75882. PostProcessManager.prototype._prepareFrame = function (sourceTexture, postProcesses) {
  75883. if (sourceTexture === void 0) { sourceTexture = null; }
  75884. if (postProcesses === void 0) { postProcesses = null; }
  75885. var camera = this._scene.activeCamera;
  75886. if (!camera) {
  75887. return false;
  75888. }
  75889. var postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75890. if (!postProcesses || postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75891. return false;
  75892. }
  75893. postProcesses[0].activate(camera, sourceTexture, postProcesses !== null && postProcesses !== undefined);
  75894. return true;
  75895. };
  75896. /**
  75897. * Manually render a set of post processes to a texture.
  75898. * @param postProcesses An array of post processes to be run.
  75899. * @param targetTexture The target texture to render to.
  75900. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  75901. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  75902. * @param lodLevel defines which lod of the texture to render to
  75903. */
  75904. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture, forceFullscreenViewport, faceIndex, lodLevel) {
  75905. if (targetTexture === void 0) { targetTexture = null; }
  75906. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75907. if (faceIndex === void 0) { faceIndex = 0; }
  75908. if (lodLevel === void 0) { lodLevel = 0; }
  75909. var engine = this._scene.getEngine();
  75910. for (var index = 0; index < postProcesses.length; index++) {
  75911. if (index < postProcesses.length - 1) {
  75912. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  75913. }
  75914. else {
  75915. if (targetTexture) {
  75916. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport, undefined, lodLevel);
  75917. }
  75918. else {
  75919. engine.restoreDefaultFramebuffer();
  75920. }
  75921. }
  75922. var pp = postProcesses[index];
  75923. var effect = pp.apply();
  75924. if (effect) {
  75925. pp.onBeforeRenderObservable.notifyObservers(effect);
  75926. // VBOs
  75927. this._prepareBuffers();
  75928. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75929. // Draw order
  75930. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75931. pp.onAfterRenderObservable.notifyObservers(effect);
  75932. }
  75933. }
  75934. // Restore depth buffer
  75935. engine.setDepthBuffer(true);
  75936. engine.setDepthWrite(true);
  75937. };
  75938. /**
  75939. * Finalize the result of the output of the postprocesses.
  75940. * @param doNotPresent If true the result will not be displayed to the screen.
  75941. * @param targetTexture The target texture to render to.
  75942. * @param faceIndex The index of the face to bind the target texture to.
  75943. * @param postProcesses The array of post processes to render.
  75944. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  75945. * @hidden
  75946. */
  75947. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, faceIndex, postProcesses, forceFullscreenViewport) {
  75948. if (forceFullscreenViewport === void 0) { forceFullscreenViewport = false; }
  75949. var camera = this._scene.activeCamera;
  75950. if (!camera) {
  75951. return;
  75952. }
  75953. postProcesses = postProcesses || camera._postProcesses.filter(function (pp) { return pp != null; });
  75954. if (postProcesses.length === 0 || !this._scene.postProcessesEnabled) {
  75955. return;
  75956. }
  75957. var engine = this._scene.getEngine();
  75958. for (var index = 0, len = postProcesses.length; index < len; index++) {
  75959. var pp = postProcesses[index];
  75960. if (index < len - 1) {
  75961. pp._outputTexture = postProcesses[index + 1].activate(camera, targetTexture);
  75962. }
  75963. else {
  75964. if (targetTexture) {
  75965. engine.bindFramebuffer(targetTexture, faceIndex, undefined, undefined, forceFullscreenViewport);
  75966. pp._outputTexture = targetTexture;
  75967. }
  75968. else {
  75969. engine.restoreDefaultFramebuffer();
  75970. pp._outputTexture = null;
  75971. }
  75972. }
  75973. if (doNotPresent) {
  75974. break;
  75975. }
  75976. var effect = pp.apply();
  75977. if (effect) {
  75978. pp.onBeforeRenderObservable.notifyObservers(effect);
  75979. // VBOs
  75980. this._prepareBuffers();
  75981. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, effect);
  75982. // Draw order
  75983. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  75984. pp.onAfterRenderObservable.notifyObservers(effect);
  75985. }
  75986. }
  75987. // Restore states
  75988. engine.setDepthBuffer(true);
  75989. engine.setDepthWrite(true);
  75990. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  75991. };
  75992. /**
  75993. * Disposes of the post process manager.
  75994. */
  75995. PostProcessManager.prototype.dispose = function () {
  75996. var buffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  75997. if (buffer) {
  75998. buffer.dispose();
  75999. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  76000. }
  76001. if (this._indexBuffer) {
  76002. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  76003. this._indexBuffer = null;
  76004. }
  76005. };
  76006. return PostProcessManager;
  76007. }());
  76008. BABYLON.PostProcessManager = PostProcessManager;
  76009. })(BABYLON || (BABYLON = {}));
  76010. //# sourceMappingURL=babylon.postProcessManager.js.map
  76011. var BABYLON;
  76012. (function (BABYLON) {
  76013. /**
  76014. * PostProcess can be used to apply a shader to a texture after it has been rendered
  76015. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  76016. */
  76017. var PostProcess = /** @class */ (function () {
  76018. /**
  76019. * Creates a new instance PostProcess
  76020. * @param name The name of the PostProcess.
  76021. * @param fragmentUrl The url of the fragment shader to be used.
  76022. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  76023. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  76024. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  76025. * @param camera The camera to apply the render pass to.
  76026. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76027. * @param engine The engine which the post process will be applied. (default: current engine)
  76028. * @param reusable If the post process can be reused on the same frame. (default: false)
  76029. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  76030. * @param textureType Type of textures used when performing the post process. (default: 0)
  76031. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  76032. * @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
  76033. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  76034. */
  76035. function PostProcess(
  76036. /** Name of the PostProcess. */
  76037. name, fragmentUrl, parameters, samplers, options, camera, samplingMode, engine, reusable, defines, textureType, vertexUrl, indexParameters, blockCompilation) {
  76038. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.NEAREST_SAMPLINGMODE; }
  76039. if (defines === void 0) { defines = null; }
  76040. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76041. if (vertexUrl === void 0) { vertexUrl = "postprocess"; }
  76042. if (blockCompilation === void 0) { blockCompilation = false; }
  76043. this.name = name;
  76044. /**
  76045. * Width of the texture to apply the post process on
  76046. */
  76047. this.width = -1;
  76048. /**
  76049. * Height of the texture to apply the post process on
  76050. */
  76051. this.height = -1;
  76052. /**
  76053. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  76054. * @hidden
  76055. */
  76056. this._outputTexture = null;
  76057. /**
  76058. * If the buffer needs to be cleared before applying the post process. (default: true)
  76059. * Should be set to false if shader will overwrite all previous pixels.
  76060. */
  76061. this.autoClear = true;
  76062. /**
  76063. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  76064. */
  76065. this.alphaMode = BABYLON.Engine.ALPHA_DISABLE;
  76066. /**
  76067. * Animations to be used for the post processing
  76068. */
  76069. this.animations = new Array();
  76070. /**
  76071. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  76072. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  76073. */
  76074. this.enablePixelPerfectMode = false;
  76075. /**
  76076. * Force the postprocess to be applied without taking in account viewport
  76077. */
  76078. this.forceFullscreenViewport = true;
  76079. /**
  76080. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  76081. *
  76082. * | Value | Type | Description |
  76083. * | ----- | ----------------------------------- | ----------- |
  76084. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  76085. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  76086. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  76087. *
  76088. */
  76089. this.scaleMode = BABYLON.Engine.SCALEMODE_FLOOR;
  76090. /**
  76091. * Force textures to be a power of two (default: false)
  76092. */
  76093. this.alwaysForcePOT = false;
  76094. this._samples = 1;
  76095. /**
  76096. * Modify the scale of the post process to be the same as the viewport (default: false)
  76097. */
  76098. this.adaptScaleToCurrentViewport = false;
  76099. this._reusable = false;
  76100. /**
  76101. * Smart array of input and output textures for the post process.
  76102. * @hidden
  76103. */
  76104. this._textures = new BABYLON.SmartArray(2);
  76105. /**
  76106. * The index in _textures that corresponds to the output texture.
  76107. * @hidden
  76108. */
  76109. this._currentRenderTextureInd = 0;
  76110. this._scaleRatio = new BABYLON.Vector2(1, 1);
  76111. this._texelSize = BABYLON.Vector2.Zero();
  76112. // Events
  76113. /**
  76114. * An event triggered when the postprocess is activated.
  76115. */
  76116. this.onActivateObservable = new BABYLON.Observable();
  76117. /**
  76118. * An event triggered when the postprocess changes its size.
  76119. */
  76120. this.onSizeChangedObservable = new BABYLON.Observable();
  76121. /**
  76122. * An event triggered when the postprocess applies its effect.
  76123. */
  76124. this.onApplyObservable = new BABYLON.Observable();
  76125. /**
  76126. * An event triggered before rendering the postprocess
  76127. */
  76128. this.onBeforeRenderObservable = new BABYLON.Observable();
  76129. /**
  76130. * An event triggered after rendering the postprocess
  76131. */
  76132. this.onAfterRenderObservable = new BABYLON.Observable();
  76133. if (camera != null) {
  76134. this._camera = camera;
  76135. this._scene = camera.getScene();
  76136. camera.attachPostProcess(this);
  76137. this._engine = this._scene.getEngine();
  76138. this._scene.postProcesses.push(this);
  76139. }
  76140. else if (engine) {
  76141. this._engine = engine;
  76142. this._engine.postProcesses.push(this);
  76143. }
  76144. this._options = options;
  76145. this.renderTargetSamplingMode = samplingMode ? samplingMode : BABYLON.Texture.NEAREST_SAMPLINGMODE;
  76146. this._reusable = reusable || false;
  76147. this._textureType = textureType;
  76148. this._samplers = samplers || [];
  76149. this._samplers.push("textureSampler");
  76150. this._fragmentUrl = fragmentUrl;
  76151. this._vertexUrl = vertexUrl;
  76152. this._parameters = parameters || [];
  76153. this._parameters.push("scale");
  76154. this._indexParameters = indexParameters;
  76155. if (!blockCompilation) {
  76156. this.updateEffect(defines);
  76157. }
  76158. }
  76159. Object.defineProperty(PostProcess.prototype, "samples", {
  76160. /**
  76161. * Number of sample textures (default: 1)
  76162. */
  76163. get: function () {
  76164. return this._samples;
  76165. },
  76166. set: function (n) {
  76167. var _this = this;
  76168. this._samples = n;
  76169. this._textures.forEach(function (texture) {
  76170. if (texture.samples !== _this._samples) {
  76171. _this._engine.updateRenderTargetTextureSampleCount(texture, _this._samples);
  76172. }
  76173. });
  76174. },
  76175. enumerable: true,
  76176. configurable: true
  76177. });
  76178. Object.defineProperty(PostProcess.prototype, "onActivate", {
  76179. /**
  76180. * A function that is added to the onActivateObservable
  76181. */
  76182. set: function (callback) {
  76183. if (this._onActivateObserver) {
  76184. this.onActivateObservable.remove(this._onActivateObserver);
  76185. }
  76186. if (callback) {
  76187. this._onActivateObserver = this.onActivateObservable.add(callback);
  76188. }
  76189. },
  76190. enumerable: true,
  76191. configurable: true
  76192. });
  76193. Object.defineProperty(PostProcess.prototype, "onSizeChanged", {
  76194. /**
  76195. * A function that is added to the onSizeChangedObservable
  76196. */
  76197. set: function (callback) {
  76198. if (this._onSizeChangedObserver) {
  76199. this.onSizeChangedObservable.remove(this._onSizeChangedObserver);
  76200. }
  76201. this._onSizeChangedObserver = this.onSizeChangedObservable.add(callback);
  76202. },
  76203. enumerable: true,
  76204. configurable: true
  76205. });
  76206. Object.defineProperty(PostProcess.prototype, "onApply", {
  76207. /**
  76208. * A function that is added to the onApplyObservable
  76209. */
  76210. set: function (callback) {
  76211. if (this._onApplyObserver) {
  76212. this.onApplyObservable.remove(this._onApplyObserver);
  76213. }
  76214. this._onApplyObserver = this.onApplyObservable.add(callback);
  76215. },
  76216. enumerable: true,
  76217. configurable: true
  76218. });
  76219. Object.defineProperty(PostProcess.prototype, "onBeforeRender", {
  76220. /**
  76221. * A function that is added to the onBeforeRenderObservable
  76222. */
  76223. set: function (callback) {
  76224. if (this._onBeforeRenderObserver) {
  76225. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  76226. }
  76227. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  76228. },
  76229. enumerable: true,
  76230. configurable: true
  76231. });
  76232. Object.defineProperty(PostProcess.prototype, "onAfterRender", {
  76233. /**
  76234. * A function that is added to the onAfterRenderObservable
  76235. */
  76236. set: function (callback) {
  76237. if (this._onAfterRenderObserver) {
  76238. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  76239. }
  76240. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  76241. },
  76242. enumerable: true,
  76243. configurable: true
  76244. });
  76245. Object.defineProperty(PostProcess.prototype, "inputTexture", {
  76246. /**
  76247. * 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
  76248. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  76249. */
  76250. get: function () {
  76251. return this._textures.data[this._currentRenderTextureInd];
  76252. },
  76253. set: function (value) {
  76254. this._forcedOutputTexture = value;
  76255. },
  76256. enumerable: true,
  76257. configurable: true
  76258. });
  76259. /**
  76260. * Gets the camera which post process is applied to.
  76261. * @returns The camera the post process is applied to.
  76262. */
  76263. PostProcess.prototype.getCamera = function () {
  76264. return this._camera;
  76265. };
  76266. Object.defineProperty(PostProcess.prototype, "texelSize", {
  76267. /**
  76268. * Gets the texel size of the postprocess.
  76269. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  76270. */
  76271. get: function () {
  76272. if (this._shareOutputWithPostProcess) {
  76273. return this._shareOutputWithPostProcess.texelSize;
  76274. }
  76275. if (this._forcedOutputTexture) {
  76276. this._texelSize.copyFromFloats(1.0 / this._forcedOutputTexture.width, 1.0 / this._forcedOutputTexture.height);
  76277. }
  76278. return this._texelSize;
  76279. },
  76280. enumerable: true,
  76281. configurable: true
  76282. });
  76283. /**
  76284. * Gets the engine which this post process belongs to.
  76285. * @returns The engine the post process was enabled with.
  76286. */
  76287. PostProcess.prototype.getEngine = function () {
  76288. return this._engine;
  76289. };
  76290. /**
  76291. * The effect that is created when initializing the post process.
  76292. * @returns The created effect corrisponding the the postprocess.
  76293. */
  76294. PostProcess.prototype.getEffect = function () {
  76295. return this._effect;
  76296. };
  76297. /**
  76298. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  76299. * @param postProcess The post process to share the output with.
  76300. * @returns This post process.
  76301. */
  76302. PostProcess.prototype.shareOutputWith = function (postProcess) {
  76303. this._disposeTextures();
  76304. this._shareOutputWithPostProcess = postProcess;
  76305. return this;
  76306. };
  76307. /**
  76308. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  76309. * This should be called if the post process that shares output with this post process is disabled/disposed.
  76310. */
  76311. PostProcess.prototype.useOwnOutput = function () {
  76312. if (this._textures.length == 0) {
  76313. this._textures = new BABYLON.SmartArray(2);
  76314. }
  76315. this._shareOutputWithPostProcess = null;
  76316. };
  76317. /**
  76318. * Updates the effect with the current post process compile time values and recompiles the shader.
  76319. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  76320. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  76321. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  76322. * @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
  76323. * @param onCompiled Called when the shader has been compiled.
  76324. * @param onError Called if there is an error when compiling a shader.
  76325. */
  76326. PostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  76327. if (defines === void 0) { defines = null; }
  76328. if (uniforms === void 0) { uniforms = null; }
  76329. if (samplers === void 0) { samplers = null; }
  76330. 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);
  76331. };
  76332. /**
  76333. * The post process is reusable if it can be used multiple times within one frame.
  76334. * @returns If the post process is reusable
  76335. */
  76336. PostProcess.prototype.isReusable = function () {
  76337. return this._reusable;
  76338. };
  76339. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  76340. PostProcess.prototype.markTextureDirty = function () {
  76341. this.width = -1;
  76342. };
  76343. /**
  76344. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  76345. * 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.
  76346. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  76347. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  76348. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  76349. * @returns The target texture that was bound to be written to.
  76350. */
  76351. PostProcess.prototype.activate = function (camera, sourceTexture, forceDepthStencil) {
  76352. var _this = this;
  76353. if (sourceTexture === void 0) { sourceTexture = null; }
  76354. camera = camera || this._camera;
  76355. var scene = camera.getScene();
  76356. var engine = scene.getEngine();
  76357. var maxSize = engine.getCaps().maxTextureSize;
  76358. var requiredWidth = ((sourceTexture ? sourceTexture.width : this._engine.getRenderWidth(true)) * this._options) | 0;
  76359. var requiredHeight = ((sourceTexture ? sourceTexture.height : this._engine.getRenderHeight(true)) * this._options) | 0;
  76360. // 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
  76361. var webVRCamera = camera.parent;
  76362. if (webVRCamera && (webVRCamera.leftCamera == camera || webVRCamera.rightCamera == camera)) {
  76363. requiredWidth /= 2;
  76364. }
  76365. var desiredWidth = (this._options.width || requiredWidth);
  76366. var desiredHeight = this._options.height || requiredHeight;
  76367. if (!this._shareOutputWithPostProcess && !this._forcedOutputTexture) {
  76368. if (this.adaptScaleToCurrentViewport) {
  76369. var currentViewport = engine.currentViewport;
  76370. if (currentViewport) {
  76371. desiredWidth *= currentViewport.width;
  76372. desiredHeight *= currentViewport.height;
  76373. }
  76374. }
  76375. if (this.renderTargetSamplingMode === BABYLON.Texture.TRILINEAR_SAMPLINGMODE || this.alwaysForcePOT) {
  76376. if (!this._options.width) {
  76377. desiredWidth = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredWidth, maxSize, this.scaleMode) : desiredWidth;
  76378. }
  76379. if (!this._options.height) {
  76380. desiredHeight = engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(desiredHeight, maxSize, this.scaleMode) : desiredHeight;
  76381. }
  76382. }
  76383. if (this.width !== desiredWidth || this.height !== desiredHeight) {
  76384. if (this._textures.length > 0) {
  76385. for (var i = 0; i < this._textures.length; i++) {
  76386. this._engine._releaseTexture(this._textures.data[i]);
  76387. }
  76388. this._textures.reset();
  76389. }
  76390. this.width = desiredWidth;
  76391. this.height = desiredHeight;
  76392. var textureSize = { width: this.width, height: this.height };
  76393. var textureOptions = {
  76394. generateMipMaps: false,
  76395. generateDepthBuffer: forceDepthStencil || camera._postProcesses.indexOf(this) === 0,
  76396. generateStencilBuffer: (forceDepthStencil || camera._postProcesses.indexOf(this) === 0) && this._engine.isStencilEnable,
  76397. samplingMode: this.renderTargetSamplingMode,
  76398. type: this._textureType
  76399. };
  76400. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76401. if (this._reusable) {
  76402. this._textures.push(this._engine.createRenderTargetTexture(textureSize, textureOptions));
  76403. }
  76404. this._texelSize.copyFromFloats(1.0 / this.width, 1.0 / this.height);
  76405. this.onSizeChangedObservable.notifyObservers(this);
  76406. }
  76407. this._textures.forEach(function (texture) {
  76408. if (texture.samples !== _this.samples) {
  76409. _this._engine.updateRenderTargetTextureSampleCount(texture, _this.samples);
  76410. }
  76411. });
  76412. }
  76413. var target;
  76414. if (this._shareOutputWithPostProcess) {
  76415. target = this._shareOutputWithPostProcess.inputTexture;
  76416. }
  76417. else if (this._forcedOutputTexture) {
  76418. target = this._forcedOutputTexture;
  76419. this.width = this._forcedOutputTexture.width;
  76420. this.height = this._forcedOutputTexture.height;
  76421. }
  76422. else {
  76423. target = this.inputTexture;
  76424. }
  76425. // Bind the input of this post process to be used as the output of the previous post process.
  76426. if (this.enablePixelPerfectMode) {
  76427. this._scaleRatio.copyFromFloats(requiredWidth / desiredWidth, requiredHeight / desiredHeight);
  76428. this._engine.bindFramebuffer(target, 0, requiredWidth, requiredHeight, this.forceFullscreenViewport);
  76429. }
  76430. else {
  76431. this._scaleRatio.copyFromFloats(1, 1);
  76432. this._engine.bindFramebuffer(target, 0, undefined, undefined, this.forceFullscreenViewport);
  76433. }
  76434. this.onActivateObservable.notifyObservers(camera);
  76435. // Clear
  76436. if (this.autoClear && this.alphaMode === BABYLON.Engine.ALPHA_DISABLE) {
  76437. this._engine.clear(this.clearColor ? this.clearColor : scene.clearColor, scene._allowPostProcessClearColor, true, true);
  76438. }
  76439. if (this._reusable) {
  76440. this._currentRenderTextureInd = (this._currentRenderTextureInd + 1) % 2;
  76441. }
  76442. return target;
  76443. };
  76444. Object.defineProperty(PostProcess.prototype, "isSupported", {
  76445. /**
  76446. * If the post process is supported.
  76447. */
  76448. get: function () {
  76449. return this._effect.isSupported;
  76450. },
  76451. enumerable: true,
  76452. configurable: true
  76453. });
  76454. Object.defineProperty(PostProcess.prototype, "aspectRatio", {
  76455. /**
  76456. * The aspect ratio of the output texture.
  76457. */
  76458. get: function () {
  76459. if (this._shareOutputWithPostProcess) {
  76460. return this._shareOutputWithPostProcess.aspectRatio;
  76461. }
  76462. if (this._forcedOutputTexture) {
  76463. return this._forcedOutputTexture.width / this._forcedOutputTexture.height;
  76464. }
  76465. return this.width / this.height;
  76466. },
  76467. enumerable: true,
  76468. configurable: true
  76469. });
  76470. /**
  76471. * Get a value indicating if the post-process is ready to be used
  76472. * @returns true if the post-process is ready (shader is compiled)
  76473. */
  76474. PostProcess.prototype.isReady = function () {
  76475. return this._effect && this._effect.isReady();
  76476. };
  76477. /**
  76478. * Binds all textures and uniforms to the shader, this will be run on every pass.
  76479. * @returns the effect corrisponding to this post process. Null if not compiled or not ready.
  76480. */
  76481. PostProcess.prototype.apply = function () {
  76482. // Check
  76483. if (!this._effect || !this._effect.isReady()) {
  76484. return null;
  76485. }
  76486. // States
  76487. this._engine.enableEffect(this._effect);
  76488. this._engine.setState(false);
  76489. this._engine.setDepthBuffer(false);
  76490. this._engine.setDepthWrite(false);
  76491. // Alpha
  76492. this._engine.setAlphaMode(this.alphaMode);
  76493. if (this.alphaConstants) {
  76494. this.getEngine().setAlphaConstants(this.alphaConstants.r, this.alphaConstants.g, this.alphaConstants.b, this.alphaConstants.a);
  76495. }
  76496. // Bind the output texture of the preivous post process as the input to this post process.
  76497. var source;
  76498. if (this._shareOutputWithPostProcess) {
  76499. source = this._shareOutputWithPostProcess.inputTexture;
  76500. }
  76501. else if (this._forcedOutputTexture) {
  76502. source = this._forcedOutputTexture;
  76503. }
  76504. else {
  76505. source = this.inputTexture;
  76506. }
  76507. this._effect._bindTexture("textureSampler", source);
  76508. // Parameters
  76509. this._effect.setVector2("scale", this._scaleRatio);
  76510. this.onApplyObservable.notifyObservers(this._effect);
  76511. return this._effect;
  76512. };
  76513. PostProcess.prototype._disposeTextures = function () {
  76514. if (this._shareOutputWithPostProcess || this._forcedOutputTexture) {
  76515. return;
  76516. }
  76517. if (this._textures.length > 0) {
  76518. for (var i = 0; i < this._textures.length; i++) {
  76519. this._engine._releaseTexture(this._textures.data[i]);
  76520. }
  76521. }
  76522. this._textures.dispose();
  76523. };
  76524. /**
  76525. * Disposes the post process.
  76526. * @param camera The camera to dispose the post process on.
  76527. */
  76528. PostProcess.prototype.dispose = function (camera) {
  76529. camera = camera || this._camera;
  76530. this._disposeTextures();
  76531. if (this._scene) {
  76532. var index_1 = this._scene.postProcesses.indexOf(this);
  76533. if (index_1 !== -1) {
  76534. this._scene.postProcesses.splice(index_1, 1);
  76535. }
  76536. }
  76537. else {
  76538. var index_2 = this._engine.postProcesses.indexOf(this);
  76539. if (index_2 !== -1) {
  76540. this._engine.postProcesses.splice(index_2, 1);
  76541. }
  76542. }
  76543. if (!camera) {
  76544. return;
  76545. }
  76546. camera.detachPostProcess(this);
  76547. var index = camera._postProcesses.indexOf(this);
  76548. if (index === 0 && camera._postProcesses.length > 0) {
  76549. var firstPostProcess = this._camera._getFirstPostProcess();
  76550. if (firstPostProcess) {
  76551. firstPostProcess.markTextureDirty();
  76552. }
  76553. }
  76554. this.onActivateObservable.clear();
  76555. this.onAfterRenderObservable.clear();
  76556. this.onApplyObservable.clear();
  76557. this.onBeforeRenderObservable.clear();
  76558. this.onSizeChangedObservable.clear();
  76559. };
  76560. return PostProcess;
  76561. }());
  76562. BABYLON.PostProcess = PostProcess;
  76563. })(BABYLON || (BABYLON = {}));
  76564. //# sourceMappingURL=babylon.postProcess.js.map
  76565. var BABYLON;
  76566. (function (BABYLON) {
  76567. /**
  76568. * PassPostProcess which produces an output the same as it's input
  76569. */
  76570. var PassPostProcess = /** @class */ (function (_super) {
  76571. __extends(PassPostProcess, _super);
  76572. /**
  76573. * Creates the PassPostProcess
  76574. * @param name The name of the effect.
  76575. * @param options The required width/height ratio to downsize to before computing the render pass.
  76576. * @param camera The camera to apply the render pass to.
  76577. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76578. * @param engine The engine which the post process will be applied. (default: current engine)
  76579. * @param reusable If the post process can be reused on the same frame. (default: false)
  76580. * @param textureType The type of texture to be used when performing the post processing.
  76581. * @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)
  76582. */
  76583. function PassPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76584. if (camera === void 0) { camera = null; }
  76585. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76586. if (blockCompilation === void 0) { blockCompilation = false; }
  76587. return _super.call(this, name, "pass", null, null, options, camera, samplingMode, engine, reusable, undefined, textureType, undefined, null, blockCompilation) || this;
  76588. }
  76589. return PassPostProcess;
  76590. }(BABYLON.PostProcess));
  76591. BABYLON.PassPostProcess = PassPostProcess;
  76592. /**
  76593. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  76594. */
  76595. var PassCubePostProcess = /** @class */ (function (_super) {
  76596. __extends(PassCubePostProcess, _super);
  76597. /**
  76598. * Creates the PassCubePostProcess
  76599. * @param name The name of the effect.
  76600. * @param options The required width/height ratio to downsize to before computing the render pass.
  76601. * @param camera The camera to apply the render pass to.
  76602. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  76603. * @param engine The engine which the post process will be applied. (default: current engine)
  76604. * @param reusable If the post process can be reused on the same frame. (default: false)
  76605. * @param textureType The type of texture to be used when performing the post processing.
  76606. * @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)
  76607. */
  76608. function PassCubePostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  76609. if (camera === void 0) { camera = null; }
  76610. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  76611. if (blockCompilation === void 0) { blockCompilation = false; }
  76612. var _this = _super.call(this, name, "passCube", null, null, options, camera, samplingMode, engine, reusable, "#define POSITIVEX", textureType, undefined, null, blockCompilation) || this;
  76613. _this._face = 0;
  76614. return _this;
  76615. }
  76616. Object.defineProperty(PassCubePostProcess.prototype, "face", {
  76617. /**
  76618. * Gets or sets the cube face to display.
  76619. * * 0 is +X
  76620. * * 1 is -X
  76621. * * 2 is +Y
  76622. * * 3 is -Y
  76623. * * 4 is +Z
  76624. * * 5 is -Z
  76625. */
  76626. get: function () {
  76627. return this._face;
  76628. },
  76629. set: function (value) {
  76630. if (value < 0 || value > 5) {
  76631. return;
  76632. }
  76633. this._face = value;
  76634. switch (this._face) {
  76635. case 0:
  76636. this.updateEffect("#define POSITIVEX");
  76637. break;
  76638. case 1:
  76639. this.updateEffect("#define NEGATIVEX");
  76640. break;
  76641. case 2:
  76642. this.updateEffect("#define POSITIVEY");
  76643. break;
  76644. case 3:
  76645. this.updateEffect("#define NEGATIVEY");
  76646. break;
  76647. case 4:
  76648. this.updateEffect("#define POSITIVEZ");
  76649. break;
  76650. case 5:
  76651. this.updateEffect("#define NEGATIVEZ");
  76652. break;
  76653. }
  76654. },
  76655. enumerable: true,
  76656. configurable: true
  76657. });
  76658. return PassCubePostProcess;
  76659. }(BABYLON.PostProcess));
  76660. BABYLON.PassCubePostProcess = PassCubePostProcess;
  76661. })(BABYLON || (BABYLON = {}));
  76662. //# sourceMappingURL=babylon.passPostProcess.js.map
  76663. var __assign = (this && this.__assign) || function () {
  76664. __assign = Object.assign || function(t) {
  76665. for (var s, i = 1, n = arguments.length; i < n; i++) {
  76666. s = arguments[i];
  76667. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  76668. t[p] = s[p];
  76669. }
  76670. return t;
  76671. };
  76672. return __assign.apply(this, arguments);
  76673. };
  76674. var BABYLON;
  76675. (function (BABYLON) {
  76676. /**
  76677. * Default implementation IShadowGenerator.
  76678. * This is the main object responsible of generating shadows in the framework.
  76679. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  76680. */
  76681. var ShadowGenerator = /** @class */ (function () {
  76682. /**
  76683. * Creates a ShadowGenerator object.
  76684. * A ShadowGenerator is the required tool to use the shadows.
  76685. * Each light casting shadows needs to use its own ShadowGenerator.
  76686. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  76687. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  76688. * @param light The light object generating the shadows.
  76689. * @param usefulFloatFirst By default the generator will try to use half float textures but if you need precision (for self shadowing for instance), you can use this option to enforce full float texture.
  76690. */
  76691. function ShadowGenerator(mapSize, light, usefulFloatFirst) {
  76692. this._bias = 0.00005;
  76693. this._normalBias = 0;
  76694. this._blurBoxOffset = 1;
  76695. this._blurScale = 2;
  76696. this._blurKernel = 1;
  76697. this._useKernelBlur = false;
  76698. this._filter = ShadowGenerator.FILTER_NONE;
  76699. this._filteringQuality = ShadowGenerator.QUALITY_HIGH;
  76700. this._contactHardeningLightSizeUVRatio = 0.1;
  76701. this._darkness = 0;
  76702. this._transparencyShadow = false;
  76703. /**
  76704. * Controls the extent to which the shadows fade out at the edge of the frustum
  76705. * Used only by directionals and spots
  76706. */
  76707. this.frustumEdgeFalloff = 0;
  76708. /**
  76709. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  76710. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  76711. * It might on the other hand introduce peter panning.
  76712. */
  76713. this.forceBackFacesOnly = false;
  76714. this._lightDirection = BABYLON.Vector3.Zero();
  76715. this._viewMatrix = BABYLON.Matrix.Zero();
  76716. this._projectionMatrix = BABYLON.Matrix.Zero();
  76717. this._transformMatrix = BABYLON.Matrix.Zero();
  76718. this._cachedPosition = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76719. this._cachedDirection = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  76720. this._currentFaceIndex = 0;
  76721. this._currentFaceIndexCache = 0;
  76722. this._defaultTextureMatrix = BABYLON.Matrix.Identity();
  76723. this._mapSize = mapSize;
  76724. this._light = light;
  76725. this._scene = light.getScene();
  76726. light._shadowGenerator = this;
  76727. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR);
  76728. if (!component) {
  76729. component = new BABYLON.ShadowGeneratorSceneComponent(this._scene);
  76730. this._scene._addComponent(component);
  76731. }
  76732. // Texture type fallback from float to int if not supported.
  76733. var caps = this._scene.getEngine().getCaps();
  76734. if (!usefulFloatFirst) {
  76735. if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76736. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76737. }
  76738. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76739. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76740. }
  76741. else {
  76742. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76743. }
  76744. }
  76745. else {
  76746. if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  76747. this._textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  76748. }
  76749. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  76750. this._textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  76751. }
  76752. else {
  76753. this._textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  76754. }
  76755. }
  76756. this._initializeGenerator();
  76757. this._applyFilterValues();
  76758. }
  76759. Object.defineProperty(ShadowGenerator.prototype, "bias", {
  76760. /**
  76761. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  76762. */
  76763. get: function () {
  76764. return this._bias;
  76765. },
  76766. /**
  76767. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  76768. */
  76769. set: function (bias) {
  76770. this._bias = bias;
  76771. },
  76772. enumerable: true,
  76773. configurable: true
  76774. });
  76775. Object.defineProperty(ShadowGenerator.prototype, "normalBias", {
  76776. /**
  76777. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76778. */
  76779. get: function () {
  76780. return this._normalBias;
  76781. },
  76782. /**
  76783. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  76784. */
  76785. set: function (normalBias) {
  76786. this._normalBias = normalBias;
  76787. },
  76788. enumerable: true,
  76789. configurable: true
  76790. });
  76791. Object.defineProperty(ShadowGenerator.prototype, "blurBoxOffset", {
  76792. /**
  76793. * Gets the blur box offset: offset applied during the blur pass.
  76794. * Only useful if useKernelBlur = false
  76795. */
  76796. get: function () {
  76797. return this._blurBoxOffset;
  76798. },
  76799. /**
  76800. * Sets the blur box offset: offset applied during the blur pass.
  76801. * Only useful if useKernelBlur = false
  76802. */
  76803. set: function (value) {
  76804. if (this._blurBoxOffset === value) {
  76805. return;
  76806. }
  76807. this._blurBoxOffset = value;
  76808. this._disposeBlurPostProcesses();
  76809. },
  76810. enumerable: true,
  76811. configurable: true
  76812. });
  76813. Object.defineProperty(ShadowGenerator.prototype, "blurScale", {
  76814. /**
  76815. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  76816. * 2 means half of the size.
  76817. */
  76818. get: function () {
  76819. return this._blurScale;
  76820. },
  76821. /**
  76822. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  76823. * 2 means half of the size.
  76824. */
  76825. set: function (value) {
  76826. if (this._blurScale === value) {
  76827. return;
  76828. }
  76829. this._blurScale = value;
  76830. this._disposeBlurPostProcesses();
  76831. },
  76832. enumerable: true,
  76833. configurable: true
  76834. });
  76835. Object.defineProperty(ShadowGenerator.prototype, "blurKernel", {
  76836. /**
  76837. * Gets the blur kernel: kernel size of the blur pass.
  76838. * Only useful if useKernelBlur = true
  76839. */
  76840. get: function () {
  76841. return this._blurKernel;
  76842. },
  76843. /**
  76844. * Sets the blur kernel: kernel size of the blur pass.
  76845. * Only useful if useKernelBlur = true
  76846. */
  76847. set: function (value) {
  76848. if (this._blurKernel === value) {
  76849. return;
  76850. }
  76851. this._blurKernel = value;
  76852. this._disposeBlurPostProcesses();
  76853. },
  76854. enumerable: true,
  76855. configurable: true
  76856. });
  76857. Object.defineProperty(ShadowGenerator.prototype, "useKernelBlur", {
  76858. /**
  76859. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  76860. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76861. */
  76862. get: function () {
  76863. return this._useKernelBlur;
  76864. },
  76865. /**
  76866. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  76867. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  76868. */
  76869. set: function (value) {
  76870. if (this._useKernelBlur === value) {
  76871. return;
  76872. }
  76873. this._useKernelBlur = value;
  76874. this._disposeBlurPostProcesses();
  76875. },
  76876. enumerable: true,
  76877. configurable: true
  76878. });
  76879. Object.defineProperty(ShadowGenerator.prototype, "depthScale", {
  76880. /**
  76881. * Gets the depth scale used in ESM mode.
  76882. */
  76883. get: function () {
  76884. return this._depthScale !== undefined ? this._depthScale : this._light.getDepthScale();
  76885. },
  76886. /**
  76887. * Sets the depth scale used in ESM mode.
  76888. * This can override the scale stored on the light.
  76889. */
  76890. set: function (value) {
  76891. this._depthScale = value;
  76892. },
  76893. enumerable: true,
  76894. configurable: true
  76895. });
  76896. Object.defineProperty(ShadowGenerator.prototype, "filter", {
  76897. /**
  76898. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  76899. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76900. */
  76901. get: function () {
  76902. return this._filter;
  76903. },
  76904. /**
  76905. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  76906. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  76907. */
  76908. set: function (value) {
  76909. // Blurring the cubemap is going to be too expensive. Reverting to unblurred version
  76910. if (this._light.needCube()) {
  76911. if (value === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76912. this.useExponentialShadowMap = true;
  76913. return;
  76914. }
  76915. else if (value === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  76916. this.useCloseExponentialShadowMap = true;
  76917. return;
  76918. }
  76919. // PCF on cubemap would also be expensive
  76920. else if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76921. this.usePoissonSampling = true;
  76922. return;
  76923. }
  76924. }
  76925. // Weblg1 fallback for PCF.
  76926. if (value === ShadowGenerator.FILTER_PCF || value === ShadowGenerator.FILTER_PCSS) {
  76927. if (this._scene.getEngine().webGLVersion === 1) {
  76928. this.usePoissonSampling = true;
  76929. return;
  76930. }
  76931. }
  76932. if (this._filter === value) {
  76933. return;
  76934. }
  76935. this._filter = value;
  76936. this._disposeBlurPostProcesses();
  76937. this._applyFilterValues();
  76938. this._light._markMeshesAsLightDirty();
  76939. },
  76940. enumerable: true,
  76941. configurable: true
  76942. });
  76943. Object.defineProperty(ShadowGenerator.prototype, "usePoissonSampling", {
  76944. /**
  76945. * Gets if the current filter is set to Poisson Sampling.
  76946. */
  76947. get: function () {
  76948. return this.filter === ShadowGenerator.FILTER_POISSONSAMPLING;
  76949. },
  76950. /**
  76951. * Sets the current filter to Poisson Sampling.
  76952. */
  76953. set: function (value) {
  76954. if (!value && this.filter !== ShadowGenerator.FILTER_POISSONSAMPLING) {
  76955. return;
  76956. }
  76957. this.filter = (value ? ShadowGenerator.FILTER_POISSONSAMPLING : ShadowGenerator.FILTER_NONE);
  76958. },
  76959. enumerable: true,
  76960. configurable: true
  76961. });
  76962. Object.defineProperty(ShadowGenerator.prototype, "useExponentialShadowMap", {
  76963. /**
  76964. * Gets if the current filter is set to ESM.
  76965. */
  76966. get: function () {
  76967. return this.filter === ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP;
  76968. },
  76969. /**
  76970. * Sets the current filter is to ESM.
  76971. */
  76972. set: function (value) {
  76973. if (!value && this.filter !== ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP) {
  76974. return;
  76975. }
  76976. this.filter = (value ? ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76977. },
  76978. enumerable: true,
  76979. configurable: true
  76980. });
  76981. Object.defineProperty(ShadowGenerator.prototype, "useBlurExponentialShadowMap", {
  76982. /**
  76983. * Gets if the current filter is set to filtered ESM.
  76984. */
  76985. get: function () {
  76986. return this.filter === ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP;
  76987. },
  76988. /**
  76989. * Gets if the current filter is set to filtered ESM.
  76990. */
  76991. set: function (value) {
  76992. if (!value && this.filter !== ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP) {
  76993. return;
  76994. }
  76995. this.filter = (value ? ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  76996. },
  76997. enumerable: true,
  76998. configurable: true
  76999. });
  77000. Object.defineProperty(ShadowGenerator.prototype, "useCloseExponentialShadowMap", {
  77001. /**
  77002. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77003. * exponential to prevent steep falloff artifacts).
  77004. */
  77005. get: function () {
  77006. return this.filter === ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP;
  77007. },
  77008. /**
  77009. * Sets the current filter to "close ESM" (using the inverse of the
  77010. * exponential to prevent steep falloff artifacts).
  77011. */
  77012. set: function (value) {
  77013. if (!value && this.filter !== ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP) {
  77014. return;
  77015. }
  77016. this.filter = (value ? ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77017. },
  77018. enumerable: true,
  77019. configurable: true
  77020. });
  77021. Object.defineProperty(ShadowGenerator.prototype, "useBlurCloseExponentialShadowMap", {
  77022. /**
  77023. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77024. * exponential to prevent steep falloff artifacts).
  77025. */
  77026. get: function () {
  77027. return this.filter === ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP;
  77028. },
  77029. /**
  77030. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77031. * exponential to prevent steep falloff artifacts).
  77032. */
  77033. set: function (value) {
  77034. if (!value && this.filter !== ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP) {
  77035. return;
  77036. }
  77037. this.filter = (value ? ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP : ShadowGenerator.FILTER_NONE);
  77038. },
  77039. enumerable: true,
  77040. configurable: true
  77041. });
  77042. Object.defineProperty(ShadowGenerator.prototype, "usePercentageCloserFiltering", {
  77043. /**
  77044. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77045. */
  77046. get: function () {
  77047. return this.filter === ShadowGenerator.FILTER_PCF;
  77048. },
  77049. /**
  77050. * Sets the current filter to "PCF" (percentage closer filtering).
  77051. */
  77052. set: function (value) {
  77053. if (!value && this.filter !== ShadowGenerator.FILTER_PCF) {
  77054. return;
  77055. }
  77056. this.filter = (value ? ShadowGenerator.FILTER_PCF : ShadowGenerator.FILTER_NONE);
  77057. },
  77058. enumerable: true,
  77059. configurable: true
  77060. });
  77061. Object.defineProperty(ShadowGenerator.prototype, "filteringQuality", {
  77062. /**
  77063. * Gets the PCF or PCSS Quality.
  77064. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77065. */
  77066. get: function () {
  77067. return this._filteringQuality;
  77068. },
  77069. /**
  77070. * Sets the PCF or PCSS Quality.
  77071. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77072. */
  77073. set: function (filteringQuality) {
  77074. this._filteringQuality = filteringQuality;
  77075. },
  77076. enumerable: true,
  77077. configurable: true
  77078. });
  77079. Object.defineProperty(ShadowGenerator.prototype, "useContactHardeningShadow", {
  77080. /**
  77081. * Gets if the current filter is set to "PCSS" (contact hardening).
  77082. */
  77083. get: function () {
  77084. return this.filter === ShadowGenerator.FILTER_PCSS;
  77085. },
  77086. /**
  77087. * Sets the current filter to "PCSS" (contact hardening).
  77088. */
  77089. set: function (value) {
  77090. if (!value && this.filter !== ShadowGenerator.FILTER_PCSS) {
  77091. return;
  77092. }
  77093. this.filter = (value ? ShadowGenerator.FILTER_PCSS : ShadowGenerator.FILTER_NONE);
  77094. },
  77095. enumerable: true,
  77096. configurable: true
  77097. });
  77098. Object.defineProperty(ShadowGenerator.prototype, "contactHardeningLightSizeUVRatio", {
  77099. /**
  77100. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77101. * Using a ratio helps keeping shape stability independently of the map size.
  77102. *
  77103. * It does not account for the light projection as it was having too much
  77104. * instability during the light setup or during light position changes.
  77105. *
  77106. * Only valid if useContactHardeningShadow is true.
  77107. */
  77108. get: function () {
  77109. return this._contactHardeningLightSizeUVRatio;
  77110. },
  77111. /**
  77112. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77113. * Using a ratio helps keeping shape stability independently of the map size.
  77114. *
  77115. * It does not account for the light projection as it was having too much
  77116. * instability during the light setup or during light position changes.
  77117. *
  77118. * Only valid if useContactHardeningShadow is true.
  77119. */
  77120. set: function (contactHardeningLightSizeUVRatio) {
  77121. this._contactHardeningLightSizeUVRatio = contactHardeningLightSizeUVRatio;
  77122. },
  77123. enumerable: true,
  77124. configurable: true
  77125. });
  77126. /**
  77127. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77128. * 0 means strongest and 1 would means no shadow.
  77129. * @returns the darkness.
  77130. */
  77131. ShadowGenerator.prototype.getDarkness = function () {
  77132. return this._darkness;
  77133. };
  77134. /**
  77135. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77136. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77137. * @returns the shadow generator allowing fluent coding.
  77138. */
  77139. ShadowGenerator.prototype.setDarkness = function (darkness) {
  77140. if (darkness >= 1.0) {
  77141. this._darkness = 1.0;
  77142. }
  77143. else if (darkness <= 0.0) {
  77144. this._darkness = 0.0;
  77145. }
  77146. else {
  77147. this._darkness = darkness;
  77148. }
  77149. return this;
  77150. };
  77151. /**
  77152. * Sets the ability to have transparent shadow (boolean).
  77153. * @param transparent True if transparent else False
  77154. * @returns the shadow generator allowing fluent coding
  77155. */
  77156. ShadowGenerator.prototype.setTransparencyShadow = function (transparent) {
  77157. this._transparencyShadow = transparent;
  77158. return this;
  77159. };
  77160. /**
  77161. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77162. * @returns The render target texture if present otherwise, null
  77163. */
  77164. ShadowGenerator.prototype.getShadowMap = function () {
  77165. return this._shadowMap;
  77166. };
  77167. /**
  77168. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77169. * @returns The render target texture if the shadow map is present otherwise, null
  77170. */
  77171. ShadowGenerator.prototype.getShadowMapForRendering = function () {
  77172. if (this._shadowMap2) {
  77173. return this._shadowMap2;
  77174. }
  77175. return this._shadowMap;
  77176. };
  77177. /**
  77178. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77179. * @param mesh Mesh to add
  77180. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77181. * @returns the Shadow Generator itself
  77182. */
  77183. ShadowGenerator.prototype.addShadowCaster = function (mesh, includeDescendants) {
  77184. if (includeDescendants === void 0) { includeDescendants = true; }
  77185. var _a;
  77186. if (!this._shadowMap) {
  77187. return this;
  77188. }
  77189. if (!this._shadowMap.renderList) {
  77190. this._shadowMap.renderList = [];
  77191. }
  77192. this._shadowMap.renderList.push(mesh);
  77193. if (includeDescendants) {
  77194. (_a = this._shadowMap.renderList).push.apply(_a, mesh.getChildMeshes());
  77195. }
  77196. return this;
  77197. };
  77198. /**
  77199. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77200. * @param mesh Mesh to remove
  77201. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77202. * @returns the Shadow Generator itself
  77203. */
  77204. ShadowGenerator.prototype.removeShadowCaster = function (mesh, includeDescendants) {
  77205. if (includeDescendants === void 0) { includeDescendants = true; }
  77206. if (!this._shadowMap || !this._shadowMap.renderList) {
  77207. return this;
  77208. }
  77209. var index = this._shadowMap.renderList.indexOf(mesh);
  77210. if (index !== -1) {
  77211. this._shadowMap.renderList.splice(index, 1);
  77212. }
  77213. if (includeDescendants) {
  77214. for (var _i = 0, _a = mesh.getChildren(); _i < _a.length; _i++) {
  77215. var child = _a[_i];
  77216. this.removeShadowCaster(child);
  77217. }
  77218. }
  77219. return this;
  77220. };
  77221. /**
  77222. * Returns the associated light object.
  77223. * @returns the light generating the shadow
  77224. */
  77225. ShadowGenerator.prototype.getLight = function () {
  77226. return this._light;
  77227. };
  77228. ShadowGenerator.prototype._initializeGenerator = function () {
  77229. this._light._markMeshesAsLightDirty();
  77230. this._initializeShadowMap();
  77231. };
  77232. ShadowGenerator.prototype._initializeShadowMap = function () {
  77233. var _this = this;
  77234. // Render target
  77235. var engine = this._scene.getEngine();
  77236. if (engine.webGLVersion > 1) {
  77237. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube(), undefined, false, false);
  77238. this._shadowMap.createDepthStencilTexture(BABYLON.Engine.LESS, true);
  77239. }
  77240. else {
  77241. this._shadowMap = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap", this._mapSize, this._scene, false, true, this._textureType, this._light.needCube());
  77242. }
  77243. this._shadowMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77244. this._shadowMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77245. this._shadowMap.anisotropicFilteringLevel = 1;
  77246. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77247. this._shadowMap.renderParticles = false;
  77248. this._shadowMap.ignoreCameraViewport = true;
  77249. // Record Face Index before render.
  77250. this._shadowMap.onBeforeRenderObservable.add(function (faceIndex) {
  77251. _this._currentFaceIndex = faceIndex;
  77252. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77253. engine.setColorWrite(false);
  77254. }
  77255. });
  77256. // Custom render function.
  77257. this._shadowMap.customRenderFunction = this._renderForShadowMap.bind(this);
  77258. // Blur if required afer render.
  77259. this._shadowMap.onAfterUnbindObservable.add(function () {
  77260. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77261. engine.setColorWrite(true);
  77262. }
  77263. if (!_this.useBlurExponentialShadowMap && !_this.useBlurCloseExponentialShadowMap) {
  77264. return;
  77265. }
  77266. var shadowMap = _this.getShadowMapForRendering();
  77267. if (shadowMap) {
  77268. _this._scene.postProcessManager.directRender(_this._blurPostProcesses, shadowMap.getInternalTexture(), true);
  77269. }
  77270. });
  77271. // Clear according to the chosen filter.
  77272. var clearZero = new BABYLON.Color4(0, 0, 0, 0);
  77273. var clearOne = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  77274. this._shadowMap.onClearObservable.add(function (engine) {
  77275. if (_this._filter === ShadowGenerator.FILTER_PCF) {
  77276. engine.clear(clearOne, false, true, false);
  77277. }
  77278. else if (_this.useExponentialShadowMap || _this.useBlurExponentialShadowMap) {
  77279. engine.clear(clearZero, true, true, false);
  77280. }
  77281. else {
  77282. engine.clear(clearOne, true, true, false);
  77283. }
  77284. });
  77285. };
  77286. ShadowGenerator.prototype._initializeBlurRTTAndPostProcesses = function () {
  77287. var _this = this;
  77288. var engine = this._scene.getEngine();
  77289. var targetSize = this._mapSize / this.blurScale;
  77290. if (!this.useKernelBlur || this.blurScale !== 1.0) {
  77291. this._shadowMap2 = new BABYLON.RenderTargetTexture(this._light.name + "_shadowMap2", targetSize, this._scene, false, true, this._textureType);
  77292. this._shadowMap2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77293. this._shadowMap2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  77294. this._shadowMap2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77295. }
  77296. if (this.useKernelBlur) {
  77297. 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);
  77298. this._kernelBlurXPostprocess.width = targetSize;
  77299. this._kernelBlurXPostprocess.height = targetSize;
  77300. this._kernelBlurXPostprocess.onApplyObservable.add(function (effect) {
  77301. effect.setTexture("textureSampler", _this._shadowMap);
  77302. });
  77303. 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);
  77304. this._kernelBlurXPostprocess.autoClear = false;
  77305. this._kernelBlurYPostprocess.autoClear = false;
  77306. if (this._textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77307. this._kernelBlurXPostprocess.packedFloat = true;
  77308. this._kernelBlurYPostprocess.packedFloat = true;
  77309. }
  77310. this._blurPostProcesses = [this._kernelBlurXPostprocess, this._kernelBlurYPostprocess];
  77311. }
  77312. else {
  77313. 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);
  77314. this._boxBlurPostprocess.onApplyObservable.add(function (effect) {
  77315. effect.setFloat2("screenSize", targetSize, targetSize);
  77316. effect.setTexture("textureSampler", _this._shadowMap);
  77317. });
  77318. this._boxBlurPostprocess.autoClear = false;
  77319. this._blurPostProcesses = [this._boxBlurPostprocess];
  77320. }
  77321. };
  77322. ShadowGenerator.prototype._renderForShadowMap = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  77323. var index;
  77324. var engine = this._scene.getEngine();
  77325. if (depthOnlySubMeshes.length) {
  77326. engine.setColorWrite(false);
  77327. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  77328. this._renderSubMeshForShadowMap(depthOnlySubMeshes.data[index]);
  77329. }
  77330. engine.setColorWrite(true);
  77331. }
  77332. for (index = 0; index < opaqueSubMeshes.length; index++) {
  77333. this._renderSubMeshForShadowMap(opaqueSubMeshes.data[index]);
  77334. }
  77335. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  77336. this._renderSubMeshForShadowMap(alphaTestSubMeshes.data[index]);
  77337. }
  77338. if (this._transparencyShadow) {
  77339. for (index = 0; index < transparentSubMeshes.length; index++) {
  77340. this._renderSubMeshForShadowMap(transparentSubMeshes.data[index]);
  77341. }
  77342. }
  77343. };
  77344. ShadowGenerator.prototype._renderSubMeshForShadowMap = function (subMesh) {
  77345. var _this = this;
  77346. var mesh = subMesh.getRenderingMesh();
  77347. var scene = this._scene;
  77348. var engine = scene.getEngine();
  77349. var material = subMesh.getMaterial();
  77350. if (!material || subMesh.verticesCount === 0) {
  77351. return;
  77352. }
  77353. // Culling
  77354. engine.setState(material.backFaceCulling);
  77355. // Managing instances
  77356. var batch = mesh._getInstancesRenderList(subMesh._id);
  77357. if (batch.mustReturn) {
  77358. return;
  77359. }
  77360. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  77361. if (this.isReady(subMesh, hardwareInstancedRendering)) {
  77362. engine.enableEffect(this._effect);
  77363. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  77364. this._effect.setFloat3("biasAndScale", this.bias, this.normalBias, this.depthScale);
  77365. this._effect.setMatrix("viewProjection", this.getTransformMatrix());
  77366. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77367. this._effect.setVector3("lightData", this._cachedDirection);
  77368. }
  77369. else {
  77370. this._effect.setVector3("lightData", this._cachedPosition);
  77371. }
  77372. if (scene.activeCamera) {
  77373. this._effect.setFloat2("depthValues", this.getLight().getDepthMinZ(scene.activeCamera), this.getLight().getDepthMinZ(scene.activeCamera) + this.getLight().getDepthMaxZ(scene.activeCamera));
  77374. }
  77375. // Alpha test
  77376. if (material && material.needAlphaTesting()) {
  77377. var alphaTexture = material.getAlphaTestTexture();
  77378. if (alphaTexture) {
  77379. this._effect.setTexture("diffuseSampler", alphaTexture);
  77380. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix() || this._defaultTextureMatrix);
  77381. }
  77382. }
  77383. // Bones
  77384. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77385. var skeleton = mesh.skeleton;
  77386. if (skeleton.isUsingTextureForMatrices) {
  77387. var boneTexture = skeleton.getTransformMatrixTexture();
  77388. if (!boneTexture) {
  77389. return;
  77390. }
  77391. this._effect.setTexture("boneSampler", boneTexture);
  77392. this._effect.setFloat("boneTextureWidth", 4.0 * (skeleton.bones.length + 1));
  77393. }
  77394. else {
  77395. this._effect.setMatrices("mBones", skeleton.getTransformMatrices((mesh)));
  77396. }
  77397. }
  77398. // Morph targets
  77399. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effect);
  77400. if (this.forceBackFacesOnly) {
  77401. engine.setState(true, 0, false, true);
  77402. }
  77403. // Draw
  77404. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  77405. if (this.forceBackFacesOnly) {
  77406. engine.setState(true, 0, false, false);
  77407. }
  77408. }
  77409. else {
  77410. // Need to reset refresh rate of the shadowMap
  77411. if (this._shadowMap) {
  77412. this._shadowMap.resetRefreshCounter();
  77413. }
  77414. }
  77415. };
  77416. ShadowGenerator.prototype._applyFilterValues = function () {
  77417. if (!this._shadowMap) {
  77418. return;
  77419. }
  77420. if (this.filter === ShadowGenerator.FILTER_NONE || this.filter === ShadowGenerator.FILTER_PCSS) {
  77421. this._shadowMap.updateSamplingMode(BABYLON.Texture.NEAREST_SAMPLINGMODE);
  77422. }
  77423. else {
  77424. this._shadowMap.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  77425. }
  77426. };
  77427. /**
  77428. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77429. * @param onCompiled Callback triggered at the and of the effects compilation
  77430. * @param options Sets of optional options forcing the compilation with different modes
  77431. */
  77432. ShadowGenerator.prototype.forceCompilation = function (onCompiled, options) {
  77433. var _this = this;
  77434. var localOptions = __assign({ useInstances: false }, options);
  77435. var shadowMap = this.getShadowMap();
  77436. if (!shadowMap) {
  77437. if (onCompiled) {
  77438. onCompiled(this);
  77439. }
  77440. return;
  77441. }
  77442. var renderList = shadowMap.renderList;
  77443. if (!renderList) {
  77444. if (onCompiled) {
  77445. onCompiled(this);
  77446. }
  77447. return;
  77448. }
  77449. var subMeshes = new Array();
  77450. for (var _i = 0, renderList_1 = renderList; _i < renderList_1.length; _i++) {
  77451. var mesh = renderList_1[_i];
  77452. subMeshes.push.apply(subMeshes, mesh.subMeshes);
  77453. }
  77454. if (subMeshes.length === 0) {
  77455. if (onCompiled) {
  77456. onCompiled(this);
  77457. }
  77458. return;
  77459. }
  77460. var currentIndex = 0;
  77461. var checkReady = function () {
  77462. if (!_this._scene || !_this._scene.getEngine()) {
  77463. return;
  77464. }
  77465. while (_this.isReady(subMeshes[currentIndex], localOptions.useInstances)) {
  77466. currentIndex++;
  77467. if (currentIndex >= subMeshes.length) {
  77468. if (onCompiled) {
  77469. onCompiled(_this);
  77470. }
  77471. return;
  77472. }
  77473. }
  77474. setTimeout(checkReady, 16);
  77475. };
  77476. checkReady();
  77477. };
  77478. /**
  77479. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77480. * @param options Sets of optional options forcing the compilation with different modes
  77481. * @returns A promise that resolves when the compilation completes
  77482. */
  77483. ShadowGenerator.prototype.forceCompilationAsync = function (options) {
  77484. var _this = this;
  77485. return new Promise(function (resolve) {
  77486. _this.forceCompilation(function () {
  77487. resolve();
  77488. }, options);
  77489. });
  77490. };
  77491. /**
  77492. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77493. * @param subMesh The submesh we want to render in the shadow map
  77494. * @param useInstances Defines wether will draw in the map using instances
  77495. * @returns true if ready otherwise, false
  77496. */
  77497. ShadowGenerator.prototype.isReady = function (subMesh, useInstances) {
  77498. var defines = [];
  77499. if (this._textureType !== BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  77500. defines.push("#define FLOAT");
  77501. }
  77502. if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77503. defines.push("#define ESM");
  77504. }
  77505. else if (this.usePercentageCloserFiltering || this.useContactHardeningShadow) {
  77506. defines.push("#define DEPTHTEXTURE");
  77507. }
  77508. var attribs = [BABYLON.VertexBuffer.PositionKind];
  77509. var mesh = subMesh.getMesh();
  77510. var material = subMesh.getMaterial();
  77511. // Normal bias.
  77512. if (this.normalBias && mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  77513. attribs.push(BABYLON.VertexBuffer.NormalKind);
  77514. defines.push("#define NORMAL");
  77515. if (mesh.nonUniformScaling) {
  77516. defines.push("#define NONUNIFORMSCALING");
  77517. }
  77518. if (this.getLight().getTypeID() === BABYLON.Light.LIGHTTYPEID_DIRECTIONALLIGHT) {
  77519. defines.push("#define DIRECTIONINLIGHTDATA");
  77520. }
  77521. }
  77522. // Alpha test
  77523. if (material && material.needAlphaTesting()) {
  77524. var alphaTexture = material.getAlphaTestTexture();
  77525. if (alphaTexture) {
  77526. defines.push("#define ALPHATEST");
  77527. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  77528. attribs.push(BABYLON.VertexBuffer.UVKind);
  77529. defines.push("#define UV1");
  77530. }
  77531. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  77532. if (alphaTexture.coordinatesIndex === 1) {
  77533. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  77534. defines.push("#define UV2");
  77535. }
  77536. }
  77537. }
  77538. }
  77539. // Bones
  77540. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  77541. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  77542. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  77543. if (mesh.numBoneInfluencers > 4) {
  77544. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  77545. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  77546. }
  77547. var skeleton = mesh.skeleton;
  77548. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  77549. if (skeleton.isUsingTextureForMatrices) {
  77550. defines.push("#define BONETEXTURE");
  77551. }
  77552. else {
  77553. defines.push("#define BonesPerMesh " + (skeleton.bones.length + 1));
  77554. }
  77555. }
  77556. else {
  77557. defines.push("#define NUM_BONE_INFLUENCERS 0");
  77558. }
  77559. // Morph targets
  77560. var manager = mesh.morphTargetManager;
  77561. var morphInfluencers = 0;
  77562. if (manager) {
  77563. if (manager.numInfluencers > 0) {
  77564. defines.push("#define MORPHTARGETS");
  77565. morphInfluencers = manager.numInfluencers;
  77566. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  77567. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  77568. }
  77569. }
  77570. // Instances
  77571. if (useInstances) {
  77572. defines.push("#define INSTANCES");
  77573. attribs.push("world0");
  77574. attribs.push("world1");
  77575. attribs.push("world2");
  77576. attribs.push("world3");
  77577. }
  77578. // Get correct effect
  77579. var join = defines.join("\n");
  77580. if (this._cachedDefines !== join) {
  77581. this._cachedDefines = join;
  77582. 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 });
  77583. }
  77584. if (!this._effect.isReady()) {
  77585. return false;
  77586. }
  77587. if (this.useBlurExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77588. if (!this._blurPostProcesses || !this._blurPostProcesses.length) {
  77589. this._initializeBlurRTTAndPostProcesses();
  77590. }
  77591. }
  77592. if (this._kernelBlurXPostprocess && !this._kernelBlurXPostprocess.isReady()) {
  77593. return false;
  77594. }
  77595. if (this._kernelBlurYPostprocess && !this._kernelBlurYPostprocess.isReady()) {
  77596. return false;
  77597. }
  77598. if (this._boxBlurPostprocess && !this._boxBlurPostprocess.isReady()) {
  77599. return false;
  77600. }
  77601. return true;
  77602. };
  77603. /**
  77604. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77605. * @param defines Defines of the material we want to update
  77606. * @param lightIndex Index of the light in the enabled light list of the material
  77607. */
  77608. ShadowGenerator.prototype.prepareDefines = function (defines, lightIndex) {
  77609. var scene = this._scene;
  77610. var light = this._light;
  77611. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77612. return;
  77613. }
  77614. defines["SHADOW" + lightIndex] = true;
  77615. if (this.useContactHardeningShadow) {
  77616. defines["SHADOWPCSS" + lightIndex] = true;
  77617. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77618. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77619. }
  77620. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77621. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77622. }
  77623. // else default to high.
  77624. }
  77625. if (this.usePercentageCloserFiltering) {
  77626. defines["SHADOWPCF" + lightIndex] = true;
  77627. if (this._filteringQuality === ShadowGenerator.QUALITY_LOW) {
  77628. defines["SHADOWLOWQUALITY" + lightIndex] = true;
  77629. }
  77630. else if (this._filteringQuality === ShadowGenerator.QUALITY_MEDIUM) {
  77631. defines["SHADOWMEDIUMQUALITY" + lightIndex] = true;
  77632. }
  77633. // else default to high.
  77634. }
  77635. else if (this.usePoissonSampling) {
  77636. defines["SHADOWPOISSON" + lightIndex] = true;
  77637. }
  77638. else if (this.useExponentialShadowMap || this.useBlurExponentialShadowMap) {
  77639. defines["SHADOWESM" + lightIndex] = true;
  77640. }
  77641. else if (this.useCloseExponentialShadowMap || this.useBlurCloseExponentialShadowMap) {
  77642. defines["SHADOWCLOSEESM" + lightIndex] = true;
  77643. }
  77644. if (light.needCube()) {
  77645. defines["SHADOWCUBE" + lightIndex] = true;
  77646. }
  77647. };
  77648. /**
  77649. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77650. * defined in the generator but impacting the effect).
  77651. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77652. * @param effect The effect we are binfing the information for
  77653. */
  77654. ShadowGenerator.prototype.bindShadowLight = function (lightIndex, effect) {
  77655. var light = this._light;
  77656. var scene = this._scene;
  77657. if (!scene.shadowsEnabled || !light.shadowEnabled) {
  77658. return;
  77659. }
  77660. var camera = scene.activeCamera;
  77661. if (!camera) {
  77662. return;
  77663. }
  77664. var shadowMap = this.getShadowMap();
  77665. if (!shadowMap) {
  77666. return;
  77667. }
  77668. if (!light.needCube()) {
  77669. effect.setMatrix("lightMatrix" + lightIndex, this.getTransformMatrix());
  77670. }
  77671. // Only PCF uses depth stencil texture.
  77672. if (this._filter === ShadowGenerator.FILTER_PCF) {
  77673. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77674. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), shadowMap.getSize().width, 1 / shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77675. }
  77676. else if (this._filter === ShadowGenerator.FILTER_PCSS) {
  77677. effect.setDepthStencilTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77678. effect.setTexture("depthSampler" + lightIndex, this.getShadowMapForRendering());
  77679. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), 1 / shadowMap.getSize().width, this._contactHardeningLightSizeUVRatio * shadowMap.getSize().width, this.frustumEdgeFalloff, lightIndex);
  77680. }
  77681. else {
  77682. effect.setTexture("shadowSampler" + lightIndex, this.getShadowMapForRendering());
  77683. light._uniformBuffer.updateFloat4("shadowsInfo", this.getDarkness(), this.blurScale / shadowMap.getSize().width, this.depthScale, this.frustumEdgeFalloff, lightIndex);
  77684. }
  77685. light._uniformBuffer.updateFloat2("depthValues", this.getLight().getDepthMinZ(camera), this.getLight().getDepthMinZ(camera) + this.getLight().getDepthMaxZ(camera), lightIndex);
  77686. };
  77687. /**
  77688. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77689. * (eq to shadow prjection matrix * light transform matrix)
  77690. * @returns The transform matrix used to create the shadow map
  77691. */
  77692. ShadowGenerator.prototype.getTransformMatrix = function () {
  77693. var scene = this._scene;
  77694. if (this._currentRenderID === scene.getRenderId() && this._currentFaceIndexCache === this._currentFaceIndex) {
  77695. return this._transformMatrix;
  77696. }
  77697. this._currentRenderID = scene.getRenderId();
  77698. this._currentFaceIndexCache = this._currentFaceIndex;
  77699. var lightPosition = this._light.position;
  77700. if (this._light.computeTransformedInformation()) {
  77701. lightPosition = this._light.transformedPosition;
  77702. }
  77703. BABYLON.Vector3.NormalizeToRef(this._light.getShadowDirection(this._currentFaceIndex), this._lightDirection);
  77704. if (Math.abs(BABYLON.Vector3.Dot(this._lightDirection, BABYLON.Vector3.Up())) === 1.0) {
  77705. this._lightDirection.z = 0.0000000000001; // Required to avoid perfectly perpendicular light
  77706. }
  77707. if (this._light.needProjectionMatrixCompute() || !this._cachedPosition || !this._cachedDirection || !lightPosition.equals(this._cachedPosition) || !this._lightDirection.equals(this._cachedDirection)) {
  77708. this._cachedPosition.copyFrom(lightPosition);
  77709. this._cachedDirection.copyFrom(this._lightDirection);
  77710. BABYLON.Matrix.LookAtLHToRef(lightPosition, lightPosition.add(this._lightDirection), BABYLON.Vector3.Up(), this._viewMatrix);
  77711. var shadowMap = this.getShadowMap();
  77712. if (shadowMap) {
  77713. var renderList = shadowMap.renderList;
  77714. if (renderList) {
  77715. this._light.setShadowProjectionMatrix(this._projectionMatrix, this._viewMatrix, renderList);
  77716. }
  77717. }
  77718. this._viewMatrix.multiplyToRef(this._projectionMatrix, this._transformMatrix);
  77719. }
  77720. return this._transformMatrix;
  77721. };
  77722. /**
  77723. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77724. * Cube and 2D textures for instance.
  77725. */
  77726. ShadowGenerator.prototype.recreateShadowMap = function () {
  77727. var shadowMap = this._shadowMap;
  77728. if (!shadowMap) {
  77729. return;
  77730. }
  77731. // Track render list.
  77732. var renderList = shadowMap.renderList;
  77733. // Clean up existing data.
  77734. this._disposeRTTandPostProcesses();
  77735. // Reinitializes.
  77736. this._initializeGenerator();
  77737. // Reaffect the filter to ensure a correct fallback if necessary.
  77738. this.filter = this.filter;
  77739. // Reaffect the filter.
  77740. this._applyFilterValues();
  77741. // Reaffect Render List.
  77742. this._shadowMap.renderList = renderList;
  77743. };
  77744. ShadowGenerator.prototype._disposeBlurPostProcesses = function () {
  77745. if (this._shadowMap2) {
  77746. this._shadowMap2.dispose();
  77747. this._shadowMap2 = null;
  77748. }
  77749. if (this._boxBlurPostprocess) {
  77750. this._boxBlurPostprocess.dispose();
  77751. this._boxBlurPostprocess = null;
  77752. }
  77753. if (this._kernelBlurXPostprocess) {
  77754. this._kernelBlurXPostprocess.dispose();
  77755. this._kernelBlurXPostprocess = null;
  77756. }
  77757. if (this._kernelBlurYPostprocess) {
  77758. this._kernelBlurYPostprocess.dispose();
  77759. this._kernelBlurYPostprocess = null;
  77760. }
  77761. this._blurPostProcesses = [];
  77762. };
  77763. ShadowGenerator.prototype._disposeRTTandPostProcesses = function () {
  77764. if (this._shadowMap) {
  77765. this._shadowMap.dispose();
  77766. this._shadowMap = null;
  77767. }
  77768. this._disposeBlurPostProcesses();
  77769. };
  77770. /**
  77771. * Disposes the ShadowGenerator.
  77772. * Returns nothing.
  77773. */
  77774. ShadowGenerator.prototype.dispose = function () {
  77775. this._disposeRTTandPostProcesses();
  77776. if (this._light) {
  77777. this._light._shadowGenerator = null;
  77778. this._light._markMeshesAsLightDirty();
  77779. }
  77780. };
  77781. /**
  77782. * Serializes the shadow generator setup to a json object.
  77783. * @returns The serialized JSON object
  77784. */
  77785. ShadowGenerator.prototype.serialize = function () {
  77786. var serializationObject = {};
  77787. var shadowMap = this.getShadowMap();
  77788. if (!shadowMap) {
  77789. return serializationObject;
  77790. }
  77791. serializationObject.lightId = this._light.id;
  77792. serializationObject.mapSize = shadowMap.getRenderSize();
  77793. serializationObject.useExponentialShadowMap = this.useExponentialShadowMap;
  77794. serializationObject.useBlurExponentialShadowMap = this.useBlurExponentialShadowMap;
  77795. serializationObject.useCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77796. serializationObject.useBlurCloseExponentialShadowMap = this.useBlurExponentialShadowMap;
  77797. serializationObject.usePoissonSampling = this.usePoissonSampling;
  77798. serializationObject.forceBackFacesOnly = this.forceBackFacesOnly;
  77799. serializationObject.depthScale = this.depthScale;
  77800. serializationObject.darkness = this.getDarkness();
  77801. serializationObject.blurBoxOffset = this.blurBoxOffset;
  77802. serializationObject.blurKernel = this.blurKernel;
  77803. serializationObject.blurScale = this.blurScale;
  77804. serializationObject.useKernelBlur = this.useKernelBlur;
  77805. serializationObject.transparencyShadow = this._transparencyShadow;
  77806. serializationObject.frustumEdgeFalloff = this.frustumEdgeFalloff;
  77807. serializationObject.bias = this.bias;
  77808. serializationObject.normalBias = this.normalBias;
  77809. serializationObject.usePercentageCloserFiltering = this.usePercentageCloserFiltering;
  77810. serializationObject.useContactHardeningShadow = this.useContactHardeningShadow;
  77811. serializationObject.filteringQuality = this.filteringQuality;
  77812. serializationObject.contactHardeningLightSizeUVRatio = this.contactHardeningLightSizeUVRatio;
  77813. serializationObject.renderList = [];
  77814. if (shadowMap.renderList) {
  77815. for (var meshIndex = 0; meshIndex < shadowMap.renderList.length; meshIndex++) {
  77816. var mesh = shadowMap.renderList[meshIndex];
  77817. serializationObject.renderList.push(mesh.id);
  77818. }
  77819. }
  77820. return serializationObject;
  77821. };
  77822. /**
  77823. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77824. * @param parsedShadowGenerator The JSON object to parse
  77825. * @param scene The scene to create the shadow map for
  77826. * @returns The parsed shadow generator
  77827. */
  77828. ShadowGenerator.Parse = function (parsedShadowGenerator, scene) {
  77829. var light = scene.getLightByID(parsedShadowGenerator.lightId);
  77830. var shadowGenerator = new ShadowGenerator(parsedShadowGenerator.mapSize, light);
  77831. var shadowMap = shadowGenerator.getShadowMap();
  77832. for (var meshIndex = 0; meshIndex < parsedShadowGenerator.renderList.length; meshIndex++) {
  77833. var meshes = scene.getMeshesByID(parsedShadowGenerator.renderList[meshIndex]);
  77834. meshes.forEach(function (mesh) {
  77835. if (!shadowMap) {
  77836. return;
  77837. }
  77838. if (!shadowMap.renderList) {
  77839. shadowMap.renderList = [];
  77840. }
  77841. shadowMap.renderList.push(mesh);
  77842. });
  77843. }
  77844. if (parsedShadowGenerator.usePoissonSampling) {
  77845. shadowGenerator.usePoissonSampling = true;
  77846. }
  77847. else if (parsedShadowGenerator.useExponentialShadowMap) {
  77848. shadowGenerator.useExponentialShadowMap = true;
  77849. }
  77850. else if (parsedShadowGenerator.useBlurExponentialShadowMap) {
  77851. shadowGenerator.useBlurExponentialShadowMap = true;
  77852. }
  77853. else if (parsedShadowGenerator.useCloseExponentialShadowMap) {
  77854. shadowGenerator.useCloseExponentialShadowMap = true;
  77855. }
  77856. else if (parsedShadowGenerator.useBlurCloseExponentialShadowMap) {
  77857. shadowGenerator.useBlurCloseExponentialShadowMap = true;
  77858. }
  77859. else if (parsedShadowGenerator.usePercentageCloserFiltering) {
  77860. shadowGenerator.usePercentageCloserFiltering = true;
  77861. }
  77862. else if (parsedShadowGenerator.useContactHardeningShadow) {
  77863. shadowGenerator.useContactHardeningShadow = true;
  77864. }
  77865. if (parsedShadowGenerator.filteringQuality) {
  77866. shadowGenerator.filteringQuality = parsedShadowGenerator.filteringQuality;
  77867. }
  77868. if (parsedShadowGenerator.contactHardeningLightSizeUVRatio) {
  77869. shadowGenerator.contactHardeningLightSizeUVRatio = parsedShadowGenerator.contactHardeningLightSizeUVRatio;
  77870. }
  77871. // Backward compat
  77872. else if (parsedShadowGenerator.useVarianceShadowMap) {
  77873. shadowGenerator.useExponentialShadowMap = true;
  77874. }
  77875. else if (parsedShadowGenerator.useBlurVarianceShadowMap) {
  77876. shadowGenerator.useBlurExponentialShadowMap = true;
  77877. }
  77878. if (parsedShadowGenerator.depthScale) {
  77879. shadowGenerator.depthScale = parsedShadowGenerator.depthScale;
  77880. }
  77881. if (parsedShadowGenerator.blurScale) {
  77882. shadowGenerator.blurScale = parsedShadowGenerator.blurScale;
  77883. }
  77884. if (parsedShadowGenerator.blurBoxOffset) {
  77885. shadowGenerator.blurBoxOffset = parsedShadowGenerator.blurBoxOffset;
  77886. }
  77887. if (parsedShadowGenerator.useKernelBlur) {
  77888. shadowGenerator.useKernelBlur = parsedShadowGenerator.useKernelBlur;
  77889. }
  77890. if (parsedShadowGenerator.blurKernel) {
  77891. shadowGenerator.blurKernel = parsedShadowGenerator.blurKernel;
  77892. }
  77893. if (parsedShadowGenerator.bias !== undefined) {
  77894. shadowGenerator.bias = parsedShadowGenerator.bias;
  77895. }
  77896. if (parsedShadowGenerator.normalBias !== undefined) {
  77897. shadowGenerator.normalBias = parsedShadowGenerator.normalBias;
  77898. }
  77899. if (parsedShadowGenerator.frustumEdgeFalloff !== undefined) {
  77900. shadowGenerator.frustumEdgeFalloff = parsedShadowGenerator.frustumEdgeFalloff;
  77901. }
  77902. if (parsedShadowGenerator.darkness) {
  77903. shadowGenerator.setDarkness(parsedShadowGenerator.darkness);
  77904. }
  77905. if (parsedShadowGenerator.transparencyShadow) {
  77906. shadowGenerator.setTransparencyShadow(true);
  77907. }
  77908. shadowGenerator.forceBackFacesOnly = parsedShadowGenerator.forceBackFacesOnly;
  77909. return shadowGenerator;
  77910. };
  77911. /**
  77912. * Shadow generator mode None: no filtering applied.
  77913. */
  77914. ShadowGenerator.FILTER_NONE = 0;
  77915. /**
  77916. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77917. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77918. */
  77919. ShadowGenerator.FILTER_EXPONENTIALSHADOWMAP = 1;
  77920. /**
  77921. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77922. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77923. */
  77924. ShadowGenerator.FILTER_POISSONSAMPLING = 2;
  77925. /**
  77926. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77927. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77928. */
  77929. ShadowGenerator.FILTER_BLUREXPONENTIALSHADOWMAP = 3;
  77930. /**
  77931. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77932. * edge artifacts on steep falloff.
  77933. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77934. */
  77935. ShadowGenerator.FILTER_CLOSEEXPONENTIALSHADOWMAP = 4;
  77936. /**
  77937. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77938. * edge artifacts on steep falloff.
  77939. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77940. */
  77941. ShadowGenerator.FILTER_BLURCLOSEEXPONENTIALSHADOWMAP = 5;
  77942. /**
  77943. * Shadow generator mode PCF: Percentage Closer Filtering
  77944. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77945. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77946. */
  77947. ShadowGenerator.FILTER_PCF = 6;
  77948. /**
  77949. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77950. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77951. * Contact Hardening
  77952. */
  77953. ShadowGenerator.FILTER_PCSS = 7;
  77954. /**
  77955. * Reserved for PCF and PCSS
  77956. * Highest Quality.
  77957. *
  77958. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77959. *
  77960. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77961. */
  77962. ShadowGenerator.QUALITY_HIGH = 0;
  77963. /**
  77964. * Reserved for PCF and PCSS
  77965. * Good tradeoff for quality/perf cross devices
  77966. *
  77967. * Execute PCF on a 3*3 kernel.
  77968. *
  77969. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77970. */
  77971. ShadowGenerator.QUALITY_MEDIUM = 1;
  77972. /**
  77973. * Reserved for PCF and PCSS
  77974. * The lowest quality but the fastest.
  77975. *
  77976. * Execute PCF on a 1*1 kernel.
  77977. *
  77978. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77979. */
  77980. ShadowGenerator.QUALITY_LOW = 2;
  77981. return ShadowGenerator;
  77982. }());
  77983. BABYLON.ShadowGenerator = ShadowGenerator;
  77984. })(BABYLON || (BABYLON = {}));
  77985. //# sourceMappingURL=babylon.shadowGenerator.js.map
  77986. var BABYLON;
  77987. (function (BABYLON) {
  77988. // Adds the parser to the scene parsers.
  77989. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR, function (parsedData, scene, container, rootUrl) {
  77990. // Shadows
  77991. if (parsedData.shadowGenerators !== undefined && parsedData.shadowGenerators !== null) {
  77992. for (var index = 0, cache = parsedData.shadowGenerators.length; index < cache; index++) {
  77993. var parsedShadowGenerator = parsedData.shadowGenerators[index];
  77994. BABYLON.ShadowGenerator.Parse(parsedShadowGenerator, scene);
  77995. // SG would be available on their associated lights
  77996. }
  77997. }
  77998. });
  77999. /**
  78000. * Defines the shadow generator component responsible to manage any shadow generators
  78001. * in a given scene.
  78002. */
  78003. var ShadowGeneratorSceneComponent = /** @class */ (function () {
  78004. /**
  78005. * Creates a new instance of the component for the given scene
  78006. * @param scene Defines the scene to register the component in
  78007. */
  78008. function ShadowGeneratorSceneComponent(scene) {
  78009. /**
  78010. * The component name helpfull to identify the component in the list of scene components.
  78011. */
  78012. this.name = BABYLON.SceneComponentConstants.NAME_SHADOWGENERATOR;
  78013. this.scene = scene;
  78014. }
  78015. /**
  78016. * Registers the component in a given scene
  78017. */
  78018. ShadowGeneratorSceneComponent.prototype.register = function () {
  78019. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_SHADOWGENERATOR, this, this._gatherRenderTargets);
  78020. };
  78021. /**
  78022. * Rebuilds the elements related to this component in case of
  78023. * context lost for instance.
  78024. */
  78025. ShadowGeneratorSceneComponent.prototype.rebuild = function () {
  78026. // Nothing To Do Here.
  78027. };
  78028. /**
  78029. * Serializes the component data to the specified json object
  78030. * @param serializationObject The object to serialize to
  78031. */
  78032. ShadowGeneratorSceneComponent.prototype.serialize = function (serializationObject) {
  78033. // Shadows
  78034. serializationObject.shadowGenerators = [];
  78035. var lights = this.scene.lights;
  78036. for (var _i = 0, lights_1 = lights; _i < lights_1.length; _i++) {
  78037. var light = lights_1[_i];
  78038. var shadowGenerator = light.getShadowGenerator();
  78039. if (shadowGenerator) {
  78040. serializationObject.shadowGenerators.push(shadowGenerator.serialize());
  78041. }
  78042. }
  78043. };
  78044. /**
  78045. * Adds all the element from the container to the scene
  78046. * @param container the container holding the elements
  78047. */
  78048. ShadowGeneratorSceneComponent.prototype.addFromContainer = function (container) {
  78049. // Nothing To Do Here. (directly attached to a light)
  78050. };
  78051. /**
  78052. * Removes all the elements in the container from the scene
  78053. * @param container contains the elements to remove
  78054. */
  78055. ShadowGeneratorSceneComponent.prototype.removeFromContainer = function (container) {
  78056. // Nothing To Do Here. (directly attached to a light)
  78057. };
  78058. /**
  78059. * Rebuilds the elements related to this component in case of
  78060. * context lost for instance.
  78061. */
  78062. ShadowGeneratorSceneComponent.prototype.dispose = function () {
  78063. // Nothing To Do Here.
  78064. };
  78065. ShadowGeneratorSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  78066. // Shadows
  78067. var scene = this.scene;
  78068. if (this.scene.shadowsEnabled) {
  78069. for (var lightIndex = 0; lightIndex < scene.lights.length; lightIndex++) {
  78070. var light = scene.lights[lightIndex];
  78071. var shadowGenerator = light.getShadowGenerator();
  78072. if (light.isEnabled() && light.shadowEnabled && shadowGenerator) {
  78073. var shadowMap = (shadowGenerator.getShadowMap());
  78074. if (scene.textures.indexOf(shadowMap) !== -1) {
  78075. renderTargets.push(shadowMap);
  78076. }
  78077. }
  78078. }
  78079. }
  78080. };
  78081. return ShadowGeneratorSceneComponent;
  78082. }());
  78083. BABYLON.ShadowGeneratorSceneComponent = ShadowGeneratorSceneComponent;
  78084. })(BABYLON || (BABYLON = {}));
  78085. //# sourceMappingURL=babylon.shadowGeneratorSceneComponent.js.map
  78086. var BABYLON;
  78087. (function (BABYLON) {
  78088. /**
  78089. * Class used for the default loading screen
  78090. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  78091. */
  78092. var DefaultLoadingScreen = /** @class */ (function () {
  78093. /**
  78094. * Creates a new default loading screen
  78095. * @param _renderingCanvas defines the canvas used to render the scene
  78096. * @param _loadingText defines the default text to display
  78097. * @param _loadingDivBackgroundColor defines the default background color
  78098. */
  78099. function DefaultLoadingScreen(_renderingCanvas, _loadingText, _loadingDivBackgroundColor) {
  78100. if (_loadingText === void 0) { _loadingText = ""; }
  78101. if (_loadingDivBackgroundColor === void 0) { _loadingDivBackgroundColor = "black"; }
  78102. var _this = this;
  78103. this._renderingCanvas = _renderingCanvas;
  78104. this._loadingText = _loadingText;
  78105. this._loadingDivBackgroundColor = _loadingDivBackgroundColor;
  78106. // Resize
  78107. this._resizeLoadingUI = function () {
  78108. var canvasRect = _this._renderingCanvas.getBoundingClientRect();
  78109. var canvasPositioning = window.getComputedStyle(_this._renderingCanvas).position;
  78110. if (!_this._loadingDiv) {
  78111. return;
  78112. }
  78113. _this._loadingDiv.style.position = (canvasPositioning === "fixed") ? "fixed" : "absolute";
  78114. _this._loadingDiv.style.left = canvasRect.left + "px";
  78115. _this._loadingDiv.style.top = canvasRect.top + "px";
  78116. _this._loadingDiv.style.width = canvasRect.width + "px";
  78117. _this._loadingDiv.style.height = canvasRect.height + "px";
  78118. };
  78119. }
  78120. /**
  78121. * Function called to display the loading screen
  78122. */
  78123. DefaultLoadingScreen.prototype.displayLoadingUI = function () {
  78124. if (this._loadingDiv) {
  78125. // Do not add a loading screen if there is already one
  78126. return;
  78127. }
  78128. this._loadingDiv = document.createElement("div");
  78129. this._loadingDiv.id = "babylonjsLoadingDiv";
  78130. this._loadingDiv.style.opacity = "0";
  78131. this._loadingDiv.style.transition = "opacity 1.5s ease";
  78132. this._loadingDiv.style.pointerEvents = "none";
  78133. // Loading text
  78134. this._loadingTextDiv = document.createElement("div");
  78135. this._loadingTextDiv.style.position = "absolute";
  78136. this._loadingTextDiv.style.left = "0";
  78137. this._loadingTextDiv.style.top = "50%";
  78138. this._loadingTextDiv.style.marginTop = "80px";
  78139. this._loadingTextDiv.style.width = "100%";
  78140. this._loadingTextDiv.style.height = "20px";
  78141. this._loadingTextDiv.style.fontFamily = "Arial";
  78142. this._loadingTextDiv.style.fontSize = "14px";
  78143. this._loadingTextDiv.style.color = "white";
  78144. this._loadingTextDiv.style.textAlign = "center";
  78145. this._loadingTextDiv.innerHTML = "Loading";
  78146. this._loadingDiv.appendChild(this._loadingTextDiv);
  78147. //set the predefined text
  78148. this._loadingTextDiv.innerHTML = this._loadingText;
  78149. // Generating keyframes
  78150. var style = document.createElement('style');
  78151. style.type = 'text/css';
  78152. 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 }";
  78153. style.innerHTML = keyFrames;
  78154. document.getElementsByTagName('head')[0].appendChild(style);
  78155. // Loading img
  78156. var imgBack = new Image();
  78157. imgBack.src = "data:image/png;base64,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";
  78158. imgBack.style.position = "absolute";
  78159. imgBack.style.left = "50%";
  78160. imgBack.style.top = "50%";
  78161. imgBack.style.marginLeft = "-60px";
  78162. imgBack.style.marginTop = "-60px";
  78163. imgBack.style.animation = "spin1 2s infinite ease-in-out";
  78164. imgBack.style.webkitAnimation = "spin1 2s infinite ease-in-out";
  78165. imgBack.style.transformOrigin = "50% 50%";
  78166. imgBack.style.webkitTransformOrigin = "50% 50%";
  78167. this._loadingDiv.appendChild(imgBack);
  78168. this._resizeLoadingUI();
  78169. window.addEventListener("resize", this._resizeLoadingUI);
  78170. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78171. document.body.appendChild(this._loadingDiv);
  78172. this._loadingDiv.style.opacity = "1";
  78173. };
  78174. /**
  78175. * Function called to hide the loading screen
  78176. */
  78177. DefaultLoadingScreen.prototype.hideLoadingUI = function () {
  78178. var _this = this;
  78179. if (!this._loadingDiv) {
  78180. return;
  78181. }
  78182. var onTransitionEnd = function () {
  78183. if (!_this._loadingDiv) {
  78184. return;
  78185. }
  78186. if (_this._loadingDiv.parentElement) {
  78187. _this._loadingDiv.parentElement.removeChild(_this._loadingDiv);
  78188. }
  78189. window.removeEventListener("resize", _this._resizeLoadingUI);
  78190. _this._loadingDiv = null;
  78191. };
  78192. this._loadingDiv.style.opacity = "0";
  78193. this._loadingDiv.addEventListener("transitionend", onTransitionEnd);
  78194. };
  78195. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIText", {
  78196. get: function () {
  78197. return this._loadingText;
  78198. },
  78199. /**
  78200. * Gets or sets the text to display while loading
  78201. */
  78202. set: function (text) {
  78203. this._loadingText = text;
  78204. if (this._loadingTextDiv) {
  78205. this._loadingTextDiv.innerHTML = this._loadingText;
  78206. }
  78207. },
  78208. enumerable: true,
  78209. configurable: true
  78210. });
  78211. Object.defineProperty(DefaultLoadingScreen.prototype, "loadingUIBackgroundColor", {
  78212. /**
  78213. * Gets or sets the color to use for the background
  78214. */
  78215. get: function () {
  78216. return this._loadingDivBackgroundColor;
  78217. },
  78218. set: function (color) {
  78219. this._loadingDivBackgroundColor = color;
  78220. if (!this._loadingDiv) {
  78221. return;
  78222. }
  78223. this._loadingDiv.style.backgroundColor = this._loadingDivBackgroundColor;
  78224. },
  78225. enumerable: true,
  78226. configurable: true
  78227. });
  78228. return DefaultLoadingScreen;
  78229. }());
  78230. BABYLON.DefaultLoadingScreen = DefaultLoadingScreen;
  78231. })(BABYLON || (BABYLON = {}));
  78232. //# sourceMappingURL=babylon.loadingScreen.js.map
  78233. var BABYLON;
  78234. (function (BABYLON) {
  78235. /**
  78236. * Class used to represent data loading progression
  78237. */
  78238. var SceneLoaderProgressEvent = /** @class */ (function () {
  78239. /**
  78240. * Create a new progress event
  78241. * @param lengthComputable defines if data length to load can be evaluated
  78242. * @param loaded defines the loaded data length
  78243. * @param total defines the data length to load
  78244. */
  78245. function SceneLoaderProgressEvent(
  78246. /** defines if data length to load can be evaluated */
  78247. lengthComputable,
  78248. /** defines the loaded data length */
  78249. loaded,
  78250. /** defines the data length to load */
  78251. total) {
  78252. this.lengthComputable = lengthComputable;
  78253. this.loaded = loaded;
  78254. this.total = total;
  78255. }
  78256. /**
  78257. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  78258. * @param event defines the source event
  78259. * @returns a new SceneLoaderProgressEvent
  78260. */
  78261. SceneLoaderProgressEvent.FromProgressEvent = function (event) {
  78262. return new SceneLoaderProgressEvent(event.lengthComputable, event.loaded, event.total);
  78263. };
  78264. return SceneLoaderProgressEvent;
  78265. }());
  78266. BABYLON.SceneLoaderProgressEvent = SceneLoaderProgressEvent;
  78267. /**
  78268. * Class used to load scene from various file formats using registered plugins
  78269. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  78270. */
  78271. var SceneLoader = /** @class */ (function () {
  78272. function SceneLoader() {
  78273. }
  78274. Object.defineProperty(SceneLoader, "ForceFullSceneLoadingForIncremental", {
  78275. /**
  78276. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  78277. */
  78278. get: function () {
  78279. return SceneLoader._ForceFullSceneLoadingForIncremental;
  78280. },
  78281. set: function (value) {
  78282. SceneLoader._ForceFullSceneLoadingForIncremental = value;
  78283. },
  78284. enumerable: true,
  78285. configurable: true
  78286. });
  78287. Object.defineProperty(SceneLoader, "ShowLoadingScreen", {
  78288. /**
  78289. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  78290. */
  78291. get: function () {
  78292. return SceneLoader._ShowLoadingScreen;
  78293. },
  78294. set: function (value) {
  78295. SceneLoader._ShowLoadingScreen = value;
  78296. },
  78297. enumerable: true,
  78298. configurable: true
  78299. });
  78300. Object.defineProperty(SceneLoader, "loggingLevel", {
  78301. /**
  78302. * Defines the current logging level (while loading the scene)
  78303. * @ignorenaming
  78304. */
  78305. get: function () {
  78306. return SceneLoader._loggingLevel;
  78307. },
  78308. set: function (value) {
  78309. SceneLoader._loggingLevel = value;
  78310. },
  78311. enumerable: true,
  78312. configurable: true
  78313. });
  78314. Object.defineProperty(SceneLoader, "CleanBoneMatrixWeights", {
  78315. /**
  78316. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  78317. */
  78318. get: function () {
  78319. return SceneLoader._CleanBoneMatrixWeights;
  78320. },
  78321. set: function (value) {
  78322. SceneLoader._CleanBoneMatrixWeights = value;
  78323. },
  78324. enumerable: true,
  78325. configurable: true
  78326. });
  78327. SceneLoader._getDefaultPlugin = function () {
  78328. return SceneLoader._registeredPlugins[".babylon"];
  78329. };
  78330. SceneLoader._getPluginForExtension = function (extension) {
  78331. var registeredPlugin = SceneLoader._registeredPlugins[extension];
  78332. if (registeredPlugin) {
  78333. return registeredPlugin;
  78334. }
  78335. 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");
  78336. return SceneLoader._getDefaultPlugin();
  78337. };
  78338. SceneLoader._getPluginForDirectLoad = function (data) {
  78339. for (var extension in SceneLoader._registeredPlugins) {
  78340. var plugin = SceneLoader._registeredPlugins[extension].plugin;
  78341. if (plugin.canDirectLoad && plugin.canDirectLoad(data)) {
  78342. return SceneLoader._registeredPlugins[extension];
  78343. }
  78344. }
  78345. return SceneLoader._getDefaultPlugin();
  78346. };
  78347. SceneLoader._getPluginForFilename = function (sceneFilename) {
  78348. var queryStringPosition = sceneFilename.indexOf("?");
  78349. if (queryStringPosition !== -1) {
  78350. sceneFilename = sceneFilename.substring(0, queryStringPosition);
  78351. }
  78352. var dotPosition = sceneFilename.lastIndexOf(".");
  78353. var extension = sceneFilename.substring(dotPosition, sceneFilename.length).toLowerCase();
  78354. return SceneLoader._getPluginForExtension(extension);
  78355. };
  78356. // use babylon file loader directly if sceneFilename is prefixed with "data:"
  78357. SceneLoader._getDirectLoad = function (sceneFilename) {
  78358. if (sceneFilename.substr(0, 5) === "data:") {
  78359. return sceneFilename.substr(5);
  78360. }
  78361. return null;
  78362. };
  78363. SceneLoader._loadData = function (fileInfo, scene, onSuccess, onProgress, onError, onDispose, pluginExtension) {
  78364. var directLoad = SceneLoader._getDirectLoad(fileInfo.name);
  78365. var registeredPlugin = pluginExtension ? SceneLoader._getPluginForExtension(pluginExtension) : (directLoad ? SceneLoader._getPluginForDirectLoad(fileInfo.name) : SceneLoader._getPluginForFilename(fileInfo.name));
  78366. var plugin;
  78367. if (registeredPlugin.plugin.createPlugin) {
  78368. plugin = registeredPlugin.plugin.createPlugin();
  78369. }
  78370. else {
  78371. plugin = registeredPlugin.plugin;
  78372. }
  78373. var useArrayBuffer = registeredPlugin.isBinary;
  78374. var offlineProvider;
  78375. SceneLoader.OnPluginActivatedObservable.notifyObservers(plugin);
  78376. var dataCallback = function (data, responseURL) {
  78377. if (scene.isDisposed) {
  78378. onError("Scene has been disposed");
  78379. return;
  78380. }
  78381. scene.offlineProvider = offlineProvider;
  78382. onSuccess(plugin, data, responseURL);
  78383. };
  78384. var request = null;
  78385. var pluginDisposed = false;
  78386. var onDisposeObservable = plugin.onDisposeObservable;
  78387. if (onDisposeObservable) {
  78388. onDisposeObservable.add(function () {
  78389. pluginDisposed = true;
  78390. if (request) {
  78391. request.abort();
  78392. request = null;
  78393. }
  78394. onDispose();
  78395. });
  78396. }
  78397. var manifestChecked = function () {
  78398. if (pluginDisposed) {
  78399. return;
  78400. }
  78401. request = BABYLON.Tools.LoadFile(fileInfo.url, dataCallback, onProgress ? function (event) {
  78402. onProgress(SceneLoaderProgressEvent.FromProgressEvent(event));
  78403. } : undefined, offlineProvider, useArrayBuffer, function (request, exception) {
  78404. onError("Failed to load scene." + (exception ? " " + exception.message : ""), exception);
  78405. });
  78406. };
  78407. if (directLoad) {
  78408. dataCallback(directLoad);
  78409. return plugin;
  78410. }
  78411. var file = fileInfo.file || BABYLON.FilesInput.FilesToLoad[fileInfo.name.toLowerCase()];
  78412. if (fileInfo.rootUrl.indexOf("file:") === -1 || (fileInfo.rootUrl.indexOf("file:") !== -1 && !file)) {
  78413. var engine = scene.getEngine();
  78414. var canUseOfflineSupport = engine.enableOfflineSupport;
  78415. if (canUseOfflineSupport) {
  78416. // Also check for exceptions
  78417. var exceptionFound = false;
  78418. for (var _i = 0, _a = scene.disableOfflineSupportExceptionRules; _i < _a.length; _i++) {
  78419. var regex = _a[_i];
  78420. if (regex.test(fileInfo.url)) {
  78421. exceptionFound = true;
  78422. break;
  78423. }
  78424. }
  78425. canUseOfflineSupport = !exceptionFound;
  78426. }
  78427. if (canUseOfflineSupport && BABYLON.Engine.OfflineProviderFactory) {
  78428. // Checking if a manifest file has been set for this scene and if offline mode has been requested
  78429. offlineProvider = BABYLON.Engine.OfflineProviderFactory(fileInfo.url, manifestChecked, engine.disableManifestCheck);
  78430. }
  78431. else {
  78432. manifestChecked();
  78433. }
  78434. }
  78435. // Loading file from disk via input file or drag'n'drop
  78436. else {
  78437. if (file) {
  78438. request = BABYLON.Tools.ReadFile(file, dataCallback, onProgress, useArrayBuffer);
  78439. }
  78440. else {
  78441. onError("Unable to find file named " + fileInfo.name);
  78442. }
  78443. }
  78444. return plugin;
  78445. };
  78446. SceneLoader._getFileInfo = function (rootUrl, sceneFilename) {
  78447. var url;
  78448. var name;
  78449. var file = null;
  78450. if (!sceneFilename) {
  78451. url = rootUrl;
  78452. name = BABYLON.Tools.GetFilename(rootUrl);
  78453. rootUrl = BABYLON.Tools.GetFolderPath(rootUrl);
  78454. }
  78455. else if (sceneFilename instanceof File) {
  78456. url = rootUrl + sceneFilename.name;
  78457. name = sceneFilename.name;
  78458. file = sceneFilename;
  78459. }
  78460. else {
  78461. if (sceneFilename.substr(0, 1) === "/") {
  78462. BABYLON.Tools.Error("Wrong sceneFilename parameter");
  78463. return null;
  78464. }
  78465. url = rootUrl + sceneFilename;
  78466. name = sceneFilename;
  78467. }
  78468. return {
  78469. url: url,
  78470. rootUrl: rootUrl,
  78471. name: name,
  78472. file: file
  78473. };
  78474. };
  78475. // Public functions
  78476. /**
  78477. * Gets a plugin that can load the given extension
  78478. * @param extension defines the extension to load
  78479. * @returns a plugin or null if none works
  78480. */
  78481. SceneLoader.GetPluginForExtension = function (extension) {
  78482. return SceneLoader._getPluginForExtension(extension).plugin;
  78483. };
  78484. /**
  78485. * Gets a boolean indicating that the given extension can be loaded
  78486. * @param extension defines the extension to load
  78487. * @returns true if the extension is supported
  78488. */
  78489. SceneLoader.IsPluginForExtensionAvailable = function (extension) {
  78490. return !!SceneLoader._registeredPlugins[extension];
  78491. };
  78492. /**
  78493. * Adds a new plugin to the list of registered plugins
  78494. * @param plugin defines the plugin to add
  78495. */
  78496. SceneLoader.RegisterPlugin = function (plugin) {
  78497. if (typeof plugin.extensions === "string") {
  78498. var extension = plugin.extensions;
  78499. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78500. plugin: plugin,
  78501. isBinary: false
  78502. };
  78503. }
  78504. else {
  78505. var extensions = plugin.extensions;
  78506. Object.keys(extensions).forEach(function (extension) {
  78507. SceneLoader._registeredPlugins[extension.toLowerCase()] = {
  78508. plugin: plugin,
  78509. isBinary: extensions[extension].isBinary
  78510. };
  78511. });
  78512. }
  78513. };
  78514. /**
  78515. * Import meshes into a scene
  78516. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78517. * @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)
  78518. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78519. * @param scene the instance of BABYLON.Scene to append to
  78520. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  78521. * @param onProgress a callback with a progress event for each file being loaded
  78522. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78523. * @param pluginExtension the extension used to determine the plugin
  78524. * @returns The loaded plugin
  78525. */
  78526. SceneLoader.ImportMesh = function (meshNames, rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78527. if (sceneFilename === void 0) { sceneFilename = ""; }
  78528. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78529. if (onSuccess === void 0) { onSuccess = null; }
  78530. if (onProgress === void 0) { onProgress = null; }
  78531. if (onError === void 0) { onError = null; }
  78532. if (pluginExtension === void 0) { pluginExtension = null; }
  78533. if (!scene) {
  78534. BABYLON.Tools.Error("No scene available to import mesh to");
  78535. return null;
  78536. }
  78537. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78538. if (!fileInfo) {
  78539. return null;
  78540. }
  78541. var loadingToken = {};
  78542. scene._addPendingData(loadingToken);
  78543. var disposeHandler = function () {
  78544. scene._removePendingData(loadingToken);
  78545. };
  78546. var errorHandler = function (message, exception) {
  78547. var errorMessage = "Unable to import meshes from " + fileInfo.url + ": " + message;
  78548. if (onError) {
  78549. onError(scene, errorMessage, exception);
  78550. }
  78551. else {
  78552. BABYLON.Tools.Error(errorMessage);
  78553. // should the exception be thrown?
  78554. }
  78555. disposeHandler();
  78556. };
  78557. var progressHandler = onProgress ? function (event) {
  78558. try {
  78559. onProgress(event);
  78560. }
  78561. catch (e) {
  78562. errorHandler("Error in onProgress callback", e);
  78563. }
  78564. } : undefined;
  78565. var successHandler = function (meshes, particleSystems, skeletons, animationGroups) {
  78566. scene.importedMeshesFiles.push(fileInfo.url);
  78567. if (onSuccess) {
  78568. try {
  78569. onSuccess(meshes, particleSystems, skeletons, animationGroups);
  78570. }
  78571. catch (e) {
  78572. errorHandler("Error in onSuccess callback", e);
  78573. }
  78574. }
  78575. scene._removePendingData(loadingToken);
  78576. };
  78577. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78578. if (plugin.rewriteRootURL) {
  78579. fileInfo.rootUrl = plugin.rewriteRootURL(fileInfo.rootUrl, responseURL);
  78580. }
  78581. if (plugin.importMesh) {
  78582. var syncedPlugin = plugin;
  78583. var meshes = new Array();
  78584. var particleSystems = new Array();
  78585. var skeletons = new Array();
  78586. if (!syncedPlugin.importMesh(meshNames, scene, data, fileInfo.rootUrl, meshes, particleSystems, skeletons, errorHandler)) {
  78587. return;
  78588. }
  78589. scene.loadingPluginName = plugin.name;
  78590. successHandler(meshes, particleSystems, skeletons, []);
  78591. }
  78592. else {
  78593. var asyncedPlugin = plugin;
  78594. asyncedPlugin.importMeshAsync(meshNames, scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (result) {
  78595. scene.loadingPluginName = plugin.name;
  78596. successHandler(result.meshes, result.particleSystems, result.skeletons, result.animationGroups);
  78597. }).catch(function (error) {
  78598. errorHandler(error.message, error);
  78599. });
  78600. }
  78601. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78602. };
  78603. /**
  78604. * Import meshes into a scene
  78605. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  78606. * @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)
  78607. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78608. * @param scene the instance of BABYLON.Scene to append to
  78609. * @param onProgress a callback with a progress event for each file being loaded
  78610. * @param pluginExtension the extension used to determine the plugin
  78611. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  78612. */
  78613. SceneLoader.ImportMeshAsync = function (meshNames, rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78614. if (sceneFilename === void 0) { sceneFilename = ""; }
  78615. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78616. if (onProgress === void 0) { onProgress = null; }
  78617. if (pluginExtension === void 0) { pluginExtension = null; }
  78618. return new Promise(function (resolve, reject) {
  78619. SceneLoader.ImportMesh(meshNames, rootUrl, sceneFilename, scene, function (meshes, particleSystems, skeletons, animationGroups) {
  78620. resolve({
  78621. meshes: meshes,
  78622. particleSystems: particleSystems,
  78623. skeletons: skeletons,
  78624. animationGroups: animationGroups
  78625. });
  78626. }, onProgress, function (scene, message, exception) {
  78627. reject(exception || new Error(message));
  78628. }, pluginExtension);
  78629. });
  78630. };
  78631. /**
  78632. * Load a scene
  78633. * @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)
  78634. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78635. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78636. * @param onSuccess a callback with the scene when import succeeds
  78637. * @param onProgress a callback with a progress event for each file being loaded
  78638. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78639. * @param pluginExtension the extension used to determine the plugin
  78640. * @returns The loaded plugin
  78641. */
  78642. SceneLoader.Load = function (rootUrl, sceneFilename, engine, onSuccess, onProgress, onError, pluginExtension) {
  78643. if (sceneFilename === void 0) { sceneFilename = ""; }
  78644. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78645. if (onSuccess === void 0) { onSuccess = null; }
  78646. if (onProgress === void 0) { onProgress = null; }
  78647. if (onError === void 0) { onError = null; }
  78648. if (pluginExtension === void 0) { pluginExtension = null; }
  78649. if (!engine) {
  78650. BABYLON.Tools.Error("No engine available");
  78651. return null;
  78652. }
  78653. return SceneLoader.Append(rootUrl, sceneFilename, new BABYLON.Scene(engine), onSuccess, onProgress, onError, pluginExtension);
  78654. };
  78655. /**
  78656. * Load a scene
  78657. * @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)
  78658. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78659. * @param engine is the instance of BABYLON.Engine to use to create the scene
  78660. * @param onProgress a callback with a progress event for each file being loaded
  78661. * @param pluginExtension the extension used to determine the plugin
  78662. * @returns The loaded scene
  78663. */
  78664. SceneLoader.LoadAsync = function (rootUrl, sceneFilename, engine, onProgress, pluginExtension) {
  78665. if (sceneFilename === void 0) { sceneFilename = ""; }
  78666. if (engine === void 0) { engine = BABYLON.Engine.LastCreatedEngine; }
  78667. if (onProgress === void 0) { onProgress = null; }
  78668. if (pluginExtension === void 0) { pluginExtension = null; }
  78669. return new Promise(function (resolve, reject) {
  78670. SceneLoader.Load(rootUrl, sceneFilename, engine, function (scene) {
  78671. resolve(scene);
  78672. }, onProgress, function (scene, message, exception) {
  78673. reject(exception || new Error(message));
  78674. }, pluginExtension);
  78675. });
  78676. };
  78677. /**
  78678. * Append a scene
  78679. * @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)
  78680. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78681. * @param scene is the instance of BABYLON.Scene to append to
  78682. * @param onSuccess a callback with the scene when import succeeds
  78683. * @param onProgress a callback with a progress event for each file being loaded
  78684. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78685. * @param pluginExtension the extension used to determine the plugin
  78686. * @returns The loaded plugin
  78687. */
  78688. SceneLoader.Append = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78689. if (sceneFilename === void 0) { sceneFilename = ""; }
  78690. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78691. if (onSuccess === void 0) { onSuccess = null; }
  78692. if (onProgress === void 0) { onProgress = null; }
  78693. if (onError === void 0) { onError = null; }
  78694. if (pluginExtension === void 0) { pluginExtension = null; }
  78695. if (!scene) {
  78696. BABYLON.Tools.Error("No scene available to append to");
  78697. return null;
  78698. }
  78699. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78700. if (!fileInfo) {
  78701. return null;
  78702. }
  78703. if (SceneLoader.ShowLoadingScreen) {
  78704. scene.getEngine().displayLoadingUI();
  78705. }
  78706. var loadingToken = {};
  78707. scene._addPendingData(loadingToken);
  78708. var disposeHandler = function () {
  78709. scene._removePendingData(loadingToken);
  78710. scene.getEngine().hideLoadingUI();
  78711. };
  78712. var errorHandler = function (message, exception) {
  78713. var errorMessage = "Unable to load from " + fileInfo.url + (message ? ": " + message : "");
  78714. if (onError) {
  78715. onError(scene, errorMessage, exception);
  78716. }
  78717. else {
  78718. BABYLON.Tools.Error(errorMessage);
  78719. // should the exception be thrown?
  78720. }
  78721. disposeHandler();
  78722. };
  78723. var progressHandler = onProgress ? function (event) {
  78724. try {
  78725. onProgress(event);
  78726. }
  78727. catch (e) {
  78728. errorHandler("Error in onProgress callback", e);
  78729. }
  78730. } : undefined;
  78731. var successHandler = function () {
  78732. if (onSuccess) {
  78733. try {
  78734. onSuccess(scene);
  78735. }
  78736. catch (e) {
  78737. errorHandler("Error in onSuccess callback", e);
  78738. }
  78739. }
  78740. scene._removePendingData(loadingToken);
  78741. };
  78742. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78743. if (plugin.load) {
  78744. var syncedPlugin = plugin;
  78745. if (!syncedPlugin.load(scene, data, fileInfo.rootUrl, errorHandler)) {
  78746. return;
  78747. }
  78748. scene.loadingPluginName = plugin.name;
  78749. successHandler();
  78750. }
  78751. else {
  78752. var asyncedPlugin = plugin;
  78753. asyncedPlugin.loadAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function () {
  78754. scene.loadingPluginName = plugin.name;
  78755. successHandler();
  78756. }).catch(function (error) {
  78757. errorHandler(error.message, error);
  78758. });
  78759. }
  78760. if (SceneLoader.ShowLoadingScreen) {
  78761. scene.executeWhenReady(function () {
  78762. scene.getEngine().hideLoadingUI();
  78763. });
  78764. }
  78765. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78766. };
  78767. /**
  78768. * Append a scene
  78769. * @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)
  78770. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78771. * @param scene is the instance of BABYLON.Scene to append to
  78772. * @param onProgress a callback with a progress event for each file being loaded
  78773. * @param pluginExtension the extension used to determine the plugin
  78774. * @returns The given scene
  78775. */
  78776. SceneLoader.AppendAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78777. if (sceneFilename === void 0) { sceneFilename = ""; }
  78778. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78779. if (onProgress === void 0) { onProgress = null; }
  78780. if (pluginExtension === void 0) { pluginExtension = null; }
  78781. return new Promise(function (resolve, reject) {
  78782. SceneLoader.Append(rootUrl, sceneFilename, scene, function (scene) {
  78783. resolve(scene);
  78784. }, onProgress, function (scene, message, exception) {
  78785. reject(exception || new Error(message));
  78786. }, pluginExtension);
  78787. });
  78788. };
  78789. /**
  78790. * Load a scene into an asset container
  78791. * @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)
  78792. * @param sceneFilename a string that defines the name of the scene file or starts with "data:" following by the stringified version of the scene or a File object (default: empty string)
  78793. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  78794. * @param onSuccess a callback with the scene when import succeeds
  78795. * @param onProgress a callback with a progress event for each file being loaded
  78796. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  78797. * @param pluginExtension the extension used to determine the plugin
  78798. * @returns The loaded plugin
  78799. */
  78800. SceneLoader.LoadAssetContainer = function (rootUrl, sceneFilename, scene, onSuccess, onProgress, onError, pluginExtension) {
  78801. if (sceneFilename === void 0) { sceneFilename = ""; }
  78802. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78803. if (onSuccess === void 0) { onSuccess = null; }
  78804. if (onProgress === void 0) { onProgress = null; }
  78805. if (onError === void 0) { onError = null; }
  78806. if (pluginExtension === void 0) { pluginExtension = null; }
  78807. if (!scene) {
  78808. BABYLON.Tools.Error("No scene available to load asset container to");
  78809. return null;
  78810. }
  78811. var fileInfo = SceneLoader._getFileInfo(rootUrl, sceneFilename);
  78812. if (!fileInfo) {
  78813. return null;
  78814. }
  78815. var loadingToken = {};
  78816. scene._addPendingData(loadingToken);
  78817. var disposeHandler = function () {
  78818. scene._removePendingData(loadingToken);
  78819. };
  78820. var errorHandler = function (message, exception) {
  78821. var errorMessage = "Unable to load assets from " + fileInfo.url + (message ? ": " + message : "");
  78822. if (onError) {
  78823. onError(scene, errorMessage, exception);
  78824. }
  78825. else {
  78826. BABYLON.Tools.Error(errorMessage);
  78827. // should the exception be thrown?
  78828. }
  78829. disposeHandler();
  78830. };
  78831. var progressHandler = onProgress ? function (event) {
  78832. try {
  78833. onProgress(event);
  78834. }
  78835. catch (e) {
  78836. errorHandler("Error in onProgress callback", e);
  78837. }
  78838. } : undefined;
  78839. var successHandler = function (assets) {
  78840. if (onSuccess) {
  78841. try {
  78842. onSuccess(assets);
  78843. }
  78844. catch (e) {
  78845. errorHandler("Error in onSuccess callback", e);
  78846. }
  78847. }
  78848. scene._removePendingData(loadingToken);
  78849. };
  78850. return SceneLoader._loadData(fileInfo, scene, function (plugin, data, responseURL) {
  78851. if (plugin.loadAssetContainer) {
  78852. var syncedPlugin = plugin;
  78853. var assetContainer = syncedPlugin.loadAssetContainer(scene, data, fileInfo.rootUrl, errorHandler);
  78854. if (!assetContainer) {
  78855. return;
  78856. }
  78857. scene.loadingPluginName = plugin.name;
  78858. successHandler(assetContainer);
  78859. }
  78860. else if (plugin.loadAssetContainerAsync) {
  78861. var asyncedPlugin = plugin;
  78862. asyncedPlugin.loadAssetContainerAsync(scene, data, fileInfo.rootUrl, progressHandler, fileInfo.name).then(function (assetContainer) {
  78863. scene.loadingPluginName = plugin.name;
  78864. successHandler(assetContainer);
  78865. }).catch(function (error) {
  78866. errorHandler(error.message, error);
  78867. });
  78868. }
  78869. else {
  78870. errorHandler("LoadAssetContainer is not supported by this plugin. Plugin did not provide a loadAssetContainer or loadAssetContainerAsync method.");
  78871. }
  78872. if (SceneLoader.ShowLoadingScreen) {
  78873. scene.executeWhenReady(function () {
  78874. scene.getEngine().hideLoadingUI();
  78875. });
  78876. }
  78877. }, progressHandler, errorHandler, disposeHandler, pluginExtension);
  78878. };
  78879. /**
  78880. * Load a scene into an asset container
  78881. * @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)
  78882. * @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)
  78883. * @param scene is the instance of BABYLON.Scene to append to
  78884. * @param onProgress a callback with a progress event for each file being loaded
  78885. * @param pluginExtension the extension used to determine the plugin
  78886. * @returns The loaded asset container
  78887. */
  78888. SceneLoader.LoadAssetContainerAsync = function (rootUrl, sceneFilename, scene, onProgress, pluginExtension) {
  78889. if (sceneFilename === void 0) { sceneFilename = ""; }
  78890. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  78891. if (onProgress === void 0) { onProgress = null; }
  78892. if (pluginExtension === void 0) { pluginExtension = null; }
  78893. return new Promise(function (resolve, reject) {
  78894. SceneLoader.LoadAssetContainer(rootUrl, sceneFilename, scene, function (assetContainer) {
  78895. resolve(assetContainer);
  78896. }, onProgress, function (scene, message, exception) {
  78897. reject(exception || new Error(message));
  78898. }, pluginExtension);
  78899. });
  78900. };
  78901. // Flags
  78902. SceneLoader._ForceFullSceneLoadingForIncremental = false;
  78903. SceneLoader._ShowLoadingScreen = true;
  78904. SceneLoader._CleanBoneMatrixWeights = false;
  78905. /**
  78906. * No logging while loading
  78907. */
  78908. SceneLoader.NO_LOGGING = 0;
  78909. /**
  78910. * Minimal logging while loading
  78911. */
  78912. SceneLoader.MINIMAL_LOGGING = 1;
  78913. /**
  78914. * Summary logging while loading
  78915. */
  78916. SceneLoader.SUMMARY_LOGGING = 2;
  78917. /**
  78918. * Detailled logging while loading
  78919. */
  78920. SceneLoader.DETAILED_LOGGING = 3;
  78921. SceneLoader._loggingLevel = SceneLoader.NO_LOGGING;
  78922. // Members
  78923. /**
  78924. * Event raised when a plugin is used to load a scene
  78925. */
  78926. SceneLoader.OnPluginActivatedObservable = new BABYLON.Observable();
  78927. SceneLoader._registeredPlugins = {};
  78928. return SceneLoader;
  78929. }());
  78930. BABYLON.SceneLoader = SceneLoader;
  78931. })(BABYLON || (BABYLON = {}));
  78932. //# sourceMappingURL=babylon.sceneLoader.js.map
  78933. var BABYLON;
  78934. (function (BABYLON) {
  78935. var parseMaterialById = function (id, parsedData, scene, rootUrl) {
  78936. for (var index = 0, cache = parsedData.materials.length; index < cache; index++) {
  78937. var parsedMaterial = parsedData.materials[index];
  78938. if (parsedMaterial.id === id) {
  78939. return BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  78940. }
  78941. }
  78942. return null;
  78943. };
  78944. var isDescendantOf = function (mesh, names, hierarchyIds) {
  78945. for (var i in names) {
  78946. if (mesh.name === names[i]) {
  78947. hierarchyIds.push(mesh.id);
  78948. return true;
  78949. }
  78950. }
  78951. if (mesh.parentId && hierarchyIds.indexOf(mesh.parentId) !== -1) {
  78952. hierarchyIds.push(mesh.id);
  78953. return true;
  78954. }
  78955. return false;
  78956. };
  78957. var logOperation = function (operation, producer) {
  78958. return operation + " of " + (producer ? producer.file + " from " + producer.name + " version: " + producer.version + ", exporter version: " + producer.exporter_version : "unknown");
  78959. };
  78960. var loadAssetContainer = function (scene, data, rootUrl, onError, addToScene) {
  78961. if (addToScene === void 0) { addToScene = false; }
  78962. var container = new BABYLON.AssetContainer(scene);
  78963. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  78964. // when SceneLoader.debugLogging = true (default), or exception encountered.
  78965. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  78966. // and avoid problems with multiple concurrent .babylon loads.
  78967. var log = "importScene has failed JSON parse";
  78968. try {
  78969. var parsedData = JSON.parse(data);
  78970. log = "";
  78971. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  78972. var index;
  78973. var cache;
  78974. // Lights
  78975. if (parsedData.lights !== undefined && parsedData.lights !== null) {
  78976. for (index = 0, cache = parsedData.lights.length; index < cache; index++) {
  78977. var parsedLight = parsedData.lights[index];
  78978. var light = BABYLON.Light.Parse(parsedLight, scene);
  78979. if (light) {
  78980. container.lights.push(light);
  78981. log += (index === 0 ? "\n\tLights:" : "");
  78982. log += "\n\t\t" + light.toString(fullDetails);
  78983. }
  78984. }
  78985. }
  78986. // Reflection probes
  78987. if (parsedData.reflectionProbes !== undefined && parsedData.reflectionProbes !== null) {
  78988. for (index = 0, cache = parsedData.reflectionProbes.length; index < cache; index++) {
  78989. var parsedReflectionProbe = parsedData.reflectionProbes[index];
  78990. var reflectionProbe = BABYLON.ReflectionProbe.Parse(parsedReflectionProbe, scene, rootUrl);
  78991. if (reflectionProbe) {
  78992. container.reflectionProbes.push(reflectionProbe);
  78993. log += (index === 0 ? "\n\tReflection Probes:" : "");
  78994. log += "\n\t\t" + reflectionProbe.toString(fullDetails);
  78995. }
  78996. }
  78997. }
  78998. // Animations
  78999. if (parsedData.animations !== undefined && parsedData.animations !== null) {
  79000. for (index = 0, cache = parsedData.animations.length; index < cache; index++) {
  79001. var parsedAnimation = parsedData.animations[index];
  79002. var animation = BABYLON.Animation.Parse(parsedAnimation);
  79003. scene.animations.push(animation);
  79004. container.animations.push(animation);
  79005. log += (index === 0 ? "\n\tAnimations:" : "");
  79006. log += "\n\t\t" + animation.toString(fullDetails);
  79007. }
  79008. }
  79009. // Materials
  79010. if (parsedData.materials !== undefined && parsedData.materials !== null) {
  79011. for (index = 0, cache = parsedData.materials.length; index < cache; index++) {
  79012. var parsedMaterial = parsedData.materials[index];
  79013. var mat = BABYLON.Material.Parse(parsedMaterial, scene, rootUrl);
  79014. container.materials.push(mat);
  79015. log += (index === 0 ? "\n\tMaterials:" : "");
  79016. log += "\n\t\t" + mat.toString(fullDetails);
  79017. }
  79018. }
  79019. if (parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79020. for (index = 0, cache = parsedData.multiMaterials.length; index < cache; index++) {
  79021. var parsedMultiMaterial = parsedData.multiMaterials[index];
  79022. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79023. container.multiMaterials.push(mmat);
  79024. log += (index === 0 ? "\n\tMultiMaterials:" : "");
  79025. log += "\n\t\t" + mmat.toString(fullDetails);
  79026. }
  79027. }
  79028. // Morph targets
  79029. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79030. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79031. var managerData = _a[_i];
  79032. container.morphTargetManagers.push(BABYLON.MorphTargetManager.Parse(managerData, scene));
  79033. }
  79034. }
  79035. // Skeletons
  79036. if (parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79037. for (index = 0, cache = parsedData.skeletons.length; index < cache; index++) {
  79038. var parsedSkeleton = parsedData.skeletons[index];
  79039. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79040. container.skeletons.push(skeleton);
  79041. log += (index === 0 ? "\n\tSkeletons:" : "");
  79042. log += "\n\t\t" + skeleton.toString(fullDetails);
  79043. }
  79044. }
  79045. // Geometries
  79046. var geometries = parsedData.geometries;
  79047. if (geometries !== undefined && geometries !== null) {
  79048. var addedGeometry = new Array();
  79049. // Boxes
  79050. var boxes = geometries.boxes;
  79051. if (boxes !== undefined && boxes !== null) {
  79052. for (index = 0, cache = boxes.length; index < cache; index++) {
  79053. var parsedBox = boxes[index];
  79054. addedGeometry.push(BABYLON.BoxGeometry.Parse(parsedBox, scene));
  79055. }
  79056. }
  79057. // Spheres
  79058. var spheres = geometries.spheres;
  79059. if (spheres !== undefined && spheres !== null) {
  79060. for (index = 0, cache = spheres.length; index < cache; index++) {
  79061. var parsedSphere = spheres[index];
  79062. addedGeometry.push(BABYLON.SphereGeometry.Parse(parsedSphere, scene));
  79063. }
  79064. }
  79065. // Cylinders
  79066. var cylinders = geometries.cylinders;
  79067. if (cylinders !== undefined && cylinders !== null) {
  79068. for (index = 0, cache = cylinders.length; index < cache; index++) {
  79069. var parsedCylinder = cylinders[index];
  79070. addedGeometry.push(BABYLON.CylinderGeometry.Parse(parsedCylinder, scene));
  79071. }
  79072. }
  79073. // Toruses
  79074. var toruses = geometries.toruses;
  79075. if (toruses !== undefined && toruses !== null) {
  79076. for (index = 0, cache = toruses.length; index < cache; index++) {
  79077. var parsedTorus = toruses[index];
  79078. addedGeometry.push(BABYLON.TorusGeometry.Parse(parsedTorus, scene));
  79079. }
  79080. }
  79081. // Grounds
  79082. var grounds = geometries.grounds;
  79083. if (grounds !== undefined && grounds !== null) {
  79084. for (index = 0, cache = grounds.length; index < cache; index++) {
  79085. var parsedGround = grounds[index];
  79086. addedGeometry.push(BABYLON.GroundGeometry.Parse(parsedGround, scene));
  79087. }
  79088. }
  79089. // Planes
  79090. var planes = geometries.planes;
  79091. if (planes !== undefined && planes !== null) {
  79092. for (index = 0, cache = planes.length; index < cache; index++) {
  79093. var parsedPlane = planes[index];
  79094. addedGeometry.push(BABYLON.PlaneGeometry.Parse(parsedPlane, scene));
  79095. }
  79096. }
  79097. // TorusKnots
  79098. var torusKnots = geometries.torusKnots;
  79099. if (torusKnots !== undefined && torusKnots !== null) {
  79100. for (index = 0, cache = torusKnots.length; index < cache; index++) {
  79101. var parsedTorusKnot = torusKnots[index];
  79102. addedGeometry.push(BABYLON.TorusKnotGeometry.Parse(parsedTorusKnot, scene));
  79103. }
  79104. }
  79105. // VertexData
  79106. var vertexData = geometries.vertexData;
  79107. if (vertexData !== undefined && vertexData !== null) {
  79108. for (index = 0, cache = vertexData.length; index < cache; index++) {
  79109. var parsedVertexData = vertexData[index];
  79110. addedGeometry.push(BABYLON.Geometry.Parse(parsedVertexData, scene, rootUrl));
  79111. }
  79112. }
  79113. addedGeometry.forEach(function (g) {
  79114. if (g) {
  79115. container.geometries.push(g);
  79116. }
  79117. });
  79118. }
  79119. // Transform nodes
  79120. if (parsedData.transformNodes !== undefined && parsedData.transformNodes !== null) {
  79121. for (index = 0, cache = parsedData.transformNodes.length; index < cache; index++) {
  79122. var parsedTransformNode = parsedData.transformNodes[index];
  79123. var node = BABYLON.TransformNode.Parse(parsedTransformNode, scene, rootUrl);
  79124. container.transformNodes.push(node);
  79125. }
  79126. }
  79127. // Meshes
  79128. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79129. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79130. var parsedMesh = parsedData.meshes[index];
  79131. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79132. container.meshes.push(mesh);
  79133. log += (index === 0 ? "\n\tMeshes:" : "");
  79134. log += "\n\t\t" + mesh.toString(fullDetails);
  79135. }
  79136. }
  79137. // Cameras
  79138. if (parsedData.cameras !== undefined && parsedData.cameras !== null) {
  79139. for (index = 0, cache = parsedData.cameras.length; index < cache; index++) {
  79140. var parsedCamera = parsedData.cameras[index];
  79141. var camera = BABYLON.Camera.Parse(parsedCamera, scene);
  79142. container.cameras.push(camera);
  79143. log += (index === 0 ? "\n\tCameras:" : "");
  79144. log += "\n\t\t" + camera.toString(fullDetails);
  79145. }
  79146. }
  79147. // Animation Groups
  79148. if (parsedData.animationGroups !== undefined && parsedData.animationGroups !== null) {
  79149. for (index = 0, cache = parsedData.animationGroups.length; index < cache; index++) {
  79150. var parsedAnimationGroup = parsedData.animationGroups[index];
  79151. var animationGroup = BABYLON.AnimationGroup.Parse(parsedAnimationGroup, scene);
  79152. container.animationGroups.push(animationGroup);
  79153. log += (index === 0 ? "\n\tAnimationGroups:" : "");
  79154. log += "\n\t\t" + animationGroup.toString(fullDetails);
  79155. }
  79156. }
  79157. // Browsing all the graph to connect the dots
  79158. for (index = 0, cache = scene.cameras.length; index < cache; index++) {
  79159. var camera = scene.cameras[index];
  79160. if (camera._waitingParentId) {
  79161. camera.parent = scene.getLastEntryByID(camera._waitingParentId);
  79162. camera._waitingParentId = null;
  79163. }
  79164. }
  79165. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79166. var light_1 = scene.lights[index];
  79167. if (light_1 && light_1._waitingParentId) {
  79168. light_1.parent = scene.getLastEntryByID(light_1._waitingParentId);
  79169. light_1._waitingParentId = null;
  79170. }
  79171. }
  79172. // Connect parents & children and parse actions
  79173. for (index = 0, cache = scene.transformNodes.length; index < cache; index++) {
  79174. var transformNode = scene.transformNodes[index];
  79175. if (transformNode._waitingParentId) {
  79176. transformNode.parent = scene.getLastEntryByID(transformNode._waitingParentId);
  79177. transformNode._waitingParentId = null;
  79178. }
  79179. }
  79180. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79181. var mesh = scene.meshes[index];
  79182. if (mesh._waitingParentId) {
  79183. mesh.parent = scene.getLastEntryByID(mesh._waitingParentId);
  79184. mesh._waitingParentId = null;
  79185. }
  79186. }
  79187. // freeze world matrix application
  79188. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79189. var currentMesh = scene.meshes[index];
  79190. if (currentMesh._waitingFreezeWorldMatrix) {
  79191. currentMesh.freezeWorldMatrix();
  79192. currentMesh._waitingFreezeWorldMatrix = null;
  79193. }
  79194. else {
  79195. currentMesh.computeWorldMatrix(true);
  79196. }
  79197. }
  79198. // Lights exclusions / inclusions
  79199. for (index = 0, cache = scene.lights.length; index < cache; index++) {
  79200. var light_2 = scene.lights[index];
  79201. // Excluded check
  79202. if (light_2._excludedMeshesIds.length > 0) {
  79203. for (var excludedIndex = 0; excludedIndex < light_2._excludedMeshesIds.length; excludedIndex++) {
  79204. var excludedMesh = scene.getMeshByID(light_2._excludedMeshesIds[excludedIndex]);
  79205. if (excludedMesh) {
  79206. light_2.excludedMeshes.push(excludedMesh);
  79207. }
  79208. }
  79209. light_2._excludedMeshesIds = [];
  79210. }
  79211. // Included check
  79212. if (light_2._includedOnlyMeshesIds.length > 0) {
  79213. for (var includedOnlyIndex = 0; includedOnlyIndex < light_2._includedOnlyMeshesIds.length; includedOnlyIndex++) {
  79214. var includedOnlyMesh = scene.getMeshByID(light_2._includedOnlyMeshesIds[includedOnlyIndex]);
  79215. if (includedOnlyMesh) {
  79216. light_2.includedOnlyMeshes.push(includedOnlyMesh);
  79217. }
  79218. }
  79219. light_2._includedOnlyMeshesIds = [];
  79220. }
  79221. }
  79222. BABYLON.AbstractScene.Parse(parsedData, scene, container, rootUrl);
  79223. // Actions (scene) Done last as it can access other objects.
  79224. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79225. var mesh = scene.meshes[index];
  79226. if (mesh._waitingActions) {
  79227. BABYLON.ActionManager.Parse(mesh._waitingActions, mesh, scene);
  79228. mesh._waitingActions = null;
  79229. }
  79230. }
  79231. if (parsedData.actions !== undefined && parsedData.actions !== null) {
  79232. BABYLON.ActionManager.Parse(parsedData.actions, null, scene);
  79233. }
  79234. if (!addToScene) {
  79235. container.removeAllFromScene();
  79236. }
  79237. }
  79238. catch (err) {
  79239. var msg = logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + log;
  79240. if (onError) {
  79241. onError(msg, err);
  79242. }
  79243. else {
  79244. BABYLON.Tools.Log(msg);
  79245. throw err;
  79246. }
  79247. }
  79248. finally {
  79249. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79250. BABYLON.Tools.Log(logOperation("loadAssets", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79251. }
  79252. }
  79253. return container;
  79254. };
  79255. BABYLON.SceneLoader.RegisterPlugin({
  79256. name: "babylon.js",
  79257. extensions: ".babylon",
  79258. canDirectLoad: function (data) {
  79259. if (data.indexOf("babylon") !== -1) { // We consider that the producer string is filled
  79260. return true;
  79261. }
  79262. return false;
  79263. },
  79264. importMesh: function (meshesNames, scene, data, rootUrl, meshes, particleSystems, skeletons, onError) {
  79265. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79266. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79267. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79268. // and avoid problems with multiple concurrent .babylon loads.
  79269. var log = "importMesh has failed JSON parse";
  79270. try {
  79271. var parsedData = JSON.parse(data);
  79272. log = "";
  79273. var fullDetails = BABYLON.SceneLoader.loggingLevel === BABYLON.SceneLoader.DETAILED_LOGGING;
  79274. if (!meshesNames) {
  79275. meshesNames = null;
  79276. }
  79277. else if (!Array.isArray(meshesNames)) {
  79278. meshesNames = [meshesNames];
  79279. }
  79280. var hierarchyIds = new Array();
  79281. if (parsedData.meshes !== undefined && parsedData.meshes !== null) {
  79282. var loadedSkeletonsIds = [];
  79283. var loadedMaterialsIds = [];
  79284. var index;
  79285. var cache;
  79286. for (index = 0, cache = parsedData.meshes.length; index < cache; index++) {
  79287. var parsedMesh = parsedData.meshes[index];
  79288. if (meshesNames === null || isDescendantOf(parsedMesh, meshesNames, hierarchyIds)) {
  79289. if (meshesNames !== null) {
  79290. // Remove found mesh name from list.
  79291. delete meshesNames[meshesNames.indexOf(parsedMesh.name)];
  79292. }
  79293. //Geometry?
  79294. if (parsedMesh.geometryId !== undefined && parsedMesh.geometryId !== null) {
  79295. //does the file contain geometries?
  79296. if (parsedData.geometries !== undefined && parsedData.geometries !== null) {
  79297. //find the correct geometry and add it to the scene
  79298. var found = false;
  79299. ["boxes", "spheres", "cylinders", "toruses", "grounds", "planes", "torusKnots", "vertexData"].forEach(function (geometryType) {
  79300. if (found === true || !parsedData.geometries[geometryType] || !(Array.isArray(parsedData.geometries[geometryType]))) {
  79301. return;
  79302. }
  79303. else {
  79304. parsedData.geometries[geometryType].forEach(function (parsedGeometryData) {
  79305. if (parsedGeometryData.id === parsedMesh.geometryId) {
  79306. switch (geometryType) {
  79307. case "boxes":
  79308. BABYLON.BoxGeometry.Parse(parsedGeometryData, scene);
  79309. break;
  79310. case "spheres":
  79311. BABYLON.SphereGeometry.Parse(parsedGeometryData, scene);
  79312. break;
  79313. case "cylinders":
  79314. BABYLON.CylinderGeometry.Parse(parsedGeometryData, scene);
  79315. break;
  79316. case "toruses":
  79317. BABYLON.TorusGeometry.Parse(parsedGeometryData, scene);
  79318. break;
  79319. case "grounds":
  79320. BABYLON.GroundGeometry.Parse(parsedGeometryData, scene);
  79321. break;
  79322. case "planes":
  79323. BABYLON.PlaneGeometry.Parse(parsedGeometryData, scene);
  79324. break;
  79325. case "torusKnots":
  79326. BABYLON.TorusKnotGeometry.Parse(parsedGeometryData, scene);
  79327. break;
  79328. case "vertexData":
  79329. BABYLON.Geometry.Parse(parsedGeometryData, scene, rootUrl);
  79330. break;
  79331. }
  79332. found = true;
  79333. }
  79334. });
  79335. }
  79336. });
  79337. if (found === false) {
  79338. BABYLON.Tools.Warn("Geometry not found for mesh " + parsedMesh.id);
  79339. }
  79340. }
  79341. }
  79342. // Material ?
  79343. if (parsedMesh.materialId) {
  79344. var materialFound = (loadedMaterialsIds.indexOf(parsedMesh.materialId) !== -1);
  79345. if (materialFound === false && parsedData.multiMaterials !== undefined && parsedData.multiMaterials !== null) {
  79346. for (var multimatIndex = 0, multimatCache = parsedData.multiMaterials.length; multimatIndex < multimatCache; multimatIndex++) {
  79347. var parsedMultiMaterial = parsedData.multiMaterials[multimatIndex];
  79348. if (parsedMultiMaterial.id === parsedMesh.materialId) {
  79349. for (var matIndex = 0, matCache = parsedMultiMaterial.materials.length; matIndex < matCache; matIndex++) {
  79350. var subMatId = parsedMultiMaterial.materials[matIndex];
  79351. loadedMaterialsIds.push(subMatId);
  79352. var mat = parseMaterialById(subMatId, parsedData, scene, rootUrl);
  79353. if (mat) {
  79354. log += "\n\tMaterial " + mat.toString(fullDetails);
  79355. }
  79356. }
  79357. loadedMaterialsIds.push(parsedMultiMaterial.id);
  79358. var mmat = BABYLON.Material.ParseMultiMaterial(parsedMultiMaterial, scene);
  79359. if (mmat) {
  79360. materialFound = true;
  79361. log += "\n\tMulti-Material " + mmat.toString(fullDetails);
  79362. }
  79363. break;
  79364. }
  79365. }
  79366. }
  79367. if (materialFound === false) {
  79368. loadedMaterialsIds.push(parsedMesh.materialId);
  79369. var mat = parseMaterialById(parsedMesh.materialId, parsedData, scene, rootUrl);
  79370. if (!mat) {
  79371. BABYLON.Tools.Warn("Material not found for mesh " + parsedMesh.id);
  79372. }
  79373. else {
  79374. log += "\n\tMaterial " + mat.toString(fullDetails);
  79375. }
  79376. }
  79377. }
  79378. // Skeleton ?
  79379. if (parsedMesh.skeletonId > -1 && parsedData.skeletons !== undefined && parsedData.skeletons !== null) {
  79380. var skeletonAlreadyLoaded = (loadedSkeletonsIds.indexOf(parsedMesh.skeletonId) > -1);
  79381. if (skeletonAlreadyLoaded === false) {
  79382. for (var skeletonIndex = 0, skeletonCache = parsedData.skeletons.length; skeletonIndex < skeletonCache; skeletonIndex++) {
  79383. var parsedSkeleton = parsedData.skeletons[skeletonIndex];
  79384. if (parsedSkeleton.id === parsedMesh.skeletonId) {
  79385. var skeleton = BABYLON.Skeleton.Parse(parsedSkeleton, scene);
  79386. skeletons.push(skeleton);
  79387. loadedSkeletonsIds.push(parsedSkeleton.id);
  79388. log += "\n\tSkeleton " + skeleton.toString(fullDetails);
  79389. }
  79390. }
  79391. }
  79392. }
  79393. // Morph targets ?
  79394. if (parsedData.morphTargetManagers !== undefined && parsedData.morphTargetManagers !== null) {
  79395. for (var _i = 0, _a = parsedData.morphTargetManagers; _i < _a.length; _i++) {
  79396. var managerData = _a[_i];
  79397. BABYLON.MorphTargetManager.Parse(managerData, scene);
  79398. }
  79399. }
  79400. var mesh = BABYLON.Mesh.Parse(parsedMesh, scene, rootUrl);
  79401. meshes.push(mesh);
  79402. log += "\n\tMesh " + mesh.toString(fullDetails);
  79403. }
  79404. }
  79405. // Connecting parents
  79406. var currentMesh;
  79407. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79408. currentMesh = scene.meshes[index];
  79409. if (currentMesh._waitingParentId) {
  79410. currentMesh.parent = scene.getLastEntryByID(currentMesh._waitingParentId);
  79411. currentMesh._waitingParentId = null;
  79412. }
  79413. }
  79414. // freeze and compute world matrix application
  79415. for (index = 0, cache = scene.meshes.length; index < cache; index++) {
  79416. currentMesh = scene.meshes[index];
  79417. if (currentMesh._waitingFreezeWorldMatrix) {
  79418. currentMesh.freezeWorldMatrix();
  79419. currentMesh._waitingFreezeWorldMatrix = null;
  79420. }
  79421. else {
  79422. currentMesh.computeWorldMatrix(true);
  79423. }
  79424. }
  79425. }
  79426. // Particles
  79427. if (parsedData.particleSystems !== undefined && parsedData.particleSystems !== null) {
  79428. var parser = BABYLON.AbstractScene.GetIndividualParser(BABYLON.SceneComponentConstants.NAME_PARTICLESYSTEM);
  79429. if (parser) {
  79430. for (index = 0, cache = parsedData.particleSystems.length; index < cache; index++) {
  79431. var parsedParticleSystem = parsedData.particleSystems[index];
  79432. if (hierarchyIds.indexOf(parsedParticleSystem.emitterId) !== -1) {
  79433. particleSystems.push(parser(parsedParticleSystem, scene, rootUrl));
  79434. }
  79435. }
  79436. }
  79437. }
  79438. return true;
  79439. }
  79440. catch (err) {
  79441. var msg = logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + log;
  79442. if (onError) {
  79443. onError(msg, err);
  79444. }
  79445. else {
  79446. BABYLON.Tools.Log(msg);
  79447. throw err;
  79448. }
  79449. }
  79450. finally {
  79451. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79452. BABYLON.Tools.Log(logOperation("importMesh", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79453. }
  79454. }
  79455. return false;
  79456. },
  79457. load: function (scene, data, rootUrl, onError) {
  79458. // Entire method running in try block, so ALWAYS logs as far as it got, only actually writes details
  79459. // when SceneLoader.debugLogging = true (default), or exception encountered.
  79460. // Everything stored in var log instead of writing separate lines to support only writing in exception,
  79461. // and avoid problems with multiple concurrent .babylon loads.
  79462. var log = "importScene has failed JSON parse";
  79463. try {
  79464. var parsedData = JSON.parse(data);
  79465. log = "";
  79466. // Scene
  79467. if (parsedData.useDelayedTextureLoading !== undefined && parsedData.useDelayedTextureLoading !== null) {
  79468. scene.useDelayedTextureLoading = parsedData.useDelayedTextureLoading && !BABYLON.SceneLoader.ForceFullSceneLoadingForIncremental;
  79469. }
  79470. if (parsedData.autoClear !== undefined && parsedData.autoClear !== null) {
  79471. scene.autoClear = parsedData.autoClear;
  79472. }
  79473. if (parsedData.clearColor !== undefined && parsedData.clearColor !== null) {
  79474. scene.clearColor = BABYLON.Color4.FromArray(parsedData.clearColor);
  79475. }
  79476. if (parsedData.ambientColor !== undefined && parsedData.ambientColor !== null) {
  79477. scene.ambientColor = BABYLON.Color3.FromArray(parsedData.ambientColor);
  79478. }
  79479. if (parsedData.gravity !== undefined && parsedData.gravity !== null) {
  79480. scene.gravity = BABYLON.Vector3.FromArray(parsedData.gravity);
  79481. }
  79482. // Fog
  79483. if (parsedData.fogMode && parsedData.fogMode !== 0) {
  79484. scene.fogMode = parsedData.fogMode;
  79485. scene.fogColor = BABYLON.Color3.FromArray(parsedData.fogColor);
  79486. scene.fogStart = parsedData.fogStart;
  79487. scene.fogEnd = parsedData.fogEnd;
  79488. scene.fogDensity = parsedData.fogDensity;
  79489. log += "\tFog mode for scene: ";
  79490. switch (scene.fogMode) {
  79491. // getters not compiling, so using hardcoded
  79492. case 1:
  79493. log += "exp\n";
  79494. break;
  79495. case 2:
  79496. log += "exp2\n";
  79497. break;
  79498. case 3:
  79499. log += "linear\n";
  79500. break;
  79501. }
  79502. }
  79503. //Physics
  79504. if (parsedData.physicsEnabled) {
  79505. var physicsPlugin;
  79506. if (parsedData.physicsEngine === "cannon") {
  79507. physicsPlugin = new BABYLON.CannonJSPlugin();
  79508. }
  79509. else if (parsedData.physicsEngine === "oimo") {
  79510. physicsPlugin = new BABYLON.OimoJSPlugin();
  79511. }
  79512. log = "\tPhysics engine " + (parsedData.physicsEngine ? parsedData.physicsEngine : "oimo") + " enabled\n";
  79513. //else - default engine, which is currently oimo
  79514. var physicsGravity = parsedData.physicsGravity ? BABYLON.Vector3.FromArray(parsedData.physicsGravity) : null;
  79515. scene.enablePhysics(physicsGravity, physicsPlugin);
  79516. }
  79517. // Metadata
  79518. if (parsedData.metadata !== undefined && parsedData.metadata !== null) {
  79519. scene.metadata = parsedData.metadata;
  79520. }
  79521. //collisions, if defined. otherwise, default is true
  79522. if (parsedData.collisionsEnabled !== undefined && parsedData.collisionsEnabled !== null) {
  79523. scene.collisionsEnabled = parsedData.collisionsEnabled;
  79524. }
  79525. scene.workerCollisions = !!parsedData.workerCollisions;
  79526. var container = loadAssetContainer(scene, data, rootUrl, onError, true);
  79527. if (!container) {
  79528. return false;
  79529. }
  79530. if (parsedData.autoAnimate) {
  79531. scene.beginAnimation(scene, parsedData.autoAnimateFrom, parsedData.autoAnimateTo, parsedData.autoAnimateLoop, parsedData.autoAnimateSpeed || 1.0);
  79532. }
  79533. if (parsedData.activeCameraID !== undefined && parsedData.activeCameraID !== null) {
  79534. scene.setActiveCameraByID(parsedData.activeCameraID);
  79535. }
  79536. // Environment texture
  79537. if (parsedData.environmentTexture !== undefined && parsedData.environmentTexture !== null) {
  79538. // PBR needed for both HDR texture (gamma space) & a sky box
  79539. var isPBR = parsedData.isPBR !== undefined ? parsedData.isPBR : true;
  79540. if (parsedData.environmentTextureType && parsedData.environmentTextureType === "BABYLON.HDRCubeTexture") {
  79541. var hdrSize = (parsedData.environmentTextureSize) ? parsedData.environmentTextureSize : 128;
  79542. var hdrTexture = new BABYLON.HDRCubeTexture(rootUrl + parsedData.environmentTexture, scene, hdrSize, true, !isPBR);
  79543. if (parsedData.environmentTextureRotationY) {
  79544. hdrTexture.rotationY = parsedData.environmentTextureRotationY;
  79545. }
  79546. scene.environmentTexture = hdrTexture;
  79547. }
  79548. else {
  79549. var cubeTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(rootUrl + parsedData.environmentTexture, scene);
  79550. if (parsedData.environmentTextureRotationY) {
  79551. cubeTexture.rotationY = parsedData.environmentTextureRotationY;
  79552. }
  79553. scene.environmentTexture = cubeTexture;
  79554. }
  79555. if (parsedData.createDefaultSkybox === true) {
  79556. var skyboxScale = (scene.activeCamera !== undefined && scene.activeCamera !== null) ? (scene.activeCamera.maxZ - scene.activeCamera.minZ) / 2 : 1000;
  79557. var skyboxBlurLevel = parsedData.skyboxBlurLevel || 0;
  79558. scene.createDefaultSkybox(scene.environmentTexture, isPBR, skyboxScale, skyboxBlurLevel);
  79559. }
  79560. }
  79561. // Finish
  79562. return true;
  79563. }
  79564. catch (err) {
  79565. var msg = logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + log;
  79566. if (onError) {
  79567. onError(msg, err);
  79568. }
  79569. else {
  79570. BABYLON.Tools.Log(msg);
  79571. throw err;
  79572. }
  79573. }
  79574. finally {
  79575. if (log !== null && BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.NO_LOGGING) {
  79576. BABYLON.Tools.Log(logOperation("importScene", parsedData ? parsedData.producer : "Unknown") + (BABYLON.SceneLoader.loggingLevel !== BABYLON.SceneLoader.MINIMAL_LOGGING ? log : ""));
  79577. }
  79578. }
  79579. return false;
  79580. },
  79581. loadAssetContainer: function (scene, data, rootUrl, onError) {
  79582. var container = loadAssetContainer(scene, data, rootUrl, onError);
  79583. return container;
  79584. }
  79585. });
  79586. })(BABYLON || (BABYLON = {}));
  79587. //# sourceMappingURL=babylon.babylonFileLoader.js.map
  79588. var BABYLON;
  79589. (function (BABYLON) {
  79590. /**
  79591. * Class used to help managing file picking and drag'n'drop
  79592. */
  79593. var FilesInput = /** @class */ (function () {
  79594. /**
  79595. * Creates a new FilesInput
  79596. * @param engine defines the rendering engine
  79597. * @param scene defines the hosting scene
  79598. * @param sceneLoadedCallback callback called when scene is loaded
  79599. * @param progressCallback callback called to track progress
  79600. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  79601. * @param textureLoadingCallback callback called when a texture is loading
  79602. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  79603. * @param onReloadCallback callback called when a reload is requested
  79604. * @param errorCallback callback call if an error occurs
  79605. */
  79606. function FilesInput(engine, scene, sceneLoadedCallback, progressCallback, additionalRenderLoopLogicCallback, textureLoadingCallback, startingProcessingFilesCallback, onReloadCallback, errorCallback) {
  79607. /**
  79608. * Callback called when a file is processed
  79609. */
  79610. this.onProcessFileCallback = function () { return true; };
  79611. this._engine = engine;
  79612. this._currentScene = scene;
  79613. this._sceneLoadedCallback = sceneLoadedCallback;
  79614. this._progressCallback = progressCallback;
  79615. this._additionalRenderLoopLogicCallback = additionalRenderLoopLogicCallback;
  79616. this._textureLoadingCallback = textureLoadingCallback;
  79617. this._startingProcessingFilesCallback = startingProcessingFilesCallback;
  79618. this._onReloadCallback = onReloadCallback;
  79619. this._errorCallback = errorCallback;
  79620. }
  79621. /**
  79622. * Calls this function to listen to drag'n'drop events on a specific DOM element
  79623. * @param elementToMonitor defines the DOM element to track
  79624. */
  79625. FilesInput.prototype.monitorElementForDragNDrop = function (elementToMonitor) {
  79626. var _this = this;
  79627. if (elementToMonitor) {
  79628. this._elementToMonitor = elementToMonitor;
  79629. this._dragEnterHandler = function (e) { _this.drag(e); };
  79630. this._dragOverHandler = function (e) { _this.drag(e); };
  79631. this._dropHandler = function (e) { _this.drop(e); };
  79632. this._elementToMonitor.addEventListener("dragenter", this._dragEnterHandler, false);
  79633. this._elementToMonitor.addEventListener("dragover", this._dragOverHandler, false);
  79634. this._elementToMonitor.addEventListener("drop", this._dropHandler, false);
  79635. }
  79636. };
  79637. /**
  79638. * Release all associated resources
  79639. */
  79640. FilesInput.prototype.dispose = function () {
  79641. if (!this._elementToMonitor) {
  79642. return;
  79643. }
  79644. this._elementToMonitor.removeEventListener("dragenter", this._dragEnterHandler);
  79645. this._elementToMonitor.removeEventListener("dragover", this._dragOverHandler);
  79646. this._elementToMonitor.removeEventListener("drop", this._dropHandler);
  79647. };
  79648. FilesInput.prototype.renderFunction = function () {
  79649. if (this._additionalRenderLoopLogicCallback) {
  79650. this._additionalRenderLoopLogicCallback();
  79651. }
  79652. if (this._currentScene) {
  79653. if (this._textureLoadingCallback) {
  79654. var remaining = this._currentScene.getWaitingItemsCount();
  79655. if (remaining > 0) {
  79656. this._textureLoadingCallback(remaining);
  79657. }
  79658. }
  79659. this._currentScene.render();
  79660. }
  79661. };
  79662. FilesInput.prototype.drag = function (e) {
  79663. e.stopPropagation();
  79664. e.preventDefault();
  79665. };
  79666. FilesInput.prototype.drop = function (eventDrop) {
  79667. eventDrop.stopPropagation();
  79668. eventDrop.preventDefault();
  79669. this.loadFiles(eventDrop);
  79670. };
  79671. FilesInput.prototype._traverseFolder = function (folder, files, remaining, callback) {
  79672. var _this = this;
  79673. var reader = folder.createReader();
  79674. var relativePath = folder.fullPath.replace(/^\//, "").replace(/(.+?)\/?$/, "$1/");
  79675. reader.readEntries(function (entries) {
  79676. remaining.count += entries.length;
  79677. for (var _i = 0, entries_1 = entries; _i < entries_1.length; _i++) {
  79678. var entry = entries_1[_i];
  79679. if (entry.isFile) {
  79680. entry.file(function (file) {
  79681. file.correctName = relativePath + file.name;
  79682. files.push(file);
  79683. if (--remaining.count === 0) {
  79684. callback();
  79685. }
  79686. });
  79687. }
  79688. else if (entry.isDirectory) {
  79689. _this._traverseFolder(entry, files, remaining, callback);
  79690. }
  79691. }
  79692. if (--remaining.count) {
  79693. callback();
  79694. }
  79695. });
  79696. };
  79697. FilesInput.prototype._processFiles = function (files) {
  79698. for (var i = 0; i < files.length; i++) {
  79699. var name = files[i].correctName.toLowerCase();
  79700. var extension = name.split('.').pop();
  79701. if (!this.onProcessFileCallback(files[i], name, extension)) {
  79702. continue;
  79703. }
  79704. if ((extension === "babylon" || extension === "stl" || extension === "obj" || extension === "gltf" || extension === "glb")
  79705. && name.indexOf(".binary.babylon") === -1 && name.indexOf(".incremental.babylon") === -1) {
  79706. this._sceneFileToLoad = files[i];
  79707. }
  79708. FilesInput.FilesToLoad[name] = files[i];
  79709. }
  79710. };
  79711. /**
  79712. * Load files from a drop event
  79713. * @param event defines the drop event to use as source
  79714. */
  79715. FilesInput.prototype.loadFiles = function (event) {
  79716. var _this = this;
  79717. // Handling data transfer via drag'n'drop
  79718. if (event && event.dataTransfer && event.dataTransfer.files) {
  79719. this._filesToLoad = event.dataTransfer.files;
  79720. }
  79721. // Handling files from input files
  79722. if (event && event.target && event.target.files) {
  79723. this._filesToLoad = event.target.files;
  79724. }
  79725. if (!this._filesToLoad || this._filesToLoad.length === 0) {
  79726. return;
  79727. }
  79728. if (this._startingProcessingFilesCallback) {
  79729. this._startingProcessingFilesCallback(this._filesToLoad);
  79730. }
  79731. if (this._filesToLoad && this._filesToLoad.length > 0) {
  79732. var files_1 = new Array();
  79733. var folders = [];
  79734. var items = event.dataTransfer ? event.dataTransfer.items : null;
  79735. for (var i = 0; i < this._filesToLoad.length; i++) {
  79736. var fileToLoad = this._filesToLoad[i];
  79737. var name_1 = fileToLoad.name.toLowerCase();
  79738. var entry = void 0;
  79739. fileToLoad.correctName = name_1;
  79740. if (items) {
  79741. var item = items[i];
  79742. if (item.getAsEntry) {
  79743. entry = item.getAsEntry();
  79744. }
  79745. else if (item.webkitGetAsEntry) {
  79746. entry = item.webkitGetAsEntry();
  79747. }
  79748. }
  79749. if (!entry) {
  79750. files_1.push(fileToLoad);
  79751. }
  79752. else {
  79753. if (entry.isDirectory) {
  79754. folders.push(entry);
  79755. }
  79756. else {
  79757. files_1.push(fileToLoad);
  79758. }
  79759. }
  79760. }
  79761. if (folders.length === 0) {
  79762. this._processFiles(files_1);
  79763. this._processReload();
  79764. }
  79765. else {
  79766. var remaining = { count: folders.length };
  79767. for (var _i = 0, folders_1 = folders; _i < folders_1.length; _i++) {
  79768. var folder = folders_1[_i];
  79769. this._traverseFolder(folder, files_1, remaining, function () {
  79770. _this._processFiles(files_1);
  79771. if (remaining.count === 0) {
  79772. _this._processReload();
  79773. }
  79774. });
  79775. }
  79776. }
  79777. }
  79778. };
  79779. FilesInput.prototype._processReload = function () {
  79780. if (this._onReloadCallback) {
  79781. this._onReloadCallback(this._sceneFileToLoad);
  79782. }
  79783. else {
  79784. this.reload();
  79785. }
  79786. };
  79787. /**
  79788. * Reload the current scene from the loaded files
  79789. */
  79790. FilesInput.prototype.reload = function () {
  79791. var _this = this;
  79792. // If a scene file has been provided
  79793. if (this._sceneFileToLoad) {
  79794. if (this._currentScene) {
  79795. if (BABYLON.Tools.errorsCount > 0) {
  79796. BABYLON.Tools.ClearLogCache();
  79797. }
  79798. this._engine.stopRenderLoop();
  79799. }
  79800. BABYLON.SceneLoader.LoadAsync("file:", this._sceneFileToLoad, this._engine, function (progress) {
  79801. if (_this._progressCallback) {
  79802. _this._progressCallback(progress);
  79803. }
  79804. }).then(function (scene) {
  79805. if (_this._currentScene) {
  79806. _this._currentScene.dispose();
  79807. }
  79808. _this._currentScene = scene;
  79809. if (_this._sceneLoadedCallback) {
  79810. _this._sceneLoadedCallback(_this._sceneFileToLoad, _this._currentScene);
  79811. }
  79812. // Wait for textures and shaders to be ready
  79813. _this._currentScene.executeWhenReady(function () {
  79814. _this._engine.runRenderLoop(function () {
  79815. _this.renderFunction();
  79816. });
  79817. });
  79818. }).catch(function (error) {
  79819. if (_this._errorCallback) {
  79820. _this._errorCallback(_this._sceneFileToLoad, _this._currentScene, error.message);
  79821. }
  79822. });
  79823. }
  79824. else {
  79825. BABYLON.Tools.Error("Please provide a valid .babylon file.");
  79826. }
  79827. };
  79828. /**
  79829. * List of files ready to be loaded
  79830. */
  79831. FilesInput.FilesToLoad = {};
  79832. return FilesInput;
  79833. }());
  79834. BABYLON.FilesInput = FilesInput;
  79835. })(BABYLON || (BABYLON = {}));
  79836. //# sourceMappingURL=babylon.filesInput.js.map
  79837. var BABYLON;
  79838. (function (BABYLON) {
  79839. /**
  79840. * Class used to store custom tags
  79841. */
  79842. var Tags = /** @class */ (function () {
  79843. function Tags() {
  79844. }
  79845. /**
  79846. * Adds support for tags on the given object
  79847. * @param obj defines the object to use
  79848. */
  79849. Tags.EnableFor = function (obj) {
  79850. obj._tags = obj._tags || {};
  79851. obj.hasTags = function () {
  79852. return Tags.HasTags(obj);
  79853. };
  79854. obj.addTags = function (tagsString) {
  79855. return Tags.AddTagsTo(obj, tagsString);
  79856. };
  79857. obj.removeTags = function (tagsString) {
  79858. return Tags.RemoveTagsFrom(obj, tagsString);
  79859. };
  79860. obj.matchesTagsQuery = function (tagsQuery) {
  79861. return Tags.MatchesQuery(obj, tagsQuery);
  79862. };
  79863. };
  79864. /**
  79865. * Removes tags support
  79866. * @param obj defines the object to use
  79867. */
  79868. Tags.DisableFor = function (obj) {
  79869. delete obj._tags;
  79870. delete obj.hasTags;
  79871. delete obj.addTags;
  79872. delete obj.removeTags;
  79873. delete obj.matchesTagsQuery;
  79874. };
  79875. /**
  79876. * Gets a boolean indicating if the given object has tags
  79877. * @param obj defines the object to use
  79878. * @returns a boolean
  79879. */
  79880. Tags.HasTags = function (obj) {
  79881. if (!obj._tags) {
  79882. return false;
  79883. }
  79884. return !BABYLON.Tools.IsEmpty(obj._tags);
  79885. };
  79886. /**
  79887. * Gets the tags available on a given object
  79888. * @param obj defines the object to use
  79889. * @param asString defines if the tags must be returned as a string instead of an array of strings
  79890. * @returns the tags
  79891. */
  79892. Tags.GetTags = function (obj, asString) {
  79893. if (asString === void 0) { asString = true; }
  79894. if (!obj._tags) {
  79895. return null;
  79896. }
  79897. if (asString) {
  79898. var tagsArray = [];
  79899. for (var tag in obj._tags) {
  79900. if (obj._tags.hasOwnProperty(tag) && obj._tags[tag] === true) {
  79901. tagsArray.push(tag);
  79902. }
  79903. }
  79904. return tagsArray.join(" ");
  79905. }
  79906. else {
  79907. return obj._tags;
  79908. }
  79909. };
  79910. /**
  79911. * Adds tags to an object
  79912. * @param obj defines the object to use
  79913. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  79914. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  79915. */
  79916. Tags.AddTagsTo = function (obj, tagsString) {
  79917. if (!tagsString) {
  79918. return;
  79919. }
  79920. if (typeof tagsString !== "string") {
  79921. return;
  79922. }
  79923. var tags = tagsString.split(" ");
  79924. tags.forEach(function (tag, index, array) {
  79925. Tags._AddTagTo(obj, tag);
  79926. });
  79927. };
  79928. /**
  79929. * @hidden
  79930. */
  79931. Tags._AddTagTo = function (obj, tag) {
  79932. tag = tag.trim();
  79933. if (tag === "" || tag === "true" || tag === "false") {
  79934. return;
  79935. }
  79936. if (tag.match(/[\s]/) || tag.match(/^([!]|([|]|[&]){2})/)) {
  79937. return;
  79938. }
  79939. Tags.EnableFor(obj);
  79940. obj._tags[tag] = true;
  79941. };
  79942. /**
  79943. * Removes specific tags from a specific object
  79944. * @param obj defines the object to use
  79945. * @param tagsString defines the tags to remove
  79946. */
  79947. Tags.RemoveTagsFrom = function (obj, tagsString) {
  79948. if (!Tags.HasTags(obj)) {
  79949. return;
  79950. }
  79951. var tags = tagsString.split(" ");
  79952. for (var t in tags) {
  79953. Tags._RemoveTagFrom(obj, tags[t]);
  79954. }
  79955. };
  79956. /**
  79957. * @hidden
  79958. */
  79959. Tags._RemoveTagFrom = function (obj, tag) {
  79960. delete obj._tags[tag];
  79961. };
  79962. /**
  79963. * Defines if tags hosted on an object match a given query
  79964. * @param obj defines the object to use
  79965. * @param tagsQuery defines the tag query
  79966. * @returns a boolean
  79967. */
  79968. Tags.MatchesQuery = function (obj, tagsQuery) {
  79969. if (tagsQuery === undefined) {
  79970. return true;
  79971. }
  79972. if (tagsQuery === "") {
  79973. return Tags.HasTags(obj);
  79974. }
  79975. return BABYLON.AndOrNotEvaluator.Eval(tagsQuery, function (r) { return Tags.HasTags(obj) && obj._tags[r]; });
  79976. };
  79977. return Tags;
  79978. }());
  79979. BABYLON.Tags = Tags;
  79980. })(BABYLON || (BABYLON = {}));
  79981. //# sourceMappingURL=babylon.tags.js.map
  79982. var BABYLON;
  79983. (function (BABYLON) {
  79984. /**
  79985. * Class used to evalaute queries containing `and` and `or` operators
  79986. */
  79987. var AndOrNotEvaluator = /** @class */ (function () {
  79988. function AndOrNotEvaluator() {
  79989. }
  79990. /**
  79991. * Evaluate a query
  79992. * @param query defines the query to evaluate
  79993. * @param evaluateCallback defines the callback used to filter result
  79994. * @returns true if the query matches
  79995. */
  79996. AndOrNotEvaluator.Eval = function (query, evaluateCallback) {
  79997. if (!query.match(/\([^\(\)]*\)/g)) {
  79998. query = AndOrNotEvaluator._HandleParenthesisContent(query, evaluateCallback);
  79999. }
  80000. else {
  80001. query = query.replace(/\([^\(\)]*\)/g, function (r) {
  80002. // remove parenthesis
  80003. r = r.slice(1, r.length - 1);
  80004. return AndOrNotEvaluator._HandleParenthesisContent(r, evaluateCallback);
  80005. });
  80006. }
  80007. if (query === "true") {
  80008. return true;
  80009. }
  80010. if (query === "false") {
  80011. return false;
  80012. }
  80013. return AndOrNotEvaluator.Eval(query, evaluateCallback);
  80014. };
  80015. AndOrNotEvaluator._HandleParenthesisContent = function (parenthesisContent, evaluateCallback) {
  80016. evaluateCallback = evaluateCallback || (function (r) {
  80017. return r === "true" ? true : false;
  80018. });
  80019. var result;
  80020. var or = parenthesisContent.split("||");
  80021. for (var i in or) {
  80022. if (or.hasOwnProperty(i)) {
  80023. var ori = AndOrNotEvaluator._SimplifyNegation(or[i].trim());
  80024. var and = ori.split("&&");
  80025. if (and.length > 1) {
  80026. for (var j = 0; j < and.length; ++j) {
  80027. var andj = AndOrNotEvaluator._SimplifyNegation(and[j].trim());
  80028. if (andj !== "true" && andj !== "false") {
  80029. if (andj[0] === "!") {
  80030. result = !evaluateCallback(andj.substring(1));
  80031. }
  80032. else {
  80033. result = evaluateCallback(andj);
  80034. }
  80035. }
  80036. else {
  80037. result = andj === "true" ? true : false;
  80038. }
  80039. if (!result) { // no need to continue since 'false && ... && ...' will always return false
  80040. ori = "false";
  80041. break;
  80042. }
  80043. }
  80044. }
  80045. if (result || ori === "true") { // no need to continue since 'true || ... || ...' will always return true
  80046. result = true;
  80047. break;
  80048. }
  80049. // result equals false (or undefined)
  80050. if (ori !== "true" && ori !== "false") {
  80051. if (ori[0] === "!") {
  80052. result = !evaluateCallback(ori.substring(1));
  80053. }
  80054. else {
  80055. result = evaluateCallback(ori);
  80056. }
  80057. }
  80058. else {
  80059. result = ori === "true" ? true : false;
  80060. }
  80061. }
  80062. }
  80063. // the whole parenthesis scope is replaced by 'true' or 'false'
  80064. return result ? "true" : "false";
  80065. };
  80066. AndOrNotEvaluator._SimplifyNegation = function (booleanString) {
  80067. booleanString = booleanString.replace(/^[\s!]+/, function (r) {
  80068. // remove whitespaces
  80069. r = r.replace(/[\s]/g, function () { return ""; });
  80070. return r.length % 2 ? "!" : "";
  80071. });
  80072. booleanString = booleanString.trim();
  80073. if (booleanString === "!true") {
  80074. booleanString = "false";
  80075. }
  80076. else if (booleanString === "!false") {
  80077. booleanString = "true";
  80078. }
  80079. return booleanString;
  80080. };
  80081. return AndOrNotEvaluator;
  80082. }());
  80083. BABYLON.AndOrNotEvaluator = AndOrNotEvaluator;
  80084. })(BABYLON || (BABYLON = {}));
  80085. //# sourceMappingURL=babylon.andOrNotEvaluator.js.map
  80086. var BABYLON;
  80087. (function (BABYLON) {
  80088. // Sets the default offline provider to Babylon.js
  80089. BABYLON.Engine.OfflineProviderFactory = function (urlToScene, callbackManifestChecked, disableManifestCheck) {
  80090. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80091. return new Database(urlToScene, callbackManifestChecked, disableManifestCheck);
  80092. };
  80093. /**
  80094. * Class used to enable access to IndexedDB
  80095. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  80096. */
  80097. var Database = /** @class */ (function () {
  80098. /**
  80099. * Creates a new Database
  80100. * @param urlToScene defines the url to load the scene
  80101. * @param callbackManifestChecked defines the callback to use when manifest is checked
  80102. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  80103. */
  80104. function Database(urlToScene, callbackManifestChecked, disableManifestCheck) {
  80105. if (disableManifestCheck === void 0) { disableManifestCheck = false; }
  80106. var _this = this;
  80107. // Handling various flavors of prefixed version of IndexedDB
  80108. this._idbFactory = (window.indexedDB || window.mozIndexedDB || window.webkitIndexedDB || window.msIndexedDB);
  80109. this._callbackManifestChecked = callbackManifestChecked;
  80110. this._currentSceneUrl = Database._ReturnFullUrlLocation(urlToScene);
  80111. this._db = null;
  80112. this._enableSceneOffline = false;
  80113. this._enableTexturesOffline = false;
  80114. this._manifestVersionFound = 0;
  80115. this._mustUpdateRessources = false;
  80116. this._hasReachedQuota = false;
  80117. if (!Database.IDBStorageEnabled) {
  80118. this._callbackManifestChecked(true);
  80119. }
  80120. else {
  80121. if (disableManifestCheck) {
  80122. this._enableSceneOffline = true;
  80123. this._enableTexturesOffline = true;
  80124. this._manifestVersionFound = 1;
  80125. BABYLON.Tools.SetImmediate(function () {
  80126. _this._callbackManifestChecked(true);
  80127. });
  80128. }
  80129. else {
  80130. this._checkManifestFile();
  80131. }
  80132. }
  80133. }
  80134. Object.defineProperty(Database.prototype, "enableSceneOffline", {
  80135. /**
  80136. * Gets a boolean indicating if scene must be saved in the database
  80137. */
  80138. get: function () {
  80139. return this._enableSceneOffline;
  80140. },
  80141. enumerable: true,
  80142. configurable: true
  80143. });
  80144. Object.defineProperty(Database.prototype, "enableTexturesOffline", {
  80145. /**
  80146. * Gets a boolean indicating if textures must be saved in the database
  80147. */
  80148. get: function () {
  80149. return this._enableTexturesOffline;
  80150. },
  80151. enumerable: true,
  80152. configurable: true
  80153. });
  80154. Database.prototype._checkManifestFile = function () {
  80155. var _this = this;
  80156. var noManifestFile = function () {
  80157. _this._enableSceneOffline = false;
  80158. _this._enableTexturesOffline = false;
  80159. _this._callbackManifestChecked(false);
  80160. };
  80161. var timeStampUsed = false;
  80162. var manifestURL = this._currentSceneUrl + ".manifest";
  80163. var xhr = new XMLHttpRequest();
  80164. if (navigator.onLine) {
  80165. // Adding a timestamp to by-pass browsers' cache
  80166. timeStampUsed = true;
  80167. manifestURL = manifestURL + (manifestURL.match(/\?/) == null ? "?" : "&") + Date.now();
  80168. }
  80169. xhr.open("GET", manifestURL, true);
  80170. xhr.addEventListener("load", function () {
  80171. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  80172. try {
  80173. var manifestFile = JSON.parse(xhr.response);
  80174. _this._enableSceneOffline = manifestFile.enableSceneOffline;
  80175. _this._enableTexturesOffline = manifestFile.enableTexturesOffline && Database.IsUASupportingBlobStorage;
  80176. if (manifestFile.version && !isNaN(parseInt(manifestFile.version))) {
  80177. _this._manifestVersionFound = manifestFile.version;
  80178. }
  80179. if (_this._callbackManifestChecked) {
  80180. _this._callbackManifestChecked(true);
  80181. }
  80182. }
  80183. catch (ex) {
  80184. noManifestFile();
  80185. }
  80186. }
  80187. else {
  80188. noManifestFile();
  80189. }
  80190. }, false);
  80191. xhr.addEventListener("error", function (event) {
  80192. if (timeStampUsed) {
  80193. timeStampUsed = false;
  80194. // Let's retry without the timeStamp
  80195. // It could fail when coupled with HTML5 Offline API
  80196. var retryManifestURL = _this._currentSceneUrl + ".manifest";
  80197. xhr.open("GET", retryManifestURL, true);
  80198. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80199. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80200. }
  80201. xhr.send();
  80202. }
  80203. else {
  80204. noManifestFile();
  80205. }
  80206. }, false);
  80207. try {
  80208. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80209. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80210. }
  80211. xhr.send();
  80212. }
  80213. catch (ex) {
  80214. BABYLON.Tools.Error("Error on XHR send request.");
  80215. this._callbackManifestChecked(false);
  80216. }
  80217. };
  80218. /**
  80219. * Open the database and make it available
  80220. * @param successCallback defines the callback to call on success
  80221. * @param errorCallback defines the callback to call on error
  80222. */
  80223. Database.prototype.open = function (successCallback, errorCallback) {
  80224. var _this = this;
  80225. var handleError = function () {
  80226. _this._isSupported = false;
  80227. if (errorCallback) {
  80228. errorCallback();
  80229. }
  80230. };
  80231. if (!this._idbFactory || !(this._enableSceneOffline || this._enableTexturesOffline)) {
  80232. // Your browser doesn't support IndexedDB
  80233. this._isSupported = false;
  80234. if (errorCallback) {
  80235. errorCallback();
  80236. }
  80237. }
  80238. else {
  80239. // If the DB hasn't been opened or created yet
  80240. if (!this._db) {
  80241. this._hasReachedQuota = false;
  80242. this._isSupported = true;
  80243. var request = this._idbFactory.open("babylonjs", 1);
  80244. // Could occur if user is blocking the quota for the DB and/or doesn't grant access to IndexedDB
  80245. request.onerror = function (event) {
  80246. handleError();
  80247. };
  80248. // executes when a version change transaction cannot complete due to other active transactions
  80249. request.onblocked = function (event) {
  80250. BABYLON.Tools.Error("IDB request blocked. Please reload the page.");
  80251. handleError();
  80252. };
  80253. // DB has been opened successfully
  80254. request.onsuccess = function (event) {
  80255. _this._db = request.result;
  80256. successCallback();
  80257. };
  80258. // Initialization of the DB. Creating Scenes & Textures stores
  80259. request.onupgradeneeded = function (event) {
  80260. _this._db = (event.target).result;
  80261. if (_this._db) {
  80262. try {
  80263. _this._db.createObjectStore("scenes", { keyPath: "sceneUrl" });
  80264. _this._db.createObjectStore("versions", { keyPath: "sceneUrl" });
  80265. _this._db.createObjectStore("textures", { keyPath: "textureUrl" });
  80266. }
  80267. catch (ex) {
  80268. BABYLON.Tools.Error("Error while creating object stores. Exception: " + ex.message);
  80269. handleError();
  80270. }
  80271. }
  80272. };
  80273. }
  80274. // DB has already been created and opened
  80275. else {
  80276. if (successCallback) {
  80277. successCallback();
  80278. }
  80279. }
  80280. }
  80281. };
  80282. /**
  80283. * Loads an image from the database
  80284. * @param url defines the url to load from
  80285. * @param image defines the target DOM image
  80286. */
  80287. Database.prototype.loadImage = function (url, image) {
  80288. var _this = this;
  80289. var completeURL = Database._ReturnFullUrlLocation(url);
  80290. var saveAndLoadImage = function () {
  80291. if (!_this._hasReachedQuota && _this._db !== null) {
  80292. // the texture is not yet in the DB, let's try to save it
  80293. _this._saveImageIntoDBAsync(completeURL, image);
  80294. }
  80295. // If the texture is not in the DB and we've reached the DB quota limit
  80296. // let's load it directly from the web
  80297. else {
  80298. image.src = url;
  80299. }
  80300. };
  80301. if (!this._mustUpdateRessources) {
  80302. this._loadImageFromDBAsync(completeURL, image, saveAndLoadImage);
  80303. }
  80304. // First time we're download the images or update requested in the manifest file by a version change
  80305. else {
  80306. saveAndLoadImage();
  80307. }
  80308. };
  80309. Database.prototype._loadImageFromDBAsync = function (url, image, notInDBCallback) {
  80310. if (this._isSupported && this._db !== null) {
  80311. var texture;
  80312. var transaction = this._db.transaction(["textures"]);
  80313. transaction.onabort = function (event) {
  80314. image.src = url;
  80315. };
  80316. transaction.oncomplete = function (event) {
  80317. var blobTextureURL;
  80318. if (texture) {
  80319. var URL = window.URL || window.webkitURL;
  80320. blobTextureURL = URL.createObjectURL(texture.data);
  80321. image.onerror = function () {
  80322. BABYLON.Tools.Error("Error loading image from blob URL: " + blobTextureURL + " switching back to web url: " + url);
  80323. image.src = url;
  80324. };
  80325. image.src = blobTextureURL;
  80326. }
  80327. else {
  80328. notInDBCallback();
  80329. }
  80330. };
  80331. var getRequest = transaction.objectStore("textures").get(url);
  80332. getRequest.onsuccess = function (event) {
  80333. texture = (event.target).result;
  80334. };
  80335. getRequest.onerror = function (event) {
  80336. BABYLON.Tools.Error("Error loading texture " + url + " from DB.");
  80337. image.src = url;
  80338. };
  80339. }
  80340. else {
  80341. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80342. image.src = url;
  80343. }
  80344. };
  80345. Database.prototype._saveImageIntoDBAsync = function (url, image) {
  80346. var _this = this;
  80347. if (this._isSupported) {
  80348. // In case of error (type not supported or quota exceeded), we're at least sending back XHR data to allow texture loading later on
  80349. var generateBlobUrl = function () {
  80350. var blobTextureURL;
  80351. if (blob) {
  80352. var URL = window.URL || window.webkitURL;
  80353. try {
  80354. blobTextureURL = URL.createObjectURL(blob);
  80355. }
  80356. // Chrome is raising a type error if we're setting the oneTimeOnly parameter
  80357. catch (ex) {
  80358. blobTextureURL = URL.createObjectURL(blob);
  80359. }
  80360. }
  80361. if (blobTextureURL) {
  80362. image.src = blobTextureURL;
  80363. }
  80364. };
  80365. if (Database.IsUASupportingBlobStorage) { // Create XHR
  80366. var xhr = new XMLHttpRequest(), blob;
  80367. xhr.open("GET", url, true);
  80368. xhr.responseType = "blob";
  80369. xhr.addEventListener("load", function () {
  80370. if (xhr.status === 200 && _this._db) {
  80371. // Blob as response (XHR2)
  80372. blob = xhr.response;
  80373. var transaction = _this._db.transaction(["textures"], "readwrite");
  80374. // the transaction could abort because of a QuotaExceededError error
  80375. transaction.onabort = function (event) {
  80376. try {
  80377. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80378. var srcElement = (event.srcElement || event.target);
  80379. var error = srcElement.error;
  80380. if (error && error.name === "QuotaExceededError") {
  80381. _this._hasReachedQuota = true;
  80382. }
  80383. }
  80384. catch (ex) { }
  80385. generateBlobUrl();
  80386. };
  80387. transaction.oncomplete = function (event) {
  80388. generateBlobUrl();
  80389. };
  80390. var newTexture = { textureUrl: url, data: blob };
  80391. try {
  80392. // Put the blob into the dabase
  80393. var addRequest = transaction.objectStore("textures").put(newTexture);
  80394. addRequest.onsuccess = function (event) {
  80395. };
  80396. addRequest.onerror = function (event) {
  80397. generateBlobUrl();
  80398. };
  80399. }
  80400. catch (ex) {
  80401. // "DataCloneError" generated by Chrome when you try to inject blob into IndexedDB
  80402. if (ex.code === 25) {
  80403. Database.IsUASupportingBlobStorage = false;
  80404. _this._enableTexturesOffline = false;
  80405. }
  80406. image.src = url;
  80407. }
  80408. }
  80409. else {
  80410. image.src = url;
  80411. }
  80412. }, false);
  80413. xhr.addEventListener("error", function (event) {
  80414. BABYLON.Tools.Error("Error in XHR request in BABYLON.Database.");
  80415. image.src = url;
  80416. }, false);
  80417. if (BABYLON.Tools.CustomRequestHeaders) {
  80418. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80419. }
  80420. xhr.send();
  80421. }
  80422. else {
  80423. image.src = url;
  80424. }
  80425. }
  80426. else {
  80427. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80428. image.src = url;
  80429. }
  80430. };
  80431. Database.prototype._checkVersionFromDB = function (url, versionLoaded) {
  80432. var _this = this;
  80433. var updateVersion = function () {
  80434. // the version is not yet in the DB or we need to update it
  80435. _this._saveVersionIntoDBAsync(url, versionLoaded);
  80436. };
  80437. this._loadVersionFromDBAsync(url, versionLoaded, updateVersion);
  80438. };
  80439. Database.prototype._loadVersionFromDBAsync = function (url, callback, updateInDBCallback) {
  80440. var _this = this;
  80441. if (this._isSupported && this._db) {
  80442. var version;
  80443. try {
  80444. var transaction = this._db.transaction(["versions"]);
  80445. transaction.oncomplete = function (event) {
  80446. if (version) {
  80447. // If the version in the JSON file is different from the version in DB
  80448. if (_this._manifestVersionFound !== version.data) {
  80449. _this._mustUpdateRessources = true;
  80450. updateInDBCallback();
  80451. }
  80452. else {
  80453. callback(version.data);
  80454. }
  80455. }
  80456. // version was not found in DB
  80457. else {
  80458. _this._mustUpdateRessources = true;
  80459. updateInDBCallback();
  80460. }
  80461. };
  80462. transaction.onabort = function (event) {
  80463. callback(-1);
  80464. };
  80465. var getRequest = transaction.objectStore("versions").get(url);
  80466. getRequest.onsuccess = function (event) {
  80467. version = (event.target).result;
  80468. };
  80469. getRequest.onerror = function (event) {
  80470. BABYLON.Tools.Error("Error loading version for scene " + url + " from DB.");
  80471. callback(-1);
  80472. };
  80473. }
  80474. catch (ex) {
  80475. BABYLON.Tools.Error("Error while accessing 'versions' object store (READ OP). Exception: " + ex.message);
  80476. callback(-1);
  80477. }
  80478. }
  80479. else {
  80480. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80481. callback(-1);
  80482. }
  80483. };
  80484. Database.prototype._saveVersionIntoDBAsync = function (url, callback) {
  80485. var _this = this;
  80486. if (this._isSupported && !this._hasReachedQuota && this._db) {
  80487. try {
  80488. // Open a transaction to the database
  80489. var transaction = this._db.transaction(["versions"], "readwrite");
  80490. // the transaction could abort because of a QuotaExceededError error
  80491. transaction.onabort = function (event) {
  80492. try { //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80493. var error = event.srcElement['error'];
  80494. if (error && error.name === "QuotaExceededError") {
  80495. _this._hasReachedQuota = true;
  80496. }
  80497. }
  80498. catch (ex) { }
  80499. callback(-1);
  80500. };
  80501. transaction.oncomplete = function (event) {
  80502. callback(_this._manifestVersionFound);
  80503. };
  80504. var newVersion = { sceneUrl: url, data: this._manifestVersionFound };
  80505. // Put the scene into the database
  80506. var addRequest = transaction.objectStore("versions").put(newVersion);
  80507. addRequest.onsuccess = function (event) {
  80508. };
  80509. addRequest.onerror = function (event) {
  80510. BABYLON.Tools.Error("Error in DB add version request in BABYLON.Database.");
  80511. };
  80512. }
  80513. catch (ex) {
  80514. BABYLON.Tools.Error("Error while accessing 'versions' object store (WRITE OP). Exception: " + ex.message);
  80515. callback(-1);
  80516. }
  80517. }
  80518. else {
  80519. callback(-1);
  80520. }
  80521. };
  80522. /**
  80523. * Loads a file from database
  80524. * @param url defines the URL to load from
  80525. * @param sceneLoaded defines a callback to call on success
  80526. * @param progressCallBack defines a callback to call when progress changed
  80527. * @param errorCallback defines a callback to call on error
  80528. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  80529. */
  80530. Database.prototype.loadFile = function (url, sceneLoaded, progressCallBack, errorCallback, useArrayBuffer) {
  80531. var _this = this;
  80532. var completeUrl = Database._ReturnFullUrlLocation(url);
  80533. var saveAndLoadFile = function () {
  80534. // the scene is not yet in the DB, let's try to save it
  80535. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80536. };
  80537. this._checkVersionFromDB(completeUrl, function (version) {
  80538. if (version !== -1) {
  80539. if (!_this._mustUpdateRessources) {
  80540. _this._loadFileAsync(completeUrl, sceneLoaded, saveAndLoadFile, useArrayBuffer);
  80541. }
  80542. else {
  80543. _this._saveFileAsync(completeUrl, sceneLoaded, progressCallBack, useArrayBuffer, errorCallback);
  80544. }
  80545. }
  80546. else {
  80547. if (errorCallback) {
  80548. errorCallback();
  80549. }
  80550. }
  80551. });
  80552. };
  80553. Database.prototype._loadFileAsync = function (url, callback, notInDBCallback, useArrayBuffer) {
  80554. if (this._isSupported && this._db) {
  80555. var targetStore;
  80556. if (url.indexOf(".babylon") !== -1) {
  80557. targetStore = "scenes";
  80558. }
  80559. else {
  80560. targetStore = "textures";
  80561. }
  80562. var file;
  80563. var transaction = this._db.transaction([targetStore]);
  80564. transaction.oncomplete = function (event) {
  80565. if (file) {
  80566. callback(file.data);
  80567. }
  80568. // file was not found in DB
  80569. else {
  80570. notInDBCallback();
  80571. }
  80572. };
  80573. transaction.onabort = function (event) {
  80574. notInDBCallback();
  80575. };
  80576. var getRequest = transaction.objectStore(targetStore).get(url);
  80577. getRequest.onsuccess = function (event) {
  80578. file = (event.target).result;
  80579. };
  80580. getRequest.onerror = function (event) {
  80581. BABYLON.Tools.Error("Error loading file " + url + " from DB.");
  80582. notInDBCallback();
  80583. };
  80584. }
  80585. else {
  80586. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or BabylonJS Database is not open.");
  80587. callback();
  80588. }
  80589. };
  80590. Database.prototype._saveFileAsync = function (url, callback, progressCallback, useArrayBuffer, errorCallback) {
  80591. var _this = this;
  80592. if (this._isSupported) {
  80593. var targetStore;
  80594. if (url.indexOf(".babylon") !== -1) {
  80595. targetStore = "scenes";
  80596. }
  80597. else {
  80598. targetStore = "textures";
  80599. }
  80600. // Create XHR
  80601. var xhr = new XMLHttpRequest();
  80602. var fileData;
  80603. xhr.open("GET", url + "?" + Date.now(), true);
  80604. if (useArrayBuffer) {
  80605. xhr.responseType = "arraybuffer";
  80606. }
  80607. if (progressCallback) {
  80608. xhr.onprogress = progressCallback;
  80609. }
  80610. xhr.addEventListener("load", function () {
  80611. if (xhr.status === 200 || (xhr.status < 400 && BABYLON.Tools.ValidateXHRData(xhr, !useArrayBuffer ? 1 : 6))) {
  80612. // Blob as response (XHR2)
  80613. fileData = !useArrayBuffer ? xhr.responseText : xhr.response;
  80614. if (!_this._hasReachedQuota && _this._db) {
  80615. // Open a transaction to the database
  80616. var transaction = _this._db.transaction([targetStore], "readwrite");
  80617. // the transaction could abort because of a QuotaExceededError error
  80618. transaction.onabort = function (event) {
  80619. try {
  80620. //backwards compatibility with ts 1.0, srcElement doesn't have an "error" according to ts 1.3
  80621. var error = event.srcElement['error'];
  80622. if (error && error.name === "QuotaExceededError") {
  80623. _this._hasReachedQuota = true;
  80624. }
  80625. }
  80626. catch (ex) { }
  80627. callback(fileData);
  80628. };
  80629. transaction.oncomplete = function (event) {
  80630. callback(fileData);
  80631. };
  80632. var newFile;
  80633. if (targetStore === "scenes") {
  80634. newFile = { sceneUrl: url, data: fileData, version: _this._manifestVersionFound };
  80635. }
  80636. else {
  80637. newFile = { textureUrl: url, data: fileData };
  80638. }
  80639. try {
  80640. // Put the scene into the database
  80641. var addRequest = transaction.objectStore(targetStore).put(newFile);
  80642. addRequest.onsuccess = function (event) {
  80643. };
  80644. addRequest.onerror = function (event) {
  80645. BABYLON.Tools.Error("Error in DB add file request in BABYLON.Database.");
  80646. };
  80647. }
  80648. catch (ex) {
  80649. callback(fileData);
  80650. }
  80651. }
  80652. else {
  80653. callback(fileData);
  80654. }
  80655. }
  80656. else {
  80657. if (xhr.status >= 400 && errorCallback) {
  80658. errorCallback(xhr);
  80659. }
  80660. else {
  80661. callback();
  80662. }
  80663. }
  80664. }, false);
  80665. xhr.addEventListener("error", function (event) {
  80666. BABYLON.Tools.Error("error on XHR request.");
  80667. callback();
  80668. }, false);
  80669. if (BABYLON.Tools.UseCustomRequestHeaders) {
  80670. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  80671. }
  80672. xhr.send();
  80673. }
  80674. else {
  80675. BABYLON.Tools.Error("Error: IndexedDB not supported by your browser or Babylon.js Database is not open.");
  80676. callback();
  80677. }
  80678. };
  80679. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  80680. Database.IsUASupportingBlobStorage = true;
  80681. /**
  80682. * Gets a boolean indicating if Database storate is enabled (off by default)
  80683. */
  80684. Database.IDBStorageEnabled = false;
  80685. Database._ParseURL = function (url) {
  80686. var a = document.createElement('a');
  80687. a.href = url;
  80688. var urlWithoutHash = url.substring(0, url.lastIndexOf("#"));
  80689. var fileName = url.substring(urlWithoutHash.lastIndexOf("/") + 1, url.length);
  80690. var absLocation = url.substring(0, url.indexOf(fileName, 0));
  80691. return absLocation;
  80692. };
  80693. Database._ReturnFullUrlLocation = function (url) {
  80694. if (url.indexOf("http:/") === -1 && url.indexOf("https:/") === -1) {
  80695. return (Database._ParseURL(window.location.href) + url);
  80696. }
  80697. else {
  80698. return url;
  80699. }
  80700. };
  80701. return Database;
  80702. }());
  80703. BABYLON.Database = Database;
  80704. })(BABYLON || (BABYLON = {}));
  80705. //# sourceMappingURL=babylon.database.js.map
  80706. var BABYLON;
  80707. (function (BABYLON) {
  80708. /**
  80709. * This represents all the required information to add a fresnel effect on a material:
  80710. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  80711. */
  80712. var FresnelParameters = /** @class */ (function () {
  80713. function FresnelParameters() {
  80714. this._isEnabled = true;
  80715. /**
  80716. * Define the color used on edges (grazing angle)
  80717. */
  80718. this.leftColor = BABYLON.Color3.White();
  80719. /**
  80720. * Define the color used on center
  80721. */
  80722. this.rightColor = BABYLON.Color3.Black();
  80723. /**
  80724. * Define bias applied to computed fresnel term
  80725. */
  80726. this.bias = 0;
  80727. /**
  80728. * Defined the power exponent applied to fresnel term
  80729. */
  80730. this.power = 1;
  80731. }
  80732. Object.defineProperty(FresnelParameters.prototype, "isEnabled", {
  80733. /**
  80734. * Define if the fresnel effect is enable or not.
  80735. */
  80736. get: function () {
  80737. return this._isEnabled;
  80738. },
  80739. set: function (value) {
  80740. if (this._isEnabled === value) {
  80741. return;
  80742. }
  80743. this._isEnabled = value;
  80744. BABYLON.Engine.MarkAllMaterialsAsDirty(BABYLON.Material.FresnelDirtyFlag | BABYLON.Material.MiscDirtyFlag);
  80745. },
  80746. enumerable: true,
  80747. configurable: true
  80748. });
  80749. /**
  80750. * Clones the current fresnel and its valuues
  80751. * @returns a clone fresnel configuration
  80752. */
  80753. FresnelParameters.prototype.clone = function () {
  80754. var newFresnelParameters = new FresnelParameters();
  80755. BABYLON.Tools.DeepCopy(this, newFresnelParameters);
  80756. return newFresnelParameters;
  80757. };
  80758. /**
  80759. * Serializes the current fresnel parameters to a JSON representation.
  80760. * @return the JSON serialization
  80761. */
  80762. FresnelParameters.prototype.serialize = function () {
  80763. var serializationObject = {};
  80764. serializationObject.isEnabled = this.isEnabled;
  80765. serializationObject.leftColor = this.leftColor.asArray();
  80766. serializationObject.rightColor = this.rightColor.asArray();
  80767. serializationObject.bias = this.bias;
  80768. serializationObject.power = this.power;
  80769. return serializationObject;
  80770. };
  80771. /**
  80772. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  80773. * @param parsedFresnelParameters Define the JSON representation
  80774. * @returns the parsed parameters
  80775. */
  80776. FresnelParameters.Parse = function (parsedFresnelParameters) {
  80777. var fresnelParameters = new FresnelParameters();
  80778. fresnelParameters.isEnabled = parsedFresnelParameters.isEnabled;
  80779. fresnelParameters.leftColor = BABYLON.Color3.FromArray(parsedFresnelParameters.leftColor);
  80780. fresnelParameters.rightColor = BABYLON.Color3.FromArray(parsedFresnelParameters.rightColor);
  80781. fresnelParameters.bias = parsedFresnelParameters.bias;
  80782. fresnelParameters.power = parsedFresnelParameters.power || 1.0;
  80783. return fresnelParameters;
  80784. };
  80785. return FresnelParameters;
  80786. }());
  80787. BABYLON.FresnelParameters = FresnelParameters;
  80788. })(BABYLON || (BABYLON = {}));
  80789. //# sourceMappingURL=babylon.fresnelParameters.js.map
  80790. var BABYLON;
  80791. (function (BABYLON) {
  80792. /**
  80793. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80794. * separate meshes. This can be use to improve performances.
  80795. * @see http://doc.babylonjs.com/how_to/multi_materials
  80796. */
  80797. var MultiMaterial = /** @class */ (function (_super) {
  80798. __extends(MultiMaterial, _super);
  80799. /**
  80800. * Instantiates a new Multi Material
  80801. * A multi-material is used to apply different materials to different parts of the same object without the need of
  80802. * separate meshes. This can be use to improve performances.
  80803. * @see http://doc.babylonjs.com/how_to/multi_materials
  80804. * @param name Define the name in the scene
  80805. * @param scene Define the scene the material belongs to
  80806. */
  80807. function MultiMaterial(name, scene) {
  80808. var _this = _super.call(this, name, scene, true) || this;
  80809. scene.multiMaterials.push(_this);
  80810. _this.subMaterials = new Array();
  80811. _this._storeEffectOnSubMeshes = true; // multimaterial is considered like a push material
  80812. return _this;
  80813. }
  80814. Object.defineProperty(MultiMaterial.prototype, "subMaterials", {
  80815. /**
  80816. * Gets or Sets the list of Materials used within the multi material.
  80817. * They need to be ordered according to the submeshes order in the associated mesh
  80818. */
  80819. get: function () {
  80820. return this._subMaterials;
  80821. },
  80822. set: function (value) {
  80823. this._subMaterials = value;
  80824. this._hookArray(value);
  80825. },
  80826. enumerable: true,
  80827. configurable: true
  80828. });
  80829. /**
  80830. * Function used to align with Node.getChildren()
  80831. * @returns the list of Materials used within the multi material
  80832. */
  80833. MultiMaterial.prototype.getChildren = function () {
  80834. return this.subMaterials;
  80835. };
  80836. MultiMaterial.prototype._hookArray = function (array) {
  80837. var _this = this;
  80838. var oldPush = array.push;
  80839. array.push = function () {
  80840. var items = [];
  80841. for (var _i = 0; _i < arguments.length; _i++) {
  80842. items[_i] = arguments[_i];
  80843. }
  80844. var result = oldPush.apply(array, items);
  80845. _this._markAllSubMeshesAsTexturesDirty();
  80846. return result;
  80847. };
  80848. var oldSplice = array.splice;
  80849. array.splice = function (index, deleteCount) {
  80850. var deleted = oldSplice.apply(array, [index, deleteCount]);
  80851. _this._markAllSubMeshesAsTexturesDirty();
  80852. return deleted;
  80853. };
  80854. };
  80855. /**
  80856. * Get one of the submaterial by its index in the submaterials array
  80857. * @param index The index to look the sub material at
  80858. * @returns The Material if the index has been defined
  80859. */
  80860. MultiMaterial.prototype.getSubMaterial = function (index) {
  80861. if (index < 0 || index >= this.subMaterials.length) {
  80862. return this.getScene().defaultMaterial;
  80863. }
  80864. return this.subMaterials[index];
  80865. };
  80866. /**
  80867. * Get the list of active textures for the whole sub materials list.
  80868. * @returns All the textures that will be used during the rendering
  80869. */
  80870. MultiMaterial.prototype.getActiveTextures = function () {
  80871. var _a;
  80872. return (_a = _super.prototype.getActiveTextures.call(this)).concat.apply(_a, this.subMaterials.map(function (subMaterial) {
  80873. if (subMaterial) {
  80874. return subMaterial.getActiveTextures();
  80875. }
  80876. else {
  80877. return [];
  80878. }
  80879. }));
  80880. };
  80881. /**
  80882. * Gets the current class name of the material e.g. "MultiMaterial"
  80883. * Mainly use in serialization.
  80884. * @returns the class name
  80885. */
  80886. MultiMaterial.prototype.getClassName = function () {
  80887. return "MultiMaterial";
  80888. };
  80889. /**
  80890. * Checks if the material is ready to render the requested sub mesh
  80891. * @param mesh Define the mesh the submesh belongs to
  80892. * @param subMesh Define the sub mesh to look readyness for
  80893. * @param useInstances Define whether or not the material is used with instances
  80894. * @returns true if ready, otherwise false
  80895. */
  80896. MultiMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  80897. for (var index = 0; index < this.subMaterials.length; index++) {
  80898. var subMaterial = this.subMaterials[index];
  80899. if (subMaterial) {
  80900. if (subMaterial._storeEffectOnSubMeshes) {
  80901. if (!subMaterial.isReadyForSubMesh(mesh, subMesh, useInstances)) {
  80902. return false;
  80903. }
  80904. continue;
  80905. }
  80906. if (!subMaterial.isReady(mesh)) {
  80907. return false;
  80908. }
  80909. }
  80910. }
  80911. return true;
  80912. };
  80913. /**
  80914. * Clones the current material and its related sub materials
  80915. * @param name Define the name of the newly cloned material
  80916. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  80917. * @returns the cloned material
  80918. */
  80919. MultiMaterial.prototype.clone = function (name, cloneChildren) {
  80920. var newMultiMaterial = new MultiMaterial(name, this.getScene());
  80921. for (var index = 0; index < this.subMaterials.length; index++) {
  80922. var subMaterial = null;
  80923. var current = this.subMaterials[index];
  80924. if (cloneChildren && current) {
  80925. subMaterial = current.clone(name + "-" + current.name);
  80926. }
  80927. else {
  80928. subMaterial = this.subMaterials[index];
  80929. }
  80930. newMultiMaterial.subMaterials.push(subMaterial);
  80931. }
  80932. return newMultiMaterial;
  80933. };
  80934. /**
  80935. * Serializes the materials into a JSON representation.
  80936. * @returns the JSON representation
  80937. */
  80938. MultiMaterial.prototype.serialize = function () {
  80939. var serializationObject = {};
  80940. serializationObject.name = this.name;
  80941. serializationObject.id = this.id;
  80942. if (BABYLON.Tags) {
  80943. serializationObject.tags = BABYLON.Tags.GetTags(this);
  80944. }
  80945. serializationObject.materials = [];
  80946. for (var matIndex = 0; matIndex < this.subMaterials.length; matIndex++) {
  80947. var subMat = this.subMaterials[matIndex];
  80948. if (subMat) {
  80949. serializationObject.materials.push(subMat.id);
  80950. }
  80951. else {
  80952. serializationObject.materials.push(null);
  80953. }
  80954. }
  80955. return serializationObject;
  80956. };
  80957. /**
  80958. * Dispose the material and release its associated resources
  80959. * @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)
  80960. * @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)
  80961. */
  80962. MultiMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  80963. var scene = this.getScene();
  80964. if (!scene) {
  80965. return;
  80966. }
  80967. var index = scene.multiMaterials.indexOf(this);
  80968. if (index >= 0) {
  80969. scene.multiMaterials.splice(index, 1);
  80970. }
  80971. _super.prototype.dispose.call(this, forceDisposeEffect, forceDisposeTextures);
  80972. };
  80973. return MultiMaterial;
  80974. }(BABYLON.Material));
  80975. BABYLON.MultiMaterial = MultiMaterial;
  80976. })(BABYLON || (BABYLON = {}));
  80977. //# sourceMappingURL=babylon.multiMaterial.js.map
  80978. var BABYLON;
  80979. (function (BABYLON) {
  80980. /**
  80981. * Manage the touch inputs to control the movement of a free camera.
  80982. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80983. */
  80984. var FreeCameraTouchInput = /** @class */ (function () {
  80985. function FreeCameraTouchInput() {
  80986. /**
  80987. * Defines the touch sensibility for rotation.
  80988. * The higher the faster.
  80989. */
  80990. this.touchAngularSensibility = 200000.0;
  80991. /**
  80992. * Defines the touch sensibility for move.
  80993. * The higher the faster.
  80994. */
  80995. this.touchMoveSensibility = 250.0;
  80996. this._offsetX = null;
  80997. this._offsetY = null;
  80998. this._pointerPressed = new Array();
  80999. }
  81000. /**
  81001. * Attach the input controls to a specific dom element to get the input from.
  81002. * @param element Defines the element the controls should be listened from
  81003. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81004. */
  81005. FreeCameraTouchInput.prototype.attachControl = function (element, noPreventDefault) {
  81006. var _this = this;
  81007. var previousPosition = null;
  81008. if (this._pointerInput === undefined) {
  81009. this._onLostFocus = function (evt) {
  81010. _this._offsetX = null;
  81011. _this._offsetY = null;
  81012. };
  81013. this._pointerInput = function (p, s) {
  81014. var evt = p.event;
  81015. if (evt.pointerType === "mouse") {
  81016. return;
  81017. }
  81018. if (p.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  81019. if (!noPreventDefault) {
  81020. evt.preventDefault();
  81021. }
  81022. _this._pointerPressed.push(evt.pointerId);
  81023. if (_this._pointerPressed.length !== 1) {
  81024. return;
  81025. }
  81026. previousPosition = {
  81027. x: evt.clientX,
  81028. y: evt.clientY
  81029. };
  81030. }
  81031. else if (p.type === BABYLON.PointerEventTypes.POINTERUP) {
  81032. if (!noPreventDefault) {
  81033. evt.preventDefault();
  81034. }
  81035. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81036. if (index === -1) {
  81037. return;
  81038. }
  81039. _this._pointerPressed.splice(index, 1);
  81040. if (index != 0) {
  81041. return;
  81042. }
  81043. previousPosition = null;
  81044. _this._offsetX = null;
  81045. _this._offsetY = null;
  81046. }
  81047. else if (p.type === BABYLON.PointerEventTypes.POINTERMOVE) {
  81048. if (!noPreventDefault) {
  81049. evt.preventDefault();
  81050. }
  81051. if (!previousPosition) {
  81052. return;
  81053. }
  81054. var index = _this._pointerPressed.indexOf(evt.pointerId);
  81055. if (index != 0) {
  81056. return;
  81057. }
  81058. _this._offsetX = evt.clientX - previousPosition.x;
  81059. _this._offsetY = -(evt.clientY - previousPosition.y);
  81060. }
  81061. };
  81062. }
  81063. this._observer = this.camera.getScene().onPointerObservable.add(this._pointerInput, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  81064. if (this._onLostFocus) {
  81065. element.addEventListener("blur", this._onLostFocus);
  81066. }
  81067. };
  81068. /**
  81069. * Detach the current controls from the specified dom element.
  81070. * @param element Defines the element to stop listening the inputs from
  81071. */
  81072. FreeCameraTouchInput.prototype.detachControl = function (element) {
  81073. if (this._pointerInput && element) {
  81074. if (this._observer) {
  81075. this.camera.getScene().onPointerObservable.remove(this._observer);
  81076. this._observer = null;
  81077. }
  81078. if (this._onLostFocus) {
  81079. element.removeEventListener("blur", this._onLostFocus);
  81080. this._onLostFocus = null;
  81081. }
  81082. this._pointerPressed = [];
  81083. this._offsetX = null;
  81084. this._offsetY = null;
  81085. }
  81086. };
  81087. /**
  81088. * Update the current camera state depending on the inputs that have been used this frame.
  81089. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81090. */
  81091. FreeCameraTouchInput.prototype.checkInputs = function () {
  81092. if (this._offsetX && this._offsetY) {
  81093. var camera = this.camera;
  81094. camera.cameraRotation.y += this._offsetX / this.touchAngularSensibility;
  81095. if (this._pointerPressed.length > 1) {
  81096. camera.cameraRotation.x += -this._offsetY / this.touchAngularSensibility;
  81097. }
  81098. else {
  81099. var speed = camera._computeLocalCameraSpeed();
  81100. var direction = new BABYLON.Vector3(0, 0, speed * this._offsetY / this.touchMoveSensibility);
  81101. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, camera._cameraRotationMatrix);
  81102. camera.cameraDirection.addInPlace(BABYLON.Vector3.TransformCoordinates(direction, camera._cameraRotationMatrix));
  81103. }
  81104. }
  81105. };
  81106. /**
  81107. * Gets the class name of the current intput.
  81108. * @returns the class name
  81109. */
  81110. FreeCameraTouchInput.prototype.getClassName = function () {
  81111. return "FreeCameraTouchInput";
  81112. };
  81113. /**
  81114. * Get the friendly name associated with the input class.
  81115. * @returns the input friendly name
  81116. */
  81117. FreeCameraTouchInput.prototype.getSimpleName = function () {
  81118. return "touch";
  81119. };
  81120. __decorate([
  81121. BABYLON.serialize()
  81122. ], FreeCameraTouchInput.prototype, "touchAngularSensibility", void 0);
  81123. __decorate([
  81124. BABYLON.serialize()
  81125. ], FreeCameraTouchInput.prototype, "touchMoveSensibility", void 0);
  81126. return FreeCameraTouchInput;
  81127. }());
  81128. BABYLON.FreeCameraTouchInput = FreeCameraTouchInput;
  81129. BABYLON.CameraInputTypes["FreeCameraTouchInput"] = FreeCameraTouchInput;
  81130. })(BABYLON || (BABYLON = {}));
  81131. //# sourceMappingURL=babylon.freeCameraTouchInput.js.map
  81132. var BABYLON;
  81133. (function (BABYLON) {
  81134. BABYLON.Node.AddNodeConstructor("TouchCamera", function (name, scene) {
  81135. return function () { return new TouchCamera(name, BABYLON.Vector3.Zero(), scene); };
  81136. });
  81137. /**
  81138. * This represents a FPS type of camera controlled by touch.
  81139. * This is like a universal camera minus the Gamepad controls.
  81140. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81141. */
  81142. var TouchCamera = /** @class */ (function (_super) {
  81143. __extends(TouchCamera, _super);
  81144. /**
  81145. * Instantiates a new touch camera.
  81146. * This represents a FPS type of camera controlled by touch.
  81147. * This is like a universal camera minus the Gamepad controls.
  81148. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  81149. * @param name Define the name of the camera in the scene
  81150. * @param position Define the start position of the camera in the scene
  81151. * @param scene Define the scene the camera belongs to
  81152. */
  81153. function TouchCamera(name, position, scene) {
  81154. var _this = _super.call(this, name, position, scene) || this;
  81155. _this.inputs.addTouch();
  81156. _this._setupInputs();
  81157. return _this;
  81158. }
  81159. Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", {
  81160. /**
  81161. * Defines the touch sensibility for rotation.
  81162. * The higher the faster.
  81163. */
  81164. get: function () {
  81165. var touch = this.inputs.attached["touch"];
  81166. if (touch) {
  81167. return touch.touchAngularSensibility;
  81168. }
  81169. return 0;
  81170. },
  81171. set: function (value) {
  81172. var touch = this.inputs.attached["touch"];
  81173. if (touch) {
  81174. touch.touchAngularSensibility = value;
  81175. }
  81176. },
  81177. enumerable: true,
  81178. configurable: true
  81179. });
  81180. Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", {
  81181. /**
  81182. * Defines the touch sensibility for move.
  81183. * The higher the faster.
  81184. */
  81185. get: function () {
  81186. var touch = this.inputs.attached["touch"];
  81187. if (touch) {
  81188. return touch.touchMoveSensibility;
  81189. }
  81190. return 0;
  81191. },
  81192. set: function (value) {
  81193. var touch = this.inputs.attached["touch"];
  81194. if (touch) {
  81195. touch.touchMoveSensibility = value;
  81196. }
  81197. },
  81198. enumerable: true,
  81199. configurable: true
  81200. });
  81201. /**
  81202. * Gets the current object class name.
  81203. * @return the class name
  81204. */
  81205. TouchCamera.prototype.getClassName = function () {
  81206. return "TouchCamera";
  81207. };
  81208. /** @hidden */
  81209. TouchCamera.prototype._setupInputs = function () {
  81210. var mouse = this.inputs.attached["mouse"];
  81211. if (mouse) {
  81212. mouse.touchEnabled = false;
  81213. }
  81214. };
  81215. return TouchCamera;
  81216. }(BABYLON.FreeCamera));
  81217. BABYLON.TouchCamera = TouchCamera;
  81218. })(BABYLON || (BABYLON = {}));
  81219. //# sourceMappingURL=babylon.touchCamera.js.map
  81220. var BABYLON;
  81221. (function (BABYLON) {
  81222. /**
  81223. * 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.
  81224. * This is the base class of any Procedural texture and contains most of the shareable code.
  81225. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81226. */
  81227. var ProceduralTexture = /** @class */ (function (_super) {
  81228. __extends(ProceduralTexture, _super);
  81229. /**
  81230. * Instantiates a new procedural texture.
  81231. * 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.
  81232. * This is the base class of any Procedural texture and contains most of the shareable code.
  81233. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  81234. * @param name Define the name of the texture
  81235. * @param size Define the size of the texture to create
  81236. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  81237. * @param scene Define the scene the texture belongs to
  81238. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81239. * @param generateMipMaps Define if the texture should creates mip maps or not
  81240. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  81241. */
  81242. function ProceduralTexture(name, size, fragment, scene, fallbackTexture, generateMipMaps, isCube) {
  81243. if (fallbackTexture === void 0) { fallbackTexture = null; }
  81244. if (generateMipMaps === void 0) { generateMipMaps = true; }
  81245. if (isCube === void 0) { isCube = false; }
  81246. var _this = _super.call(this, null, scene, !generateMipMaps) || this;
  81247. _this.isCube = isCube;
  81248. /**
  81249. * Define if the texture is enabled or not (disabled texture will not render)
  81250. */
  81251. _this.isEnabled = true;
  81252. /**
  81253. * Define if the texture must be cleared before rendering (default is true)
  81254. */
  81255. _this.autoClear = true;
  81256. /**
  81257. * Event raised when the texture is generated
  81258. */
  81259. _this.onGeneratedObservable = new BABYLON.Observable();
  81260. /** @hidden */
  81261. _this._textures = {};
  81262. _this._currentRefreshId = -1;
  81263. _this._refreshRate = 1;
  81264. _this._vertexBuffers = {};
  81265. _this._uniforms = new Array();
  81266. _this._samplers = new Array();
  81267. _this._floats = {};
  81268. _this._ints = {};
  81269. _this._floatsArrays = {};
  81270. _this._colors3 = {};
  81271. _this._colors4 = {};
  81272. _this._vectors2 = {};
  81273. _this._vectors3 = {};
  81274. _this._matrices = {};
  81275. _this._fallbackTextureUsed = false;
  81276. _this._cachedDefines = "";
  81277. _this._contentUpdateId = -1;
  81278. scene = _this.getScene();
  81279. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE);
  81280. if (!component) {
  81281. component = new BABYLON.ProceduralTextureSceneComponent(scene);
  81282. scene._addComponent(component);
  81283. }
  81284. scene.proceduralTextures.push(_this);
  81285. _this._engine = scene.getEngine();
  81286. _this.name = name;
  81287. _this.isRenderTarget = true;
  81288. _this._size = size;
  81289. _this._generateMipMaps = generateMipMaps;
  81290. _this.setFragment(fragment);
  81291. _this._fallbackTexture = fallbackTexture;
  81292. if (isCube) {
  81293. _this._texture = _this._engine.createRenderTargetCubeTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81294. _this.setFloat("face", 0);
  81295. }
  81296. else {
  81297. _this._texture = _this._engine.createRenderTargetTexture(size, { generateMipMaps: generateMipMaps, generateDepthBuffer: false, generateStencilBuffer: false });
  81298. }
  81299. // VBO
  81300. var vertices = [];
  81301. vertices.push(1, 1);
  81302. vertices.push(-1, 1);
  81303. vertices.push(-1, -1);
  81304. vertices.push(1, -1);
  81305. _this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(_this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  81306. _this._createIndexBuffer();
  81307. return _this;
  81308. }
  81309. /**
  81310. * The effect that is created when initializing the post process.
  81311. * @returns The created effect corrisponding the the postprocess.
  81312. */
  81313. ProceduralTexture.prototype.getEffect = function () {
  81314. return this._effect;
  81315. };
  81316. /**
  81317. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  81318. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  81319. */
  81320. ProceduralTexture.prototype.getContent = function () {
  81321. if (this._contentData && this._currentRefreshId == this._contentUpdateId) {
  81322. return this._contentData;
  81323. }
  81324. this._contentData = this.readPixels(0, 0, this._contentData);
  81325. this._contentUpdateId = this._currentRefreshId;
  81326. return this._contentData;
  81327. };
  81328. ProceduralTexture.prototype._createIndexBuffer = function () {
  81329. var engine = this._engine;
  81330. // Indices
  81331. var indices = [];
  81332. indices.push(0);
  81333. indices.push(1);
  81334. indices.push(2);
  81335. indices.push(0);
  81336. indices.push(2);
  81337. indices.push(3);
  81338. this._indexBuffer = engine.createIndexBuffer(indices);
  81339. };
  81340. /** @hidden */
  81341. ProceduralTexture.prototype._rebuild = function () {
  81342. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81343. if (vb) {
  81344. vb._rebuild();
  81345. }
  81346. this._createIndexBuffer();
  81347. if (this.refreshRate === BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE) {
  81348. this.refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE;
  81349. }
  81350. };
  81351. /**
  81352. * Resets the texture in order to recreate its associated resources.
  81353. * This can be called in case of context loss
  81354. */
  81355. ProceduralTexture.prototype.reset = function () {
  81356. if (this._effect === undefined) {
  81357. return;
  81358. }
  81359. var engine = this._engine;
  81360. engine._releaseEffect(this._effect);
  81361. };
  81362. ProceduralTexture.prototype._getDefines = function () {
  81363. return "";
  81364. };
  81365. /**
  81366. * Is the texture ready to be used ? (rendered at least once)
  81367. * @returns true if ready, otherwise, false.
  81368. */
  81369. ProceduralTexture.prototype.isReady = function () {
  81370. var _this = this;
  81371. var engine = this._engine;
  81372. var shaders;
  81373. if (!this._fragment) {
  81374. return false;
  81375. }
  81376. if (this._fallbackTextureUsed) {
  81377. return true;
  81378. }
  81379. var defines = this._getDefines();
  81380. if (this._effect && defines === this._cachedDefines && this._effect.isReady()) {
  81381. return true;
  81382. }
  81383. if (this._fragment.fragmentElement !== undefined) {
  81384. shaders = { vertex: "procedural", fragmentElement: this._fragment.fragmentElement };
  81385. }
  81386. else {
  81387. shaders = { vertex: "procedural", fragment: this._fragment };
  81388. }
  81389. this._cachedDefines = defines;
  81390. this._effect = engine.createEffect(shaders, [BABYLON.VertexBuffer.PositionKind], this._uniforms, this._samplers, defines, undefined, undefined, function () {
  81391. _this.releaseInternalTexture();
  81392. if (_this._fallbackTexture) {
  81393. _this._texture = _this._fallbackTexture._texture;
  81394. if (_this._texture) {
  81395. _this._texture.incrementReferences();
  81396. }
  81397. }
  81398. _this._fallbackTextureUsed = true;
  81399. });
  81400. return this._effect.isReady();
  81401. };
  81402. /**
  81403. * Resets the refresh counter of the texture and start bak from scratch.
  81404. * Could be useful to regenerate the texture if it is setup to render only once.
  81405. */
  81406. ProceduralTexture.prototype.resetRefreshCounter = function () {
  81407. this._currentRefreshId = -1;
  81408. };
  81409. /**
  81410. * Set the fragment shader to use in order to render the texture.
  81411. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  81412. */
  81413. ProceduralTexture.prototype.setFragment = function (fragment) {
  81414. this._fragment = fragment;
  81415. };
  81416. Object.defineProperty(ProceduralTexture.prototype, "refreshRate", {
  81417. /**
  81418. * Define the refresh rate of the texture or the rendering frequency.
  81419. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  81420. */
  81421. get: function () {
  81422. return this._refreshRate;
  81423. },
  81424. set: function (value) {
  81425. this._refreshRate = value;
  81426. this.resetRefreshCounter();
  81427. },
  81428. enumerable: true,
  81429. configurable: true
  81430. });
  81431. /** @hidden */
  81432. ProceduralTexture.prototype._shouldRender = function () {
  81433. if (!this.isEnabled || !this.isReady() || !this._texture) {
  81434. if (this._texture) {
  81435. this._texture.isReady = false;
  81436. }
  81437. return false;
  81438. }
  81439. if (this._fallbackTextureUsed) {
  81440. return false;
  81441. }
  81442. if (this._currentRefreshId === -1) { // At least render once
  81443. this._currentRefreshId = 1;
  81444. return true;
  81445. }
  81446. if (this.refreshRate === this._currentRefreshId) {
  81447. this._currentRefreshId = 1;
  81448. return true;
  81449. }
  81450. this._currentRefreshId++;
  81451. return false;
  81452. };
  81453. /**
  81454. * Get the size the texture is rendering at.
  81455. * @returns the size (texture is always squared)
  81456. */
  81457. ProceduralTexture.prototype.getRenderSize = function () {
  81458. return this._size;
  81459. };
  81460. /**
  81461. * Resize the texture to new value.
  81462. * @param size Define the new size the texture should have
  81463. * @param generateMipMaps Define whether the new texture should create mip maps
  81464. */
  81465. ProceduralTexture.prototype.resize = function (size, generateMipMaps) {
  81466. if (this._fallbackTextureUsed) {
  81467. return;
  81468. }
  81469. this.releaseInternalTexture();
  81470. this._texture = this._engine.createRenderTargetTexture(size, generateMipMaps);
  81471. // Update properties
  81472. this._size = size;
  81473. this._generateMipMaps = generateMipMaps;
  81474. };
  81475. ProceduralTexture.prototype._checkUniform = function (uniformName) {
  81476. if (this._uniforms.indexOf(uniformName) === -1) {
  81477. this._uniforms.push(uniformName);
  81478. }
  81479. };
  81480. /**
  81481. * Set a texture in the shader program used to render.
  81482. * @param name Define the name of the uniform samplers as defined in the shader
  81483. * @param texture Define the texture to bind to this sampler
  81484. * @return the texture itself allowing "fluent" like uniform updates
  81485. */
  81486. ProceduralTexture.prototype.setTexture = function (name, texture) {
  81487. if (this._samplers.indexOf(name) === -1) {
  81488. this._samplers.push(name);
  81489. }
  81490. this._textures[name] = texture;
  81491. return this;
  81492. };
  81493. /**
  81494. * Set a float in the shader.
  81495. * @param name Define the name of the uniform as defined in the shader
  81496. * @param value Define the value to give to the uniform
  81497. * @return the texture itself allowing "fluent" like uniform updates
  81498. */
  81499. ProceduralTexture.prototype.setFloat = function (name, value) {
  81500. this._checkUniform(name);
  81501. this._floats[name] = value;
  81502. return this;
  81503. };
  81504. /**
  81505. * Set a int in the shader.
  81506. * @param name Define the name of the uniform as defined in the shader
  81507. * @param value Define the value to give to the uniform
  81508. * @return the texture itself allowing "fluent" like uniform updates
  81509. */
  81510. ProceduralTexture.prototype.setInt = function (name, value) {
  81511. this._checkUniform(name);
  81512. this._ints[name] = value;
  81513. return this;
  81514. };
  81515. /**
  81516. * Set an array of floats in the shader.
  81517. * @param name Define the name of the uniform as defined in the shader
  81518. * @param value Define the value to give to the uniform
  81519. * @return the texture itself allowing "fluent" like uniform updates
  81520. */
  81521. ProceduralTexture.prototype.setFloats = function (name, value) {
  81522. this._checkUniform(name);
  81523. this._floatsArrays[name] = value;
  81524. return this;
  81525. };
  81526. /**
  81527. * Set a vec3 in the shader from a Color3.
  81528. * @param name Define the name of the uniform as defined in the shader
  81529. * @param value Define the value to give to the uniform
  81530. * @return the texture itself allowing "fluent" like uniform updates
  81531. */
  81532. ProceduralTexture.prototype.setColor3 = function (name, value) {
  81533. this._checkUniform(name);
  81534. this._colors3[name] = value;
  81535. return this;
  81536. };
  81537. /**
  81538. * Set a vec4 in the shader from a Color4.
  81539. * @param name Define the name of the uniform as defined in the shader
  81540. * @param value Define the value to give to the uniform
  81541. * @return the texture itself allowing "fluent" like uniform updates
  81542. */
  81543. ProceduralTexture.prototype.setColor4 = function (name, value) {
  81544. this._checkUniform(name);
  81545. this._colors4[name] = value;
  81546. return this;
  81547. };
  81548. /**
  81549. * Set a vec2 in the shader from a Vector2.
  81550. * @param name Define the name of the uniform as defined in the shader
  81551. * @param value Define the value to give to the uniform
  81552. * @return the texture itself allowing "fluent" like uniform updates
  81553. */
  81554. ProceduralTexture.prototype.setVector2 = function (name, value) {
  81555. this._checkUniform(name);
  81556. this._vectors2[name] = value;
  81557. return this;
  81558. };
  81559. /**
  81560. * Set a vec3 in the shader from a Vector3.
  81561. * @param name Define the name of the uniform as defined in the shader
  81562. * @param value Define the value to give to the uniform
  81563. * @return the texture itself allowing "fluent" like uniform updates
  81564. */
  81565. ProceduralTexture.prototype.setVector3 = function (name, value) {
  81566. this._checkUniform(name);
  81567. this._vectors3[name] = value;
  81568. return this;
  81569. };
  81570. /**
  81571. * Set a mat4 in the shader from a MAtrix.
  81572. * @param name Define the name of the uniform as defined in the shader
  81573. * @param value Define the value to give to the uniform
  81574. * @return the texture itself allowing "fluent" like uniform updates
  81575. */
  81576. ProceduralTexture.prototype.setMatrix = function (name, value) {
  81577. this._checkUniform(name);
  81578. this._matrices[name] = value;
  81579. return this;
  81580. };
  81581. /**
  81582. * Render the texture to its associated render target.
  81583. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81584. */
  81585. ProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81586. var scene = this.getScene();
  81587. if (!scene) {
  81588. return;
  81589. }
  81590. var engine = this._engine;
  81591. // Render
  81592. engine.enableEffect(this._effect);
  81593. engine.setState(false);
  81594. // Texture
  81595. for (var name in this._textures) {
  81596. this._effect.setTexture(name, this._textures[name]);
  81597. }
  81598. // Float
  81599. for (name in this._ints) {
  81600. this._effect.setInt(name, this._ints[name]);
  81601. }
  81602. // Float
  81603. for (name in this._floats) {
  81604. this._effect.setFloat(name, this._floats[name]);
  81605. }
  81606. // Floats
  81607. for (name in this._floatsArrays) {
  81608. this._effect.setArray(name, this._floatsArrays[name]);
  81609. }
  81610. // Color3
  81611. for (name in this._colors3) {
  81612. this._effect.setColor3(name, this._colors3[name]);
  81613. }
  81614. // Color4
  81615. for (name in this._colors4) {
  81616. var color = this._colors4[name];
  81617. this._effect.setFloat4(name, color.r, color.g, color.b, color.a);
  81618. }
  81619. // Vector2
  81620. for (name in this._vectors2) {
  81621. this._effect.setVector2(name, this._vectors2[name]);
  81622. }
  81623. // Vector3
  81624. for (name in this._vectors3) {
  81625. this._effect.setVector3(name, this._vectors3[name]);
  81626. }
  81627. // Matrix
  81628. for (name in this._matrices) {
  81629. this._effect.setMatrix(name, this._matrices[name]);
  81630. }
  81631. if (!this._texture) {
  81632. return;
  81633. }
  81634. if (this.isCube) {
  81635. for (var face = 0; face < 6; face++) {
  81636. engine.bindFramebuffer(this._texture, face, undefined, undefined, true);
  81637. // VBOs
  81638. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81639. this._effect.setFloat("face", face);
  81640. // Clear
  81641. if (this.autoClear) {
  81642. engine.clear(scene.clearColor, true, false, false);
  81643. }
  81644. // Draw order
  81645. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81646. // Mipmaps
  81647. if (face === 5) {
  81648. engine.generateMipMapsForCubemap(this._texture);
  81649. }
  81650. }
  81651. }
  81652. else {
  81653. engine.bindFramebuffer(this._texture, 0, undefined, undefined, true);
  81654. // VBOs
  81655. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  81656. // Clear
  81657. if (this.autoClear) {
  81658. engine.clear(scene.clearColor, true, false, false);
  81659. }
  81660. // Draw order
  81661. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  81662. }
  81663. // Unbind
  81664. engine.unBindFramebuffer(this._texture, this.isCube);
  81665. if (this.onGenerated) {
  81666. this.onGenerated();
  81667. }
  81668. this.onGeneratedObservable.notifyObservers(this);
  81669. };
  81670. /**
  81671. * Clone the texture.
  81672. * @returns the cloned texture
  81673. */
  81674. ProceduralTexture.prototype.clone = function () {
  81675. var textureSize = this.getSize();
  81676. var newTexture = new ProceduralTexture(this.name, textureSize.width, this._fragment, this.getScene(), this._fallbackTexture, this._generateMipMaps);
  81677. // Base texture
  81678. newTexture.hasAlpha = this.hasAlpha;
  81679. newTexture.level = this.level;
  81680. // RenderTarget Texture
  81681. newTexture.coordinatesMode = this.coordinatesMode;
  81682. return newTexture;
  81683. };
  81684. /**
  81685. * Dispose the texture and release its asoociated resources.
  81686. */
  81687. ProceduralTexture.prototype.dispose = function () {
  81688. var scene = this.getScene();
  81689. if (!scene) {
  81690. return;
  81691. }
  81692. var index = scene.proceduralTextures.indexOf(this);
  81693. if (index >= 0) {
  81694. scene.proceduralTextures.splice(index, 1);
  81695. }
  81696. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  81697. if (vertexBuffer) {
  81698. vertexBuffer.dispose();
  81699. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  81700. }
  81701. if (this._indexBuffer && this._engine._releaseBuffer(this._indexBuffer)) {
  81702. this._indexBuffer = null;
  81703. }
  81704. _super.prototype.dispose.call(this);
  81705. };
  81706. __decorate([
  81707. BABYLON.serialize()
  81708. ], ProceduralTexture.prototype, "isEnabled", void 0);
  81709. __decorate([
  81710. BABYLON.serialize()
  81711. ], ProceduralTexture.prototype, "autoClear", void 0);
  81712. __decorate([
  81713. BABYLON.serialize()
  81714. ], ProceduralTexture.prototype, "_generateMipMaps", void 0);
  81715. __decorate([
  81716. BABYLON.serialize()
  81717. ], ProceduralTexture.prototype, "_size", void 0);
  81718. __decorate([
  81719. BABYLON.serialize()
  81720. ], ProceduralTexture.prototype, "refreshRate", null);
  81721. return ProceduralTexture;
  81722. }(BABYLON.Texture));
  81723. BABYLON.ProceduralTexture = ProceduralTexture;
  81724. })(BABYLON || (BABYLON = {}));
  81725. //# sourceMappingURL=babylon.proceduralTexture.js.map
  81726. var BABYLON;
  81727. (function (BABYLON) {
  81728. /**
  81729. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  81730. * in a given scene.
  81731. */
  81732. var ProceduralTextureSceneComponent = /** @class */ (function () {
  81733. /**
  81734. * Creates a new instance of the component for the given scene
  81735. * @param scene Defines the scene to register the component in
  81736. */
  81737. function ProceduralTextureSceneComponent(scene) {
  81738. /**
  81739. * The component name helpfull to identify the component in the list of scene components.
  81740. */
  81741. this.name = BABYLON.SceneComponentConstants.NAME_PROCEDURALTEXTURE;
  81742. this.scene = scene;
  81743. this.scene.proceduralTextures = new Array();
  81744. scene.layers = new Array();
  81745. }
  81746. /**
  81747. * Registers the component in a given scene
  81748. */
  81749. ProceduralTextureSceneComponent.prototype.register = function () {
  81750. this.scene._beforeClearStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECLEAR_PROCEDURALTEXTURE, this, this._beforeClear);
  81751. };
  81752. /**
  81753. * Rebuilds the elements related to this component in case of
  81754. * context lost for instance.
  81755. */
  81756. ProceduralTextureSceneComponent.prototype.rebuild = function () {
  81757. // Nothing to do here.
  81758. };
  81759. /**
  81760. * Disposes the component and the associated ressources.
  81761. */
  81762. ProceduralTextureSceneComponent.prototype.dispose = function () {
  81763. // Nothing to do here.
  81764. };
  81765. ProceduralTextureSceneComponent.prototype._beforeClear = function () {
  81766. if (this.scene.proceduralTexturesEnabled) {
  81767. BABYLON.Tools.StartPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81768. for (var proceduralIndex = 0; proceduralIndex < this.scene.proceduralTextures.length; proceduralIndex++) {
  81769. var proceduralTexture = this.scene.proceduralTextures[proceduralIndex];
  81770. if (proceduralTexture._shouldRender()) {
  81771. proceduralTexture.render();
  81772. }
  81773. }
  81774. BABYLON.Tools.EndPerformanceCounter("Procedural textures", this.scene.proceduralTextures.length > 0);
  81775. }
  81776. };
  81777. return ProceduralTextureSceneComponent;
  81778. }());
  81779. BABYLON.ProceduralTextureSceneComponent = ProceduralTextureSceneComponent;
  81780. })(BABYLON || (BABYLON = {}));
  81781. //# sourceMappingURL=babylon.proceduralTextureSceneComponent.js.map
  81782. var BABYLON;
  81783. (function (BABYLON) {
  81784. /**
  81785. * 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.
  81786. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81787. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81788. */
  81789. var CustomProceduralTexture = /** @class */ (function (_super) {
  81790. __extends(CustomProceduralTexture, _super);
  81791. /**
  81792. * Instantiates a new Custom Procedural Texture.
  81793. * 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.
  81794. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  81795. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  81796. * @param name Define the name of the texture
  81797. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  81798. * @param size Define the size of the texture to create
  81799. * @param scene Define the scene the texture belongs to
  81800. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  81801. * @param generateMipMaps Define if the texture should creates mip maps or not
  81802. */
  81803. function CustomProceduralTexture(name, texturePath, size, scene, fallbackTexture, generateMipMaps) {
  81804. var _this = _super.call(this, name, size, null, scene, fallbackTexture, generateMipMaps) || this;
  81805. _this._animate = true;
  81806. _this._time = 0;
  81807. _this._texturePath = texturePath;
  81808. //Try to load json
  81809. _this._loadJson(texturePath);
  81810. _this.refreshRate = 1;
  81811. return _this;
  81812. }
  81813. CustomProceduralTexture.prototype._loadJson = function (jsonUrl) {
  81814. var _this = this;
  81815. var noConfigFile = function () {
  81816. BABYLON.Tools.Log("No config file found in " + jsonUrl + " trying to use ShadersStore or DOM element");
  81817. try {
  81818. _this.setFragment(_this._texturePath);
  81819. }
  81820. catch (ex) {
  81821. BABYLON.Tools.Error("No json or ShaderStore or DOM element found for CustomProceduralTexture");
  81822. }
  81823. };
  81824. var configFileUrl = jsonUrl + "/config.json";
  81825. var xhr = new XMLHttpRequest();
  81826. xhr.open("GET", configFileUrl, true);
  81827. xhr.addEventListener("load", function () {
  81828. if (xhr.status === 200 || BABYLON.Tools.ValidateXHRData(xhr, 1)) {
  81829. try {
  81830. _this._config = JSON.parse(xhr.response);
  81831. _this.updateShaderUniforms();
  81832. _this.updateTextures();
  81833. _this.setFragment(_this._texturePath + "/custom");
  81834. _this._animate = _this._config.animate;
  81835. _this.refreshRate = _this._config.refreshrate;
  81836. }
  81837. catch (ex) {
  81838. noConfigFile();
  81839. }
  81840. }
  81841. else {
  81842. noConfigFile();
  81843. }
  81844. }, false);
  81845. xhr.addEventListener("error", function () {
  81846. noConfigFile();
  81847. }, false);
  81848. try {
  81849. if (BABYLON.Tools.UseCustomRequestHeaders) {
  81850. BABYLON.Tools.InjectCustomRequestHeaders(xhr);
  81851. }
  81852. xhr.send();
  81853. }
  81854. catch (ex) {
  81855. BABYLON.Tools.Error("CustomProceduralTexture: Error on XHR send request.");
  81856. }
  81857. };
  81858. /**
  81859. * Is the texture ready to be used ? (rendered at least once)
  81860. * @returns true if ready, otherwise, false.
  81861. */
  81862. CustomProceduralTexture.prototype.isReady = function () {
  81863. if (!_super.prototype.isReady.call(this)) {
  81864. return false;
  81865. }
  81866. for (var name in this._textures) {
  81867. var texture = this._textures[name];
  81868. if (!texture.isReady()) {
  81869. return false;
  81870. }
  81871. }
  81872. return true;
  81873. };
  81874. /**
  81875. * Render the texture to its associated render target.
  81876. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  81877. */
  81878. CustomProceduralTexture.prototype.render = function (useCameraPostProcess) {
  81879. var scene = this.getScene();
  81880. if (this._animate && scene) {
  81881. this._time += scene.getAnimationRatio() * 0.03;
  81882. this.updateShaderUniforms();
  81883. }
  81884. _super.prototype.render.call(this, useCameraPostProcess);
  81885. };
  81886. /**
  81887. * Update the list of dependant textures samplers in the shader.
  81888. */
  81889. CustomProceduralTexture.prototype.updateTextures = function () {
  81890. for (var i = 0; i < this._config.sampler2Ds.length; i++) {
  81891. this.setTexture(this._config.sampler2Ds[i].sample2Dname, new BABYLON.Texture(this._texturePath + "/" + this._config.sampler2Ds[i].textureRelativeUrl, this.getScene()));
  81892. }
  81893. };
  81894. /**
  81895. * Update the uniform values of the procedural texture in the shader.
  81896. */
  81897. CustomProceduralTexture.prototype.updateShaderUniforms = function () {
  81898. if (this._config) {
  81899. for (var j = 0; j < this._config.uniforms.length; j++) {
  81900. var uniform = this._config.uniforms[j];
  81901. switch (uniform.type) {
  81902. case "float":
  81903. this.setFloat(uniform.name, uniform.value);
  81904. break;
  81905. case "color3":
  81906. this.setColor3(uniform.name, new BABYLON.Color3(uniform.r, uniform.g, uniform.b));
  81907. break;
  81908. case "color4":
  81909. this.setColor4(uniform.name, new BABYLON.Color4(uniform.r, uniform.g, uniform.b, uniform.a));
  81910. break;
  81911. case "vector2":
  81912. this.setVector2(uniform.name, new BABYLON.Vector2(uniform.x, uniform.y));
  81913. break;
  81914. case "vector3":
  81915. this.setVector3(uniform.name, new BABYLON.Vector3(uniform.x, uniform.y, uniform.z));
  81916. break;
  81917. }
  81918. }
  81919. }
  81920. this.setFloat("time", this._time);
  81921. };
  81922. Object.defineProperty(CustomProceduralTexture.prototype, "animate", {
  81923. /**
  81924. * Define if the texture animates or not.
  81925. */
  81926. get: function () {
  81927. return this._animate;
  81928. },
  81929. set: function (value) {
  81930. this._animate = value;
  81931. },
  81932. enumerable: true,
  81933. configurable: true
  81934. });
  81935. return CustomProceduralTexture;
  81936. }(BABYLON.ProceduralTexture));
  81937. BABYLON.CustomProceduralTexture = CustomProceduralTexture;
  81938. })(BABYLON || (BABYLON = {}));
  81939. //# sourceMappingURL=babylon.customProceduralTexture.js.map
  81940. var BABYLON;
  81941. (function (BABYLON) {
  81942. /**
  81943. * Manage the gamepad inputs to control a free camera.
  81944. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  81945. */
  81946. var FreeCameraGamepadInput = /** @class */ (function () {
  81947. function FreeCameraGamepadInput() {
  81948. /**
  81949. * Defines the gamepad rotation sensiblity.
  81950. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  81951. */
  81952. this.gamepadAngularSensibility = 200;
  81953. /**
  81954. * Defines the gamepad move sensiblity.
  81955. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  81956. */
  81957. this.gamepadMoveSensibility = 40;
  81958. this._cameraTransform = BABYLON.Matrix.Identity();
  81959. this._deltaTransform = BABYLON.Vector3.Zero();
  81960. this._vector3 = BABYLON.Vector3.Zero();
  81961. this._vector2 = BABYLON.Vector2.Zero();
  81962. }
  81963. /**
  81964. * Attach the input controls to a specific dom element to get the input from.
  81965. * @param element Defines the element the controls should be listened from
  81966. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  81967. */
  81968. FreeCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  81969. var _this = this;
  81970. var manager = this.camera.getScene().gamepadManager;
  81971. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  81972. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  81973. // prioritize XBOX gamepads.
  81974. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  81975. _this.gamepad = gamepad;
  81976. }
  81977. }
  81978. });
  81979. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  81980. if (_this.gamepad === gamepad) {
  81981. _this.gamepad = null;
  81982. }
  81983. });
  81984. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  81985. };
  81986. /**
  81987. * Detach the current controls from the specified dom element.
  81988. * @param element Defines the element to stop listening the inputs from
  81989. */
  81990. FreeCameraGamepadInput.prototype.detachControl = function (element) {
  81991. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  81992. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  81993. this.gamepad = null;
  81994. };
  81995. /**
  81996. * Update the current camera state depending on the inputs that have been used this frame.
  81997. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  81998. */
  81999. FreeCameraGamepadInput.prototype.checkInputs = function () {
  82000. if (this.gamepad && this.gamepad.leftStick) {
  82001. var camera = this.camera;
  82002. var LSValues = this.gamepad.leftStick;
  82003. var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
  82004. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82005. LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
  82006. LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
  82007. var RSValues = this.gamepad.rightStick;
  82008. if (RSValues) {
  82009. var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
  82010. var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
  82011. RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
  82012. RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
  82013. }
  82014. else {
  82015. RSValues = { x: 0, y: 0 };
  82016. }
  82017. if (!camera.rotationQuaternion) {
  82018. BABYLON.Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
  82019. }
  82020. else {
  82021. camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
  82022. }
  82023. var speed = camera._computeLocalCameraSpeed() * 50.0;
  82024. this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
  82025. BABYLON.Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
  82026. camera.cameraDirection.addInPlace(this._deltaTransform);
  82027. this._vector2.copyFromFloats(RSValues.y, RSValues.x);
  82028. camera.cameraRotation.addInPlace(this._vector2);
  82029. }
  82030. };
  82031. /**
  82032. * Gets the class name of the current intput.
  82033. * @returns the class name
  82034. */
  82035. FreeCameraGamepadInput.prototype.getClassName = function () {
  82036. return "FreeCameraGamepadInput";
  82037. };
  82038. /**
  82039. * Get the friendly name associated with the input class.
  82040. * @returns the input friendly name
  82041. */
  82042. FreeCameraGamepadInput.prototype.getSimpleName = function () {
  82043. return "gamepad";
  82044. };
  82045. __decorate([
  82046. BABYLON.serialize()
  82047. ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
  82048. __decorate([
  82049. BABYLON.serialize()
  82050. ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82051. return FreeCameraGamepadInput;
  82052. }());
  82053. BABYLON.FreeCameraGamepadInput = FreeCameraGamepadInput;
  82054. BABYLON.CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
  82055. })(BABYLON || (BABYLON = {}));
  82056. //# sourceMappingURL=babylon.freeCameraGamepadInput.js.map
  82057. var BABYLON;
  82058. (function (BABYLON) {
  82059. /**
  82060. * Manage the gamepad inputs to control an arc rotate camera.
  82061. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  82062. */
  82063. var ArcRotateCameraGamepadInput = /** @class */ (function () {
  82064. function ArcRotateCameraGamepadInput() {
  82065. /**
  82066. * Defines the gamepad rotation sensiblity.
  82067. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  82068. */
  82069. this.gamepadRotationSensibility = 80;
  82070. /**
  82071. * Defines the gamepad move sensiblity.
  82072. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  82073. */
  82074. this.gamepadMoveSensibility = 40;
  82075. }
  82076. /**
  82077. * Attach the input controls to a specific dom element to get the input from.
  82078. * @param element Defines the element the controls should be listened from
  82079. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  82080. */
  82081. ArcRotateCameraGamepadInput.prototype.attachControl = function (element, noPreventDefault) {
  82082. var _this = this;
  82083. var manager = this.camera.getScene().gamepadManager;
  82084. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  82085. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  82086. // prioritize XBOX gamepads.
  82087. if (!_this.gamepad || gamepad.type === BABYLON.Gamepad.XBOX) {
  82088. _this.gamepad = gamepad;
  82089. }
  82090. }
  82091. });
  82092. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  82093. if (_this.gamepad === gamepad) {
  82094. _this.gamepad = null;
  82095. }
  82096. });
  82097. this.gamepad = manager.getGamepadByType(BABYLON.Gamepad.XBOX);
  82098. };
  82099. /**
  82100. * Detach the current controls from the specified dom element.
  82101. * @param element Defines the element to stop listening the inputs from
  82102. */
  82103. ArcRotateCameraGamepadInput.prototype.detachControl = function (element) {
  82104. this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  82105. this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  82106. this.gamepad = null;
  82107. };
  82108. /**
  82109. * Update the current camera state depending on the inputs that have been used this frame.
  82110. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  82111. */
  82112. ArcRotateCameraGamepadInput.prototype.checkInputs = function () {
  82113. if (this.gamepad) {
  82114. var camera = this.camera;
  82115. var RSValues = this.gamepad.rightStick;
  82116. if (RSValues) {
  82117. if (RSValues.x != 0) {
  82118. var normalizedRX = RSValues.x / this.gamepadRotationSensibility;
  82119. if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) {
  82120. camera.inertialAlphaOffset += normalizedRX;
  82121. }
  82122. }
  82123. if (RSValues.y != 0) {
  82124. var normalizedRY = RSValues.y / this.gamepadRotationSensibility;
  82125. if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) {
  82126. camera.inertialBetaOffset += normalizedRY;
  82127. }
  82128. }
  82129. }
  82130. var LSValues = this.gamepad.leftStick;
  82131. if (LSValues && LSValues.y != 0) {
  82132. var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
  82133. if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) {
  82134. this.camera.inertialRadiusOffset -= normalizedLY;
  82135. }
  82136. }
  82137. }
  82138. };
  82139. /**
  82140. * Gets the class name of the current intput.
  82141. * @returns the class name
  82142. */
  82143. ArcRotateCameraGamepadInput.prototype.getClassName = function () {
  82144. return "ArcRotateCameraGamepadInput";
  82145. };
  82146. /**
  82147. * Get the friendly name associated with the input class.
  82148. * @returns the input friendly name
  82149. */
  82150. ArcRotateCameraGamepadInput.prototype.getSimpleName = function () {
  82151. return "gamepad";
  82152. };
  82153. __decorate([
  82154. BABYLON.serialize()
  82155. ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0);
  82156. __decorate([
  82157. BABYLON.serialize()
  82158. ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
  82159. return ArcRotateCameraGamepadInput;
  82160. }());
  82161. BABYLON.ArcRotateCameraGamepadInput = ArcRotateCameraGamepadInput;
  82162. BABYLON.CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;
  82163. })(BABYLON || (BABYLON = {}));
  82164. //# sourceMappingURL=babylon.arcRotateCameraGamepadInput.js.map
  82165. var BABYLON;
  82166. (function (BABYLON) {
  82167. /**
  82168. * Manager for handling gamepads
  82169. */
  82170. var GamepadManager = /** @class */ (function () {
  82171. /**
  82172. * Initializes the gamepad manager
  82173. * @param _scene BabylonJS scene
  82174. */
  82175. function GamepadManager(_scene) {
  82176. var _this = this;
  82177. this._scene = _scene;
  82178. this._babylonGamepads = [];
  82179. this._oneGamepadConnected = false;
  82180. /** @hidden */
  82181. this._isMonitoring = false;
  82182. /**
  82183. * observable to be triggered when the gamepad controller has been disconnected
  82184. */
  82185. this.onGamepadDisconnectedObservable = new BABYLON.Observable();
  82186. if (!BABYLON.Tools.IsWindowObjectExist()) {
  82187. this._gamepadEventSupported = false;
  82188. }
  82189. else {
  82190. this._gamepadEventSupported = 'GamepadEvent' in window;
  82191. this._gamepadSupport = (navigator.getGamepads ||
  82192. navigator.webkitGetGamepads || navigator.msGetGamepads || navigator.webkitGamepads);
  82193. }
  82194. this.onGamepadConnectedObservable = new BABYLON.Observable(function (observer) {
  82195. // This will be used to raise the onGamepadConnected for all gamepads ALREADY connected
  82196. for (var i in _this._babylonGamepads) {
  82197. var gamepad = _this._babylonGamepads[i];
  82198. if (gamepad && gamepad._isConnected) {
  82199. _this.onGamepadConnectedObservable.notifyObserver(observer, gamepad);
  82200. }
  82201. }
  82202. });
  82203. this._onGamepadConnectedEvent = function (evt) {
  82204. var gamepad = evt.gamepad;
  82205. if (gamepad.index in _this._babylonGamepads) {
  82206. if (_this._babylonGamepads[gamepad.index].isConnected) {
  82207. return;
  82208. }
  82209. }
  82210. var newGamepad;
  82211. if (_this._babylonGamepads[gamepad.index]) {
  82212. newGamepad = _this._babylonGamepads[gamepad.index];
  82213. newGamepad.browserGamepad = gamepad;
  82214. newGamepad._isConnected = true;
  82215. }
  82216. else {
  82217. newGamepad = _this._addNewGamepad(gamepad);
  82218. }
  82219. _this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82220. _this._startMonitoringGamepads();
  82221. };
  82222. this._onGamepadDisconnectedEvent = function (evt) {
  82223. var gamepad = evt.gamepad;
  82224. // Remove the gamepad from the list of gamepads to monitor.
  82225. for (var i in _this._babylonGamepads) {
  82226. if (_this._babylonGamepads[i].index === gamepad.index) {
  82227. var disconnectedGamepad = _this._babylonGamepads[i];
  82228. disconnectedGamepad._isConnected = false;
  82229. _this.onGamepadDisconnectedObservable.notifyObservers(disconnectedGamepad);
  82230. break;
  82231. }
  82232. }
  82233. };
  82234. if (this._gamepadSupport) {
  82235. //first add already-connected gamepads
  82236. this._updateGamepadObjects();
  82237. if (this._babylonGamepads.length) {
  82238. this._startMonitoringGamepads();
  82239. }
  82240. // Checking if the gamepad connected event is supported (like in Firefox)
  82241. if (this._gamepadEventSupported) {
  82242. window.addEventListener('gamepadconnected', this._onGamepadConnectedEvent, false);
  82243. window.addEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent, false);
  82244. }
  82245. else {
  82246. this._startMonitoringGamepads();
  82247. }
  82248. }
  82249. }
  82250. Object.defineProperty(GamepadManager.prototype, "gamepads", {
  82251. /**
  82252. * The gamepads in the game pad manager
  82253. */
  82254. get: function () {
  82255. return this._babylonGamepads;
  82256. },
  82257. enumerable: true,
  82258. configurable: true
  82259. });
  82260. /**
  82261. * Get the gamepad controllers based on type
  82262. * @param type The type of gamepad controller
  82263. * @returns Nullable gamepad
  82264. */
  82265. GamepadManager.prototype.getGamepadByType = function (type) {
  82266. if (type === void 0) { type = BABYLON.Gamepad.XBOX; }
  82267. for (var _i = 0, _a = this._babylonGamepads; _i < _a.length; _i++) {
  82268. var gamepad = _a[_i];
  82269. if (gamepad && gamepad.type === type) {
  82270. return gamepad;
  82271. }
  82272. }
  82273. return null;
  82274. };
  82275. /**
  82276. * Disposes the gamepad manager
  82277. */
  82278. GamepadManager.prototype.dispose = function () {
  82279. if (this._gamepadEventSupported) {
  82280. if (this._onGamepadConnectedEvent) {
  82281. window.removeEventListener('gamepadconnected', this._onGamepadConnectedEvent);
  82282. }
  82283. if (this._onGamepadDisconnectedEvent) {
  82284. window.removeEventListener('gamepaddisconnected', this._onGamepadDisconnectedEvent);
  82285. }
  82286. this._onGamepadConnectedEvent = null;
  82287. this._onGamepadDisconnectedEvent = null;
  82288. }
  82289. this._babylonGamepads.forEach(function (gamepad) {
  82290. gamepad.dispose();
  82291. });
  82292. this.onGamepadConnectedObservable.clear();
  82293. this.onGamepadDisconnectedObservable.clear();
  82294. this._oneGamepadConnected = false;
  82295. this._stopMonitoringGamepads();
  82296. this._babylonGamepads = [];
  82297. };
  82298. GamepadManager.prototype._addNewGamepad = function (gamepad) {
  82299. if (!this._oneGamepadConnected) {
  82300. this._oneGamepadConnected = true;
  82301. }
  82302. var newGamepad;
  82303. var xboxOne = (gamepad.id.search("Xbox One") !== -1);
  82304. if (xboxOne || gamepad.id.search("Xbox 360") !== -1 || gamepad.id.search("xinput") !== -1) {
  82305. newGamepad = new BABYLON.Xbox360Pad(gamepad.id, gamepad.index, gamepad, xboxOne);
  82306. }
  82307. // if pose is supported, use the (WebVR) pose enabled controller
  82308. else if (gamepad.pose) {
  82309. newGamepad = BABYLON.PoseEnabledControllerHelper.InitiateController(gamepad);
  82310. }
  82311. else {
  82312. newGamepad = new BABYLON.GenericPad(gamepad.id, gamepad.index, gamepad);
  82313. }
  82314. this._babylonGamepads[newGamepad.index] = newGamepad;
  82315. return newGamepad;
  82316. };
  82317. GamepadManager.prototype._startMonitoringGamepads = function () {
  82318. if (!this._isMonitoring) {
  82319. this._isMonitoring = true;
  82320. //back-comp
  82321. if (!this._scene) {
  82322. this._checkGamepadsStatus();
  82323. }
  82324. }
  82325. };
  82326. GamepadManager.prototype._stopMonitoringGamepads = function () {
  82327. this._isMonitoring = false;
  82328. };
  82329. /** @hidden */
  82330. GamepadManager.prototype._checkGamepadsStatus = function () {
  82331. var _this = this;
  82332. // Hack to be compatible Chrome
  82333. this._updateGamepadObjects();
  82334. for (var i in this._babylonGamepads) {
  82335. var gamepad = this._babylonGamepads[i];
  82336. if (!gamepad || !gamepad.isConnected) {
  82337. continue;
  82338. }
  82339. gamepad.update();
  82340. }
  82341. if (this._isMonitoring && !this._scene) {
  82342. BABYLON.Tools.QueueNewFrame(function () { _this._checkGamepadsStatus(); });
  82343. }
  82344. };
  82345. // This function is called only on Chrome, which does not properly support
  82346. // connection/disconnection events and forces you to recopy again the gamepad object
  82347. GamepadManager.prototype._updateGamepadObjects = function () {
  82348. var gamepads = navigator.getGamepads ? navigator.getGamepads() : (navigator.webkitGetGamepads ? navigator.webkitGetGamepads() : []);
  82349. for (var i = 0; i < gamepads.length; i++) {
  82350. var gamepad = gamepads[i];
  82351. if (gamepad) {
  82352. if (!this._babylonGamepads[gamepad.index]) {
  82353. var newGamepad = this._addNewGamepad(gamepad);
  82354. this.onGamepadConnectedObservable.notifyObservers(newGamepad);
  82355. }
  82356. else {
  82357. // Forced to copy again this object for Chrome for unknown reason
  82358. this._babylonGamepads[i].browserGamepad = gamepad;
  82359. if (!this._babylonGamepads[i].isConnected) {
  82360. this._babylonGamepads[i]._isConnected = true;
  82361. this.onGamepadConnectedObservable.notifyObservers(this._babylonGamepads[i]);
  82362. }
  82363. }
  82364. }
  82365. }
  82366. };
  82367. return GamepadManager;
  82368. }());
  82369. BABYLON.GamepadManager = GamepadManager;
  82370. })(BABYLON || (BABYLON = {}));
  82371. //# sourceMappingURL=babylon.gamepadManager.js.map
  82372. var BABYLON;
  82373. (function (BABYLON) {
  82374. /**
  82375. * Represents a gamepad control stick position
  82376. */
  82377. var StickValues = /** @class */ (function () {
  82378. /**
  82379. * Initializes the gamepad x and y control stick values
  82380. * @param x The x component of the gamepad control stick value
  82381. * @param y The y component of the gamepad control stick value
  82382. */
  82383. function StickValues(
  82384. /**
  82385. * The x component of the control stick
  82386. */
  82387. x,
  82388. /**
  82389. * The y component of the control stick
  82390. */
  82391. y) {
  82392. this.x = x;
  82393. this.y = y;
  82394. }
  82395. return StickValues;
  82396. }());
  82397. BABYLON.StickValues = StickValues;
  82398. /**
  82399. * Represents a gamepad
  82400. */
  82401. var Gamepad = /** @class */ (function () {
  82402. /**
  82403. * Initializes the gamepad
  82404. * @param id The id of the gamepad
  82405. * @param index The index of the gamepad
  82406. * @param browserGamepad The browser gamepad
  82407. * @param leftStickX The x component of the left joystick
  82408. * @param leftStickY The y component of the left joystick
  82409. * @param rightStickX The x component of the right joystick
  82410. * @param rightStickY The y component of the right joystick
  82411. */
  82412. function Gamepad(
  82413. /**
  82414. * The id of the gamepad
  82415. */
  82416. id,
  82417. /**
  82418. * The index of the gamepad
  82419. */
  82420. index,
  82421. /**
  82422. * The browser gamepad
  82423. */
  82424. browserGamepad, leftStickX, leftStickY, rightStickX, rightStickY) {
  82425. if (leftStickX === void 0) { leftStickX = 0; }
  82426. if (leftStickY === void 0) { leftStickY = 1; }
  82427. if (rightStickX === void 0) { rightStickX = 2; }
  82428. if (rightStickY === void 0) { rightStickY = 3; }
  82429. this.id = id;
  82430. this.index = index;
  82431. this.browserGamepad = browserGamepad;
  82432. this._leftStick = { x: 0, y: 0 };
  82433. this._rightStick = { x: 0, y: 0 };
  82434. /** @hidden */
  82435. this._isConnected = true;
  82436. /**
  82437. * Specifies whether the left control stick should be Y-inverted
  82438. */
  82439. this._invertLeftStickY = false;
  82440. this.type = Gamepad.GAMEPAD;
  82441. this._leftStickAxisX = leftStickX;
  82442. this._leftStickAxisY = leftStickY;
  82443. this._rightStickAxisX = rightStickX;
  82444. this._rightStickAxisY = rightStickY;
  82445. if (this.browserGamepad.axes.length >= 2) {
  82446. this._leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82447. }
  82448. if (this.browserGamepad.axes.length >= 4) {
  82449. this._rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82450. }
  82451. }
  82452. Object.defineProperty(Gamepad.prototype, "isConnected", {
  82453. /**
  82454. * Specifies if the gamepad has been connected
  82455. */
  82456. get: function () {
  82457. return this._isConnected;
  82458. },
  82459. enumerable: true,
  82460. configurable: true
  82461. });
  82462. /**
  82463. * Callback triggered when the left joystick has changed
  82464. * @param callback
  82465. */
  82466. Gamepad.prototype.onleftstickchanged = function (callback) {
  82467. this._onleftstickchanged = callback;
  82468. };
  82469. /**
  82470. * Callback triggered when the right joystick has changed
  82471. * @param callback
  82472. */
  82473. Gamepad.prototype.onrightstickchanged = function (callback) {
  82474. this._onrightstickchanged = callback;
  82475. };
  82476. Object.defineProperty(Gamepad.prototype, "leftStick", {
  82477. /**
  82478. * Gets the left joystick
  82479. */
  82480. get: function () {
  82481. return this._leftStick;
  82482. },
  82483. /**
  82484. * Sets the left joystick values
  82485. */
  82486. set: function (newValues) {
  82487. if (this._onleftstickchanged && (this._leftStick.x !== newValues.x || this._leftStick.y !== newValues.y)) {
  82488. this._onleftstickchanged(newValues);
  82489. }
  82490. this._leftStick = newValues;
  82491. },
  82492. enumerable: true,
  82493. configurable: true
  82494. });
  82495. Object.defineProperty(Gamepad.prototype, "rightStick", {
  82496. /**
  82497. * Gets the right joystick
  82498. */
  82499. get: function () {
  82500. return this._rightStick;
  82501. },
  82502. /**
  82503. * Sets the right joystick value
  82504. */
  82505. set: function (newValues) {
  82506. if (this._onrightstickchanged && (this._rightStick.x !== newValues.x || this._rightStick.y !== newValues.y)) {
  82507. this._onrightstickchanged(newValues);
  82508. }
  82509. this._rightStick = newValues;
  82510. },
  82511. enumerable: true,
  82512. configurable: true
  82513. });
  82514. /**
  82515. * Updates the gamepad joystick positions
  82516. */
  82517. Gamepad.prototype.update = function () {
  82518. if (this._leftStick) {
  82519. this.leftStick = { x: this.browserGamepad.axes[this._leftStickAxisX], y: this.browserGamepad.axes[this._leftStickAxisY] };
  82520. if (this._invertLeftStickY) {
  82521. this.leftStick.y *= -1;
  82522. }
  82523. }
  82524. if (this._rightStick) {
  82525. this.rightStick = { x: this.browserGamepad.axes[this._rightStickAxisX], y: this.browserGamepad.axes[this._rightStickAxisY] };
  82526. }
  82527. };
  82528. /**
  82529. * Disposes the gamepad
  82530. */
  82531. Gamepad.prototype.dispose = function () {
  82532. };
  82533. /**
  82534. * Represents a gamepad controller
  82535. */
  82536. Gamepad.GAMEPAD = 0;
  82537. /**
  82538. * Represents a generic controller
  82539. */
  82540. Gamepad.GENERIC = 1;
  82541. /**
  82542. * Represents an XBox controller
  82543. */
  82544. Gamepad.XBOX = 2;
  82545. /**
  82546. * Represents a pose-enabled controller
  82547. */
  82548. Gamepad.POSE_ENABLED = 3;
  82549. return Gamepad;
  82550. }());
  82551. BABYLON.Gamepad = Gamepad;
  82552. /**
  82553. * Represents a generic gamepad
  82554. */
  82555. var GenericPad = /** @class */ (function (_super) {
  82556. __extends(GenericPad, _super);
  82557. /**
  82558. * Initializes the generic gamepad
  82559. * @param id The id of the generic gamepad
  82560. * @param index The index of the generic gamepad
  82561. * @param browserGamepad The browser gamepad
  82562. */
  82563. function GenericPad(id, index, browserGamepad) {
  82564. var _this = _super.call(this, id, index, browserGamepad) || this;
  82565. /**
  82566. * Observable triggered when a button has been pressed
  82567. */
  82568. _this.onButtonDownObservable = new BABYLON.Observable();
  82569. /**
  82570. * Observable triggered when a button has been released
  82571. */
  82572. _this.onButtonUpObservable = new BABYLON.Observable();
  82573. _this.type = Gamepad.GENERIC;
  82574. _this._buttons = new Array(browserGamepad.buttons.length);
  82575. return _this;
  82576. }
  82577. /**
  82578. * Callback triggered when a button has been pressed
  82579. * @param callback Called when a button has been pressed
  82580. */
  82581. GenericPad.prototype.onbuttondown = function (callback) {
  82582. this._onbuttondown = callback;
  82583. };
  82584. /**
  82585. * Callback triggered when a button has been released
  82586. * @param callback Called when a button has been released
  82587. */
  82588. GenericPad.prototype.onbuttonup = function (callback) {
  82589. this._onbuttonup = callback;
  82590. };
  82591. GenericPad.prototype._setButtonValue = function (newValue, currentValue, buttonIndex) {
  82592. if (newValue !== currentValue) {
  82593. if (newValue === 1) {
  82594. if (this._onbuttondown) {
  82595. this._onbuttondown(buttonIndex);
  82596. }
  82597. this.onButtonDownObservable.notifyObservers(buttonIndex);
  82598. }
  82599. if (newValue === 0) {
  82600. if (this._onbuttonup) {
  82601. this._onbuttonup(buttonIndex);
  82602. }
  82603. this.onButtonUpObservable.notifyObservers(buttonIndex);
  82604. }
  82605. }
  82606. return newValue;
  82607. };
  82608. /**
  82609. * Updates the generic gamepad
  82610. */
  82611. GenericPad.prototype.update = function () {
  82612. _super.prototype.update.call(this);
  82613. for (var index = 0; index < this._buttons.length; index++) {
  82614. this._buttons[index] = this._setButtonValue(this.browserGamepad.buttons[index].value, this._buttons[index], index);
  82615. }
  82616. };
  82617. /**
  82618. * Disposes the generic gamepad
  82619. */
  82620. GenericPad.prototype.dispose = function () {
  82621. _super.prototype.dispose.call(this);
  82622. this.onButtonDownObservable.clear();
  82623. this.onButtonUpObservable.clear();
  82624. };
  82625. return GenericPad;
  82626. }(Gamepad));
  82627. BABYLON.GenericPad = GenericPad;
  82628. })(BABYLON || (BABYLON = {}));
  82629. //# sourceMappingURL=babylon.gamepad.js.map
  82630. var BABYLON;
  82631. (function (BABYLON) {
  82632. /**
  82633. * Defines supported buttons for XBox360 compatible gamepads
  82634. */
  82635. var Xbox360Button;
  82636. (function (Xbox360Button) {
  82637. /** A */
  82638. Xbox360Button[Xbox360Button["A"] = 0] = "A";
  82639. /** B */
  82640. Xbox360Button[Xbox360Button["B"] = 1] = "B";
  82641. /** X */
  82642. Xbox360Button[Xbox360Button["X"] = 2] = "X";
  82643. /** Y */
  82644. Xbox360Button[Xbox360Button["Y"] = 3] = "Y";
  82645. /** Start */
  82646. Xbox360Button[Xbox360Button["Start"] = 4] = "Start";
  82647. /** Back */
  82648. Xbox360Button[Xbox360Button["Back"] = 5] = "Back";
  82649. /** Left button */
  82650. Xbox360Button[Xbox360Button["LB"] = 6] = "LB";
  82651. /** Right button */
  82652. Xbox360Button[Xbox360Button["RB"] = 7] = "RB";
  82653. /** Left stick */
  82654. Xbox360Button[Xbox360Button["LeftStick"] = 8] = "LeftStick";
  82655. /** Right stick */
  82656. Xbox360Button[Xbox360Button["RightStick"] = 9] = "RightStick";
  82657. })(Xbox360Button = BABYLON.Xbox360Button || (BABYLON.Xbox360Button = {}));
  82658. /** Defines values for XBox360 DPad */
  82659. var Xbox360Dpad;
  82660. (function (Xbox360Dpad) {
  82661. /** Up */
  82662. Xbox360Dpad[Xbox360Dpad["Up"] = 0] = "Up";
  82663. /** Down */
  82664. Xbox360Dpad[Xbox360Dpad["Down"] = 1] = "Down";
  82665. /** Left */
  82666. Xbox360Dpad[Xbox360Dpad["Left"] = 2] = "Left";
  82667. /** Right */
  82668. Xbox360Dpad[Xbox360Dpad["Right"] = 3] = "Right";
  82669. })(Xbox360Dpad = BABYLON.Xbox360Dpad || (BABYLON.Xbox360Dpad = {}));
  82670. /**
  82671. * Defines a XBox360 gamepad
  82672. */
  82673. var Xbox360Pad = /** @class */ (function (_super) {
  82674. __extends(Xbox360Pad, _super);
  82675. /**
  82676. * Creates a new XBox360 gamepad object
  82677. * @param id defines the id of this gamepad
  82678. * @param index defines its index
  82679. * @param gamepad defines the internal HTML gamepad object
  82680. * @param xboxOne defines if it is a XBox One gamepad
  82681. */
  82682. function Xbox360Pad(id, index, gamepad, xboxOne) {
  82683. if (xboxOne === void 0) { xboxOne = false; }
  82684. var _this = _super.call(this, id, index, gamepad, 0, 1, 2, 3) || this;
  82685. _this._leftTrigger = 0;
  82686. _this._rightTrigger = 0;
  82687. /** Observable raised when a button is pressed */
  82688. _this.onButtonDownObservable = new BABYLON.Observable();
  82689. /** Observable raised when a button is released */
  82690. _this.onButtonUpObservable = new BABYLON.Observable();
  82691. /** Observable raised when a pad is pressed */
  82692. _this.onPadDownObservable = new BABYLON.Observable();
  82693. /** Observable raised when a pad is released */
  82694. _this.onPadUpObservable = new BABYLON.Observable();
  82695. _this._buttonA = 0;
  82696. _this._buttonB = 0;
  82697. _this._buttonX = 0;
  82698. _this._buttonY = 0;
  82699. _this._buttonBack = 0;
  82700. _this._buttonStart = 0;
  82701. _this._buttonLB = 0;
  82702. _this._buttonRB = 0;
  82703. _this._buttonLeftStick = 0;
  82704. _this._buttonRightStick = 0;
  82705. _this._dPadUp = 0;
  82706. _this._dPadDown = 0;
  82707. _this._dPadLeft = 0;
  82708. _this._dPadRight = 0;
  82709. _this._isXboxOnePad = false;
  82710. _this.type = BABYLON.Gamepad.XBOX;
  82711. _this._isXboxOnePad = xboxOne;
  82712. return _this;
  82713. }
  82714. /**
  82715. * Defines the callback to call when left trigger is pressed
  82716. * @param callback defines the callback to use
  82717. */
  82718. Xbox360Pad.prototype.onlefttriggerchanged = function (callback) {
  82719. this._onlefttriggerchanged = callback;
  82720. };
  82721. /**
  82722. * Defines the callback to call when right trigger is pressed
  82723. * @param callback defines the callback to use
  82724. */
  82725. Xbox360Pad.prototype.onrighttriggerchanged = function (callback) {
  82726. this._onrighttriggerchanged = callback;
  82727. };
  82728. Object.defineProperty(Xbox360Pad.prototype, "leftTrigger", {
  82729. /**
  82730. * Gets the left trigger value
  82731. */
  82732. get: function () {
  82733. return this._leftTrigger;
  82734. },
  82735. /**
  82736. * Sets the left trigger value
  82737. */
  82738. set: function (newValue) {
  82739. if (this._onlefttriggerchanged && this._leftTrigger !== newValue) {
  82740. this._onlefttriggerchanged(newValue);
  82741. }
  82742. this._leftTrigger = newValue;
  82743. },
  82744. enumerable: true,
  82745. configurable: true
  82746. });
  82747. Object.defineProperty(Xbox360Pad.prototype, "rightTrigger", {
  82748. /**
  82749. * Gets the right trigger value
  82750. */
  82751. get: function () {
  82752. return this._rightTrigger;
  82753. },
  82754. /**
  82755. * Sets the right trigger value
  82756. */
  82757. set: function (newValue) {
  82758. if (this._onrighttriggerchanged && this._rightTrigger !== newValue) {
  82759. this._onrighttriggerchanged(newValue);
  82760. }
  82761. this._rightTrigger = newValue;
  82762. },
  82763. enumerable: true,
  82764. configurable: true
  82765. });
  82766. /**
  82767. * Defines the callback to call when a button is pressed
  82768. * @param callback defines the callback to use
  82769. */
  82770. Xbox360Pad.prototype.onbuttondown = function (callback) {
  82771. this._onbuttondown = callback;
  82772. };
  82773. /**
  82774. * Defines the callback to call when a button is released
  82775. * @param callback defines the callback to use
  82776. */
  82777. Xbox360Pad.prototype.onbuttonup = function (callback) {
  82778. this._onbuttonup = callback;
  82779. };
  82780. /**
  82781. * Defines the callback to call when a pad is pressed
  82782. * @param callback defines the callback to use
  82783. */
  82784. Xbox360Pad.prototype.ondpaddown = function (callback) {
  82785. this._ondpaddown = callback;
  82786. };
  82787. /**
  82788. * Defines the callback to call when a pad is released
  82789. * @param callback defines the callback to use
  82790. */
  82791. Xbox360Pad.prototype.ondpadup = function (callback) {
  82792. this._ondpadup = callback;
  82793. };
  82794. Xbox360Pad.prototype._setButtonValue = function (newValue, currentValue, buttonType) {
  82795. if (newValue !== currentValue) {
  82796. if (newValue === 1) {
  82797. if (this._onbuttondown) {
  82798. this._onbuttondown(buttonType);
  82799. }
  82800. this.onButtonDownObservable.notifyObservers(buttonType);
  82801. }
  82802. if (newValue === 0) {
  82803. if (this._onbuttonup) {
  82804. this._onbuttonup(buttonType);
  82805. }
  82806. this.onButtonUpObservable.notifyObservers(buttonType);
  82807. }
  82808. }
  82809. return newValue;
  82810. };
  82811. Xbox360Pad.prototype._setDPadValue = function (newValue, currentValue, buttonType) {
  82812. if (newValue !== currentValue) {
  82813. if (newValue === 1) {
  82814. if (this._ondpaddown) {
  82815. this._ondpaddown(buttonType);
  82816. }
  82817. this.onPadDownObservable.notifyObservers(buttonType);
  82818. }
  82819. if (newValue === 0) {
  82820. if (this._ondpadup) {
  82821. this._ondpadup(buttonType);
  82822. }
  82823. this.onPadUpObservable.notifyObservers(buttonType);
  82824. }
  82825. }
  82826. return newValue;
  82827. };
  82828. Object.defineProperty(Xbox360Pad.prototype, "buttonA", {
  82829. /**
  82830. * Gets the value of the `A` button
  82831. */
  82832. get: function () {
  82833. return this._buttonA;
  82834. },
  82835. /**
  82836. * Sets the value of the `A` button
  82837. */
  82838. set: function (value) {
  82839. this._buttonA = this._setButtonValue(value, this._buttonA, Xbox360Button.A);
  82840. },
  82841. enumerable: true,
  82842. configurable: true
  82843. });
  82844. Object.defineProperty(Xbox360Pad.prototype, "buttonB", {
  82845. /**
  82846. * Gets the value of the `B` button
  82847. */
  82848. get: function () {
  82849. return this._buttonB;
  82850. },
  82851. /**
  82852. * Sets the value of the `B` button
  82853. */
  82854. set: function (value) {
  82855. this._buttonB = this._setButtonValue(value, this._buttonB, Xbox360Button.B);
  82856. },
  82857. enumerable: true,
  82858. configurable: true
  82859. });
  82860. Object.defineProperty(Xbox360Pad.prototype, "buttonX", {
  82861. /**
  82862. * Gets the value of the `X` button
  82863. */
  82864. get: function () {
  82865. return this._buttonX;
  82866. },
  82867. /**
  82868. * Sets the value of the `X` button
  82869. */
  82870. set: function (value) {
  82871. this._buttonX = this._setButtonValue(value, this._buttonX, Xbox360Button.X);
  82872. },
  82873. enumerable: true,
  82874. configurable: true
  82875. });
  82876. Object.defineProperty(Xbox360Pad.prototype, "buttonY", {
  82877. /**
  82878. * Gets the value of the `Y` button
  82879. */
  82880. get: function () {
  82881. return this._buttonY;
  82882. },
  82883. /**
  82884. * Sets the value of the `Y` button
  82885. */
  82886. set: function (value) {
  82887. this._buttonY = this._setButtonValue(value, this._buttonY, Xbox360Button.Y);
  82888. },
  82889. enumerable: true,
  82890. configurable: true
  82891. });
  82892. Object.defineProperty(Xbox360Pad.prototype, "buttonStart", {
  82893. /**
  82894. * Gets the value of the `Start` button
  82895. */
  82896. get: function () {
  82897. return this._buttonStart;
  82898. },
  82899. /**
  82900. * Sets the value of the `Start` button
  82901. */
  82902. set: function (value) {
  82903. this._buttonStart = this._setButtonValue(value, this._buttonStart, Xbox360Button.Start);
  82904. },
  82905. enumerable: true,
  82906. configurable: true
  82907. });
  82908. Object.defineProperty(Xbox360Pad.prototype, "buttonBack", {
  82909. /**
  82910. * Gets the value of the `Back` button
  82911. */
  82912. get: function () {
  82913. return this._buttonBack;
  82914. },
  82915. /**
  82916. * Sets the value of the `Back` button
  82917. */
  82918. set: function (value) {
  82919. this._buttonBack = this._setButtonValue(value, this._buttonBack, Xbox360Button.Back);
  82920. },
  82921. enumerable: true,
  82922. configurable: true
  82923. });
  82924. Object.defineProperty(Xbox360Pad.prototype, "buttonLB", {
  82925. /**
  82926. * Gets the value of the `Left` button
  82927. */
  82928. get: function () {
  82929. return this._buttonLB;
  82930. },
  82931. /**
  82932. * Sets the value of the `Left` button
  82933. */
  82934. set: function (value) {
  82935. this._buttonLB = this._setButtonValue(value, this._buttonLB, Xbox360Button.LB);
  82936. },
  82937. enumerable: true,
  82938. configurable: true
  82939. });
  82940. Object.defineProperty(Xbox360Pad.prototype, "buttonRB", {
  82941. /**
  82942. * Gets the value of the `Right` button
  82943. */
  82944. get: function () {
  82945. return this._buttonRB;
  82946. },
  82947. /**
  82948. * Sets the value of the `Right` button
  82949. */
  82950. set: function (value) {
  82951. this._buttonRB = this._setButtonValue(value, this._buttonRB, Xbox360Button.RB);
  82952. },
  82953. enumerable: true,
  82954. configurable: true
  82955. });
  82956. Object.defineProperty(Xbox360Pad.prototype, "buttonLeftStick", {
  82957. /**
  82958. * Gets the value of the Left joystick
  82959. */
  82960. get: function () {
  82961. return this._buttonLeftStick;
  82962. },
  82963. /**
  82964. * Sets the value of the Left joystick
  82965. */
  82966. set: function (value) {
  82967. this._buttonLeftStick = this._setButtonValue(value, this._buttonLeftStick, Xbox360Button.LeftStick);
  82968. },
  82969. enumerable: true,
  82970. configurable: true
  82971. });
  82972. Object.defineProperty(Xbox360Pad.prototype, "buttonRightStick", {
  82973. /**
  82974. * Gets the value of the Right joystick
  82975. */
  82976. get: function () {
  82977. return this._buttonRightStick;
  82978. },
  82979. /**
  82980. * Sets the value of the Right joystick
  82981. */
  82982. set: function (value) {
  82983. this._buttonRightStick = this._setButtonValue(value, this._buttonRightStick, Xbox360Button.RightStick);
  82984. },
  82985. enumerable: true,
  82986. configurable: true
  82987. });
  82988. Object.defineProperty(Xbox360Pad.prototype, "dPadUp", {
  82989. /**
  82990. * Gets the value of D-pad up
  82991. */
  82992. get: function () {
  82993. return this._dPadUp;
  82994. },
  82995. /**
  82996. * Sets the value of D-pad up
  82997. */
  82998. set: function (value) {
  82999. this._dPadUp = this._setDPadValue(value, this._dPadUp, Xbox360Dpad.Up);
  83000. },
  83001. enumerable: true,
  83002. configurable: true
  83003. });
  83004. Object.defineProperty(Xbox360Pad.prototype, "dPadDown", {
  83005. /**
  83006. * Gets the value of D-pad down
  83007. */
  83008. get: function () {
  83009. return this._dPadDown;
  83010. },
  83011. /**
  83012. * Sets the value of D-pad down
  83013. */
  83014. set: function (value) {
  83015. this._dPadDown = this._setDPadValue(value, this._dPadDown, Xbox360Dpad.Down);
  83016. },
  83017. enumerable: true,
  83018. configurable: true
  83019. });
  83020. Object.defineProperty(Xbox360Pad.prototype, "dPadLeft", {
  83021. /**
  83022. * Gets the value of D-pad left
  83023. */
  83024. get: function () {
  83025. return this._dPadLeft;
  83026. },
  83027. /**
  83028. * Sets the value of D-pad left
  83029. */
  83030. set: function (value) {
  83031. this._dPadLeft = this._setDPadValue(value, this._dPadLeft, Xbox360Dpad.Left);
  83032. },
  83033. enumerable: true,
  83034. configurable: true
  83035. });
  83036. Object.defineProperty(Xbox360Pad.prototype, "dPadRight", {
  83037. /**
  83038. * Gets the value of D-pad right
  83039. */
  83040. get: function () {
  83041. return this._dPadRight;
  83042. },
  83043. /**
  83044. * Sets the value of D-pad right
  83045. */
  83046. set: function (value) {
  83047. this._dPadRight = this._setDPadValue(value, this._dPadRight, Xbox360Dpad.Right);
  83048. },
  83049. enumerable: true,
  83050. configurable: true
  83051. });
  83052. /**
  83053. * Force the gamepad to synchronize with device values
  83054. */
  83055. Xbox360Pad.prototype.update = function () {
  83056. _super.prototype.update.call(this);
  83057. if (this._isXboxOnePad) {
  83058. this.buttonA = this.browserGamepad.buttons[0].value;
  83059. this.buttonB = this.browserGamepad.buttons[1].value;
  83060. this.buttonX = this.browserGamepad.buttons[2].value;
  83061. this.buttonY = this.browserGamepad.buttons[3].value;
  83062. this.buttonLB = this.browserGamepad.buttons[4].value;
  83063. this.buttonRB = this.browserGamepad.buttons[5].value;
  83064. this.leftTrigger = this.browserGamepad.axes[2];
  83065. this.rightTrigger = this.browserGamepad.axes[5];
  83066. this.buttonBack = this.browserGamepad.buttons[9].value;
  83067. this.buttonStart = this.browserGamepad.buttons[8].value;
  83068. this.buttonLeftStick = this.browserGamepad.buttons[6].value;
  83069. this.buttonRightStick = this.browserGamepad.buttons[7].value;
  83070. this.dPadUp = this.browserGamepad.buttons[11].value;
  83071. this.dPadDown = this.browserGamepad.buttons[12].value;
  83072. this.dPadLeft = this.browserGamepad.buttons[13].value;
  83073. this.dPadRight = this.browserGamepad.buttons[14].value;
  83074. }
  83075. else {
  83076. this.buttonA = this.browserGamepad.buttons[0].value;
  83077. this.buttonB = this.browserGamepad.buttons[1].value;
  83078. this.buttonX = this.browserGamepad.buttons[2].value;
  83079. this.buttonY = this.browserGamepad.buttons[3].value;
  83080. this.buttonLB = this.browserGamepad.buttons[4].value;
  83081. this.buttonRB = this.browserGamepad.buttons[5].value;
  83082. this.leftTrigger = this.browserGamepad.buttons[6].value;
  83083. this.rightTrigger = this.browserGamepad.buttons[7].value;
  83084. this.buttonBack = this.browserGamepad.buttons[8].value;
  83085. this.buttonStart = this.browserGamepad.buttons[9].value;
  83086. this.buttonLeftStick = this.browserGamepad.buttons[10].value;
  83087. this.buttonRightStick = this.browserGamepad.buttons[11].value;
  83088. this.dPadUp = this.browserGamepad.buttons[12].value;
  83089. this.dPadDown = this.browserGamepad.buttons[13].value;
  83090. this.dPadLeft = this.browserGamepad.buttons[14].value;
  83091. this.dPadRight = this.browserGamepad.buttons[15].value;
  83092. }
  83093. };
  83094. /**
  83095. * Disposes the gamepad
  83096. */
  83097. Xbox360Pad.prototype.dispose = function () {
  83098. _super.prototype.dispose.call(this);
  83099. this.onButtonDownObservable.clear();
  83100. this.onButtonUpObservable.clear();
  83101. this.onPadDownObservable.clear();
  83102. this.onPadUpObservable.clear();
  83103. };
  83104. return Xbox360Pad;
  83105. }(BABYLON.Gamepad));
  83106. BABYLON.Xbox360Pad = Xbox360Pad;
  83107. })(BABYLON || (BABYLON = {}));
  83108. //# sourceMappingURL=babylon.xboxGamepad.js.map
  83109. var BABYLON;
  83110. (function (BABYLON) {
  83111. /**
  83112. * Defines the types of pose enabled controllers that are supported
  83113. */
  83114. var PoseEnabledControllerType;
  83115. (function (PoseEnabledControllerType) {
  83116. /**
  83117. * HTC Vive
  83118. */
  83119. PoseEnabledControllerType[PoseEnabledControllerType["VIVE"] = 0] = "VIVE";
  83120. /**
  83121. * Oculus Rift
  83122. */
  83123. PoseEnabledControllerType[PoseEnabledControllerType["OCULUS"] = 1] = "OCULUS";
  83124. /**
  83125. * Windows mixed reality
  83126. */
  83127. PoseEnabledControllerType[PoseEnabledControllerType["WINDOWS"] = 2] = "WINDOWS";
  83128. /**
  83129. * Samsung gear VR
  83130. */
  83131. PoseEnabledControllerType[PoseEnabledControllerType["GEAR_VR"] = 3] = "GEAR_VR";
  83132. /**
  83133. * Google Daydream
  83134. */
  83135. PoseEnabledControllerType[PoseEnabledControllerType["DAYDREAM"] = 4] = "DAYDREAM";
  83136. /**
  83137. * Generic
  83138. */
  83139. PoseEnabledControllerType[PoseEnabledControllerType["GENERIC"] = 5] = "GENERIC";
  83140. })(PoseEnabledControllerType = BABYLON.PoseEnabledControllerType || (BABYLON.PoseEnabledControllerType = {}));
  83141. /**
  83142. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83143. */
  83144. var PoseEnabledControllerHelper = /** @class */ (function () {
  83145. function PoseEnabledControllerHelper() {
  83146. }
  83147. /**
  83148. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  83149. * @param vrGamepad the gamepad to initialized
  83150. * @returns a vr controller of the type the gamepad identified as
  83151. */
  83152. PoseEnabledControllerHelper.InitiateController = function (vrGamepad) {
  83153. // Oculus Touch
  83154. if (vrGamepad.id.indexOf('Oculus Touch') !== -1) {
  83155. return new BABYLON.OculusTouchController(vrGamepad);
  83156. }
  83157. // Windows Mixed Reality controllers
  83158. else if (vrGamepad.id.indexOf(BABYLON.WindowsMotionController.GAMEPAD_ID_PREFIX) === 0) {
  83159. return new BABYLON.WindowsMotionController(vrGamepad);
  83160. }
  83161. // HTC Vive
  83162. else if (vrGamepad.id.toLowerCase().indexOf('openvr') !== -1) {
  83163. return new BABYLON.ViveController(vrGamepad);
  83164. }
  83165. // Samsung/Oculus Gear VR or Oculus Go
  83166. else if (vrGamepad.id.indexOf(BABYLON.GearVRController.GAMEPAD_ID_PREFIX) === 0 || vrGamepad.id.indexOf('Oculus Go') !== -1) {
  83167. return new BABYLON.GearVRController(vrGamepad);
  83168. }
  83169. // Google Daydream
  83170. else if (vrGamepad.id.indexOf(BABYLON.DaydreamController.GAMEPAD_ID_PREFIX) === 0) {
  83171. return new BABYLON.DaydreamController(vrGamepad);
  83172. }
  83173. // Generic
  83174. else {
  83175. return new BABYLON.GenericController(vrGamepad);
  83176. }
  83177. };
  83178. return PoseEnabledControllerHelper;
  83179. }());
  83180. BABYLON.PoseEnabledControllerHelper = PoseEnabledControllerHelper;
  83181. /**
  83182. * Defines the PoseEnabledController object that contains state of a vr capable controller
  83183. */
  83184. var PoseEnabledController = /** @class */ (function (_super) {
  83185. __extends(PoseEnabledController, _super);
  83186. /**
  83187. * Creates a new PoseEnabledController from a gamepad
  83188. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  83189. */
  83190. function PoseEnabledController(browserGamepad) {
  83191. var _this = _super.call(this, browserGamepad.id, browserGamepad.index, browserGamepad) || this;
  83192. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  83193. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  83194. _this._deviceRoomRotationQuaternion = new BABYLON.Quaternion();
  83195. /**
  83196. * The device position in babylon space
  83197. */
  83198. _this.devicePosition = BABYLON.Vector3.Zero();
  83199. /**
  83200. * The device rotation in babylon space
  83201. */
  83202. _this.deviceRotationQuaternion = new BABYLON.Quaternion();
  83203. /**
  83204. * The scale factor of the device in babylon space
  83205. */
  83206. _this.deviceScaleFactor = 1;
  83207. // Used to convert 6dof controllers to 3dof
  83208. _this._trackPosition = true;
  83209. _this._maxRotationDistFromHeadset = Math.PI / 5;
  83210. _this._draggedRoomRotation = 0;
  83211. _this._leftHandSystemQuaternion = new BABYLON.Quaternion();
  83212. /**
  83213. * Internal, matrix used to convert room space to babylon space
  83214. * @hidden
  83215. */
  83216. _this._deviceToWorld = BABYLON.Matrix.Identity();
  83217. /**
  83218. * Node to be used when casting a ray from the controller
  83219. * @hidden
  83220. */
  83221. _this._pointingPoseNode = null;
  83222. _this._workingMatrix = BABYLON.Matrix.Identity();
  83223. /**
  83224. * @hidden
  83225. */
  83226. _this._meshAttachedObservable = new BABYLON.Observable();
  83227. _this.type = BABYLON.Gamepad.POSE_ENABLED;
  83228. _this.controllerType = PoseEnabledControllerType.GENERIC;
  83229. _this.position = BABYLON.Vector3.Zero();
  83230. _this.rotationQuaternion = new BABYLON.Quaternion();
  83231. _this._calculatedPosition = BABYLON.Vector3.Zero();
  83232. _this._calculatedRotation = new BABYLON.Quaternion();
  83233. BABYLON.Quaternion.RotationYawPitchRollToRef(Math.PI, 0, 0, _this._leftHandSystemQuaternion);
  83234. return _this;
  83235. }
  83236. /**
  83237. * @hidden
  83238. */
  83239. PoseEnabledController.prototype._disableTrackPosition = function (fixedPosition) {
  83240. if (this._trackPosition) {
  83241. this._calculatedPosition.copyFrom(fixedPosition);
  83242. this._trackPosition = false;
  83243. }
  83244. };
  83245. /**
  83246. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  83247. */
  83248. PoseEnabledController.prototype.update = function () {
  83249. _super.prototype.update.call(this);
  83250. this._updatePoseAndMesh();
  83251. };
  83252. /**
  83253. * Updates only the pose device and mesh without doing any button event checking
  83254. */
  83255. PoseEnabledController.prototype._updatePoseAndMesh = function () {
  83256. var pose = this.browserGamepad.pose;
  83257. this.updateFromDevice(pose);
  83258. if (!this._trackPosition && BABYLON.Engine.LastCreatedScene && BABYLON.Engine.LastCreatedScene.activeCamera && BABYLON.Engine.LastCreatedScene.activeCamera.devicePosition) {
  83259. var camera = BABYLON.Engine.LastCreatedScene.activeCamera;
  83260. camera._computeDevicePosition();
  83261. this._deviceToWorld.setTranslation(camera.devicePosition);
  83262. if (camera.deviceRotationQuaternion) {
  83263. var camera = camera;
  83264. camera._deviceRoomRotationQuaternion.toEulerAnglesToRef(BABYLON.Tmp.Vector3[0]);
  83265. // Find the radian distance away that the headset is from the controllers rotation
  83266. var distanceAway = Math.atan2(Math.sin(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation), Math.cos(BABYLON.Tmp.Vector3[0].y - this._draggedRoomRotation));
  83267. if (Math.abs(distanceAway) > this._maxRotationDistFromHeadset) {
  83268. // Only rotate enouph to be within the _maxRotationDistFromHeadset
  83269. var rotationAmount = distanceAway - (distanceAway < 0 ? -this._maxRotationDistFromHeadset : this._maxRotationDistFromHeadset);
  83270. this._draggedRoomRotation += rotationAmount;
  83271. // Rotate controller around headset
  83272. var sin = Math.sin(-rotationAmount);
  83273. var cos = Math.cos(-rotationAmount);
  83274. this._calculatedPosition.x = this._calculatedPosition.x * cos - this._calculatedPosition.z * sin;
  83275. this._calculatedPosition.z = this._calculatedPosition.x * sin + this._calculatedPosition.z * cos;
  83276. }
  83277. }
  83278. }
  83279. BABYLON.Vector3.TransformCoordinatesToRef(this._calculatedPosition, this._deviceToWorld, this.devicePosition);
  83280. this._deviceToWorld.getRotationMatrixToRef(this._workingMatrix);
  83281. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  83282. this.deviceRotationQuaternion.multiplyInPlace(this._calculatedRotation);
  83283. if (this._mesh) {
  83284. this._mesh.position.copyFrom(this.devicePosition);
  83285. if (this._mesh.rotationQuaternion) {
  83286. this._mesh.rotationQuaternion.copyFrom(this.deviceRotationQuaternion);
  83287. }
  83288. }
  83289. };
  83290. /**
  83291. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  83292. * @param poseData raw pose fromthe device
  83293. */
  83294. PoseEnabledController.prototype.updateFromDevice = function (poseData) {
  83295. if (poseData) {
  83296. this.rawPose = poseData;
  83297. if (poseData.position) {
  83298. this._deviceRoomPosition.copyFromFloats(poseData.position[0], poseData.position[1], -poseData.position[2]);
  83299. if (this._mesh && this._mesh.getScene().useRightHandedSystem) {
  83300. this._deviceRoomPosition.z *= -1;
  83301. }
  83302. if (this._trackPosition) {
  83303. this._deviceRoomPosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
  83304. }
  83305. this._calculatedPosition.addInPlace(this.position);
  83306. }
  83307. var pose = this.rawPose;
  83308. if (poseData.orientation && pose.orientation) {
  83309. this._deviceRoomRotationQuaternion.copyFromFloats(pose.orientation[0], pose.orientation[1], -pose.orientation[2], -pose.orientation[3]);
  83310. if (this._mesh) {
  83311. if (this._mesh.getScene().useRightHandedSystem) {
  83312. this._deviceRoomRotationQuaternion.z *= -1;
  83313. this._deviceRoomRotationQuaternion.w *= -1;
  83314. }
  83315. else {
  83316. this._deviceRoomRotationQuaternion.multiplyToRef(this._leftHandSystemQuaternion, this._deviceRoomRotationQuaternion);
  83317. }
  83318. }
  83319. // if the camera is set, rotate to the camera's rotation
  83320. this._deviceRoomRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
  83321. }
  83322. }
  83323. };
  83324. /**
  83325. * Attaches a mesh to the controller
  83326. * @param mesh the mesh to be attached
  83327. */
  83328. PoseEnabledController.prototype.attachToMesh = function (mesh) {
  83329. if (this._mesh) {
  83330. this._mesh.parent = null;
  83331. }
  83332. this._mesh = mesh;
  83333. if (this._poseControlledCamera) {
  83334. this._mesh.parent = this._poseControlledCamera;
  83335. }
  83336. if (!this._mesh.rotationQuaternion) {
  83337. this._mesh.rotationQuaternion = new BABYLON.Quaternion();
  83338. }
  83339. // 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
  83340. this._updatePoseAndMesh();
  83341. if (this._pointingPoseNode) {
  83342. var parents = [];
  83343. var obj = this._pointingPoseNode;
  83344. while (obj.parent) {
  83345. parents.push(obj.parent);
  83346. obj = obj.parent;
  83347. }
  83348. parents.reverse().forEach(function (p) { p.computeWorldMatrix(true); });
  83349. }
  83350. this._meshAttachedObservable.notifyObservers(mesh);
  83351. };
  83352. /**
  83353. * Attaches the controllers mesh to a camera
  83354. * @param camera the camera the mesh should be attached to
  83355. */
  83356. PoseEnabledController.prototype.attachToPoseControlledCamera = function (camera) {
  83357. this._poseControlledCamera = camera;
  83358. if (this._mesh) {
  83359. this._mesh.parent = this._poseControlledCamera;
  83360. }
  83361. };
  83362. /**
  83363. * Disposes of the controller
  83364. */
  83365. PoseEnabledController.prototype.dispose = function () {
  83366. if (this._mesh) {
  83367. this._mesh.dispose();
  83368. }
  83369. this._mesh = null;
  83370. _super.prototype.dispose.call(this);
  83371. };
  83372. Object.defineProperty(PoseEnabledController.prototype, "mesh", {
  83373. /**
  83374. * The mesh that is attached to the controller
  83375. */
  83376. get: function () {
  83377. return this._mesh;
  83378. },
  83379. enumerable: true,
  83380. configurable: true
  83381. });
  83382. /**
  83383. * Gets the ray of the controller in the direction the controller is pointing
  83384. * @param length the length the resulting ray should be
  83385. * @returns a ray in the direction the controller is pointing
  83386. */
  83387. PoseEnabledController.prototype.getForwardRay = function (length) {
  83388. if (length === void 0) { length = 100; }
  83389. if (!this.mesh) {
  83390. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, 1), length);
  83391. }
  83392. var m = this._pointingPoseNode ? this._pointingPoseNode.getWorldMatrix() : this.mesh.getWorldMatrix();
  83393. var origin = m.getTranslation();
  83394. var forward = new BABYLON.Vector3(0, 0, -1);
  83395. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  83396. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  83397. return new BABYLON.Ray(origin, direction, length);
  83398. };
  83399. /**
  83400. * Name of the child mesh that can be used to cast a ray from the controller
  83401. */
  83402. PoseEnabledController.POINTING_POSE = "POINTING_POSE";
  83403. return PoseEnabledController;
  83404. }(BABYLON.Gamepad));
  83405. BABYLON.PoseEnabledController = PoseEnabledController;
  83406. })(BABYLON || (BABYLON = {}));
  83407. //# sourceMappingURL=babylon.poseEnabledController.js.map
  83408. var BABYLON;
  83409. (function (BABYLON) {
  83410. /**
  83411. * Defines the WebVRController object that represents controllers tracked in 3D space
  83412. */
  83413. var WebVRController = /** @class */ (function (_super) {
  83414. __extends(WebVRController, _super);
  83415. /**
  83416. * Creates a new WebVRController from a gamepad
  83417. * @param vrGamepad the gamepad that the WebVRController should be created from
  83418. */
  83419. function WebVRController(vrGamepad) {
  83420. var _this = _super.call(this, vrGamepad) || this;
  83421. // Observables
  83422. /**
  83423. * Fired when the trigger state has changed
  83424. */
  83425. _this.onTriggerStateChangedObservable = new BABYLON.Observable();
  83426. /**
  83427. * Fired when the main button state has changed
  83428. */
  83429. _this.onMainButtonStateChangedObservable = new BABYLON.Observable();
  83430. /**
  83431. * Fired when the secondary button state has changed
  83432. */
  83433. _this.onSecondaryButtonStateChangedObservable = new BABYLON.Observable();
  83434. /**
  83435. * Fired when the pad state has changed
  83436. */
  83437. _this.onPadStateChangedObservable = new BABYLON.Observable();
  83438. /**
  83439. * Fired when controllers stick values have changed
  83440. */
  83441. _this.onPadValuesChangedObservable = new BABYLON.Observable();
  83442. /**
  83443. * X and Y axis corrisponding to the controllers joystick
  83444. */
  83445. _this.pad = { x: 0, y: 0 };
  83446. // avoid GC, store state in a tmp object
  83447. _this._changes = {
  83448. pressChanged: false,
  83449. touchChanged: false,
  83450. valueChanged: false,
  83451. changed: false
  83452. };
  83453. _this._buttons = new Array(vrGamepad.buttons.length);
  83454. _this.hand = vrGamepad.hand;
  83455. return _this;
  83456. }
  83457. /**
  83458. * Fired when a controller button's state has changed
  83459. * @param callback the callback containing the button that was modified
  83460. */
  83461. WebVRController.prototype.onButtonStateChange = function (callback) {
  83462. this._onButtonStateChange = callback;
  83463. };
  83464. Object.defineProperty(WebVRController.prototype, "defaultModel", {
  83465. /**
  83466. * The default controller model for the controller
  83467. */
  83468. get: function () {
  83469. return this._defaultModel;
  83470. },
  83471. enumerable: true,
  83472. configurable: true
  83473. });
  83474. /**
  83475. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  83476. */
  83477. WebVRController.prototype.update = function () {
  83478. _super.prototype.update.call(this);
  83479. for (var index = 0; index < this._buttons.length; index++) {
  83480. this._setButtonValue(this.browserGamepad.buttons[index], this._buttons[index], index);
  83481. }
  83482. if (this.leftStick.x !== this.pad.x || this.leftStick.y !== this.pad.y) {
  83483. this.pad.x = this.leftStick.x;
  83484. this.pad.y = this.leftStick.y;
  83485. this.onPadValuesChangedObservable.notifyObservers(this.pad);
  83486. }
  83487. };
  83488. WebVRController.prototype._setButtonValue = function (newState, currentState, buttonIndex) {
  83489. if (!newState) {
  83490. newState = {
  83491. pressed: false,
  83492. touched: false,
  83493. value: 0
  83494. };
  83495. }
  83496. if (!currentState) {
  83497. this._buttons[buttonIndex] = {
  83498. pressed: newState.pressed,
  83499. touched: newState.touched,
  83500. value: newState.value
  83501. };
  83502. return;
  83503. }
  83504. this._checkChanges(newState, currentState);
  83505. if (this._changes.changed) {
  83506. this._onButtonStateChange && this._onButtonStateChange(this.index, buttonIndex, newState);
  83507. this._handleButtonChange(buttonIndex, newState, this._changes);
  83508. }
  83509. this._buttons[buttonIndex].pressed = newState.pressed;
  83510. this._buttons[buttonIndex].touched = newState.touched;
  83511. // oculus triggers are never 0, thou not touched.
  83512. this._buttons[buttonIndex].value = newState.value < 0.00000001 ? 0 : newState.value;
  83513. };
  83514. WebVRController.prototype._checkChanges = function (newState, currentState) {
  83515. this._changes.pressChanged = newState.pressed !== currentState.pressed;
  83516. this._changes.touchChanged = newState.touched !== currentState.touched;
  83517. this._changes.valueChanged = newState.value !== currentState.value;
  83518. this._changes.changed = this._changes.pressChanged || this._changes.touchChanged || this._changes.valueChanged;
  83519. return this._changes;
  83520. };
  83521. /**
  83522. * Disposes of th webVRCOntroller
  83523. */
  83524. WebVRController.prototype.dispose = function () {
  83525. _super.prototype.dispose.call(this);
  83526. this.onTriggerStateChangedObservable.clear();
  83527. this.onMainButtonStateChangedObservable.clear();
  83528. this.onSecondaryButtonStateChangedObservable.clear();
  83529. this.onPadStateChangedObservable.clear();
  83530. this.onPadValuesChangedObservable.clear();
  83531. };
  83532. return WebVRController;
  83533. }(BABYLON.PoseEnabledController));
  83534. BABYLON.WebVRController = WebVRController;
  83535. })(BABYLON || (BABYLON = {}));
  83536. //# sourceMappingURL=babylon.webVRController.js.map
  83537. var BABYLON;
  83538. (function (BABYLON) {
  83539. /**
  83540. * Oculus Touch Controller
  83541. */
  83542. var OculusTouchController = /** @class */ (function (_super) {
  83543. __extends(OculusTouchController, _super);
  83544. /**
  83545. * Creates a new OculusTouchController from a gamepad
  83546. * @param vrGamepad the gamepad that the controller should be created from
  83547. */
  83548. function OculusTouchController(vrGamepad) {
  83549. var _this = _super.call(this, vrGamepad) || this;
  83550. /**
  83551. * Fired when the secondary trigger on this controller is modified
  83552. */
  83553. _this.onSecondaryTriggerStateChangedObservable = new BABYLON.Observable();
  83554. /**
  83555. * Fired when the thumb rest on this controller is modified
  83556. */
  83557. _this.onThumbRestChangedObservable = new BABYLON.Observable();
  83558. _this.controllerType = BABYLON.PoseEnabledControllerType.OCULUS;
  83559. return _this;
  83560. }
  83561. /**
  83562. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83563. * @param scene scene in which to add meshes
  83564. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83565. */
  83566. OculusTouchController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83567. var _this = this;
  83568. var meshName;
  83569. // Hand
  83570. if (this.hand === 'left') {
  83571. meshName = OculusTouchController.MODEL_LEFT_FILENAME;
  83572. }
  83573. else { // Right is the default if no hand is specified
  83574. meshName = OculusTouchController.MODEL_RIGHT_FILENAME;
  83575. }
  83576. BABYLON.SceneLoader.ImportMesh("", OculusTouchController.MODEL_BASE_URL, meshName, scene, function (newMeshes) {
  83577. /*
  83578. Parent Mesh name: oculus_touch_left
  83579. - body
  83580. - trigger
  83581. - thumbstick
  83582. - grip
  83583. - button_y
  83584. - button_x
  83585. - button_enter
  83586. */
  83587. _this._defaultModel = newMeshes[1];
  83588. _this.attachToMesh(_this._defaultModel);
  83589. if (meshLoaded) {
  83590. meshLoaded(_this._defaultModel);
  83591. }
  83592. });
  83593. };
  83594. Object.defineProperty(OculusTouchController.prototype, "onAButtonStateChangedObservable", {
  83595. /**
  83596. * Fired when the A button on this controller is modified
  83597. */
  83598. get: function () {
  83599. if (this.hand === 'right') {
  83600. return this.onMainButtonStateChangedObservable;
  83601. }
  83602. else {
  83603. throw new Error('No A button on left hand');
  83604. }
  83605. },
  83606. enumerable: true,
  83607. configurable: true
  83608. });
  83609. Object.defineProperty(OculusTouchController.prototype, "onBButtonStateChangedObservable", {
  83610. /**
  83611. * Fired when the B button on this controller is modified
  83612. */
  83613. get: function () {
  83614. if (this.hand === 'right') {
  83615. return this.onSecondaryButtonStateChangedObservable;
  83616. }
  83617. else {
  83618. throw new Error('No B button on left hand');
  83619. }
  83620. },
  83621. enumerable: true,
  83622. configurable: true
  83623. });
  83624. Object.defineProperty(OculusTouchController.prototype, "onXButtonStateChangedObservable", {
  83625. /**
  83626. * Fired when the X button on this controller is modified
  83627. */
  83628. get: function () {
  83629. if (this.hand === 'left') {
  83630. return this.onMainButtonStateChangedObservable;
  83631. }
  83632. else {
  83633. throw new Error('No X button on right hand');
  83634. }
  83635. },
  83636. enumerable: true,
  83637. configurable: true
  83638. });
  83639. Object.defineProperty(OculusTouchController.prototype, "onYButtonStateChangedObservable", {
  83640. /**
  83641. * Fired when the Y button on this controller is modified
  83642. */
  83643. get: function () {
  83644. if (this.hand === 'left') {
  83645. return this.onSecondaryButtonStateChangedObservable;
  83646. }
  83647. else {
  83648. throw new Error('No Y button on right hand');
  83649. }
  83650. },
  83651. enumerable: true,
  83652. configurable: true
  83653. });
  83654. /**
  83655. * Called once for each button that changed state since the last frame
  83656. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  83657. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  83658. * 2) secondary trigger (same)
  83659. * 3) A (right) X (left), touch, pressed = value
  83660. * 4) B / Y
  83661. * 5) thumb rest
  83662. * @param buttonIdx Which button index changed
  83663. * @param state New state of the button
  83664. * @param changes Which properties on the state changed since last frame
  83665. */
  83666. OculusTouchController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83667. var notifyObject = state; //{ state: state, changes: changes };
  83668. var triggerDirection = this.hand === 'right' ? -1 : 1;
  83669. switch (buttonIdx) {
  83670. case 0:
  83671. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83672. return;
  83673. case 1: // index trigger
  83674. if (this._defaultModel) {
  83675. (this._defaultModel.getChildren()[3]).rotation.x = -notifyObject.value * 0.20;
  83676. (this._defaultModel.getChildren()[3]).position.y = -notifyObject.value * 0.005;
  83677. (this._defaultModel.getChildren()[3]).position.z = -notifyObject.value * 0.005;
  83678. }
  83679. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83680. return;
  83681. case 2: // secondary trigger
  83682. if (this._defaultModel) {
  83683. (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
  83684. }
  83685. this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
  83686. return;
  83687. case 3:
  83688. if (this._defaultModel) {
  83689. if (notifyObject.pressed) {
  83690. (this._defaultModel.getChildren()[1]).position.y = -0.001;
  83691. }
  83692. else {
  83693. (this._defaultModel.getChildren()[1]).position.y = 0;
  83694. }
  83695. }
  83696. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83697. return;
  83698. case 4:
  83699. if (this._defaultModel) {
  83700. if (notifyObject.pressed) {
  83701. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83702. }
  83703. else {
  83704. (this._defaultModel.getChildren()[2]).position.y = 0;
  83705. }
  83706. }
  83707. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83708. return;
  83709. case 5:
  83710. this.onThumbRestChangedObservable.notifyObservers(notifyObject);
  83711. return;
  83712. }
  83713. };
  83714. /**
  83715. * Base Url for the controller model.
  83716. */
  83717. OculusTouchController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/oculus/';
  83718. /**
  83719. * File name for the left controller model.
  83720. */
  83721. OculusTouchController.MODEL_LEFT_FILENAME = 'left.babylon';
  83722. /**
  83723. * File name for the right controller model.
  83724. */
  83725. OculusTouchController.MODEL_RIGHT_FILENAME = 'right.babylon';
  83726. return OculusTouchController;
  83727. }(BABYLON.WebVRController));
  83728. BABYLON.OculusTouchController = OculusTouchController;
  83729. })(BABYLON || (BABYLON = {}));
  83730. //# sourceMappingURL=babylon.oculusTouchController.js.map
  83731. var BABYLON;
  83732. (function (BABYLON) {
  83733. /**
  83734. * Vive Controller
  83735. */
  83736. var ViveController = /** @class */ (function (_super) {
  83737. __extends(ViveController, _super);
  83738. /**
  83739. * Creates a new ViveController from a gamepad
  83740. * @param vrGamepad the gamepad that the controller should be created from
  83741. */
  83742. function ViveController(vrGamepad) {
  83743. var _this = _super.call(this, vrGamepad) || this;
  83744. _this.controllerType = BABYLON.PoseEnabledControllerType.VIVE;
  83745. _this._invertLeftStickY = true;
  83746. return _this;
  83747. }
  83748. /**
  83749. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83750. * @param scene scene in which to add meshes
  83751. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83752. */
  83753. ViveController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83754. var _this = this;
  83755. BABYLON.SceneLoader.ImportMesh("", ViveController.MODEL_BASE_URL, ViveController.MODEL_FILENAME, scene, function (newMeshes) {
  83756. /*
  83757. Parent Mesh name: ViveWand
  83758. - body
  83759. - r_gripper
  83760. - l_gripper
  83761. - menu_button
  83762. - system_button
  83763. - trackpad
  83764. - trigger
  83765. - LED
  83766. */
  83767. _this._defaultModel = newMeshes[1];
  83768. _this.attachToMesh(_this._defaultModel);
  83769. if (meshLoaded) {
  83770. meshLoaded(_this._defaultModel);
  83771. }
  83772. });
  83773. };
  83774. Object.defineProperty(ViveController.prototype, "onLeftButtonStateChangedObservable", {
  83775. /**
  83776. * Fired when the left button on this controller is modified
  83777. */
  83778. get: function () {
  83779. return this.onMainButtonStateChangedObservable;
  83780. },
  83781. enumerable: true,
  83782. configurable: true
  83783. });
  83784. Object.defineProperty(ViveController.prototype, "onRightButtonStateChangedObservable", {
  83785. /**
  83786. * Fired when the right button on this controller is modified
  83787. */
  83788. get: function () {
  83789. return this.onMainButtonStateChangedObservable;
  83790. },
  83791. enumerable: true,
  83792. configurable: true
  83793. });
  83794. Object.defineProperty(ViveController.prototype, "onMenuButtonStateChangedObservable", {
  83795. /**
  83796. * Fired when the menu button on this controller is modified
  83797. */
  83798. get: function () {
  83799. return this.onSecondaryButtonStateChangedObservable;
  83800. },
  83801. enumerable: true,
  83802. configurable: true
  83803. });
  83804. /**
  83805. * Called once for each button that changed state since the last frame
  83806. * Vive mapping:
  83807. * 0: touchpad
  83808. * 1: trigger
  83809. * 2: left AND right buttons
  83810. * 3: menu button
  83811. * @param buttonIdx Which button index changed
  83812. * @param state New state of the button
  83813. * @param changes Which properties on the state changed since last frame
  83814. */
  83815. ViveController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83816. var notifyObject = state; //{ state: state, changes: changes };
  83817. switch (buttonIdx) {
  83818. case 0:
  83819. this.onPadStateChangedObservable.notifyObservers(notifyObject);
  83820. return;
  83821. case 1: // index trigger
  83822. if (this._defaultModel) {
  83823. (this._defaultModel.getChildren()[6]).rotation.x = -notifyObject.value * 0.15;
  83824. }
  83825. this.onTriggerStateChangedObservable.notifyObservers(notifyObject);
  83826. return;
  83827. case 2: // left AND right button
  83828. this.onMainButtonStateChangedObservable.notifyObservers(notifyObject);
  83829. return;
  83830. case 3:
  83831. if (this._defaultModel) {
  83832. if (notifyObject.pressed) {
  83833. (this._defaultModel.getChildren()[2]).position.y = -0.001;
  83834. }
  83835. else {
  83836. (this._defaultModel.getChildren()[2]).position.y = 0;
  83837. }
  83838. }
  83839. this.onSecondaryButtonStateChangedObservable.notifyObservers(notifyObject);
  83840. return;
  83841. }
  83842. };
  83843. /**
  83844. * Base Url for the controller model.
  83845. */
  83846. ViveController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/vive/';
  83847. /**
  83848. * File name for the controller model.
  83849. */
  83850. ViveController.MODEL_FILENAME = 'wand.babylon';
  83851. return ViveController;
  83852. }(BABYLON.WebVRController));
  83853. BABYLON.ViveController = ViveController;
  83854. })(BABYLON || (BABYLON = {}));
  83855. //# sourceMappingURL=babylon.viveController.js.map
  83856. var BABYLON;
  83857. (function (BABYLON) {
  83858. /**
  83859. * Generic Controller
  83860. */
  83861. var GenericController = /** @class */ (function (_super) {
  83862. __extends(GenericController, _super);
  83863. /**
  83864. * Creates a new GenericController from a gamepad
  83865. * @param vrGamepad the gamepad that the controller should be created from
  83866. */
  83867. function GenericController(vrGamepad) {
  83868. return _super.call(this, vrGamepad) || this;
  83869. }
  83870. /**
  83871. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  83872. * @param scene scene in which to add meshes
  83873. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  83874. */
  83875. GenericController.prototype.initControllerMesh = function (scene, meshLoaded) {
  83876. var _this = this;
  83877. BABYLON.SceneLoader.ImportMesh("", GenericController.MODEL_BASE_URL, GenericController.MODEL_FILENAME, scene, function (newMeshes) {
  83878. _this._defaultModel = newMeshes[1];
  83879. _this.attachToMesh(_this._defaultModel);
  83880. if (meshLoaded) {
  83881. meshLoaded(_this._defaultModel);
  83882. }
  83883. });
  83884. };
  83885. /**
  83886. * Called once for each button that changed state since the last frame
  83887. * @param buttonIdx Which button index changed
  83888. * @param state New state of the button
  83889. * @param changes Which properties on the state changed since last frame
  83890. */
  83891. GenericController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  83892. console.log("Button id: " + buttonIdx + "state: ");
  83893. console.dir(state);
  83894. };
  83895. /**
  83896. * Base Url for the controller model.
  83897. */
  83898. GenericController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  83899. /**
  83900. * File name for the controller model.
  83901. */
  83902. GenericController.MODEL_FILENAME = 'generic.babylon';
  83903. return GenericController;
  83904. }(BABYLON.WebVRController));
  83905. BABYLON.GenericController = GenericController;
  83906. })(BABYLON || (BABYLON = {}));
  83907. //# sourceMappingURL=babylon.genericController.js.map
  83908. var BABYLON;
  83909. (function (BABYLON) {
  83910. /**
  83911. * Defines the LoadedMeshInfo object that describes information about the loaded webVR controller mesh
  83912. */
  83913. var LoadedMeshInfo = /** @class */ (function () {
  83914. function LoadedMeshInfo() {
  83915. /**
  83916. * Map of the button meshes contained in the controller
  83917. */
  83918. this.buttonMeshes = {};
  83919. /**
  83920. * Map of the axis meshes contained in the controller
  83921. */
  83922. this.axisMeshes = {};
  83923. }
  83924. return LoadedMeshInfo;
  83925. }());
  83926. /**
  83927. * Defines the WindowsMotionController object that the state of the windows motion controller
  83928. */
  83929. var WindowsMotionController = /** @class */ (function (_super) {
  83930. __extends(WindowsMotionController, _super);
  83931. /**
  83932. * Creates a new WindowsMotionController from a gamepad
  83933. * @param vrGamepad the gamepad that the controller should be created from
  83934. */
  83935. function WindowsMotionController(vrGamepad) {
  83936. var _this = _super.call(this, vrGamepad) || this;
  83937. _this._mapping = {
  83938. // Semantic button names
  83939. buttons: ['thumbstick', 'trigger', 'grip', 'menu', 'trackpad'],
  83940. // A mapping of the button name to glTF model node name
  83941. // that should be transformed by button value.
  83942. buttonMeshNames: {
  83943. 'trigger': 'SELECT',
  83944. 'menu': 'MENU',
  83945. 'grip': 'GRASP',
  83946. 'thumbstick': 'THUMBSTICK_PRESS',
  83947. 'trackpad': 'TOUCHPAD_PRESS'
  83948. },
  83949. // This mapping is used to translate from the Motion Controller to Babylon semantics
  83950. buttonObservableNames: {
  83951. 'trigger': 'onTriggerStateChangedObservable',
  83952. 'menu': 'onSecondaryButtonStateChangedObservable',
  83953. 'grip': 'onMainButtonStateChangedObservable',
  83954. 'thumbstick': 'onPadStateChangedObservable',
  83955. 'trackpad': 'onTrackpadChangedObservable'
  83956. },
  83957. // A mapping of the axis name to glTF model node name
  83958. // that should be transformed by axis value.
  83959. // This array mirrors the browserGamepad.axes array, such that
  83960. // the mesh corresponding to axis 0 is in this array index 0.
  83961. axisMeshNames: [
  83962. 'THUMBSTICK_X',
  83963. 'THUMBSTICK_Y',
  83964. 'TOUCHPAD_TOUCH_X',
  83965. 'TOUCHPAD_TOUCH_Y'
  83966. ],
  83967. pointingPoseMeshName: BABYLON.PoseEnabledController.POINTING_POSE
  83968. };
  83969. /**
  83970. * Fired when the trackpad on this controller is clicked
  83971. */
  83972. _this.onTrackpadChangedObservable = new BABYLON.Observable();
  83973. /**
  83974. * Fired when the trackpad on this controller is modified
  83975. */
  83976. _this.onTrackpadValuesChangedObservable = new BABYLON.Observable();
  83977. /**
  83978. * The current x and y values of this controller's trackpad
  83979. */
  83980. _this.trackpad = { x: 0, y: 0 };
  83981. _this.controllerType = BABYLON.PoseEnabledControllerType.WINDOWS;
  83982. _this._loadedMeshInfo = null;
  83983. return _this;
  83984. }
  83985. Object.defineProperty(WindowsMotionController.prototype, "onTriggerButtonStateChangedObservable", {
  83986. /**
  83987. * Fired when the trigger on this controller is modified
  83988. */
  83989. get: function () {
  83990. return this.onTriggerStateChangedObservable;
  83991. },
  83992. enumerable: true,
  83993. configurable: true
  83994. });
  83995. Object.defineProperty(WindowsMotionController.prototype, "onMenuButtonStateChangedObservable", {
  83996. /**
  83997. * Fired when the menu button on this controller is modified
  83998. */
  83999. get: function () {
  84000. return this.onSecondaryButtonStateChangedObservable;
  84001. },
  84002. enumerable: true,
  84003. configurable: true
  84004. });
  84005. Object.defineProperty(WindowsMotionController.prototype, "onGripButtonStateChangedObservable", {
  84006. /**
  84007. * Fired when the grip button on this controller is modified
  84008. */
  84009. get: function () {
  84010. return this.onMainButtonStateChangedObservable;
  84011. },
  84012. enumerable: true,
  84013. configurable: true
  84014. });
  84015. Object.defineProperty(WindowsMotionController.prototype, "onThumbstickButtonStateChangedObservable", {
  84016. /**
  84017. * Fired when the thumbstick button on this controller is modified
  84018. */
  84019. get: function () {
  84020. return this.onPadStateChangedObservable;
  84021. },
  84022. enumerable: true,
  84023. configurable: true
  84024. });
  84025. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadButtonStateChangedObservable", {
  84026. /**
  84027. * Fired when the touchpad button on this controller is modified
  84028. */
  84029. get: function () {
  84030. return this.onTrackpadChangedObservable;
  84031. },
  84032. enumerable: true,
  84033. configurable: true
  84034. });
  84035. Object.defineProperty(WindowsMotionController.prototype, "onTouchpadValuesChangedObservable", {
  84036. /**
  84037. * Fired when the touchpad values on this controller are modified
  84038. */
  84039. get: function () {
  84040. return this.onTrackpadValuesChangedObservable;
  84041. },
  84042. enumerable: true,
  84043. configurable: true
  84044. });
  84045. WindowsMotionController.prototype._updateTrackpad = function () {
  84046. if (this.browserGamepad.axes && (this.browserGamepad.axes[2] != this.trackpad.x || this.browserGamepad.axes[3] != this.trackpad.y)) {
  84047. this.trackpad.x = this.browserGamepad["axes"][2];
  84048. this.trackpad.y = this.browserGamepad["axes"][3];
  84049. this.onTrackpadValuesChangedObservable.notifyObservers(this.trackpad);
  84050. }
  84051. };
  84052. /**
  84053. * Called once per frame by the engine.
  84054. */
  84055. WindowsMotionController.prototype.update = function () {
  84056. _super.prototype.update.call(this);
  84057. if (this.browserGamepad.axes) {
  84058. this._updateTrackpad();
  84059. // Only need to animate axes if there is a loaded mesh
  84060. if (this._loadedMeshInfo) {
  84061. for (var axis = 0; axis < this._mapping.axisMeshNames.length; axis++) {
  84062. this._lerpAxisTransform(axis, this.browserGamepad.axes[axis]);
  84063. }
  84064. }
  84065. }
  84066. };
  84067. /**
  84068. * Called once for each button that changed state since the last frame
  84069. * @param buttonIdx Which button index changed
  84070. * @param state New state of the button
  84071. * @param changes Which properties on the state changed since last frame
  84072. */
  84073. WindowsMotionController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84074. var buttonName = this._mapping.buttons[buttonIdx];
  84075. if (!buttonName) {
  84076. return;
  84077. }
  84078. // Update the trackpad to ensure trackpad.x/y are accurate during button events between frames
  84079. this._updateTrackpad();
  84080. // Only emit events for buttons that we know how to map from index to name
  84081. var observable = this[(this._mapping.buttonObservableNames)[buttonName]];
  84082. if (observable) {
  84083. observable.notifyObservers(state);
  84084. }
  84085. this._lerpButtonTransform(buttonName, state.value);
  84086. };
  84087. /**
  84088. * Moves the buttons on the controller mesh based on their current state
  84089. * @param buttonName the name of the button to move
  84090. * @param buttonValue the value of the button which determines the buttons new position
  84091. */
  84092. WindowsMotionController.prototype._lerpButtonTransform = function (buttonName, buttonValue) {
  84093. // If there is no loaded mesh, there is nothing to transform.
  84094. if (!this._loadedMeshInfo) {
  84095. return;
  84096. }
  84097. var meshInfo = this._loadedMeshInfo.buttonMeshes[buttonName];
  84098. if (!meshInfo.unpressed.rotationQuaternion || !meshInfo.pressed.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84099. return;
  84100. }
  84101. BABYLON.Quaternion.SlerpToRef(meshInfo.unpressed.rotationQuaternion, meshInfo.pressed.rotationQuaternion, buttonValue, meshInfo.value.rotationQuaternion);
  84102. BABYLON.Vector3.LerpToRef(meshInfo.unpressed.position, meshInfo.pressed.position, buttonValue, meshInfo.value.position);
  84103. };
  84104. /**
  84105. * Moves the axis on the controller mesh based on its current state
  84106. * @param axis the index of the axis
  84107. * @param axisValue the value of the axis which determines the meshes new position
  84108. * @hidden
  84109. */
  84110. WindowsMotionController.prototype._lerpAxisTransform = function (axis, axisValue) {
  84111. if (!this._loadedMeshInfo) {
  84112. return;
  84113. }
  84114. var meshInfo = this._loadedMeshInfo.axisMeshes[axis];
  84115. if (!meshInfo) {
  84116. return;
  84117. }
  84118. if (!meshInfo.min.rotationQuaternion || !meshInfo.max.rotationQuaternion || !meshInfo.value.rotationQuaternion) {
  84119. return;
  84120. }
  84121. // Convert from gamepad value range (-1 to +1) to lerp range (0 to 1)
  84122. var lerpValue = axisValue * 0.5 + 0.5;
  84123. BABYLON.Quaternion.SlerpToRef(meshInfo.min.rotationQuaternion, meshInfo.max.rotationQuaternion, lerpValue, meshInfo.value.rotationQuaternion);
  84124. BABYLON.Vector3.LerpToRef(meshInfo.min.position, meshInfo.max.position, lerpValue, meshInfo.value.position);
  84125. };
  84126. /**
  84127. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84128. * @param scene scene in which to add meshes
  84129. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84130. */
  84131. WindowsMotionController.prototype.initControllerMesh = function (scene, meshLoaded, forceDefault) {
  84132. var _this = this;
  84133. if (forceDefault === void 0) { forceDefault = false; }
  84134. var path;
  84135. var filename;
  84136. // Checking if GLB loader is present
  84137. if (BABYLON.SceneLoader.IsPluginForExtensionAvailable(".glb")) {
  84138. // Determine the device specific folder based on the ID suffix
  84139. var device = 'default';
  84140. if (this.id && !forceDefault) {
  84141. var match = this.id.match(WindowsMotionController.GAMEPAD_ID_PATTERN);
  84142. device = ((match && match[0]) || device);
  84143. }
  84144. // Hand
  84145. if (this.hand === 'left') {
  84146. filename = WindowsMotionController.MODEL_LEFT_FILENAME;
  84147. }
  84148. else { // Right is the default if no hand is specified
  84149. filename = WindowsMotionController.MODEL_RIGHT_FILENAME;
  84150. }
  84151. path = WindowsMotionController.MODEL_BASE_URL + device + '/';
  84152. }
  84153. else {
  84154. BABYLON.Tools.Warn("You need to reference GLTF loader to load Windows Motion Controllers model. Falling back to generic models");
  84155. path = BABYLON.GenericController.MODEL_BASE_URL;
  84156. filename = BABYLON.GenericController.MODEL_FILENAME;
  84157. }
  84158. BABYLON.SceneLoader.ImportMesh("", path, filename, scene, function (meshes) {
  84159. // glTF files successfully loaded from the remote server, now process them to ensure they are in the right format.
  84160. _this._loadedMeshInfo = _this.processModel(scene, meshes);
  84161. if (!_this._loadedMeshInfo) {
  84162. return;
  84163. }
  84164. _this._defaultModel = _this._loadedMeshInfo.rootNode;
  84165. _this.attachToMesh(_this._defaultModel);
  84166. if (meshLoaded) {
  84167. meshLoaded(_this._defaultModel);
  84168. }
  84169. }, null, function (scene, message) {
  84170. BABYLON.Tools.Log(message);
  84171. BABYLON.Tools.Warn('Failed to retrieve controller model from the remote server: ' + path + filename);
  84172. if (!forceDefault) {
  84173. _this.initControllerMesh(scene, meshLoaded, true);
  84174. }
  84175. });
  84176. };
  84177. /**
  84178. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  84179. * can be transformed by button presses and axes values, based on this._mapping.
  84180. *
  84181. * @param scene scene in which the meshes exist
  84182. * @param meshes list of meshes that make up the controller model to process
  84183. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  84184. */
  84185. WindowsMotionController.prototype.processModel = function (scene, meshes) {
  84186. var loadedMeshInfo = null;
  84187. // Create a new mesh to contain the glTF hierarchy
  84188. var parentMesh = new BABYLON.Mesh(this.id + " " + this.hand, scene);
  84189. // Find the root node in the loaded glTF scene, and attach it as a child of 'parentMesh'
  84190. var childMesh = null;
  84191. for (var i = 0; i < meshes.length; i++) {
  84192. var mesh = meshes[i];
  84193. if (!mesh.parent) {
  84194. // Exclude controller meshes from picking results
  84195. mesh.isPickable = false;
  84196. // Handle root node, attach to the new parentMesh
  84197. childMesh = mesh;
  84198. break;
  84199. }
  84200. }
  84201. if (childMesh) {
  84202. childMesh.setParent(parentMesh);
  84203. // Create our mesh info. Note that this method will always return non-null.
  84204. loadedMeshInfo = this.createMeshInfo(parentMesh);
  84205. }
  84206. else {
  84207. BABYLON.Tools.Warn('Could not find root node in model file.');
  84208. }
  84209. return loadedMeshInfo;
  84210. };
  84211. WindowsMotionController.prototype.createMeshInfo = function (rootNode) {
  84212. var loadedMeshInfo = new LoadedMeshInfo();
  84213. var i;
  84214. loadedMeshInfo.rootNode = rootNode;
  84215. // Reset the caches
  84216. loadedMeshInfo.buttonMeshes = {};
  84217. loadedMeshInfo.axisMeshes = {};
  84218. // Button Meshes
  84219. for (i = 0; i < this._mapping.buttons.length; i++) {
  84220. var buttonMeshName = this._mapping.buttonMeshNames[this._mapping.buttons[i]];
  84221. if (!buttonMeshName) {
  84222. BABYLON.Tools.Log('Skipping unknown button at index: ' + i + ' with mapped name: ' + this._mapping.buttons[i]);
  84223. continue;
  84224. }
  84225. var buttonMesh = getChildByName(rootNode, buttonMeshName);
  84226. if (!buttonMesh) {
  84227. BABYLON.Tools.Warn('Missing button mesh with name: ' + buttonMeshName);
  84228. continue;
  84229. }
  84230. var buttonMeshInfo = {
  84231. index: i,
  84232. value: getImmediateChildByName(buttonMesh, 'VALUE'),
  84233. pressed: getImmediateChildByName(buttonMesh, 'PRESSED'),
  84234. unpressed: getImmediateChildByName(buttonMesh, 'UNPRESSED')
  84235. };
  84236. if (buttonMeshInfo.value && buttonMeshInfo.pressed && buttonMeshInfo.unpressed) {
  84237. loadedMeshInfo.buttonMeshes[this._mapping.buttons[i]] = buttonMeshInfo;
  84238. }
  84239. else {
  84240. // If we didn't find the mesh, it simply means this button won't have transforms applied as mapped button value changes.
  84241. BABYLON.Tools.Warn('Missing button submesh under mesh with name: ' + buttonMeshName +
  84242. '(VALUE: ' + !!buttonMeshInfo.value +
  84243. ', PRESSED: ' + !!buttonMeshInfo.pressed +
  84244. ', UNPRESSED:' + !!buttonMeshInfo.unpressed +
  84245. ')');
  84246. }
  84247. }
  84248. // Axis Meshes
  84249. for (i = 0; i < this._mapping.axisMeshNames.length; i++) {
  84250. var axisMeshName = this._mapping.axisMeshNames[i];
  84251. if (!axisMeshName) {
  84252. BABYLON.Tools.Log('Skipping unknown axis at index: ' + i);
  84253. continue;
  84254. }
  84255. var axisMesh = getChildByName(rootNode, axisMeshName);
  84256. if (!axisMesh) {
  84257. BABYLON.Tools.Warn('Missing axis mesh with name: ' + axisMeshName);
  84258. continue;
  84259. }
  84260. var axisMeshInfo = {
  84261. index: i,
  84262. value: getImmediateChildByName(axisMesh, 'VALUE'),
  84263. min: getImmediateChildByName(axisMesh, 'MIN'),
  84264. max: getImmediateChildByName(axisMesh, 'MAX')
  84265. };
  84266. if (axisMeshInfo.value && axisMeshInfo.min && axisMeshInfo.max) {
  84267. loadedMeshInfo.axisMeshes[i] = axisMeshInfo;
  84268. }
  84269. else {
  84270. // If we didn't find the mesh, it simply means thit axis won't have transforms applied as mapped axis values change.
  84271. BABYLON.Tools.Warn('Missing axis submesh under mesh with name: ' + axisMeshName +
  84272. '(VALUE: ' + !!axisMeshInfo.value +
  84273. ', MIN: ' + !!axisMeshInfo.min +
  84274. ', MAX:' + !!axisMeshInfo.max +
  84275. ')');
  84276. }
  84277. }
  84278. // Pointing Ray
  84279. loadedMeshInfo.pointingPoseNode = getChildByName(rootNode, this._mapping.pointingPoseMeshName);
  84280. if (!loadedMeshInfo.pointingPoseNode) {
  84281. BABYLON.Tools.Warn('Missing pointing pose mesh with name: ' + this._mapping.pointingPoseMeshName);
  84282. }
  84283. else {
  84284. this._pointingPoseNode = loadedMeshInfo.pointingPoseNode;
  84285. }
  84286. return loadedMeshInfo;
  84287. // Look through all children recursively. This will return null if no mesh exists with the given name.
  84288. function getChildByName(node, name) {
  84289. return node.getChildren(function (n) { return n.name === name; }, false)[0];
  84290. }
  84291. // Look through only immediate children. This will return null if no mesh exists with the given name.
  84292. function getImmediateChildByName(node, name) {
  84293. return node.getChildren(function (n) { return n.name == name; }, true)[0];
  84294. }
  84295. };
  84296. /**
  84297. * Gets the ray of the controller in the direction the controller is pointing
  84298. * @param length the length the resulting ray should be
  84299. * @returns a ray in the direction the controller is pointing
  84300. */
  84301. WindowsMotionController.prototype.getForwardRay = function (length) {
  84302. if (length === void 0) { length = 100; }
  84303. if (!(this._loadedMeshInfo && this._loadedMeshInfo.pointingPoseNode)) {
  84304. return _super.prototype.getForwardRay.call(this, length);
  84305. }
  84306. var m = this._loadedMeshInfo.pointingPoseNode.getWorldMatrix();
  84307. var origin = m.getTranslation();
  84308. var forward = new BABYLON.Vector3(0, 0, -1);
  84309. var forwardWorld = BABYLON.Vector3.TransformNormal(forward, m);
  84310. var direction = BABYLON.Vector3.Normalize(forwardWorld);
  84311. return new BABYLON.Ray(origin, direction, length);
  84312. };
  84313. /**
  84314. * Disposes of the controller
  84315. */
  84316. WindowsMotionController.prototype.dispose = function () {
  84317. _super.prototype.dispose.call(this);
  84318. this.onTrackpadChangedObservable.clear();
  84319. };
  84320. /**
  84321. * The base url used to load the left and right controller models
  84322. */
  84323. WindowsMotionController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/microsoft/';
  84324. /**
  84325. * The name of the left controller model file
  84326. */
  84327. WindowsMotionController.MODEL_LEFT_FILENAME = 'left.glb';
  84328. /**
  84329. * The name of the right controller model file
  84330. */
  84331. WindowsMotionController.MODEL_RIGHT_FILENAME = 'right.glb';
  84332. /**
  84333. * The controller name prefix for this controller type
  84334. */
  84335. WindowsMotionController.GAMEPAD_ID_PREFIX = 'Spatial Controller (Spatial Interaction Source) ';
  84336. /**
  84337. * The controller id pattern for this controller type
  84338. */
  84339. WindowsMotionController.GAMEPAD_ID_PATTERN = /([0-9a-zA-Z]+-[0-9a-zA-Z]+)$/;
  84340. return WindowsMotionController;
  84341. }(BABYLON.WebVRController));
  84342. BABYLON.WindowsMotionController = WindowsMotionController;
  84343. })(BABYLON || (BABYLON = {}));
  84344. //# sourceMappingURL=babylon.windowsMotionController.js.map
  84345. var BABYLON;
  84346. (function (BABYLON) {
  84347. /**
  84348. * Gear VR Controller
  84349. */
  84350. var GearVRController = /** @class */ (function (_super) {
  84351. __extends(GearVRController, _super);
  84352. /**
  84353. * Creates a new GearVRController from a gamepad
  84354. * @param vrGamepad the gamepad that the controller should be created from
  84355. */
  84356. function GearVRController(vrGamepad) {
  84357. var _this = _super.call(this, vrGamepad) || this;
  84358. _this._buttonIndexToObservableNameMap = [
  84359. 'onTrackpadChangedObservable',
  84360. 'onTriggerStateChangedObservable' // Trigger
  84361. ];
  84362. _this.controllerType = BABYLON.PoseEnabledControllerType.GEAR_VR;
  84363. // Initial starting position defaults to where hand would be (incase of only 3dof controller)
  84364. _this._calculatedPosition = new BABYLON.Vector3(_this.hand == "left" ? -0.15 : 0.15, -0.5, 0.25);
  84365. _this._disableTrackPosition(_this._calculatedPosition);
  84366. return _this;
  84367. }
  84368. /**
  84369. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84370. * @param scene scene in which to add meshes
  84371. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84372. */
  84373. GearVRController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84374. var _this = this;
  84375. BABYLON.SceneLoader.ImportMesh("", GearVRController.MODEL_BASE_URL, GearVRController.MODEL_FILENAME, scene, function (newMeshes) {
  84376. // Offset the controller so it will rotate around the users wrist
  84377. var mesh = new BABYLON.Mesh("", scene);
  84378. newMeshes[1].parent = mesh;
  84379. newMeshes[1].position.z = -0.15;
  84380. _this._defaultModel = mesh;
  84381. _this.attachToMesh(_this._defaultModel);
  84382. if (meshLoaded) {
  84383. meshLoaded(_this._defaultModel);
  84384. }
  84385. });
  84386. };
  84387. /**
  84388. * Called once for each button that changed state since the last frame
  84389. * @param buttonIdx Which button index changed
  84390. * @param state New state of the button
  84391. * @param changes Which properties on the state changed since last frame
  84392. */
  84393. GearVRController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84394. if (buttonIdx < this._buttonIndexToObservableNameMap.length) {
  84395. var observableName = this._buttonIndexToObservableNameMap[buttonIdx];
  84396. // Only emit events for buttons that we know how to map from index to observable
  84397. var observable = this[observableName];
  84398. if (observable) {
  84399. observable.notifyObservers(state);
  84400. }
  84401. }
  84402. };
  84403. /**
  84404. * Base Url for the controller model.
  84405. */
  84406. GearVRController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84407. /**
  84408. * File name for the controller model.
  84409. */
  84410. GearVRController.MODEL_FILENAME = 'generic.babylon';
  84411. /**
  84412. * Gamepad Id prefix used to identify this controller.
  84413. */
  84414. GearVRController.GAMEPAD_ID_PREFIX = 'Gear VR'; // id is 'Gear VR Controller'
  84415. return GearVRController;
  84416. }(BABYLON.WebVRController));
  84417. BABYLON.GearVRController = GearVRController;
  84418. })(BABYLON || (BABYLON = {}));
  84419. //# sourceMappingURL=babylon.gearVRController.js.map
  84420. var BABYLON;
  84421. (function (BABYLON) {
  84422. /**
  84423. * Google Daydream controller
  84424. */
  84425. var DaydreamController = /** @class */ (function (_super) {
  84426. __extends(DaydreamController, _super);
  84427. /**
  84428. * Creates a new DaydreamController from a gamepad
  84429. * @param vrGamepad the gamepad that the controller should be created from
  84430. */
  84431. function DaydreamController(vrGamepad) {
  84432. var _this = _super.call(this, vrGamepad) || this;
  84433. _this.controllerType = BABYLON.PoseEnabledControllerType.DAYDREAM;
  84434. return _this;
  84435. }
  84436. /**
  84437. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  84438. * @param scene scene in which to add meshes
  84439. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  84440. */
  84441. DaydreamController.prototype.initControllerMesh = function (scene, meshLoaded) {
  84442. var _this = this;
  84443. BABYLON.SceneLoader.ImportMesh("", DaydreamController.MODEL_BASE_URL, DaydreamController.MODEL_FILENAME, scene, function (newMeshes) {
  84444. _this._defaultModel = newMeshes[1];
  84445. _this.attachToMesh(_this._defaultModel);
  84446. if (meshLoaded) {
  84447. meshLoaded(_this._defaultModel);
  84448. }
  84449. });
  84450. };
  84451. /**
  84452. * Called once for each button that changed state since the last frame
  84453. * @param buttonIdx Which button index changed
  84454. * @param state New state of the button
  84455. * @param changes Which properties on the state changed since last frame
  84456. */
  84457. DaydreamController.prototype._handleButtonChange = function (buttonIdx, state, changes) {
  84458. // Daydream controller only has 1 GamepadButton (on the trackpad).
  84459. if (buttonIdx === 0) {
  84460. var observable = this.onTriggerStateChangedObservable;
  84461. if (observable) {
  84462. observable.notifyObservers(state);
  84463. }
  84464. }
  84465. else {
  84466. // If the app or home buttons are ever made available
  84467. BABYLON.Tools.Warn("Unrecognized Daydream button index: " + buttonIdx);
  84468. }
  84469. };
  84470. /**
  84471. * Base Url for the controller model.
  84472. */
  84473. DaydreamController.MODEL_BASE_URL = 'https://controllers.babylonjs.com/generic/';
  84474. /**
  84475. * File name for the controller model.
  84476. */
  84477. DaydreamController.MODEL_FILENAME = 'generic.babylon';
  84478. /**
  84479. * Gamepad Id prefix used to identify Daydream Controller.
  84480. */
  84481. DaydreamController.GAMEPAD_ID_PREFIX = 'Daydream'; // id is 'Daydream Controller'
  84482. return DaydreamController;
  84483. }(BABYLON.WebVRController));
  84484. BABYLON.DaydreamController = DaydreamController;
  84485. })(BABYLON || (BABYLON = {}));
  84486. //# sourceMappingURL=babylon.daydreamController.js.map
  84487. var BABYLON;
  84488. (function (BABYLON) {
  84489. Object.defineProperty(BABYLON.Scene.prototype, "gamepadManager", {
  84490. get: function () {
  84491. if (!this._gamepadManager) {
  84492. this._gamepadManager = new BABYLON.GamepadManager(this);
  84493. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_GAMEPAD);
  84494. if (!component) {
  84495. component = new GamepadSystemSceneComponent(this);
  84496. this._addComponent(component);
  84497. }
  84498. }
  84499. return this._gamepadManager;
  84500. },
  84501. enumerable: true,
  84502. configurable: true
  84503. });
  84504. /**
  84505. * Adds a gamepad to the free camera inputs manager
  84506. */
  84507. BABYLON.FreeCameraInputsManager.prototype.addGamepad = function () {
  84508. this.add(new BABYLON.FreeCameraGamepadInput());
  84509. return this;
  84510. };
  84511. /**
  84512. * Adds a gamepad to the arc rotate camera inputs manager
  84513. */
  84514. BABYLON.ArcRotateCameraInputsManager.prototype.addGamepad = function () {
  84515. this.add(new BABYLON.ArcRotateCameraGamepadInput());
  84516. return this;
  84517. };
  84518. /**
  84519. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  84520. */
  84521. var GamepadSystemSceneComponent = /** @class */ (function () {
  84522. /**
  84523. * Creates a new instance of the component for the given scene
  84524. * @param scene Defines the scene to register the component in
  84525. */
  84526. function GamepadSystemSceneComponent(scene) {
  84527. /**
  84528. * The component name helpfull to identify the component in the list of scene components.
  84529. */
  84530. this.name = BABYLON.SceneComponentConstants.NAME_GAMEPAD;
  84531. this.scene = scene;
  84532. }
  84533. /**
  84534. * Registers the component in a given scene
  84535. */
  84536. GamepadSystemSceneComponent.prototype.register = function () {
  84537. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_GAMEPAD, this, this._beforeCameraUpdate);
  84538. };
  84539. /**
  84540. * Rebuilds the elements related to this component in case of
  84541. * context lost for instance.
  84542. */
  84543. GamepadSystemSceneComponent.prototype.rebuild = function () {
  84544. // Nothing to do for gamepads
  84545. };
  84546. /**
  84547. * Disposes the component and the associated ressources
  84548. */
  84549. GamepadSystemSceneComponent.prototype.dispose = function () {
  84550. var gamepadManager = this.scene._gamepadManager;
  84551. if (gamepadManager) {
  84552. gamepadManager.dispose();
  84553. this.scene._gamepadManager = null;
  84554. }
  84555. };
  84556. GamepadSystemSceneComponent.prototype._beforeCameraUpdate = function () {
  84557. var gamepadManager = this.scene._gamepadManager;
  84558. if (gamepadManager && gamepadManager._isMonitoring) {
  84559. gamepadManager._checkGamepadsStatus();
  84560. }
  84561. };
  84562. return GamepadSystemSceneComponent;
  84563. }());
  84564. BABYLON.GamepadSystemSceneComponent = GamepadSystemSceneComponent;
  84565. })(BABYLON || (BABYLON = {}));
  84566. //# sourceMappingURL=babylon.gamepadSceneComponent.js.map
  84567. var BABYLON;
  84568. (function (BABYLON) {
  84569. BABYLON.Node.AddNodeConstructor("FollowCamera", function (name, scene) {
  84570. return function () { return new FollowCamera(name, BABYLON.Vector3.Zero(), scene); };
  84571. });
  84572. BABYLON.Node.AddNodeConstructor("ArcFollowCamera", function (name, scene) {
  84573. return function () { return new ArcFollowCamera(name, 0, 0, 1.0, null, scene); };
  84574. });
  84575. /**
  84576. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  84577. * an arc rotate version arcFollowCamera are available.
  84578. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84579. */
  84580. var FollowCamera = /** @class */ (function (_super) {
  84581. __extends(FollowCamera, _super);
  84582. /**
  84583. * Instantiates the follow camera.
  84584. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84585. * @param name Define the name of the camera in the scene
  84586. * @param position Define the position of the camera
  84587. * @param scene Define the scene the camera belong to
  84588. * @param lockedTarget Define the target of the camera
  84589. */
  84590. function FollowCamera(name, position, scene, lockedTarget) {
  84591. if (lockedTarget === void 0) { lockedTarget = null; }
  84592. var _this = _super.call(this, name, position, scene) || this;
  84593. /**
  84594. * Distance the follow camera should follow an object at
  84595. */
  84596. _this.radius = 12;
  84597. /**
  84598. * Define a rotation offset between the camera and the object it follows
  84599. */
  84600. _this.rotationOffset = 0;
  84601. /**
  84602. * Define a height offset between the camera and the object it follows.
  84603. * It can help following an object from the top (like a car chaing a plane)
  84604. */
  84605. _this.heightOffset = 4;
  84606. /**
  84607. * Define how fast the camera can accelerate to follow it s target.
  84608. */
  84609. _this.cameraAcceleration = 0.05;
  84610. /**
  84611. * Define the speed limit of the camera following an object.
  84612. */
  84613. _this.maxCameraSpeed = 20;
  84614. _this.lockedTarget = lockedTarget;
  84615. return _this;
  84616. }
  84617. FollowCamera.prototype._follow = function (cameraTarget) {
  84618. if (!cameraTarget) {
  84619. return;
  84620. }
  84621. var yRotation;
  84622. if (cameraTarget.rotationQuaternion) {
  84623. var rotMatrix = new BABYLON.Matrix();
  84624. cameraTarget.rotationQuaternion.toRotationMatrix(rotMatrix);
  84625. yRotation = Math.atan2(rotMatrix.m[8], rotMatrix.m[10]);
  84626. }
  84627. else {
  84628. yRotation = cameraTarget.rotation.y;
  84629. }
  84630. var radians = BABYLON.Tools.ToRadians(this.rotationOffset) + yRotation;
  84631. var targetPosition = cameraTarget.getAbsolutePosition();
  84632. var targetX = targetPosition.x + Math.sin(radians) * this.radius;
  84633. var targetZ = targetPosition.z + Math.cos(radians) * this.radius;
  84634. var dx = targetX - this.position.x;
  84635. var dy = (targetPosition.y + this.heightOffset) - this.position.y;
  84636. var dz = (targetZ) - this.position.z;
  84637. var vx = dx * this.cameraAcceleration * 2; //this is set to .05
  84638. var vy = dy * this.cameraAcceleration;
  84639. var vz = dz * this.cameraAcceleration * 2;
  84640. if (vx > this.maxCameraSpeed || vx < -this.maxCameraSpeed) {
  84641. vx = vx < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84642. }
  84643. if (vy > this.maxCameraSpeed || vy < -this.maxCameraSpeed) {
  84644. vy = vy < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84645. }
  84646. if (vz > this.maxCameraSpeed || vz < -this.maxCameraSpeed) {
  84647. vz = vz < 1 ? -this.maxCameraSpeed : this.maxCameraSpeed;
  84648. }
  84649. this.position = new BABYLON.Vector3(this.position.x + vx, this.position.y + vy, this.position.z + vz);
  84650. this.setTarget(targetPosition);
  84651. };
  84652. /** @hidden */
  84653. FollowCamera.prototype._checkInputs = function () {
  84654. _super.prototype._checkInputs.call(this);
  84655. if (this.lockedTarget) {
  84656. this._follow(this.lockedTarget);
  84657. }
  84658. };
  84659. /**
  84660. * Gets the camera class name.
  84661. * @returns the class name
  84662. */
  84663. FollowCamera.prototype.getClassName = function () {
  84664. return "FollowCamera";
  84665. };
  84666. __decorate([
  84667. BABYLON.serialize()
  84668. ], FollowCamera.prototype, "radius", void 0);
  84669. __decorate([
  84670. BABYLON.serialize()
  84671. ], FollowCamera.prototype, "rotationOffset", void 0);
  84672. __decorate([
  84673. BABYLON.serialize()
  84674. ], FollowCamera.prototype, "heightOffset", void 0);
  84675. __decorate([
  84676. BABYLON.serialize()
  84677. ], FollowCamera.prototype, "cameraAcceleration", void 0);
  84678. __decorate([
  84679. BABYLON.serialize()
  84680. ], FollowCamera.prototype, "maxCameraSpeed", void 0);
  84681. __decorate([
  84682. BABYLON.serializeAsMeshReference("lockedTargetId")
  84683. ], FollowCamera.prototype, "lockedTarget", void 0);
  84684. return FollowCamera;
  84685. }(BABYLON.TargetCamera));
  84686. BABYLON.FollowCamera = FollowCamera;
  84687. /**
  84688. * Arc Rotate version of the follow camera.
  84689. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  84690. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84691. */
  84692. var ArcFollowCamera = /** @class */ (function (_super) {
  84693. __extends(ArcFollowCamera, _super);
  84694. /**
  84695. * Instantiates a new ArcFollowCamera
  84696. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  84697. * @param name Define the name of the camera
  84698. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  84699. * @param beta Define the rotation angle of the camera around the elevation axis
  84700. * @param radius Define the radius of the camera from its target point
  84701. * @param target Define the target of the camera
  84702. * @param scene Define the scene the camera belongs to
  84703. */
  84704. function ArcFollowCamera(name,
  84705. /** The longitudinal angle of the camera */
  84706. alpha,
  84707. /** The latitudinal angle of the camera */
  84708. beta,
  84709. /** The radius of the camera from its target */
  84710. radius,
  84711. /** Define the camera target (the messh it should follow) */
  84712. target, scene) {
  84713. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  84714. _this.alpha = alpha;
  84715. _this.beta = beta;
  84716. _this.radius = radius;
  84717. _this.target = target;
  84718. _this._cartesianCoordinates = BABYLON.Vector3.Zero();
  84719. _this._follow();
  84720. return _this;
  84721. }
  84722. ArcFollowCamera.prototype._follow = function () {
  84723. if (!this.target) {
  84724. return;
  84725. }
  84726. this._cartesianCoordinates.x = this.radius * Math.cos(this.alpha) * Math.cos(this.beta);
  84727. this._cartesianCoordinates.y = this.radius * Math.sin(this.beta);
  84728. this._cartesianCoordinates.z = this.radius * Math.sin(this.alpha) * Math.cos(this.beta);
  84729. var targetPosition = this.target.getAbsolutePosition();
  84730. this.position = targetPosition.add(this._cartesianCoordinates);
  84731. this.setTarget(targetPosition);
  84732. };
  84733. /** @hidden */
  84734. ArcFollowCamera.prototype._checkInputs = function () {
  84735. _super.prototype._checkInputs.call(this);
  84736. this._follow();
  84737. };
  84738. /**
  84739. * Returns the class name of the object.
  84740. * It is mostly used internally for serialization purposes.
  84741. */
  84742. ArcFollowCamera.prototype.getClassName = function () {
  84743. return "ArcFollowCamera";
  84744. };
  84745. return ArcFollowCamera;
  84746. }(BABYLON.TargetCamera));
  84747. BABYLON.ArcFollowCamera = ArcFollowCamera;
  84748. })(BABYLON || (BABYLON = {}));
  84749. //# sourceMappingURL=babylon.followCamera.js.map
  84750. var BABYLON;
  84751. (function (BABYLON) {
  84752. /**
  84753. * 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,
  84754. * which still works and will still be found in many Playgrounds.
  84755. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84756. */
  84757. var UniversalCamera = /** @class */ (function (_super) {
  84758. __extends(UniversalCamera, _super);
  84759. /**
  84760. * 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,
  84761. * which still works and will still be found in many Playgrounds.
  84762. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84763. * @param name Define the name of the camera in the scene
  84764. * @param position Define the start position of the camera in the scene
  84765. * @param scene Define the scene the camera belongs to
  84766. */
  84767. function UniversalCamera(name, position, scene) {
  84768. var _this = _super.call(this, name, position, scene) || this;
  84769. _this.inputs.addGamepad();
  84770. return _this;
  84771. }
  84772. Object.defineProperty(UniversalCamera.prototype, "gamepadAngularSensibility", {
  84773. /**
  84774. * Defines the gamepad rotation sensiblity.
  84775. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  84776. */
  84777. get: function () {
  84778. var gamepad = this.inputs.attached["gamepad"];
  84779. if (gamepad) {
  84780. return gamepad.gamepadAngularSensibility;
  84781. }
  84782. return 0;
  84783. },
  84784. set: function (value) {
  84785. var gamepad = this.inputs.attached["gamepad"];
  84786. if (gamepad) {
  84787. gamepad.gamepadAngularSensibility = value;
  84788. }
  84789. },
  84790. enumerable: true,
  84791. configurable: true
  84792. });
  84793. Object.defineProperty(UniversalCamera.prototype, "gamepadMoveSensibility", {
  84794. /**
  84795. * Defines the gamepad move sensiblity.
  84796. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  84797. */
  84798. get: function () {
  84799. var gamepad = this.inputs.attached["gamepad"];
  84800. if (gamepad) {
  84801. return gamepad.gamepadMoveSensibility;
  84802. }
  84803. return 0;
  84804. },
  84805. set: function (value) {
  84806. var gamepad = this.inputs.attached["gamepad"];
  84807. if (gamepad) {
  84808. gamepad.gamepadMoveSensibility = value;
  84809. }
  84810. },
  84811. enumerable: true,
  84812. configurable: true
  84813. });
  84814. /**
  84815. * Gets the current object class name.
  84816. * @return the class name
  84817. */
  84818. UniversalCamera.prototype.getClassName = function () {
  84819. return "UniversalCamera";
  84820. };
  84821. return UniversalCamera;
  84822. }(BABYLON.TouchCamera));
  84823. BABYLON.UniversalCamera = UniversalCamera;
  84824. })(BABYLON || (BABYLON = {}));
  84825. //# sourceMappingURL=babylon.universalCamera.js.map
  84826. var BABYLON;
  84827. (function (BABYLON) {
  84828. BABYLON.Node.AddNodeConstructor("GamepadCamera", function (name, scene) {
  84829. return function () { return new GamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  84830. });
  84831. /**
  84832. * This represents a FPS type of camera. This is only here for back compat purpose.
  84833. * Please use the UniversalCamera instead as both are identical.
  84834. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84835. */
  84836. var GamepadCamera = /** @class */ (function (_super) {
  84837. __extends(GamepadCamera, _super);
  84838. /**
  84839. * Instantiates a new Gamepad Camera
  84840. * This represents a FPS type of camera. This is only here for back compat purpose.
  84841. * Please use the UniversalCamera instead as both are identical.
  84842. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  84843. * @param name Define the name of the camera in the scene
  84844. * @param position Define the start position of the camera in the scene
  84845. * @param scene Define the scene the camera belongs to
  84846. */
  84847. function GamepadCamera(name, position, scene) {
  84848. return _super.call(this, name, position, scene) || this;
  84849. }
  84850. /**
  84851. * Gets the current object class name.
  84852. * @return the class name
  84853. */
  84854. GamepadCamera.prototype.getClassName = function () {
  84855. return "GamepadCamera";
  84856. };
  84857. return GamepadCamera;
  84858. }(BABYLON.UniversalCamera));
  84859. BABYLON.GamepadCamera = GamepadCamera;
  84860. })(BABYLON || (BABYLON = {}));
  84861. //# sourceMappingURL=babylon.gamepadCamera.js.map
  84862. var BABYLON;
  84863. (function (BABYLON) {
  84864. /**
  84865. * PostProcessRenderPipelineManager class
  84866. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84867. */
  84868. var PostProcessRenderPipelineManager = /** @class */ (function () {
  84869. /**
  84870. * Initializes a PostProcessRenderPipelineManager
  84871. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  84872. */
  84873. function PostProcessRenderPipelineManager() {
  84874. this._renderPipelines = {};
  84875. }
  84876. /**
  84877. * Adds a pipeline to the manager
  84878. * @param renderPipeline The pipeline to add
  84879. */
  84880. PostProcessRenderPipelineManager.prototype.addPipeline = function (renderPipeline) {
  84881. this._renderPipelines[renderPipeline._name] = renderPipeline;
  84882. };
  84883. /**
  84884. * Attaches a camera to the pipeline
  84885. * @param renderPipelineName The name of the pipeline to attach to
  84886. * @param cameras the camera to attach
  84887. * @param unique if the camera can be attached multiple times to the pipeline
  84888. */
  84889. PostProcessRenderPipelineManager.prototype.attachCamerasToRenderPipeline = function (renderPipelineName, cameras, unique) {
  84890. if (unique === void 0) { unique = false; }
  84891. var renderPipeline = this._renderPipelines[renderPipelineName];
  84892. if (!renderPipeline) {
  84893. return;
  84894. }
  84895. renderPipeline._attachCameras(cameras, unique);
  84896. };
  84897. /**
  84898. * Detaches a camera from the pipeline
  84899. * @param renderPipelineName The name of the pipeline to detach from
  84900. * @param cameras the camera to detach
  84901. */
  84902. PostProcessRenderPipelineManager.prototype.detachCamerasFromRenderPipeline = function (renderPipelineName, cameras) {
  84903. var renderPipeline = this._renderPipelines[renderPipelineName];
  84904. if (!renderPipeline) {
  84905. return;
  84906. }
  84907. renderPipeline._detachCameras(cameras);
  84908. };
  84909. /**
  84910. * Enables an effect by name on a pipeline
  84911. * @param renderPipelineName the name of the pipeline to enable the effect in
  84912. * @param renderEffectName the name of the effect to enable
  84913. * @param cameras the cameras that the effect should be enabled on
  84914. */
  84915. PostProcessRenderPipelineManager.prototype.enableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84916. var renderPipeline = this._renderPipelines[renderPipelineName];
  84917. if (!renderPipeline) {
  84918. return;
  84919. }
  84920. renderPipeline._enableEffect(renderEffectName, cameras);
  84921. };
  84922. /**
  84923. * Disables an effect by name on a pipeline
  84924. * @param renderPipelineName the name of the pipeline to disable the effect in
  84925. * @param renderEffectName the name of the effect to disable
  84926. * @param cameras the cameras that the effect should be disabled on
  84927. */
  84928. PostProcessRenderPipelineManager.prototype.disableEffectInPipeline = function (renderPipelineName, renderEffectName, cameras) {
  84929. var renderPipeline = this._renderPipelines[renderPipelineName];
  84930. if (!renderPipeline) {
  84931. return;
  84932. }
  84933. renderPipeline._disableEffect(renderEffectName, cameras);
  84934. };
  84935. /**
  84936. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  84937. */
  84938. PostProcessRenderPipelineManager.prototype.update = function () {
  84939. for (var renderPipelineName in this._renderPipelines) {
  84940. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84941. var pipeline = this._renderPipelines[renderPipelineName];
  84942. if (!pipeline.isSupported) {
  84943. pipeline.dispose();
  84944. delete this._renderPipelines[renderPipelineName];
  84945. }
  84946. else {
  84947. pipeline._update();
  84948. }
  84949. }
  84950. }
  84951. };
  84952. /** @hidden */
  84953. PostProcessRenderPipelineManager.prototype._rebuild = function () {
  84954. for (var renderPipelineName in this._renderPipelines) {
  84955. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84956. var pipeline = this._renderPipelines[renderPipelineName];
  84957. pipeline._rebuild();
  84958. }
  84959. }
  84960. };
  84961. /**
  84962. * Disposes of the manager and pipelines
  84963. */
  84964. PostProcessRenderPipelineManager.prototype.dispose = function () {
  84965. for (var renderPipelineName in this._renderPipelines) {
  84966. if (this._renderPipelines.hasOwnProperty(renderPipelineName)) {
  84967. var pipeline = this._renderPipelines[renderPipelineName];
  84968. pipeline.dispose();
  84969. }
  84970. }
  84971. };
  84972. return PostProcessRenderPipelineManager;
  84973. }());
  84974. BABYLON.PostProcessRenderPipelineManager = PostProcessRenderPipelineManager;
  84975. })(BABYLON || (BABYLON = {}));
  84976. //# sourceMappingURL=babylon.postProcessRenderPipelineManager.js.map
  84977. var BABYLON;
  84978. (function (BABYLON) {
  84979. Object.defineProperty(BABYLON.Scene.prototype, "postProcessRenderPipelineManager", {
  84980. get: function () {
  84981. if (!this._postProcessRenderPipelineManager) {
  84982. // Register the G Buffer component to the scene.
  84983. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER);
  84984. if (!component) {
  84985. component = new PostProcessRenderPipelineManagerSceneComponent(this);
  84986. this._addComponent(component);
  84987. }
  84988. this._postProcessRenderPipelineManager = new BABYLON.PostProcessRenderPipelineManager();
  84989. }
  84990. return this._postProcessRenderPipelineManager;
  84991. },
  84992. enumerable: true,
  84993. configurable: true
  84994. });
  84995. /**
  84996. * Defines the Render Pipeline scene component responsible to rendering pipelines
  84997. */
  84998. var PostProcessRenderPipelineManagerSceneComponent = /** @class */ (function () {
  84999. /**
  85000. * Creates a new instance of the component for the given scene
  85001. * @param scene Defines the scene to register the component in
  85002. */
  85003. function PostProcessRenderPipelineManagerSceneComponent(scene) {
  85004. /**
  85005. * The component name helpfull to identify the component in the list of scene components.
  85006. */
  85007. this.name = BABYLON.SceneComponentConstants.NAME_POSTPROCESSRENDERPIPELINEMANAGER;
  85008. this.scene = scene;
  85009. }
  85010. /**
  85011. * Registers the component in a given scene
  85012. */
  85013. PostProcessRenderPipelineManagerSceneComponent.prototype.register = function () {
  85014. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER, this, this._gatherRenderTargets);
  85015. };
  85016. /**
  85017. * Rebuilds the elements related to this component in case of
  85018. * context lost for instance.
  85019. */
  85020. PostProcessRenderPipelineManagerSceneComponent.prototype.rebuild = function () {
  85021. if (this.scene._postProcessRenderPipelineManager) {
  85022. this.scene._postProcessRenderPipelineManager._rebuild();
  85023. }
  85024. };
  85025. /**
  85026. * Disposes the component and the associated ressources
  85027. */
  85028. PostProcessRenderPipelineManagerSceneComponent.prototype.dispose = function () {
  85029. if (this.scene._postProcessRenderPipelineManager) {
  85030. this.scene._postProcessRenderPipelineManager.dispose();
  85031. }
  85032. };
  85033. PostProcessRenderPipelineManagerSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85034. if (this.scene._postProcessRenderPipelineManager) {
  85035. this.scene._postProcessRenderPipelineManager.update();
  85036. }
  85037. };
  85038. return PostProcessRenderPipelineManagerSceneComponent;
  85039. }());
  85040. BABYLON.PostProcessRenderPipelineManagerSceneComponent = PostProcessRenderPipelineManagerSceneComponent;
  85041. })(BABYLON || (BABYLON = {}));
  85042. //# sourceMappingURL=babylon.postProcessRenderPipelineManagerSceneComponent.js.map
  85043. var BABYLON;
  85044. (function (BABYLON) {
  85045. /**
  85046. * This represents a set of one or more post processes in Babylon.
  85047. * A post process can be used to apply a shader to a texture after it is rendered.
  85048. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85049. */
  85050. var PostProcessRenderEffect = /** @class */ (function () {
  85051. /**
  85052. * Instantiates a post process render effect.
  85053. * A post process can be used to apply a shader to a texture after it is rendered.
  85054. * @param engine The engine the effect is tied to
  85055. * @param name The name of the effect
  85056. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  85057. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  85058. */
  85059. function PostProcessRenderEffect(engine, name, getPostProcesses, singleInstance) {
  85060. this._name = name;
  85061. this._singleInstance = singleInstance || true;
  85062. this._getPostProcesses = getPostProcesses;
  85063. this._cameras = {};
  85064. this._indicesForCamera = {};
  85065. this._postProcesses = {};
  85066. }
  85067. Object.defineProperty(PostProcessRenderEffect.prototype, "isSupported", {
  85068. /**
  85069. * Checks if all the post processes in the effect are supported.
  85070. */
  85071. get: function () {
  85072. for (var index in this._postProcesses) {
  85073. if (this._postProcesses.hasOwnProperty(index)) {
  85074. var pps = this._postProcesses[index];
  85075. for (var ppIndex = 0; ppIndex < pps.length; ppIndex++) {
  85076. if (!pps[ppIndex].isSupported) {
  85077. return false;
  85078. }
  85079. }
  85080. }
  85081. }
  85082. return true;
  85083. },
  85084. enumerable: true,
  85085. configurable: true
  85086. });
  85087. /**
  85088. * Updates the current state of the effect
  85089. * @hidden
  85090. */
  85091. PostProcessRenderEffect.prototype._update = function () {
  85092. };
  85093. /**
  85094. * Attaches the effect on cameras
  85095. * @param cameras The camera to attach to.
  85096. * @hidden
  85097. */
  85098. PostProcessRenderEffect.prototype._attachCameras = function (cameras) {
  85099. var _this = this;
  85100. var cameraKey;
  85101. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85102. if (!cams) {
  85103. return;
  85104. }
  85105. for (var i = 0; i < cams.length; i++) {
  85106. var camera = cams[i];
  85107. var cameraName = camera.name;
  85108. if (this._singleInstance) {
  85109. cameraKey = 0;
  85110. }
  85111. else {
  85112. cameraKey = cameraName;
  85113. }
  85114. if (!this._postProcesses[cameraKey]) {
  85115. var postProcess = this._getPostProcesses();
  85116. if (postProcess) {
  85117. this._postProcesses[cameraKey] = Array.isArray(postProcess) ? postProcess : [postProcess];
  85118. }
  85119. }
  85120. if (!this._indicesForCamera[cameraName]) {
  85121. this._indicesForCamera[cameraName] = [];
  85122. }
  85123. this._postProcesses[cameraKey].forEach(function (postProcess) {
  85124. var index = camera.attachPostProcess(postProcess);
  85125. _this._indicesForCamera[cameraName].push(index);
  85126. });
  85127. if (!this._cameras[cameraName]) {
  85128. this._cameras[cameraName] = camera;
  85129. }
  85130. }
  85131. };
  85132. /**
  85133. * Detatches the effect on cameras
  85134. * @param cameras The camera to detatch from.
  85135. * @hidden
  85136. */
  85137. PostProcessRenderEffect.prototype._detachCameras = function (cameras) {
  85138. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85139. if (!cams) {
  85140. return;
  85141. }
  85142. for (var i = 0; i < cams.length; i++) {
  85143. var camera = cams[i];
  85144. var cameraName = camera.name;
  85145. var postProcesses = this._postProcesses[this._singleInstance ? 0 : cameraName];
  85146. if (postProcesses) {
  85147. postProcesses.forEach(function (postProcess) {
  85148. camera.detachPostProcess(postProcess);
  85149. });
  85150. }
  85151. if (this._cameras[cameraName]) {
  85152. this._cameras[cameraName] = null;
  85153. }
  85154. }
  85155. };
  85156. /**
  85157. * Enables the effect on given cameras
  85158. * @param cameras The camera to enable.
  85159. * @hidden
  85160. */
  85161. PostProcessRenderEffect.prototype._enable = function (cameras) {
  85162. var _this = this;
  85163. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85164. if (!cams) {
  85165. return;
  85166. }
  85167. for (var i = 0; i < cams.length; i++) {
  85168. var camera = cams[i];
  85169. var cameraName = camera.name;
  85170. for (var j = 0; j < this._indicesForCamera[cameraName].length; j++) {
  85171. if (camera._postProcesses[this._indicesForCamera[cameraName][j]] === undefined || camera._postProcesses[this._indicesForCamera[cameraName][j]] === null) {
  85172. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85173. cams[i].attachPostProcess(postProcess, _this._indicesForCamera[cameraName][j]);
  85174. });
  85175. }
  85176. }
  85177. }
  85178. };
  85179. /**
  85180. * Disables the effect on the given cameras
  85181. * @param cameras The camera to disable.
  85182. * @hidden
  85183. */
  85184. PostProcessRenderEffect.prototype._disable = function (cameras) {
  85185. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85186. if (!cams) {
  85187. return;
  85188. }
  85189. for (var i = 0; i < cams.length; i++) {
  85190. var camera = cams[i];
  85191. var cameraName = camera.name;
  85192. this._postProcesses[this._singleInstance ? 0 : cameraName].forEach(function (postProcess) {
  85193. camera.detachPostProcess(postProcess);
  85194. });
  85195. }
  85196. };
  85197. /**
  85198. * Gets a list of the post processes contained in the effect.
  85199. * @param camera The camera to get the post processes on.
  85200. * @returns The list of the post processes in the effect.
  85201. */
  85202. PostProcessRenderEffect.prototype.getPostProcesses = function (camera) {
  85203. if (this._singleInstance) {
  85204. return this._postProcesses[0];
  85205. }
  85206. else {
  85207. if (!camera) {
  85208. return null;
  85209. }
  85210. return this._postProcesses[camera.name];
  85211. }
  85212. };
  85213. return PostProcessRenderEffect;
  85214. }());
  85215. BABYLON.PostProcessRenderEffect = PostProcessRenderEffect;
  85216. })(BABYLON || (BABYLON = {}));
  85217. //# sourceMappingURL=babylon.postProcessRenderEffect.js.map
  85218. var BABYLON;
  85219. (function (BABYLON) {
  85220. /**
  85221. * PostProcessRenderPipeline
  85222. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  85223. */
  85224. var PostProcessRenderPipeline = /** @class */ (function () {
  85225. /**
  85226. * Initializes a PostProcessRenderPipeline
  85227. * @param engine engine to add the pipeline to
  85228. * @param name name of the pipeline
  85229. */
  85230. function PostProcessRenderPipeline(engine, name) {
  85231. this.engine = engine;
  85232. this._name = name;
  85233. this._renderEffects = {};
  85234. this._renderEffectsForIsolatedPass = new Array();
  85235. this._cameras = [];
  85236. }
  85237. /**
  85238. * "PostProcessRenderPipeline"
  85239. * @returns "PostProcessRenderPipeline"
  85240. */
  85241. PostProcessRenderPipeline.prototype.getClassName = function () {
  85242. return "PostProcessRenderPipeline";
  85243. };
  85244. Object.defineProperty(PostProcessRenderPipeline.prototype, "isSupported", {
  85245. /**
  85246. * If all the render effects in the pipeline are support
  85247. */
  85248. get: function () {
  85249. for (var renderEffectName in this._renderEffects) {
  85250. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85251. if (!this._renderEffects[renderEffectName].isSupported) {
  85252. return false;
  85253. }
  85254. }
  85255. }
  85256. return true;
  85257. },
  85258. enumerable: true,
  85259. configurable: true
  85260. });
  85261. /**
  85262. * Adds an effect to the pipeline
  85263. * @param renderEffect the effect to add
  85264. */
  85265. PostProcessRenderPipeline.prototype.addEffect = function (renderEffect) {
  85266. this._renderEffects[renderEffect._name] = renderEffect;
  85267. };
  85268. // private
  85269. /** @hidden */
  85270. PostProcessRenderPipeline.prototype._rebuild = function () {
  85271. };
  85272. /** @hidden */
  85273. PostProcessRenderPipeline.prototype._enableEffect = function (renderEffectName, cameras) {
  85274. var renderEffects = this._renderEffects[renderEffectName];
  85275. if (!renderEffects) {
  85276. return;
  85277. }
  85278. renderEffects._enable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85279. };
  85280. /** @hidden */
  85281. PostProcessRenderPipeline.prototype._disableEffect = function (renderEffectName, cameras) {
  85282. var renderEffects = this._renderEffects[renderEffectName];
  85283. if (!renderEffects) {
  85284. return;
  85285. }
  85286. renderEffects._disable(BABYLON.Tools.MakeArray(cameras || this._cameras));
  85287. };
  85288. /** @hidden */
  85289. PostProcessRenderPipeline.prototype._attachCameras = function (cameras, unique) {
  85290. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85291. if (!cams) {
  85292. return;
  85293. }
  85294. var indicesToDelete = [];
  85295. var i;
  85296. for (i = 0; i < cams.length; i++) {
  85297. var camera = cams[i];
  85298. var cameraName = camera.name;
  85299. if (this._cameras.indexOf(camera) === -1) {
  85300. this._cameras[cameraName] = camera;
  85301. }
  85302. else if (unique) {
  85303. indicesToDelete.push(i);
  85304. }
  85305. }
  85306. for (i = 0; i < indicesToDelete.length; i++) {
  85307. cameras.splice(indicesToDelete[i], 1);
  85308. }
  85309. for (var renderEffectName in this._renderEffects) {
  85310. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85311. this._renderEffects[renderEffectName]._attachCameras(cams);
  85312. }
  85313. }
  85314. };
  85315. /** @hidden */
  85316. PostProcessRenderPipeline.prototype._detachCameras = function (cameras) {
  85317. var cams = BABYLON.Tools.MakeArray(cameras || this._cameras);
  85318. if (!cams) {
  85319. return;
  85320. }
  85321. for (var renderEffectName in this._renderEffects) {
  85322. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85323. this._renderEffects[renderEffectName]._detachCameras(cams);
  85324. }
  85325. }
  85326. for (var i = 0; i < cams.length; i++) {
  85327. this._cameras.splice(this._cameras.indexOf(cams[i]), 1);
  85328. }
  85329. };
  85330. /** @hidden */
  85331. PostProcessRenderPipeline.prototype._update = function () {
  85332. for (var renderEffectName in this._renderEffects) {
  85333. if (this._renderEffects.hasOwnProperty(renderEffectName)) {
  85334. this._renderEffects[renderEffectName]._update();
  85335. }
  85336. }
  85337. for (var i = 0; i < this._cameras.length; i++) {
  85338. var cameraName = this._cameras[i].name;
  85339. if (this._renderEffectsForIsolatedPass[cameraName]) {
  85340. this._renderEffectsForIsolatedPass[cameraName]._update();
  85341. }
  85342. }
  85343. };
  85344. /** @hidden */
  85345. PostProcessRenderPipeline.prototype._reset = function () {
  85346. this._renderEffects = {};
  85347. this._renderEffectsForIsolatedPass = new Array();
  85348. };
  85349. PostProcessRenderPipeline.prototype._enableMSAAOnFirstPostProcess = function (sampleCount) {
  85350. // 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)
  85351. var effectKeys = Object.keys(this._renderEffects);
  85352. if (this.engine.webGLVersion >= 2 && effectKeys.length > 0) {
  85353. var postProcesses = this._renderEffects[effectKeys[0]].getPostProcesses();
  85354. if (postProcesses) {
  85355. postProcesses[0].samples = sampleCount;
  85356. return true;
  85357. }
  85358. }
  85359. return false;
  85360. };
  85361. /**
  85362. * Disposes of the pipeline
  85363. */
  85364. PostProcessRenderPipeline.prototype.dispose = function () {
  85365. // Must be implemented by children
  85366. };
  85367. __decorate([
  85368. BABYLON.serialize()
  85369. ], PostProcessRenderPipeline.prototype, "_name", void 0);
  85370. return PostProcessRenderPipeline;
  85371. }());
  85372. BABYLON.PostProcessRenderPipeline = PostProcessRenderPipeline;
  85373. })(BABYLON || (BABYLON = {}));
  85374. //# sourceMappingURL=babylon.postProcessRenderPipeline.js.map
  85375. var BABYLON;
  85376. (function (BABYLON) {
  85377. /**
  85378. * This represents a depth renderer in Babylon.
  85379. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  85380. */
  85381. var DepthRenderer = /** @class */ (function () {
  85382. /**
  85383. * Instantiates a depth renderer
  85384. * @param scene The scene the renderer belongs to
  85385. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  85386. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  85387. */
  85388. function DepthRenderer(scene, type, camera) {
  85389. if (type === void 0) { type = BABYLON.Engine.TEXTURETYPE_FLOAT; }
  85390. if (camera === void 0) { camera = null; }
  85391. var _this = this;
  85392. /**
  85393. * Specifiess that the depth renderer will only be used within
  85394. * the camera it is created for.
  85395. * This can help forcing its rendering during the camera processing.
  85396. */
  85397. this.useOnlyInActiveCamera = false;
  85398. this._scene = scene;
  85399. // Register the G Buffer component to the scene.
  85400. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER);
  85401. if (!component) {
  85402. component = new BABYLON.DepthRendererSceneComponent(scene);
  85403. scene._addComponent(component);
  85404. }
  85405. this._camera = camera;
  85406. var engine = scene.getEngine();
  85407. // Render target
  85408. this._depthMap = new BABYLON.RenderTargetTexture("depthMap", { width: engine.getRenderWidth(), height: engine.getRenderHeight() }, this._scene, false, true, type);
  85409. this._depthMap.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85410. this._depthMap.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85411. this._depthMap.refreshRate = 1;
  85412. this._depthMap.renderParticles = false;
  85413. this._depthMap.renderList = null;
  85414. // Camera to get depth map from to support multiple concurrent cameras
  85415. this._depthMap.activeCamera = this._camera;
  85416. this._depthMap.ignoreCameraViewport = true;
  85417. this._depthMap.useCameraPostProcesses = false;
  85418. // set default depth value to 1.0 (far away)
  85419. this._depthMap.onClearObservable.add(function (engine) {
  85420. engine.clear(new BABYLON.Color4(1.0, 1.0, 1.0, 1.0), true, true, true);
  85421. });
  85422. // Custom render function
  85423. var renderSubMesh = function (subMesh) {
  85424. var mesh = subMesh.getRenderingMesh();
  85425. var scene = _this._scene;
  85426. var engine = scene.getEngine();
  85427. var material = subMesh.getMaterial();
  85428. if (!material) {
  85429. return;
  85430. }
  85431. // Culling and reverse (right handed system)
  85432. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85433. // Managing instances
  85434. var batch = mesh._getInstancesRenderList(subMesh._id);
  85435. if (batch.mustReturn) {
  85436. return;
  85437. }
  85438. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85439. var camera = _this._camera || scene.activeCamera;
  85440. if (_this.isReady(subMesh, hardwareInstancedRendering) && camera) {
  85441. engine.enableEffect(_this._effect);
  85442. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85443. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85444. _this._effect.setFloat2("depthValues", camera.minZ, camera.minZ + camera.maxZ);
  85445. // Alpha test
  85446. if (material && material.needAlphaTesting()) {
  85447. var alphaTexture = material.getAlphaTestTexture();
  85448. if (alphaTexture) {
  85449. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85450. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85451. }
  85452. }
  85453. // Bones
  85454. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85455. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85456. }
  85457. // Draw
  85458. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85459. }
  85460. };
  85461. this._depthMap.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85462. var index;
  85463. if (depthOnlySubMeshes.length) {
  85464. engine.setColorWrite(false);
  85465. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85466. renderSubMesh(depthOnlySubMeshes.data[index]);
  85467. }
  85468. engine.setColorWrite(true);
  85469. }
  85470. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85471. renderSubMesh(opaqueSubMeshes.data[index]);
  85472. }
  85473. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85474. renderSubMesh(alphaTestSubMeshes.data[index]);
  85475. }
  85476. };
  85477. }
  85478. /**
  85479. * Creates the depth rendering effect and checks if the effect is ready.
  85480. * @param subMesh The submesh to be used to render the depth map of
  85481. * @param useInstances If multiple world instances should be used
  85482. * @returns if the depth renderer is ready to render the depth map
  85483. */
  85484. DepthRenderer.prototype.isReady = function (subMesh, useInstances) {
  85485. var material = subMesh.getMaterial();
  85486. if (material.disableDepthWrite) {
  85487. return false;
  85488. }
  85489. var defines = [];
  85490. var attribs = [BABYLON.VertexBuffer.PositionKind];
  85491. var mesh = subMesh.getMesh();
  85492. // Alpha test
  85493. if (material && material.needAlphaTesting() && material.getAlphaTestTexture()) {
  85494. defines.push("#define ALPHATEST");
  85495. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85496. attribs.push(BABYLON.VertexBuffer.UVKind);
  85497. defines.push("#define UV1");
  85498. }
  85499. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85500. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85501. defines.push("#define UV2");
  85502. }
  85503. }
  85504. // Bones
  85505. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85506. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85507. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85508. if (mesh.numBoneInfluencers > 4) {
  85509. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85510. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85511. }
  85512. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85513. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85514. }
  85515. else {
  85516. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85517. }
  85518. // Instances
  85519. if (useInstances) {
  85520. defines.push("#define INSTANCES");
  85521. attribs.push("world0");
  85522. attribs.push("world1");
  85523. attribs.push("world2");
  85524. attribs.push("world3");
  85525. }
  85526. // Get correct effect
  85527. var join = defines.join("\n");
  85528. if (this._cachedDefines !== join) {
  85529. this._cachedDefines = join;
  85530. this._effect = this._scene.getEngine().createEffect("depth", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "depthValues"], ["diffuseSampler"], join);
  85531. }
  85532. return this._effect.isReady();
  85533. };
  85534. /**
  85535. * Gets the texture which the depth map will be written to.
  85536. * @returns The depth map texture
  85537. */
  85538. DepthRenderer.prototype.getDepthMap = function () {
  85539. return this._depthMap;
  85540. };
  85541. /**
  85542. * Disposes of the depth renderer.
  85543. */
  85544. DepthRenderer.prototype.dispose = function () {
  85545. this._depthMap.dispose();
  85546. };
  85547. return DepthRenderer;
  85548. }());
  85549. BABYLON.DepthRenderer = DepthRenderer;
  85550. })(BABYLON || (BABYLON = {}));
  85551. //# sourceMappingURL=babylon.depthRenderer.js.map
  85552. var BABYLON;
  85553. (function (BABYLON) {
  85554. BABYLON.Scene.prototype.enableDepthRenderer = function (camera) {
  85555. camera = camera || this.activeCamera;
  85556. if (!camera) {
  85557. throw "No camera available to enable depth renderer";
  85558. }
  85559. if (!this._depthRenderer) {
  85560. this._depthRenderer = {};
  85561. }
  85562. if (!this._depthRenderer[camera.id]) {
  85563. var textureType = 0;
  85564. if (this.getEngine().getCaps().textureHalfFloatRender) {
  85565. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  85566. }
  85567. else if (this.getEngine().getCaps().textureFloatRender) {
  85568. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  85569. }
  85570. else {
  85571. throw "Depth renderer does not support int texture type";
  85572. }
  85573. this._depthRenderer[camera.id] = new BABYLON.DepthRenderer(this, textureType, camera);
  85574. }
  85575. return this._depthRenderer[camera.id];
  85576. };
  85577. BABYLON.Scene.prototype.disableDepthRenderer = function (camera) {
  85578. camera = camera || this.activeCamera;
  85579. if (!camera || !this._depthRenderer || !this._depthRenderer[camera.id]) {
  85580. return;
  85581. }
  85582. this._depthRenderer[camera.id].dispose();
  85583. delete this._depthRenderer[camera.id];
  85584. };
  85585. /**
  85586. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  85587. * in several rendering techniques.
  85588. */
  85589. var DepthRendererSceneComponent = /** @class */ (function () {
  85590. /**
  85591. * Creates a new instance of the component for the given scene
  85592. * @param scene Defines the scene to register the component in
  85593. */
  85594. function DepthRendererSceneComponent(scene) {
  85595. /**
  85596. * The component name helpfull to identify the component in the list of scene components.
  85597. */
  85598. this.name = BABYLON.SceneComponentConstants.NAME_DEPTHRENDERER;
  85599. this.scene = scene;
  85600. }
  85601. /**
  85602. * Registers the component in a given scene
  85603. */
  85604. DepthRendererSceneComponent.prototype.register = function () {
  85605. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_DEPTHRENDERER, this, this._gatherRenderTargets);
  85606. this.scene._gatherActiveCameraRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER, this, this._gatherActiveCameraRenderTargets);
  85607. };
  85608. /**
  85609. * Rebuilds the elements related to this component in case of
  85610. * context lost for instance.
  85611. */
  85612. DepthRendererSceneComponent.prototype.rebuild = function () {
  85613. // Nothing to do for this component
  85614. };
  85615. /**
  85616. * Disposes the component and the associated ressources
  85617. */
  85618. DepthRendererSceneComponent.prototype.dispose = function () {
  85619. for (var key in this.scene._depthRenderer) {
  85620. this.scene._depthRenderer[key].dispose();
  85621. }
  85622. };
  85623. DepthRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  85624. if (this.scene._depthRenderer) {
  85625. for (var key in this.scene._depthRenderer) {
  85626. var depthRenderer = this.scene._depthRenderer[key];
  85627. if (!depthRenderer.useOnlyInActiveCamera) {
  85628. renderTargets.push(depthRenderer.getDepthMap());
  85629. }
  85630. }
  85631. }
  85632. };
  85633. DepthRendererSceneComponent.prototype._gatherActiveCameraRenderTargets = function (renderTargets) {
  85634. if (this.scene._depthRenderer) {
  85635. for (var key in this.scene._depthRenderer) {
  85636. var depthRenderer = this.scene._depthRenderer[key];
  85637. if (depthRenderer.useOnlyInActiveCamera && this.scene.activeCamera.id === key) {
  85638. renderTargets.push(depthRenderer.getDepthMap());
  85639. }
  85640. }
  85641. }
  85642. };
  85643. return DepthRendererSceneComponent;
  85644. }());
  85645. BABYLON.DepthRendererSceneComponent = DepthRendererSceneComponent;
  85646. })(BABYLON || (BABYLON = {}));
  85647. //# sourceMappingURL=babylon.depthRendererSceneComponent.js.map
  85648. var BABYLON;
  85649. (function (BABYLON) {
  85650. /**
  85651. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  85652. */
  85653. var GeometryBufferRenderer = /** @class */ (function () {
  85654. /**
  85655. * Creates a new G Buffer for the scene
  85656. * @param scene The scene the buffer belongs to
  85657. * @param ratio How big is the buffer related to the main canvas.
  85658. */
  85659. function GeometryBufferRenderer(scene, ratio) {
  85660. if (ratio === void 0) { ratio = 1; }
  85661. /**
  85662. * Dictionary used to store the previous transformation matrices of each rendered mesh
  85663. * in order to compute objects velocities when enableVelocity is set to "true"
  85664. * @hidden
  85665. */
  85666. this._previousTransformationMatrices = {};
  85667. this._enablePosition = false;
  85668. this._enableVelocity = false;
  85669. this._positionIndex = -1;
  85670. this._velocityIndex = -1;
  85671. this._scene = scene;
  85672. this._ratio = ratio;
  85673. // Register the G Buffer component to the scene.
  85674. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER);
  85675. if (!component) {
  85676. component = new BABYLON.GeometryBufferRendererSceneComponent(scene);
  85677. scene._addComponent(component);
  85678. }
  85679. // Render target
  85680. this._createRenderTargets();
  85681. }
  85682. Object.defineProperty(GeometryBufferRenderer.prototype, "renderList", {
  85683. /**
  85684. * Set the render list (meshes to be rendered) used in the G buffer.
  85685. */
  85686. set: function (meshes) {
  85687. this._multiRenderTarget.renderList = meshes;
  85688. },
  85689. enumerable: true,
  85690. configurable: true
  85691. });
  85692. Object.defineProperty(GeometryBufferRenderer.prototype, "isSupported", {
  85693. /**
  85694. * Gets wether or not G buffer are supported by the running hardware.
  85695. * This requires draw buffer supports
  85696. */
  85697. get: function () {
  85698. return this._multiRenderTarget.isSupported;
  85699. },
  85700. enumerable: true,
  85701. configurable: true
  85702. });
  85703. /**
  85704. * Returns the index of the given texture type in the G-Buffer textures array
  85705. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  85706. * @returns the index of the given texture type in the G-Buffer textures array
  85707. */
  85708. GeometryBufferRenderer.prototype.getTextureIndex = function (textureType) {
  85709. switch (textureType) {
  85710. case GeometryBufferRenderer.POSITION_TEXTURE_TYPE: return this._positionIndex;
  85711. case GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE: return this._velocityIndex;
  85712. default: return -1;
  85713. }
  85714. };
  85715. Object.defineProperty(GeometryBufferRenderer.prototype, "enablePosition", {
  85716. /**
  85717. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  85718. */
  85719. get: function () {
  85720. return this._enablePosition;
  85721. },
  85722. /**
  85723. * Sets whether or not objects positions are enabled for the G buffer.
  85724. */
  85725. set: function (enable) {
  85726. this._enablePosition = enable;
  85727. this.dispose();
  85728. this._createRenderTargets();
  85729. },
  85730. enumerable: true,
  85731. configurable: true
  85732. });
  85733. Object.defineProperty(GeometryBufferRenderer.prototype, "enableVelocity", {
  85734. /**
  85735. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  85736. */
  85737. get: function () {
  85738. return this._enableVelocity;
  85739. },
  85740. /**
  85741. * Sets wether or not objects velocities are enabled for the G buffer.
  85742. */
  85743. set: function (enable) {
  85744. this._enableVelocity = enable;
  85745. this.dispose();
  85746. this._createRenderTargets();
  85747. },
  85748. enumerable: true,
  85749. configurable: true
  85750. });
  85751. Object.defineProperty(GeometryBufferRenderer.prototype, "scene", {
  85752. /**
  85753. * Gets the scene associated with the buffer.
  85754. */
  85755. get: function () {
  85756. return this._scene;
  85757. },
  85758. enumerable: true,
  85759. configurable: true
  85760. });
  85761. Object.defineProperty(GeometryBufferRenderer.prototype, "ratio", {
  85762. /**
  85763. * Gets the ratio used by the buffer during its creation.
  85764. * How big is the buffer related to the main canvas.
  85765. */
  85766. get: function () {
  85767. return this._ratio;
  85768. },
  85769. enumerable: true,
  85770. configurable: true
  85771. });
  85772. /**
  85773. * Checks wether everything is ready to render a submesh to the G buffer.
  85774. * @param subMesh the submesh to check readiness for
  85775. * @param useInstances is the mesh drawn using instance or not
  85776. * @returns true if ready otherwise false
  85777. */
  85778. GeometryBufferRenderer.prototype.isReady = function (subMesh, useInstances) {
  85779. var material = subMesh.getMaterial();
  85780. if (material && material.disableDepthWrite) {
  85781. return false;
  85782. }
  85783. var defines = [];
  85784. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  85785. var mesh = subMesh.getMesh();
  85786. // Alpha test
  85787. if (material && material.needAlphaTesting()) {
  85788. defines.push("#define ALPHATEST");
  85789. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  85790. attribs.push(BABYLON.VertexBuffer.UVKind);
  85791. defines.push("#define UV1");
  85792. }
  85793. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  85794. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  85795. defines.push("#define UV2");
  85796. }
  85797. }
  85798. // Buffers
  85799. if (this._enablePosition) {
  85800. defines.push("#define POSITION");
  85801. defines.push("#define POSITION_INDEX " + this._positionIndex);
  85802. }
  85803. if (this._enableVelocity) {
  85804. defines.push("#define VELOCITY");
  85805. defines.push("#define VELOCITY_INDEX " + this._velocityIndex);
  85806. }
  85807. // Bones
  85808. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  85809. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  85810. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  85811. if (mesh.numBoneInfluencers > 4) {
  85812. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  85813. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  85814. }
  85815. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  85816. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  85817. }
  85818. else {
  85819. defines.push("#define NUM_BONE_INFLUENCERS 0");
  85820. }
  85821. // Instances
  85822. if (useInstances) {
  85823. defines.push("#define INSTANCES");
  85824. attribs.push("world0");
  85825. attribs.push("world1");
  85826. attribs.push("world2");
  85827. attribs.push("world3");
  85828. }
  85829. // Setup textures count
  85830. defines.push("#define RENDER_TARGET_COUNT " + this._multiRenderTarget.textures.length);
  85831. // Get correct effect
  85832. var join = defines.join("\n");
  85833. if (this._cachedDefines !== join) {
  85834. this._cachedDefines = join;
  85835. this._effect = this._scene.getEngine().createEffect("geometry", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "view", "previousWorldViewProjection"], ["diffuseSampler"], join, undefined, undefined, undefined, { buffersCount: this._enablePosition ? 3 : 2 });
  85836. }
  85837. return this._effect.isReady();
  85838. };
  85839. /**
  85840. * Gets the current underlying G Buffer.
  85841. * @returns the buffer
  85842. */
  85843. GeometryBufferRenderer.prototype.getGBuffer = function () {
  85844. return this._multiRenderTarget;
  85845. };
  85846. Object.defineProperty(GeometryBufferRenderer.prototype, "samples", {
  85847. /**
  85848. * Gets the number of samples used to render the buffer (anti aliasing).
  85849. */
  85850. get: function () {
  85851. return this._multiRenderTarget.samples;
  85852. },
  85853. /**
  85854. * Sets the number of samples used to render the buffer (anti aliasing).
  85855. */
  85856. set: function (value) {
  85857. this._multiRenderTarget.samples = value;
  85858. },
  85859. enumerable: true,
  85860. configurable: true
  85861. });
  85862. /**
  85863. * Disposes the renderer and frees up associated resources.
  85864. */
  85865. GeometryBufferRenderer.prototype.dispose = function () {
  85866. this.getGBuffer().dispose();
  85867. };
  85868. GeometryBufferRenderer.prototype._createRenderTargets = function () {
  85869. var _this = this;
  85870. var engine = this._scene.getEngine();
  85871. var count = 2;
  85872. if (this._enablePosition) {
  85873. this._positionIndex = count;
  85874. count++;
  85875. }
  85876. if (this._enableVelocity) {
  85877. this._velocityIndex = count;
  85878. count++;
  85879. }
  85880. 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 });
  85881. if (!this.isSupported) {
  85882. return;
  85883. }
  85884. this._multiRenderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85885. this._multiRenderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  85886. this._multiRenderTarget.refreshRate = 1;
  85887. this._multiRenderTarget.renderParticles = false;
  85888. this._multiRenderTarget.renderList = null;
  85889. // set default depth value to 1.0 (far away)
  85890. this._multiRenderTarget.onClearObservable.add(function (engine) {
  85891. engine.clear(new BABYLON.Color4(0.0, 0.0, 0.0, 1.0), true, true, true);
  85892. });
  85893. // Custom render function
  85894. var renderSubMesh = function (subMesh) {
  85895. var mesh = subMesh.getRenderingMesh();
  85896. var scene = _this._scene;
  85897. var engine = scene.getEngine();
  85898. var material = subMesh.getMaterial();
  85899. if (!material) {
  85900. return;
  85901. }
  85902. // Velocity
  85903. if (!_this._previousTransformationMatrices[mesh.uniqueId]) {
  85904. _this._previousTransformationMatrices[mesh.uniqueId] = BABYLON.Matrix.Identity();
  85905. }
  85906. // Culling
  85907. engine.setState(material.backFaceCulling, 0, false, scene.useRightHandedSystem);
  85908. // Managing instances
  85909. var batch = mesh._getInstancesRenderList(subMesh._id);
  85910. if (batch.mustReturn) {
  85911. return;
  85912. }
  85913. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  85914. if (_this.isReady(subMesh, hardwareInstancedRendering)) {
  85915. engine.enableEffect(_this._effect);
  85916. mesh._bind(subMesh, _this._effect, BABYLON.Material.TriangleFillMode);
  85917. _this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  85918. _this._effect.setMatrix("view", scene.getViewMatrix());
  85919. // Alpha test
  85920. if (material && material.needAlphaTesting()) {
  85921. var alphaTexture = material.getAlphaTestTexture();
  85922. if (alphaTexture) {
  85923. _this._effect.setTexture("diffuseSampler", alphaTexture);
  85924. _this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  85925. }
  85926. }
  85927. // Bones
  85928. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  85929. _this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  85930. }
  85931. // Velocity
  85932. _this._effect.setMatrix("previousWorldViewProjection", _this._previousTransformationMatrices[mesh.uniqueId]);
  85933. // Draw
  85934. mesh._processRendering(subMesh, _this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effect.setMatrix("world", world); });
  85935. }
  85936. // Velocity
  85937. _this._previousTransformationMatrices[mesh.uniqueId] = mesh.getWorldMatrix().multiply(_this._scene.getTransformMatrix());
  85938. };
  85939. this._multiRenderTarget.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  85940. var index;
  85941. if (depthOnlySubMeshes.length) {
  85942. engine.setColorWrite(false);
  85943. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  85944. renderSubMesh(depthOnlySubMeshes.data[index]);
  85945. }
  85946. engine.setColorWrite(true);
  85947. }
  85948. for (index = 0; index < opaqueSubMeshes.length; index++) {
  85949. renderSubMesh(opaqueSubMeshes.data[index]);
  85950. }
  85951. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  85952. renderSubMesh(alphaTestSubMeshes.data[index]);
  85953. }
  85954. };
  85955. };
  85956. /**
  85957. * Constant used to retrieve the position texture index in the G-Buffer textures array
  85958. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  85959. */
  85960. GeometryBufferRenderer.POSITION_TEXTURE_TYPE = 1;
  85961. /**
  85962. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  85963. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  85964. */
  85965. GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE = 2;
  85966. return GeometryBufferRenderer;
  85967. }());
  85968. BABYLON.GeometryBufferRenderer = GeometryBufferRenderer;
  85969. })(BABYLON || (BABYLON = {}));
  85970. //# sourceMappingURL=babylon.geometryBufferRenderer.js.map
  85971. var BABYLON;
  85972. (function (BABYLON) {
  85973. Object.defineProperty(BABYLON.Scene.prototype, "geometryBufferRenderer", {
  85974. get: function () {
  85975. this._geometryBufferRenderer;
  85976. },
  85977. set: function (value) {
  85978. if (value && value.isSupported) {
  85979. this._geometryBufferRenderer = value;
  85980. }
  85981. },
  85982. enumerable: true,
  85983. configurable: true
  85984. });
  85985. BABYLON.Scene.prototype.enableGeometryBufferRenderer = function (ratio) {
  85986. if (ratio === void 0) { ratio = 1; }
  85987. if (this._geometryBufferRenderer) {
  85988. return this._geometryBufferRenderer;
  85989. }
  85990. this._geometryBufferRenderer = new BABYLON.GeometryBufferRenderer(this, ratio);
  85991. if (!this._geometryBufferRenderer.isSupported) {
  85992. this._geometryBufferRenderer = null;
  85993. }
  85994. return this._geometryBufferRenderer;
  85995. };
  85996. BABYLON.Scene.prototype.disableGeometryBufferRenderer = function () {
  85997. if (!this._geometryBufferRenderer) {
  85998. return;
  85999. }
  86000. this._geometryBufferRenderer.dispose();
  86001. this._geometryBufferRenderer = null;
  86002. };
  86003. /**
  86004. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  86005. * in several rendering techniques.
  86006. */
  86007. var GeometryBufferRendererSceneComponent = /** @class */ (function () {
  86008. /**
  86009. * Creates a new instance of the component for the given scene
  86010. * @param scene Defines the scene to register the component in
  86011. */
  86012. function GeometryBufferRendererSceneComponent(scene) {
  86013. /**
  86014. * The component name helpful to identify the component in the list of scene components.
  86015. */
  86016. this.name = BABYLON.SceneComponentConstants.NAME_GEOMETRYBUFFERRENDERER;
  86017. this.scene = scene;
  86018. }
  86019. /**
  86020. * Registers the component in a given scene
  86021. */
  86022. GeometryBufferRendererSceneComponent.prototype.register = function () {
  86023. this.scene._gatherRenderTargetsStage.registerStep(BABYLON.SceneComponentConstants.STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER, this, this._gatherRenderTargets);
  86024. };
  86025. /**
  86026. * Rebuilds the elements related to this component in case of
  86027. * context lost for instance.
  86028. */
  86029. GeometryBufferRendererSceneComponent.prototype.rebuild = function () {
  86030. // Nothing to do for this component
  86031. };
  86032. /**
  86033. * Disposes the component and the associated ressources
  86034. */
  86035. GeometryBufferRendererSceneComponent.prototype.dispose = function () {
  86036. // Nothing to do for this component
  86037. };
  86038. GeometryBufferRendererSceneComponent.prototype._gatherRenderTargets = function (renderTargets) {
  86039. if (this.scene._geometryBufferRenderer) {
  86040. renderTargets.push(this.scene._geometryBufferRenderer.getGBuffer());
  86041. }
  86042. };
  86043. return GeometryBufferRendererSceneComponent;
  86044. }());
  86045. BABYLON.GeometryBufferRendererSceneComponent = GeometryBufferRendererSceneComponent;
  86046. })(BABYLON || (BABYLON = {}));
  86047. //# sourceMappingURL=babylon.geometryBufferRendererSceneComponent.js.map
  86048. var BABYLON;
  86049. (function (BABYLON) {
  86050. /**
  86051. * Render pipeline to produce ssao effect
  86052. */
  86053. var SSAORenderingPipeline = /** @class */ (function (_super) {
  86054. __extends(SSAORenderingPipeline, _super);
  86055. /**
  86056. * @constructor
  86057. * @param name - The rendering pipeline name
  86058. * @param scene - The scene linked to this pipeline
  86059. * @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 }
  86060. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  86061. */
  86062. function SSAORenderingPipeline(name, scene, ratio, cameras) {
  86063. var _this = _super.call(this, scene.getEngine(), name) || this;
  86064. // Members
  86065. /**
  86066. * @ignore
  86067. * The PassPostProcess id in the pipeline that contains the original scene color
  86068. */
  86069. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86070. /**
  86071. * @ignore
  86072. * The SSAO PostProcess id in the pipeline
  86073. */
  86074. _this.SSAORenderEffect = "SSAORenderEffect";
  86075. /**
  86076. * @ignore
  86077. * The horizontal blur PostProcess id in the pipeline
  86078. */
  86079. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86080. /**
  86081. * @ignore
  86082. * The vertical blur PostProcess id in the pipeline
  86083. */
  86084. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86085. /**
  86086. * @ignore
  86087. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86088. */
  86089. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86090. /**
  86091. * The output strength of the SSAO post-process. Default value is 1.0.
  86092. */
  86093. _this.totalStrength = 1.0;
  86094. /**
  86095. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  86096. */
  86097. _this.radius = 0.0001;
  86098. /**
  86099. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  86100. * Must not be equal to fallOff and superior to fallOff.
  86101. * Default value is 0.975
  86102. */
  86103. _this.area = 0.0075;
  86104. /**
  86105. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  86106. * Must not be equal to area and inferior to area.
  86107. * Default value is 0.0
  86108. */
  86109. _this.fallOff = 0.000001;
  86110. /**
  86111. * The base color of the SSAO post-process
  86112. * The final result is "base + ssao" between [0, 1]
  86113. */
  86114. _this.base = 0.5;
  86115. _this._firstUpdate = true;
  86116. _this._scene = scene;
  86117. // Set up assets
  86118. _this._createRandomTexture();
  86119. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86120. var ssaoRatio = ratio.ssaoRatio || ratio;
  86121. var combineRatio = ratio.combineRatio || ratio;
  86122. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", combineRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86123. _this._createSSAOPostProcess(ssaoRatio);
  86124. _this._createBlurPostProcess(ssaoRatio);
  86125. _this._createSSAOCombinePostProcess(combineRatio);
  86126. // Set up pipeline
  86127. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86128. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86129. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86130. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86131. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86132. // Finish
  86133. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86134. if (cameras) {
  86135. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86136. }
  86137. return _this;
  86138. }
  86139. // Public Methods
  86140. /**
  86141. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86142. */
  86143. SSAORenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86144. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86145. for (var i = 0; i < this._scene.cameras.length; i++) {
  86146. var camera = this._scene.cameras[i];
  86147. this._originalColorPostProcess.dispose(camera);
  86148. this._ssaoPostProcess.dispose(camera);
  86149. this._blurHPostProcess.dispose(camera);
  86150. this._blurVPostProcess.dispose(camera);
  86151. this._ssaoCombinePostProcess.dispose(camera);
  86152. }
  86153. this._randomTexture.dispose();
  86154. if (disableDepthRender) {
  86155. this._scene.disableDepthRenderer();
  86156. }
  86157. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86158. _super.prototype.dispose.call(this);
  86159. };
  86160. // Private Methods
  86161. SSAORenderingPipeline.prototype._createBlurPostProcess = function (ratio) {
  86162. var _this = this;
  86163. var size = 16;
  86164. 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);
  86165. 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);
  86166. this._blurHPostProcess.onActivateObservable.add(function () {
  86167. var dw = _this._blurHPostProcess.width / _this._scene.getEngine().getRenderWidth();
  86168. _this._blurHPostProcess.kernel = size * dw;
  86169. });
  86170. this._blurVPostProcess.onActivateObservable.add(function () {
  86171. var dw = _this._blurVPostProcess.height / _this._scene.getEngine().getRenderHeight();
  86172. _this._blurVPostProcess.kernel = size * dw;
  86173. });
  86174. };
  86175. /** @hidden */
  86176. SSAORenderingPipeline.prototype._rebuild = function () {
  86177. this._firstUpdate = true;
  86178. _super.prototype._rebuild.call(this);
  86179. };
  86180. SSAORenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86181. var _this = this;
  86182. var numSamples = 16;
  86183. var sampleSphere = [
  86184. 0.5381, 0.1856, -0.4319,
  86185. 0.1379, 0.2486, 0.4430,
  86186. 0.3371, 0.5679, -0.0057,
  86187. -0.6999, -0.0451, -0.0019,
  86188. 0.0689, -0.1598, -0.8547,
  86189. 0.0560, 0.0069, -0.1843,
  86190. -0.0146, 0.1402, 0.0762,
  86191. 0.0100, -0.1924, -0.0344,
  86192. -0.3577, -0.5301, -0.4358,
  86193. -0.3169, 0.1063, 0.0158,
  86194. 0.0103, -0.5869, 0.0046,
  86195. -0.0897, -0.4940, 0.3287,
  86196. 0.7119, -0.0154, -0.0918,
  86197. -0.0533, 0.0596, -0.5411,
  86198. 0.0352, -0.0631, 0.5460,
  86199. -0.4776, 0.2847, -0.0271
  86200. ];
  86201. var samplesFactor = 1.0 / numSamples;
  86202. this._ssaoPostProcess = new BABYLON.PostProcess("ssao", "ssao", [
  86203. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86204. "area", "fallOff", "base", "range", "viewport"
  86205. ], ["randomSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86206. this._ssaoPostProcess.onApply = function (effect) {
  86207. if (_this._firstUpdate) {
  86208. effect.setArray3("sampleSphere", sampleSphere);
  86209. effect.setFloat("samplesFactor", samplesFactor);
  86210. effect.setFloat("randTextureTiles", 4.0);
  86211. }
  86212. effect.setFloat("totalStrength", _this.totalStrength);
  86213. effect.setFloat("radius", _this.radius);
  86214. effect.setFloat("area", _this.area);
  86215. effect.setFloat("fallOff", _this.fallOff);
  86216. effect.setFloat("base", _this.base);
  86217. effect.setTexture("textureSampler", _this._depthTexture);
  86218. effect.setTexture("randomSampler", _this._randomTexture);
  86219. };
  86220. };
  86221. SSAORenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86222. var _this = this;
  86223. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86224. this._ssaoCombinePostProcess.onApply = function (effect) {
  86225. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(0, 0, 1.0, 1.0));
  86226. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86227. };
  86228. };
  86229. SSAORenderingPipeline.prototype._createRandomTexture = function () {
  86230. var size = 512;
  86231. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86232. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86233. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86234. var context = this._randomTexture.getContext();
  86235. var rand = function (min, max) {
  86236. return Math.random() * (max - min) + min;
  86237. };
  86238. var randVector = BABYLON.Vector3.Zero();
  86239. for (var x = 0; x < size; x++) {
  86240. for (var y = 0; y < size; y++) {
  86241. randVector.x = Math.floor(rand(-1.0, 1.0) * 255);
  86242. randVector.y = Math.floor(rand(-1.0, 1.0) * 255);
  86243. randVector.z = Math.floor(rand(-1.0, 1.0) * 255);
  86244. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86245. context.fillRect(x, y, 1, 1);
  86246. }
  86247. }
  86248. this._randomTexture.update(false);
  86249. };
  86250. __decorate([
  86251. BABYLON.serialize()
  86252. ], SSAORenderingPipeline.prototype, "totalStrength", void 0);
  86253. __decorate([
  86254. BABYLON.serialize()
  86255. ], SSAORenderingPipeline.prototype, "radius", void 0);
  86256. __decorate([
  86257. BABYLON.serialize()
  86258. ], SSAORenderingPipeline.prototype, "area", void 0);
  86259. __decorate([
  86260. BABYLON.serialize()
  86261. ], SSAORenderingPipeline.prototype, "fallOff", void 0);
  86262. __decorate([
  86263. BABYLON.serialize()
  86264. ], SSAORenderingPipeline.prototype, "base", void 0);
  86265. return SSAORenderingPipeline;
  86266. }(BABYLON.PostProcessRenderPipeline));
  86267. BABYLON.SSAORenderingPipeline = SSAORenderingPipeline;
  86268. })(BABYLON || (BABYLON = {}));
  86269. //# sourceMappingURL=babylon.ssaoRenderingPipeline.js.map
  86270. var BABYLON;
  86271. (function (BABYLON) {
  86272. /**
  86273. * Render pipeline to produce ssao effect
  86274. */
  86275. var SSAO2RenderingPipeline = /** @class */ (function (_super) {
  86276. __extends(SSAO2RenderingPipeline, _super);
  86277. /**
  86278. * @constructor
  86279. * @param name The rendering pipeline name
  86280. * @param scene The scene linked to this pipeline
  86281. * @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 }
  86282. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86283. */
  86284. function SSAO2RenderingPipeline(name, scene, ratio, cameras) {
  86285. var _this = _super.call(this, scene.getEngine(), name) || this;
  86286. // Members
  86287. /**
  86288. * @ignore
  86289. * The PassPostProcess id in the pipeline that contains the original scene color
  86290. */
  86291. _this.SSAOOriginalSceneColorEffect = "SSAOOriginalSceneColorEffect";
  86292. /**
  86293. * @ignore
  86294. * The SSAO PostProcess id in the pipeline
  86295. */
  86296. _this.SSAORenderEffect = "SSAORenderEffect";
  86297. /**
  86298. * @ignore
  86299. * The horizontal blur PostProcess id in the pipeline
  86300. */
  86301. _this.SSAOBlurHRenderEffect = "SSAOBlurHRenderEffect";
  86302. /**
  86303. * @ignore
  86304. * The vertical blur PostProcess id in the pipeline
  86305. */
  86306. _this.SSAOBlurVRenderEffect = "SSAOBlurVRenderEffect";
  86307. /**
  86308. * @ignore
  86309. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  86310. */
  86311. _this.SSAOCombineRenderEffect = "SSAOCombineRenderEffect";
  86312. /**
  86313. * The output strength of the SSAO post-process. Default value is 1.0.
  86314. */
  86315. _this.totalStrength = 1.0;
  86316. /**
  86317. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  86318. */
  86319. _this.maxZ = 100.0;
  86320. /**
  86321. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  86322. */
  86323. _this.minZAspect = 0.2;
  86324. _this._samples = 8;
  86325. _this._textureSamples = 1;
  86326. _this._expensiveBlur = true;
  86327. /**
  86328. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  86329. */
  86330. _this.radius = 2.0;
  86331. /**
  86332. * The base color of the SSAO post-process
  86333. * The final result is "base + ssao" between [0, 1]
  86334. */
  86335. _this.base = 0;
  86336. _this._firstUpdate = true;
  86337. _this._bits = new Uint32Array(1);
  86338. _this._scene = scene;
  86339. _this._ratio = ratio;
  86340. if (!_this.isSupported) {
  86341. BABYLON.Tools.Error("SSAO 2 needs WebGL 2 support.");
  86342. return _this;
  86343. }
  86344. var ssaoRatio = _this._ratio.ssaoRatio || ratio;
  86345. var blurRatio = _this._ratio.blurRatio || ratio;
  86346. // Set up assets
  86347. var geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  86348. _this._createRandomTexture();
  86349. _this._depthTexture = geometryBufferRenderer.getGBuffer().textures[0];
  86350. _this._normalTexture = geometryBufferRenderer.getGBuffer().textures[1];
  86351. _this._originalColorPostProcess = new BABYLON.PassPostProcess("SSAOOriginalSceneColor", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false);
  86352. _this._originalColorPostProcess.samples = _this.textureSamples;
  86353. _this._createSSAOPostProcess(1.0);
  86354. _this._createBlurPostProcess(ssaoRatio, blurRatio);
  86355. _this._createSSAOCombinePostProcess(blurRatio);
  86356. // Set up pipeline
  86357. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOOriginalSceneColorEffect, function () { return _this._originalColorPostProcess; }, true));
  86358. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAORenderEffect, function () { return _this._ssaoPostProcess; }, true));
  86359. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurHRenderEffect, function () { return _this._blurHPostProcess; }, true));
  86360. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOBlurVRenderEffect, function () { return _this._blurVPostProcess; }, true));
  86361. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.SSAOCombineRenderEffect, function () { return _this._ssaoCombinePostProcess; }, true));
  86362. // Finish
  86363. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86364. if (cameras) {
  86365. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86366. }
  86367. return _this;
  86368. }
  86369. Object.defineProperty(SSAO2RenderingPipeline.prototype, "samples", {
  86370. get: function () {
  86371. return this._samples;
  86372. },
  86373. /**
  86374. * Number of samples used for the SSAO calculations. Default value is 8
  86375. */
  86376. set: function (n) {
  86377. this._ssaoPostProcess.updateEffect("#define SAMPLES " + n + "\n#define SSAO");
  86378. this._samples = n;
  86379. this._sampleSphere = this._generateHemisphere();
  86380. this._firstUpdate = true;
  86381. },
  86382. enumerable: true,
  86383. configurable: true
  86384. });
  86385. Object.defineProperty(SSAO2RenderingPipeline.prototype, "textureSamples", {
  86386. get: function () {
  86387. return this._textureSamples;
  86388. },
  86389. /**
  86390. * Number of samples to use for antialiasing
  86391. */
  86392. set: function (n) {
  86393. this._textureSamples = n;
  86394. this._originalColorPostProcess.samples = n;
  86395. this._blurHPostProcess.samples = n;
  86396. this._blurVPostProcess.samples = n;
  86397. this._ssaoPostProcess.samples = n;
  86398. this._ssaoCombinePostProcess.samples = n;
  86399. },
  86400. enumerable: true,
  86401. configurable: true
  86402. });
  86403. Object.defineProperty(SSAO2RenderingPipeline.prototype, "expensiveBlur", {
  86404. get: function () {
  86405. return this._expensiveBlur;
  86406. },
  86407. /**
  86408. * If bilateral blur should be used
  86409. */
  86410. set: function (b) {
  86411. 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"]);
  86412. this._blurVPostProcess.updateEffect("#define BILATERAL_BLUR\n#define SAMPLES 16\n#define EXPENSIVE " + (b ? "1" : "0") + "\n", null, ["textureSampler", "depthSampler"]);
  86413. this._expensiveBlur = b;
  86414. this._firstUpdate = true;
  86415. },
  86416. enumerable: true,
  86417. configurable: true
  86418. });
  86419. Object.defineProperty(SSAO2RenderingPipeline, "IsSupported", {
  86420. /**
  86421. * Support test.
  86422. */
  86423. get: function () {
  86424. var engine = BABYLON.Engine.LastCreatedEngine;
  86425. if (!engine) {
  86426. return false;
  86427. }
  86428. return engine.getCaps().drawBuffersExtension;
  86429. },
  86430. enumerable: true,
  86431. configurable: true
  86432. });
  86433. // Public Methods
  86434. /**
  86435. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  86436. */
  86437. SSAO2RenderingPipeline.prototype.dispose = function (disableGeometryBufferRenderer) {
  86438. if (disableGeometryBufferRenderer === void 0) { disableGeometryBufferRenderer = false; }
  86439. for (var i = 0; i < this._scene.cameras.length; i++) {
  86440. var camera = this._scene.cameras[i];
  86441. this._originalColorPostProcess.dispose(camera);
  86442. this._ssaoPostProcess.dispose(camera);
  86443. this._blurHPostProcess.dispose(camera);
  86444. this._blurVPostProcess.dispose(camera);
  86445. this._ssaoCombinePostProcess.dispose(camera);
  86446. }
  86447. this._randomTexture.dispose();
  86448. if (disableGeometryBufferRenderer) {
  86449. this._scene.disableGeometryBufferRenderer();
  86450. }
  86451. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86452. _super.prototype.dispose.call(this);
  86453. };
  86454. // Private Methods
  86455. SSAO2RenderingPipeline.prototype._createBlurPostProcess = function (ssaoRatio, blurRatio) {
  86456. var _this = this;
  86457. this._samplerOffsets = [];
  86458. var expensive = this.expensiveBlur;
  86459. for (var i = -8; i < 8; i++) {
  86460. this._samplerOffsets.push(i * 2 + 0.5);
  86461. }
  86462. 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");
  86463. this._blurHPostProcess.onApply = function (effect) {
  86464. if (!_this._scene.activeCamera) {
  86465. return;
  86466. }
  86467. effect.setFloat("outSize", _this._ssaoCombinePostProcess.width > 0 ? _this._ssaoCombinePostProcess.width : _this._originalColorPostProcess.width);
  86468. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86469. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86470. effect.setFloat("radius", _this.radius);
  86471. effect.setTexture("depthSampler", _this._depthTexture);
  86472. if (_this._firstUpdate) {
  86473. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86474. }
  86475. };
  86476. 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");
  86477. this._blurVPostProcess.onApply = function (effect) {
  86478. if (!_this._scene.activeCamera) {
  86479. return;
  86480. }
  86481. effect.setFloat("outSize", _this._ssaoCombinePostProcess.height > 0 ? _this._ssaoCombinePostProcess.height : _this._originalColorPostProcess.height);
  86482. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86483. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86484. effect.setFloat("radius", _this.radius);
  86485. effect.setTexture("depthSampler", _this._depthTexture);
  86486. if (_this._firstUpdate) {
  86487. effect.setArray("samplerOffsets", _this._samplerOffsets);
  86488. _this._firstUpdate = false;
  86489. }
  86490. };
  86491. this._blurHPostProcess.samples = this.textureSamples;
  86492. this._blurVPostProcess.samples = this.textureSamples;
  86493. };
  86494. /** @hidden */
  86495. SSAO2RenderingPipeline.prototype._rebuild = function () {
  86496. this._firstUpdate = true;
  86497. _super.prototype._rebuild.call(this);
  86498. };
  86499. //Van der Corput radical inverse
  86500. SSAO2RenderingPipeline.prototype._radicalInverse_VdC = function (i) {
  86501. this._bits[0] = i;
  86502. this._bits[0] = ((this._bits[0] << 16) | (this._bits[0] >> 16)) >>> 0;
  86503. this._bits[0] = ((this._bits[0] & 0x55555555) << 1) | ((this._bits[0] & 0xAAAAAAAA) >>> 1) >>> 0;
  86504. this._bits[0] = ((this._bits[0] & 0x33333333) << 2) | ((this._bits[0] & 0xCCCCCCCC) >>> 2) >>> 0;
  86505. this._bits[0] = ((this._bits[0] & 0x0F0F0F0F) << 4) | ((this._bits[0] & 0xF0F0F0F0) >>> 4) >>> 0;
  86506. this._bits[0] = ((this._bits[0] & 0x00FF00FF) << 8) | ((this._bits[0] & 0xFF00FF00) >>> 8) >>> 0;
  86507. return this._bits[0] * 2.3283064365386963e-10; // / 0x100000000 or / 4294967296
  86508. };
  86509. SSAO2RenderingPipeline.prototype._hammersley = function (i, n) {
  86510. return [i / n, this._radicalInverse_VdC(i)];
  86511. };
  86512. SSAO2RenderingPipeline.prototype._hemisphereSample_uniform = function (u, v) {
  86513. var phi = v * 2.0 * Math.PI;
  86514. // rejecting samples that are close to tangent plane to avoid z-fighting artifacts
  86515. var cosTheta = 1.0 - (u * 0.85 + 0.15);
  86516. var sinTheta = Math.sqrt(1.0 - cosTheta * cosTheta);
  86517. return new BABYLON.Vector3(Math.cos(phi) * sinTheta, Math.sin(phi) * sinTheta, cosTheta);
  86518. };
  86519. SSAO2RenderingPipeline.prototype._generateHemisphere = function () {
  86520. var numSamples = this.samples;
  86521. var result = [];
  86522. var vector;
  86523. var i = 0;
  86524. while (i < numSamples) {
  86525. if (numSamples < 16) {
  86526. vector = this._hemisphereSample_uniform(Math.random(), Math.random());
  86527. }
  86528. else {
  86529. var rand = this._hammersley(i, numSamples);
  86530. vector = this._hemisphereSample_uniform(rand[0], rand[1]);
  86531. }
  86532. result.push(vector.x, vector.y, vector.z);
  86533. i++;
  86534. }
  86535. return result;
  86536. };
  86537. SSAO2RenderingPipeline.prototype._createSSAOPostProcess = function (ratio) {
  86538. var _this = this;
  86539. var numSamples = this.samples;
  86540. this._sampleSphere = this._generateHemisphere();
  86541. this._ssaoPostProcess = new BABYLON.PostProcess("ssao2", "ssao2", [
  86542. "sampleSphere", "samplesFactor", "randTextureTiles", "totalStrength", "radius",
  86543. "base", "range", "projection", "near", "far", "texelSize",
  86544. "xViewport", "yViewport", "maxZ", "minZAspect"
  86545. ], ["randomSampler", "normalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, "#define SAMPLES " + numSamples + "\n#define SSAO");
  86546. this._ssaoPostProcess.onApply = function (effect) {
  86547. if (_this._firstUpdate) {
  86548. effect.setArray3("sampleSphere", _this._sampleSphere);
  86549. effect.setFloat("randTextureTiles", 32.0);
  86550. }
  86551. if (!_this._scene.activeCamera) {
  86552. return;
  86553. }
  86554. effect.setFloat("samplesFactor", 1 / _this.samples);
  86555. effect.setFloat("totalStrength", _this.totalStrength);
  86556. effect.setFloat2("texelSize", 1 / _this._ssaoPostProcess.width, 1 / _this._ssaoPostProcess.height);
  86557. effect.setFloat("radius", _this.radius);
  86558. effect.setFloat("maxZ", _this.maxZ);
  86559. effect.setFloat("minZAspect", _this.minZAspect);
  86560. effect.setFloat("base", _this.base);
  86561. effect.setFloat("near", _this._scene.activeCamera.minZ);
  86562. effect.setFloat("far", _this._scene.activeCamera.maxZ);
  86563. effect.setFloat("xViewport", Math.tan(_this._scene.activeCamera.fov / 2) * _this._scene.getEngine().getAspectRatio(_this._scene.activeCamera, true));
  86564. effect.setFloat("yViewport", Math.tan(_this._scene.activeCamera.fov / 2));
  86565. effect.setMatrix("projection", _this._scene.getProjectionMatrix());
  86566. effect.setTexture("textureSampler", _this._depthTexture);
  86567. effect.setTexture("normalSampler", _this._normalTexture);
  86568. effect.setTexture("randomSampler", _this._randomTexture);
  86569. };
  86570. this._ssaoPostProcess.samples = this.textureSamples;
  86571. };
  86572. SSAO2RenderingPipeline.prototype._createSSAOCombinePostProcess = function (ratio) {
  86573. var _this = this;
  86574. this._ssaoCombinePostProcess = new BABYLON.PostProcess("ssaoCombine", "ssaoCombine", [], ["originalColor", "viewport"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86575. this._ssaoCombinePostProcess.onApply = function (effect) {
  86576. var viewport = _this._scene.activeCamera.viewport;
  86577. effect.setVector4("viewport", BABYLON.Tmp.Vector4[0].copyFromFloats(viewport.x, viewport.y, viewport.width, viewport.height));
  86578. effect.setTextureFromPostProcess("originalColor", _this._originalColorPostProcess);
  86579. };
  86580. this._ssaoCombinePostProcess.samples = this.textureSamples;
  86581. };
  86582. SSAO2RenderingPipeline.prototype._createRandomTexture = function () {
  86583. var size = 128;
  86584. this._randomTexture = new BABYLON.DynamicTexture("SSAORandomTexture", size, this._scene, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  86585. this._randomTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86586. this._randomTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86587. var context = this._randomTexture.getContext();
  86588. var rand = function (min, max) {
  86589. return Math.random() * (max - min) + min;
  86590. };
  86591. var randVector = BABYLON.Vector3.Zero();
  86592. for (var x = 0; x < size; x++) {
  86593. for (var y = 0; y < size; y++) {
  86594. randVector.x = rand(0.0, 1.0);
  86595. randVector.y = rand(0.0, 1.0);
  86596. randVector.z = 0.0;
  86597. randVector.normalize();
  86598. randVector.scaleInPlace(255);
  86599. randVector.x = Math.floor(randVector.x);
  86600. randVector.y = Math.floor(randVector.y);
  86601. context.fillStyle = 'rgb(' + randVector.x + ', ' + randVector.y + ', ' + randVector.z + ')';
  86602. context.fillRect(x, y, 1, 1);
  86603. }
  86604. }
  86605. this._randomTexture.update(false);
  86606. };
  86607. /**
  86608. * Serialize the rendering pipeline (Used when exporting)
  86609. * @returns the serialized object
  86610. */
  86611. SSAO2RenderingPipeline.prototype.serialize = function () {
  86612. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  86613. serializationObject.customType = "SSAO2RenderingPipeline";
  86614. return serializationObject;
  86615. };
  86616. /**
  86617. * Parse the serialized pipeline
  86618. * @param source Source pipeline.
  86619. * @param scene The scene to load the pipeline to.
  86620. * @param rootUrl The URL of the serialized pipeline.
  86621. * @returns An instantiated pipeline from the serialized object.
  86622. */
  86623. SSAO2RenderingPipeline.Parse = function (source, scene, rootUrl) {
  86624. return BABYLON.SerializationHelper.Parse(function () { return new SSAO2RenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  86625. };
  86626. __decorate([
  86627. BABYLON.serialize()
  86628. ], SSAO2RenderingPipeline.prototype, "totalStrength", void 0);
  86629. __decorate([
  86630. BABYLON.serialize()
  86631. ], SSAO2RenderingPipeline.prototype, "maxZ", void 0);
  86632. __decorate([
  86633. BABYLON.serialize()
  86634. ], SSAO2RenderingPipeline.prototype, "minZAspect", void 0);
  86635. __decorate([
  86636. BABYLON.serialize("samples")
  86637. ], SSAO2RenderingPipeline.prototype, "_samples", void 0);
  86638. __decorate([
  86639. BABYLON.serialize("textureSamples")
  86640. ], SSAO2RenderingPipeline.prototype, "_textureSamples", void 0);
  86641. __decorate([
  86642. BABYLON.serialize()
  86643. ], SSAO2RenderingPipeline.prototype, "_ratio", void 0);
  86644. __decorate([
  86645. BABYLON.serialize("expensiveBlur")
  86646. ], SSAO2RenderingPipeline.prototype, "_expensiveBlur", void 0);
  86647. __decorate([
  86648. BABYLON.serialize()
  86649. ], SSAO2RenderingPipeline.prototype, "radius", void 0);
  86650. __decorate([
  86651. BABYLON.serialize()
  86652. ], SSAO2RenderingPipeline.prototype, "base", void 0);
  86653. return SSAO2RenderingPipeline;
  86654. }(BABYLON.PostProcessRenderPipeline));
  86655. BABYLON.SSAO2RenderingPipeline = SSAO2RenderingPipeline;
  86656. })(BABYLON || (BABYLON = {}));
  86657. //# sourceMappingURL=babylon.ssao2RenderingPipeline.js.map
  86658. var BABYLON;
  86659. (function (BABYLON) {
  86660. /**
  86661. * BABYLON.JS Chromatic Aberration GLSL Shader
  86662. * Author: Olivier Guyot
  86663. * Separates very slightly R, G and B colors on the edges of the screen
  86664. * Inspired by Francois Tarlier & Martins Upitis
  86665. */
  86666. var LensRenderingPipeline = /** @class */ (function (_super) {
  86667. __extends(LensRenderingPipeline, _super);
  86668. /**
  86669. * @constructor
  86670. *
  86671. * Effect parameters are as follow:
  86672. * {
  86673. * chromatic_aberration: number; // from 0 to x (1 for realism)
  86674. * edge_blur: number; // from 0 to x (1 for realism)
  86675. * distortion: number; // from 0 to x (1 for realism)
  86676. * grain_amount: number; // from 0 to 1
  86677. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  86678. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  86679. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  86680. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  86681. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  86682. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  86683. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  86684. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  86685. * }
  86686. * Note: if an effect parameter is unset, effect is disabled
  86687. *
  86688. * @param name The rendering pipeline name
  86689. * @param parameters - An object containing all parameters (see above)
  86690. * @param scene The scene linked to this pipeline
  86691. * @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)
  86692. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86693. */
  86694. function LensRenderingPipeline(name, parameters, scene, ratio, cameras) {
  86695. if (ratio === void 0) { ratio = 1.0; }
  86696. var _this = _super.call(this, scene.getEngine(), name) || this;
  86697. // Lens effects can be of the following:
  86698. // - chromatic aberration (slight shift of RGB colors)
  86699. // - blur on the edge of the lens
  86700. // - lens distortion
  86701. // - depth-of-field blur & highlights enhancing
  86702. // - depth-of-field 'bokeh' effect (shapes appearing in blurred areas)
  86703. // - grain effect (noise or custom texture)
  86704. // Two additional texture samplers are needed:
  86705. // - depth map (for depth-of-field)
  86706. // - grain texture
  86707. /**
  86708. * @ignore
  86709. * The chromatic aberration PostProcess id in the pipeline
  86710. */
  86711. _this.LensChromaticAberrationEffect = "LensChromaticAberrationEffect";
  86712. /**
  86713. * @ignore
  86714. * The highlights enhancing PostProcess id in the pipeline
  86715. */
  86716. _this.HighlightsEnhancingEffect = "HighlightsEnhancingEffect";
  86717. /**
  86718. * @ignore
  86719. * The depth-of-field PostProcess id in the pipeline
  86720. */
  86721. _this.LensDepthOfFieldEffect = "LensDepthOfFieldEffect";
  86722. _this._scene = scene;
  86723. // Fetch texture samplers
  86724. _this._depthTexture = scene.enableDepthRenderer().getDepthMap(); // Force depth renderer "on"
  86725. if (parameters.grain_texture) {
  86726. _this._grainTexture = parameters.grain_texture;
  86727. }
  86728. else {
  86729. _this._createGrainTexture();
  86730. }
  86731. // save parameters
  86732. _this._edgeBlur = parameters.edge_blur ? parameters.edge_blur : 0;
  86733. _this._grainAmount = parameters.grain_amount ? parameters.grain_amount : 0;
  86734. _this._chromaticAberration = parameters.chromatic_aberration ? parameters.chromatic_aberration : 0;
  86735. _this._distortion = parameters.distortion ? parameters.distortion : 0;
  86736. _this._highlightsGain = parameters.dof_gain !== undefined ? parameters.dof_gain : -1;
  86737. _this._highlightsThreshold = parameters.dof_threshold ? parameters.dof_threshold : 1;
  86738. _this._dofDistance = parameters.dof_focus_distance !== undefined ? parameters.dof_focus_distance : -1;
  86739. _this._dofAperture = parameters.dof_aperture ? parameters.dof_aperture : 1;
  86740. _this._dofDarken = parameters.dof_darken ? parameters.dof_darken : 0;
  86741. _this._dofPentagon = parameters.dof_pentagon !== undefined ? parameters.dof_pentagon : true;
  86742. _this._blurNoise = parameters.blur_noise !== undefined ? parameters.blur_noise : true;
  86743. // Create effects
  86744. _this._createChromaticAberrationPostProcess(ratio);
  86745. _this._createHighlightsPostProcess(ratio);
  86746. _this._createDepthOfFieldPostProcess(ratio / 4);
  86747. // Set up pipeline
  86748. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensChromaticAberrationEffect, function () { return _this._chromaticAberrationPostProcess; }, true));
  86749. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.HighlightsEnhancingEffect, function () { return _this._highlightsPostProcess; }, true));
  86750. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), _this.LensDepthOfFieldEffect, function () { return _this._depthOfFieldPostProcess; }, true));
  86751. if (_this._highlightsGain === -1) {
  86752. _this._disableEffect(_this.HighlightsEnhancingEffect, null);
  86753. }
  86754. // Finish
  86755. scene.postProcessRenderPipelineManager.addPipeline(_this);
  86756. if (cameras) {
  86757. scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(name, cameras);
  86758. }
  86759. return _this;
  86760. }
  86761. // public methods (self explanatory)
  86762. /**
  86763. * Sets the amount of blur at the edges
  86764. * @param amount blur amount
  86765. */
  86766. LensRenderingPipeline.prototype.setEdgeBlur = function (amount) { this._edgeBlur = amount; };
  86767. /**
  86768. * Sets edge blur to 0
  86769. */
  86770. LensRenderingPipeline.prototype.disableEdgeBlur = function () { this._edgeBlur = 0; };
  86771. /**
  86772. * Sets the amout of grain
  86773. * @param amount Amount of grain
  86774. */
  86775. LensRenderingPipeline.prototype.setGrainAmount = function (amount) { this._grainAmount = amount; };
  86776. /**
  86777. * Set grain amount to 0
  86778. */
  86779. LensRenderingPipeline.prototype.disableGrain = function () { this._grainAmount = 0; };
  86780. /**
  86781. * Sets the chromatic aberration amount
  86782. * @param amount amount of chromatic aberration
  86783. */
  86784. LensRenderingPipeline.prototype.setChromaticAberration = function (amount) { this._chromaticAberration = amount; };
  86785. /**
  86786. * Sets chromatic aberration amount to 0
  86787. */
  86788. LensRenderingPipeline.prototype.disableChromaticAberration = function () { this._chromaticAberration = 0; };
  86789. /**
  86790. * Sets the EdgeDistortion amount
  86791. * @param amount amount of EdgeDistortion
  86792. */
  86793. LensRenderingPipeline.prototype.setEdgeDistortion = function (amount) { this._distortion = amount; };
  86794. /**
  86795. * Sets edge distortion to 0
  86796. */
  86797. LensRenderingPipeline.prototype.disableEdgeDistortion = function () { this._distortion = 0; };
  86798. /**
  86799. * Sets the FocusDistance amount
  86800. * @param amount amount of FocusDistance
  86801. */
  86802. LensRenderingPipeline.prototype.setFocusDistance = function (amount) { this._dofDistance = amount; };
  86803. /**
  86804. * Disables depth of field
  86805. */
  86806. LensRenderingPipeline.prototype.disableDepthOfField = function () { this._dofDistance = -1; };
  86807. /**
  86808. * Sets the Aperture amount
  86809. * @param amount amount of Aperture
  86810. */
  86811. LensRenderingPipeline.prototype.setAperture = function (amount) { this._dofAperture = amount; };
  86812. /**
  86813. * Sets the DarkenOutOfFocus amount
  86814. * @param amount amount of DarkenOutOfFocus
  86815. */
  86816. LensRenderingPipeline.prototype.setDarkenOutOfFocus = function (amount) { this._dofDarken = amount; };
  86817. /**
  86818. * Creates a pentagon bokeh effect
  86819. */
  86820. LensRenderingPipeline.prototype.enablePentagonBokeh = function () {
  86821. this._highlightsPostProcess.updateEffect("#define PENTAGON\n");
  86822. };
  86823. /**
  86824. * Disables the pentagon bokeh effect
  86825. */
  86826. LensRenderingPipeline.prototype.disablePentagonBokeh = function () {
  86827. this._highlightsPostProcess.updateEffect();
  86828. };
  86829. /**
  86830. * Enables noise blur
  86831. */
  86832. LensRenderingPipeline.prototype.enableNoiseBlur = function () { this._blurNoise = true; };
  86833. /**
  86834. * Disables noise blur
  86835. */
  86836. LensRenderingPipeline.prototype.disableNoiseBlur = function () { this._blurNoise = false; };
  86837. /**
  86838. * Sets the HighlightsGain amount
  86839. * @param amount amount of HighlightsGain
  86840. */
  86841. LensRenderingPipeline.prototype.setHighlightsGain = function (amount) {
  86842. this._highlightsGain = amount;
  86843. };
  86844. /**
  86845. * Sets the HighlightsThreshold amount
  86846. * @param amount amount of HighlightsThreshold
  86847. */
  86848. LensRenderingPipeline.prototype.setHighlightsThreshold = function (amount) {
  86849. if (this._highlightsGain === -1) {
  86850. this._highlightsGain = 1.0;
  86851. }
  86852. this._highlightsThreshold = amount;
  86853. };
  86854. /**
  86855. * Disables highlights
  86856. */
  86857. LensRenderingPipeline.prototype.disableHighlights = function () {
  86858. this._highlightsGain = -1;
  86859. };
  86860. /**
  86861. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  86862. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  86863. */
  86864. LensRenderingPipeline.prototype.dispose = function (disableDepthRender) {
  86865. if (disableDepthRender === void 0) { disableDepthRender = false; }
  86866. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._scene.cameras);
  86867. this._chromaticAberrationPostProcess = null;
  86868. this._highlightsPostProcess = null;
  86869. this._depthOfFieldPostProcess = null;
  86870. this._grainTexture.dispose();
  86871. if (disableDepthRender) {
  86872. this._scene.disableDepthRenderer();
  86873. }
  86874. };
  86875. // colors shifting and distortion
  86876. LensRenderingPipeline.prototype._createChromaticAberrationPostProcess = function (ratio) {
  86877. var _this = this;
  86878. this._chromaticAberrationPostProcess = new BABYLON.PostProcess("LensChromaticAberration", "chromaticAberration", ["chromatic_aberration", "screen_width", "screen_height", "direction", "radialIntensity", "centerPosition"], // uniforms
  86879. [], // samplers
  86880. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86881. this._chromaticAberrationPostProcess.onApply = function (effect) {
  86882. effect.setFloat('chromatic_aberration', _this._chromaticAberration);
  86883. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86884. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86885. effect.setFloat('radialIntensity', 1);
  86886. effect.setFloat2('direction', 17, 17);
  86887. effect.setFloat2('centerPosition', 0.5, 0.5);
  86888. };
  86889. };
  86890. // highlights enhancing
  86891. LensRenderingPipeline.prototype._createHighlightsPostProcess = function (ratio) {
  86892. var _this = this;
  86893. this._highlightsPostProcess = new BABYLON.PostProcess("LensHighlights", "lensHighlights", ["gain", "threshold", "screen_width", "screen_height"], // uniforms
  86894. [], // samplers
  86895. ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, this._dofPentagon ? "#define PENTAGON\n" : "");
  86896. this._highlightsPostProcess.onApply = function (effect) {
  86897. effect.setFloat('gain', _this._highlightsGain);
  86898. effect.setFloat('threshold', _this._highlightsThreshold);
  86899. effect.setTextureFromPostProcess("textureSampler", _this._chromaticAberrationPostProcess);
  86900. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86901. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86902. };
  86903. };
  86904. // colors shifting and distortion
  86905. LensRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (ratio) {
  86906. var _this = this;
  86907. this._depthOfFieldPostProcess = new BABYLON.PostProcess("LensDepthOfField", "depthOfField", [
  86908. "grain_amount", "blur_noise", "screen_width", "screen_height", "distortion", "dof_enabled",
  86909. "screen_distance", "aperture", "darken", "edge_blur", "highlights", "near", "far"
  86910. ], ["depthSampler", "grainSampler", "highlightsSampler"], ratio, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, this._scene.getEngine(), false);
  86911. this._depthOfFieldPostProcess.onApply = function (effect) {
  86912. effect.setTexture("depthSampler", _this._depthTexture);
  86913. effect.setTexture("grainSampler", _this._grainTexture);
  86914. effect.setTextureFromPostProcess("textureSampler", _this._highlightsPostProcess);
  86915. effect.setTextureFromPostProcess("highlightsSampler", _this._depthOfFieldPostProcess);
  86916. effect.setFloat('grain_amount', _this._grainAmount);
  86917. effect.setBool('blur_noise', _this._blurNoise);
  86918. effect.setFloat('screen_width', _this._scene.getEngine().getRenderWidth());
  86919. effect.setFloat('screen_height', _this._scene.getEngine().getRenderHeight());
  86920. effect.setFloat('distortion', _this._distortion);
  86921. effect.setBool('dof_enabled', (_this._dofDistance !== -1));
  86922. effect.setFloat('screen_distance', 1.0 / (0.1 - 1.0 / _this._dofDistance));
  86923. effect.setFloat('aperture', _this._dofAperture);
  86924. effect.setFloat('darken', _this._dofDarken);
  86925. effect.setFloat('edge_blur', _this._edgeBlur);
  86926. effect.setBool('highlights', (_this._highlightsGain !== -1));
  86927. if (_this._scene.activeCamera) {
  86928. effect.setFloat('near', _this._scene.activeCamera.minZ);
  86929. effect.setFloat('far', _this._scene.activeCamera.maxZ);
  86930. }
  86931. };
  86932. };
  86933. // creates a black and white random noise texture, 512x512
  86934. LensRenderingPipeline.prototype._createGrainTexture = function () {
  86935. var size = 512;
  86936. this._grainTexture = new BABYLON.DynamicTexture("LensNoiseTexture", size, this._scene, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  86937. this._grainTexture.wrapU = BABYLON.Texture.WRAP_ADDRESSMODE;
  86938. this._grainTexture.wrapV = BABYLON.Texture.WRAP_ADDRESSMODE;
  86939. var context = this._grainTexture.getContext();
  86940. var rand = function (min, max) {
  86941. return Math.random() * (max - min) + min;
  86942. };
  86943. var value;
  86944. for (var x = 0; x < size; x++) {
  86945. for (var y = 0; y < size; y++) {
  86946. value = Math.floor(rand(0.42, 0.58) * 255);
  86947. context.fillStyle = 'rgb(' + value + ', ' + value + ', ' + value + ')';
  86948. context.fillRect(x, y, 1, 1);
  86949. }
  86950. }
  86951. this._grainTexture.update(false);
  86952. };
  86953. return LensRenderingPipeline;
  86954. }(BABYLON.PostProcessRenderPipeline));
  86955. BABYLON.LensRenderingPipeline = LensRenderingPipeline;
  86956. })(BABYLON || (BABYLON = {}));
  86957. //# sourceMappingURL=babylon.lensRenderingPipeline.js.map
  86958. var BABYLON;
  86959. (function (BABYLON) {
  86960. /**
  86961. * Standard rendering pipeline
  86962. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86963. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  86964. */
  86965. var StandardRenderingPipeline = /** @class */ (function (_super) {
  86966. __extends(StandardRenderingPipeline, _super);
  86967. /**
  86968. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  86969. * @constructor
  86970. * @param name The rendering pipeline name
  86971. * @param scene The scene linked to this pipeline
  86972. * @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)
  86973. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  86974. * @param cameras The array of cameras that the rendering pipeline will be attached to
  86975. */
  86976. function StandardRenderingPipeline(name, scene, ratio, originalPostProcess, cameras) {
  86977. if (originalPostProcess === void 0) { originalPostProcess = null; }
  86978. var _this = _super.call(this, scene.getEngine(), name) || this;
  86979. /**
  86980. * Post-process used to down scale an image x4
  86981. */
  86982. _this.downSampleX4PostProcess = null;
  86983. /**
  86984. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  86985. */
  86986. _this.brightPassPostProcess = null;
  86987. /**
  86988. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  86989. */
  86990. _this.blurHPostProcesses = [];
  86991. /**
  86992. * Post-process array storing all the vertical blur post-processes used by the pipeline
  86993. */
  86994. _this.blurVPostProcesses = [];
  86995. /**
  86996. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  86997. */
  86998. _this.textureAdderPostProcess = null;
  86999. /**
  87000. * Post-process used to create volumetric lighting effect
  87001. */
  87002. _this.volumetricLightPostProcess = null;
  87003. /**
  87004. * Post-process used to smooth the previous volumetric light post-process on the X axis
  87005. */
  87006. _this.volumetricLightSmoothXPostProcess = null;
  87007. /**
  87008. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  87009. */
  87010. _this.volumetricLightSmoothYPostProcess = null;
  87011. /**
  87012. * Post-process used to merge the volumetric light effect and the real scene color
  87013. */
  87014. _this.volumetricLightMergePostProces = null;
  87015. /**
  87016. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  87017. */
  87018. _this.volumetricLightFinalPostProcess = null;
  87019. /**
  87020. * Base post-process used to calculate the average luminance of the final image for HDR
  87021. */
  87022. _this.luminancePostProcess = null;
  87023. /**
  87024. * Post-processes used to create down sample post-processes in order to get
  87025. * the average luminance of the final image for HDR
  87026. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  87027. */
  87028. _this.luminanceDownSamplePostProcesses = [];
  87029. /**
  87030. * Post-process used to create a HDR effect (light adaptation)
  87031. */
  87032. _this.hdrPostProcess = null;
  87033. /**
  87034. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  87035. */
  87036. _this.textureAdderFinalPostProcess = null;
  87037. /**
  87038. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  87039. */
  87040. _this.lensFlareFinalPostProcess = null;
  87041. /**
  87042. * Post-process used to merge the final HDR post-process and the real scene color
  87043. */
  87044. _this.hdrFinalPostProcess = null;
  87045. /**
  87046. * Post-process used to create a lens flare effect
  87047. */
  87048. _this.lensFlarePostProcess = null;
  87049. /**
  87050. * Post-process that merges the result of the lens flare post-process and the real scene color
  87051. */
  87052. _this.lensFlareComposePostProcess = null;
  87053. /**
  87054. * Post-process used to create a motion blur effect
  87055. */
  87056. _this.motionBlurPostProcess = null;
  87057. /**
  87058. * Post-process used to create a depth of field effect
  87059. */
  87060. _this.depthOfFieldPostProcess = null;
  87061. /**
  87062. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  87063. */
  87064. _this.fxaaPostProcess = null;
  87065. // Values
  87066. /**
  87067. * Represents the brightness threshold in order to configure the illuminated surfaces
  87068. */
  87069. _this.brightThreshold = 1.0;
  87070. /**
  87071. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  87072. */
  87073. _this.blurWidth = 512.0;
  87074. /**
  87075. * Sets if the blur for highlighted surfaces must be only horizontal
  87076. */
  87077. _this.horizontalBlur = false;
  87078. /**
  87079. * Sets the overall exposure used by the pipeline
  87080. */
  87081. _this.exposure = 1.0;
  87082. /**
  87083. * Texture used typically to simulate "dirty" on camera lens
  87084. */
  87085. _this.lensTexture = null;
  87086. /**
  87087. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  87088. */
  87089. _this.volumetricLightCoefficient = 0.2;
  87090. /**
  87091. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  87092. */
  87093. _this.volumetricLightPower = 4.0;
  87094. /**
  87095. * Used the set the blur intensity to smooth the volumetric lights
  87096. */
  87097. _this.volumetricLightBlurScale = 64.0;
  87098. /**
  87099. * Light (spot or directional) used to generate the volumetric lights rays
  87100. * The source light must have a shadow generate so the pipeline can get its
  87101. * depth map
  87102. */
  87103. _this.sourceLight = null;
  87104. /**
  87105. * For eye adaptation, represents the minimum luminance the eye can see
  87106. */
  87107. _this.hdrMinimumLuminance = 1.0;
  87108. /**
  87109. * For eye adaptation, represents the decrease luminance speed
  87110. */
  87111. _this.hdrDecreaseRate = 0.5;
  87112. /**
  87113. * For eye adaptation, represents the increase luminance speed
  87114. */
  87115. _this.hdrIncreaseRate = 0.5;
  87116. /**
  87117. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  87118. */
  87119. _this.lensColorTexture = null;
  87120. /**
  87121. * The overall strengh for the lens flare effect
  87122. */
  87123. _this.lensFlareStrength = 20.0;
  87124. /**
  87125. * Dispersion coefficient for lens flare ghosts
  87126. */
  87127. _this.lensFlareGhostDispersal = 1.4;
  87128. /**
  87129. * Main lens flare halo width
  87130. */
  87131. _this.lensFlareHaloWidth = 0.7;
  87132. /**
  87133. * Based on the lens distortion effect, defines how much the lens flare result
  87134. * is distorted
  87135. */
  87136. _this.lensFlareDistortionStrength = 16.0;
  87137. /**
  87138. * Lens star texture must be used to simulate rays on the flares and is available
  87139. * in the documentation
  87140. */
  87141. _this.lensStarTexture = null;
  87142. /**
  87143. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  87144. * flare effect by taking account of the dirt texture
  87145. */
  87146. _this.lensFlareDirtTexture = null;
  87147. /**
  87148. * Represents the focal length for the depth of field effect
  87149. */
  87150. _this.depthOfFieldDistance = 10.0;
  87151. /**
  87152. * Represents the blur intensity for the blurred part of the depth of field effect
  87153. */
  87154. _this.depthOfFieldBlurWidth = 64.0;
  87155. /**
  87156. * For motion blur, defines how much the image is blurred by the movement
  87157. */
  87158. _this.motionStrength = 1.0;
  87159. /**
  87160. * List of animations for the pipeline (IAnimatable implementation)
  87161. */
  87162. _this.animations = [];
  87163. _this._currentDepthOfFieldSource = null;
  87164. _this._hdrCurrentLuminance = 1.0;
  87165. // Getters and setters
  87166. _this._bloomEnabled = false;
  87167. _this._depthOfFieldEnabled = false;
  87168. _this._vlsEnabled = false;
  87169. _this._lensFlareEnabled = false;
  87170. _this._hdrEnabled = false;
  87171. _this._motionBlurEnabled = false;
  87172. _this._fxaaEnabled = false;
  87173. _this._motionBlurSamples = 64.0;
  87174. _this._volumetricLightStepsCount = 50.0;
  87175. _this._samples = 1;
  87176. _this._cameras = cameras || [];
  87177. // Initialize
  87178. _this._scene = scene;
  87179. _this._basePostProcess = originalPostProcess;
  87180. _this._ratio = ratio;
  87181. // Misc
  87182. _this._floatTextureType = scene.getEngine().getCaps().textureFloatRender ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  87183. // Finish
  87184. scene.postProcessRenderPipelineManager.addPipeline(_this);
  87185. _this._buildPipeline();
  87186. return _this;
  87187. }
  87188. Object.defineProperty(StandardRenderingPipeline.prototype, "BloomEnabled", {
  87189. /**
  87190. * @ignore
  87191. * Specifies if the bloom pipeline is enabled
  87192. */
  87193. get: function () {
  87194. return this._bloomEnabled;
  87195. },
  87196. set: function (enabled) {
  87197. if (this._bloomEnabled === enabled) {
  87198. return;
  87199. }
  87200. this._bloomEnabled = enabled;
  87201. this._buildPipeline();
  87202. },
  87203. enumerable: true,
  87204. configurable: true
  87205. });
  87206. Object.defineProperty(StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", {
  87207. /**
  87208. * @ignore
  87209. * Specifies if the depth of field pipeline is enabed
  87210. */
  87211. get: function () {
  87212. return this._depthOfFieldEnabled;
  87213. },
  87214. set: function (enabled) {
  87215. if (this._depthOfFieldEnabled === enabled) {
  87216. return;
  87217. }
  87218. this._depthOfFieldEnabled = enabled;
  87219. this._buildPipeline();
  87220. },
  87221. enumerable: true,
  87222. configurable: true
  87223. });
  87224. Object.defineProperty(StandardRenderingPipeline.prototype, "LensFlareEnabled", {
  87225. /**
  87226. * @ignore
  87227. * Specifies if the lens flare pipeline is enabed
  87228. */
  87229. get: function () {
  87230. return this._lensFlareEnabled;
  87231. },
  87232. set: function (enabled) {
  87233. if (this._lensFlareEnabled === enabled) {
  87234. return;
  87235. }
  87236. this._lensFlareEnabled = enabled;
  87237. this._buildPipeline();
  87238. },
  87239. enumerable: true,
  87240. configurable: true
  87241. });
  87242. Object.defineProperty(StandardRenderingPipeline.prototype, "HDREnabled", {
  87243. /**
  87244. * @ignore
  87245. * Specifies if the HDR pipeline is enabled
  87246. */
  87247. get: function () {
  87248. return this._hdrEnabled;
  87249. },
  87250. set: function (enabled) {
  87251. if (this._hdrEnabled === enabled) {
  87252. return;
  87253. }
  87254. this._hdrEnabled = enabled;
  87255. this._buildPipeline();
  87256. },
  87257. enumerable: true,
  87258. configurable: true
  87259. });
  87260. Object.defineProperty(StandardRenderingPipeline.prototype, "VLSEnabled", {
  87261. /**
  87262. * @ignore
  87263. * Specifies if the volumetric lights scattering effect is enabled
  87264. */
  87265. get: function () {
  87266. return this._vlsEnabled;
  87267. },
  87268. set: function (enabled) {
  87269. if (this._vlsEnabled === enabled) {
  87270. return;
  87271. }
  87272. if (enabled) {
  87273. var geometry = this._scene.enableGeometryBufferRenderer();
  87274. if (!geometry) {
  87275. BABYLON.Tools.Warn("Geometry renderer is not supported, cannot create volumetric lights in Standard Rendering Pipeline");
  87276. return;
  87277. }
  87278. }
  87279. this._vlsEnabled = enabled;
  87280. this._buildPipeline();
  87281. },
  87282. enumerable: true,
  87283. configurable: true
  87284. });
  87285. Object.defineProperty(StandardRenderingPipeline.prototype, "MotionBlurEnabled", {
  87286. /**
  87287. * @ignore
  87288. * Specifies if the motion blur effect is enabled
  87289. */
  87290. get: function () {
  87291. return this._motionBlurEnabled;
  87292. },
  87293. set: function (enabled) {
  87294. if (this._motionBlurEnabled === enabled) {
  87295. return;
  87296. }
  87297. this._motionBlurEnabled = enabled;
  87298. this._buildPipeline();
  87299. },
  87300. enumerable: true,
  87301. configurable: true
  87302. });
  87303. Object.defineProperty(StandardRenderingPipeline.prototype, "fxaaEnabled", {
  87304. /**
  87305. * Specifies if anti-aliasing is enabled
  87306. */
  87307. get: function () {
  87308. return this._fxaaEnabled;
  87309. },
  87310. set: function (enabled) {
  87311. if (this._fxaaEnabled === enabled) {
  87312. return;
  87313. }
  87314. this._fxaaEnabled = enabled;
  87315. this._buildPipeline();
  87316. },
  87317. enumerable: true,
  87318. configurable: true
  87319. });
  87320. Object.defineProperty(StandardRenderingPipeline.prototype, "volumetricLightStepsCount", {
  87321. /**
  87322. * Specifies the number of steps used to calculate the volumetric lights
  87323. * Typically in interval [50, 200]
  87324. */
  87325. get: function () {
  87326. return this._volumetricLightStepsCount;
  87327. },
  87328. set: function (count) {
  87329. if (this.volumetricLightPostProcess) {
  87330. this.volumetricLightPostProcess.updateEffect("#define VLS\n#define NB_STEPS " + count.toFixed(1));
  87331. }
  87332. this._volumetricLightStepsCount = count;
  87333. },
  87334. enumerable: true,
  87335. configurable: true
  87336. });
  87337. Object.defineProperty(StandardRenderingPipeline.prototype, "motionBlurSamples", {
  87338. /**
  87339. * Specifies the number of samples used for the motion blur effect
  87340. * Typically in interval [16, 64]
  87341. */
  87342. get: function () {
  87343. return this._motionBlurSamples;
  87344. },
  87345. set: function (samples) {
  87346. if (this.motionBlurPostProcess) {
  87347. this.motionBlurPostProcess.updateEffect("#define MOTION_BLUR\n#define MAX_MOTION_SAMPLES " + samples.toFixed(1));
  87348. }
  87349. this._motionBlurSamples = samples;
  87350. },
  87351. enumerable: true,
  87352. configurable: true
  87353. });
  87354. Object.defineProperty(StandardRenderingPipeline.prototype, "samples", {
  87355. /**
  87356. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  87357. */
  87358. get: function () {
  87359. return this._samples;
  87360. },
  87361. set: function (sampleCount) {
  87362. if (this._samples === sampleCount) {
  87363. return;
  87364. }
  87365. this._samples = sampleCount;
  87366. this._buildPipeline();
  87367. },
  87368. enumerable: true,
  87369. configurable: true
  87370. });
  87371. StandardRenderingPipeline.prototype._buildPipeline = function () {
  87372. var _this = this;
  87373. var ratio = this._ratio;
  87374. var scene = this._scene;
  87375. this._disposePostProcesses();
  87376. this._reset();
  87377. // Create pass post-process
  87378. if (!this._basePostProcess) {
  87379. this.originalPostProcess = new BABYLON.PostProcess("HDRPass", "standard", [], [], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define PASS_POST_PROCESS", this._floatTextureType);
  87380. this.originalPostProcess.onApply = function (effect) {
  87381. _this._currentDepthOfFieldSource = _this.originalPostProcess;
  87382. };
  87383. }
  87384. else {
  87385. this.originalPostProcess = this._basePostProcess;
  87386. }
  87387. if (this._bloomEnabled || this._vlsEnabled || this._lensFlareEnabled || this._depthOfFieldEnabled || this._motionBlurEnabled) {
  87388. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPassPostProcess", function () { return _this.originalPostProcess; }, true));
  87389. }
  87390. this._currentDepthOfFieldSource = this.originalPostProcess;
  87391. if (this._bloomEnabled) {
  87392. // Create down sample X4 post-process
  87393. this._createDownSampleX4PostProcess(scene, ratio / 2);
  87394. // Create bright pass post-process
  87395. this._createBrightPassPostProcess(scene, ratio / 2);
  87396. // Create gaussian blur post-processes (down sampling blurs)
  87397. this._createBlurPostProcesses(scene, ratio / 4, 1);
  87398. // Create texture adder post-process
  87399. this._createTextureAdderPostProcess(scene, ratio);
  87400. // Create depth-of-field source post-process
  87401. 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);
  87402. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBaseDepthOfFieldSource", function () { return _this.textureAdderFinalPostProcess; }, true));
  87403. }
  87404. if (this._vlsEnabled) {
  87405. // Create volumetric light
  87406. this._createVolumetricLightPostProcess(scene, ratio);
  87407. // Create volumetric light final post-process
  87408. 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);
  87409. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSFinal", function () { return _this.volumetricLightFinalPostProcess; }, true));
  87410. }
  87411. if (this._lensFlareEnabled) {
  87412. // Create lens flare post-process
  87413. this._createLensFlarePostProcess(scene, ratio);
  87414. // Create depth-of-field source post-process post lens-flare and disable it now
  87415. 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);
  87416. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostLensFlareDepthOfFieldSource", function () { return _this.lensFlareFinalPostProcess; }, true));
  87417. }
  87418. if (this._hdrEnabled) {
  87419. // Create luminance
  87420. this._createLuminancePostProcesses(scene, this._floatTextureType);
  87421. // Create HDR
  87422. this._createHdrPostProcess(scene, ratio);
  87423. // Create depth-of-field source post-process post hdr and disable it now
  87424. 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);
  87425. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRPostHDReDepthOfFieldSource", function () { return _this.hdrFinalPostProcess; }, true));
  87426. }
  87427. if (this._depthOfFieldEnabled) {
  87428. // Create gaussian blur used by depth-of-field
  87429. this._createBlurPostProcesses(scene, ratio / 2, 3, "depthOfFieldBlurWidth");
  87430. // Create depth-of-field post-process
  87431. this._createDepthOfFieldPostProcess(scene, ratio);
  87432. }
  87433. if (this._motionBlurEnabled) {
  87434. // Create motion blur post-process
  87435. this._createMotionBlurPostProcess(scene, ratio);
  87436. }
  87437. if (this._fxaaEnabled) {
  87438. // Create fxaa post-process
  87439. this.fxaaPostProcess = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  87440. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRFxaa", function () { return _this.fxaaPostProcess; }, true));
  87441. }
  87442. if (this._cameras !== null) {
  87443. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  87444. }
  87445. if (!this._enableMSAAOnFirstPostProcess(this._samples) && this._samples > 1) {
  87446. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  87447. }
  87448. };
  87449. // Down Sample X4 Post-Processs
  87450. StandardRenderingPipeline.prototype._createDownSampleX4PostProcess = function (scene, ratio) {
  87451. var _this = this;
  87452. var downSampleX4Offsets = new Array(32);
  87453. 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);
  87454. this.downSampleX4PostProcess.onApply = function (effect) {
  87455. var id = 0;
  87456. var width = _this.downSampleX4PostProcess.width;
  87457. var height = _this.downSampleX4PostProcess.height;
  87458. for (var i = -2; i < 2; i++) {
  87459. for (var j = -2; j < 2; j++) {
  87460. downSampleX4Offsets[id] = (i + 0.5) * (1.0 / width);
  87461. downSampleX4Offsets[id + 1] = (j + 0.5) * (1.0 / height);
  87462. id += 2;
  87463. }
  87464. }
  87465. effect.setArray2("dsOffsets", downSampleX4Offsets);
  87466. };
  87467. // Add to pipeline
  87468. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDownSampleX4", function () { return _this.downSampleX4PostProcess; }, true));
  87469. };
  87470. // Brightpass Post-Process
  87471. StandardRenderingPipeline.prototype._createBrightPassPostProcess = function (scene, ratio) {
  87472. var _this = this;
  87473. var brightOffsets = new Array(8);
  87474. 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);
  87475. this.brightPassPostProcess.onApply = function (effect) {
  87476. var sU = (1.0 / _this.brightPassPostProcess.width);
  87477. var sV = (1.0 / _this.brightPassPostProcess.height);
  87478. brightOffsets[0] = -0.5 * sU;
  87479. brightOffsets[1] = 0.5 * sV;
  87480. brightOffsets[2] = 0.5 * sU;
  87481. brightOffsets[3] = 0.5 * sV;
  87482. brightOffsets[4] = -0.5 * sU;
  87483. brightOffsets[5] = -0.5 * sV;
  87484. brightOffsets[6] = 0.5 * sU;
  87485. brightOffsets[7] = -0.5 * sV;
  87486. effect.setArray2("dsOffsets", brightOffsets);
  87487. effect.setFloat("brightThreshold", _this.brightThreshold);
  87488. };
  87489. // Add to pipeline
  87490. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBrightPass", function () { return _this.brightPassPostProcess; }, true));
  87491. };
  87492. // Create blur H&V post-processes
  87493. StandardRenderingPipeline.prototype._createBlurPostProcesses = function (scene, ratio, indice, blurWidthKey) {
  87494. var _this = this;
  87495. if (blurWidthKey === void 0) { blurWidthKey = "blurWidth"; }
  87496. var engine = scene.getEngine();
  87497. 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);
  87498. 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);
  87499. blurX.onActivateObservable.add(function () {
  87500. var dw = blurX.width / engine.getRenderWidth();
  87501. blurX.kernel = _this[blurWidthKey] * dw;
  87502. });
  87503. blurY.onActivateObservable.add(function () {
  87504. var dw = blurY.height / engine.getRenderHeight();
  87505. blurY.kernel = _this.horizontalBlur ? 64 * dw : _this[blurWidthKey] * dw;
  87506. });
  87507. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurH" + indice, function () { return blurX; }, true));
  87508. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRBlurV" + indice, function () { return blurY; }, true));
  87509. this.blurHPostProcesses.push(blurX);
  87510. this.blurVPostProcesses.push(blurY);
  87511. };
  87512. // Create texture adder post-process
  87513. StandardRenderingPipeline.prototype._createTextureAdderPostProcess = function (scene, ratio) {
  87514. var _this = this;
  87515. 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);
  87516. this.textureAdderPostProcess.onApply = function (effect) {
  87517. effect.setTextureFromPostProcess("otherSampler", _this._vlsEnabled ? _this._currentDepthOfFieldSource : _this.originalPostProcess);
  87518. effect.setTexture("lensSampler", _this.lensTexture);
  87519. effect.setFloat("exposure", _this.exposure);
  87520. _this._currentDepthOfFieldSource = _this.textureAdderFinalPostProcess;
  87521. };
  87522. // Add to pipeline
  87523. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRTextureAdder", function () { return _this.textureAdderPostProcess; }, true));
  87524. };
  87525. StandardRenderingPipeline.prototype._createVolumetricLightPostProcess = function (scene, ratio) {
  87526. var _this = this;
  87527. var geometryRenderer = scene.enableGeometryBufferRenderer();
  87528. geometryRenderer.enablePosition = true;
  87529. var geometry = geometryRenderer.getGBuffer();
  87530. // Base post-process
  87531. 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));
  87532. var depthValues = BABYLON.Vector2.Zero();
  87533. this.volumetricLightPostProcess.onApply = function (effect) {
  87534. if (_this.sourceLight && _this.sourceLight.getShadowGenerator() && _this._scene.activeCamera) {
  87535. var generator = _this.sourceLight.getShadowGenerator();
  87536. effect.setTexture("shadowMapSampler", generator.getShadowMap());
  87537. effect.setTexture("positionSampler", geometry.textures[2]);
  87538. effect.setColor3("sunColor", _this.sourceLight.diffuse);
  87539. effect.setVector3("sunDirection", _this.sourceLight.getShadowDirection());
  87540. effect.setVector3("cameraPosition", _this._scene.activeCamera.globalPosition);
  87541. effect.setMatrix("shadowViewProjection", generator.getTransformMatrix());
  87542. effect.setFloat("scatteringCoefficient", _this.volumetricLightCoefficient);
  87543. effect.setFloat("scatteringPower", _this.volumetricLightPower);
  87544. depthValues.x = _this.sourceLight.getDepthMinZ(_this._scene.activeCamera);
  87545. depthValues.y = _this.sourceLight.getDepthMaxZ(_this._scene.activeCamera);
  87546. effect.setVector2("depthValues", depthValues);
  87547. }
  87548. };
  87549. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLS", function () { return _this.volumetricLightPostProcess; }, true));
  87550. // Smooth
  87551. this._createBlurPostProcesses(scene, ratio / 4, 0, "volumetricLightBlurScale");
  87552. // Merge
  87553. this.volumetricLightMergePostProces = new BABYLON.PostProcess("HDRVLSMerge", "standard", [], ["originalSampler"], ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define VLSMERGE");
  87554. this.volumetricLightMergePostProces.onApply = function (effect) {
  87555. effect.setTextureFromPostProcess("originalSampler", _this._bloomEnabled ? _this.textureAdderFinalPostProcess : _this.originalPostProcess);
  87556. _this._currentDepthOfFieldSource = _this.volumetricLightFinalPostProcess;
  87557. };
  87558. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRVLSMerge", function () { return _this.volumetricLightMergePostProces; }, true));
  87559. };
  87560. // Create luminance
  87561. StandardRenderingPipeline.prototype._createLuminancePostProcesses = function (scene, textureType) {
  87562. var _this = this;
  87563. // Create luminance
  87564. var size = Math.pow(3, StandardRenderingPipeline.LuminanceSteps);
  87565. this.luminancePostProcess = new BABYLON.PostProcess("HDRLuminance", "standard", ["lumOffsets"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, "#define LUMINANCE", textureType);
  87566. var offsets = [];
  87567. this.luminancePostProcess.onApply = function (effect) {
  87568. var sU = (1.0 / _this.luminancePostProcess.width);
  87569. var sV = (1.0 / _this.luminancePostProcess.height);
  87570. offsets[0] = -0.5 * sU;
  87571. offsets[1] = 0.5 * sV;
  87572. offsets[2] = 0.5 * sU;
  87573. offsets[3] = 0.5 * sV;
  87574. offsets[4] = -0.5 * sU;
  87575. offsets[5] = -0.5 * sV;
  87576. offsets[6] = 0.5 * sU;
  87577. offsets[7] = -0.5 * sV;
  87578. effect.setArray2("lumOffsets", offsets);
  87579. };
  87580. // Add to pipeline
  87581. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminance", function () { return _this.luminancePostProcess; }, true));
  87582. // Create down sample luminance
  87583. for (var i = StandardRenderingPipeline.LuminanceSteps - 1; i >= 0; i--) {
  87584. var size = Math.pow(3, i);
  87585. var defines = "#define LUMINANCE_DOWN_SAMPLE\n";
  87586. if (i === 0) {
  87587. defines += "#define FINAL_DOWN_SAMPLER";
  87588. }
  87589. var postProcess = new BABYLON.PostProcess("HDRLuminanceDownSample" + i, "standard", ["dsOffsets", "halfDestPixelSize"], [], { width: size, height: size }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, defines, textureType);
  87590. this.luminanceDownSamplePostProcesses.push(postProcess);
  87591. }
  87592. // Create callbacks and add effects
  87593. var lastLuminance = this.luminancePostProcess;
  87594. this.luminanceDownSamplePostProcesses.forEach(function (pp, index) {
  87595. var downSampleOffsets = new Array(18);
  87596. pp.onApply = function (effect) {
  87597. if (!lastLuminance) {
  87598. return;
  87599. }
  87600. var id = 0;
  87601. for (var x = -1; x < 2; x++) {
  87602. for (var y = -1; y < 2; y++) {
  87603. downSampleOffsets[id] = x / lastLuminance.width;
  87604. downSampleOffsets[id + 1] = y / lastLuminance.height;
  87605. id += 2;
  87606. }
  87607. }
  87608. effect.setArray2("dsOffsets", downSampleOffsets);
  87609. effect.setFloat("halfDestPixelSize", 0.5 / lastLuminance.width);
  87610. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87611. lastLuminance = _this.luminancePostProcess;
  87612. }
  87613. else {
  87614. lastLuminance = pp;
  87615. }
  87616. };
  87617. if (index === _this.luminanceDownSamplePostProcesses.length - 1) {
  87618. pp.onAfterRender = function (effect) {
  87619. var pixel = scene.getEngine().readPixels(0, 0, 1, 1);
  87620. 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);
  87621. _this._hdrCurrentLuminance = (pixel[0] * bit_shift.x + pixel[1] * bit_shift.y + pixel[2] * bit_shift.z + pixel[3] * bit_shift.w) / 100.0;
  87622. };
  87623. }
  87624. _this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLuminanceDownSample" + index, function () { return pp; }, true));
  87625. });
  87626. };
  87627. // Create HDR post-process
  87628. StandardRenderingPipeline.prototype._createHdrPostProcess = function (scene, ratio) {
  87629. var _this = this;
  87630. 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);
  87631. var outputLiminance = 1;
  87632. var time = 0;
  87633. var lastTime = 0;
  87634. this.hdrPostProcess.onApply = function (effect) {
  87635. effect.setTextureFromPostProcess("textureAdderSampler", _this._currentDepthOfFieldSource);
  87636. time += scene.getEngine().getDeltaTime();
  87637. if (outputLiminance < 0) {
  87638. outputLiminance = _this._hdrCurrentLuminance;
  87639. }
  87640. else {
  87641. var dt = (lastTime - time) / 1000.0;
  87642. if (_this._hdrCurrentLuminance < outputLiminance + _this.hdrDecreaseRate * dt) {
  87643. outputLiminance += _this.hdrDecreaseRate * dt;
  87644. }
  87645. else if (_this._hdrCurrentLuminance > outputLiminance - _this.hdrIncreaseRate * dt) {
  87646. outputLiminance -= _this.hdrIncreaseRate * dt;
  87647. }
  87648. else {
  87649. outputLiminance = _this._hdrCurrentLuminance;
  87650. }
  87651. }
  87652. outputLiminance = BABYLON.Scalar.Clamp(outputLiminance, _this.hdrMinimumLuminance, 1e20);
  87653. effect.setFloat("averageLuminance", outputLiminance);
  87654. lastTime = time;
  87655. _this._currentDepthOfFieldSource = _this.hdrFinalPostProcess;
  87656. };
  87657. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDR", function () { return _this.hdrPostProcess; }, true));
  87658. };
  87659. // Create lens flare post-process
  87660. StandardRenderingPipeline.prototype._createLensFlarePostProcess = function (scene, ratio) {
  87661. var _this = this;
  87662. 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);
  87663. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlare", function () { return _this.lensFlarePostProcess; }, true));
  87664. this._createBlurPostProcesses(scene, ratio / 4, 2);
  87665. 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);
  87666. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRLensFlareCompose", function () { return _this.lensFlareComposePostProcess; }, true));
  87667. var resolution = new BABYLON.Vector2(0, 0);
  87668. // Lens flare
  87669. this.lensFlarePostProcess.onApply = function (effect) {
  87670. effect.setTextureFromPostProcess("textureSampler", _this._bloomEnabled ? _this.blurHPostProcesses[0] : _this.originalPostProcess);
  87671. effect.setTexture("lensColorSampler", _this.lensColorTexture);
  87672. effect.setFloat("strength", _this.lensFlareStrength);
  87673. effect.setFloat("ghostDispersal", _this.lensFlareGhostDispersal);
  87674. effect.setFloat("haloWidth", _this.lensFlareHaloWidth);
  87675. // Shift
  87676. resolution.x = _this.lensFlarePostProcess.width;
  87677. resolution.y = _this.lensFlarePostProcess.height;
  87678. effect.setVector2("resolution", resolution);
  87679. effect.setFloat("distortionStrength", _this.lensFlareDistortionStrength);
  87680. };
  87681. // Compose
  87682. 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);
  87683. 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);
  87684. this.lensFlareComposePostProcess.onApply = function (effect) {
  87685. if (!_this._scene.activeCamera) {
  87686. return;
  87687. }
  87688. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87689. effect.setTexture("lensDirtSampler", _this.lensFlareDirtTexture);
  87690. effect.setTexture("lensStarSampler", _this.lensStarTexture);
  87691. // Lens start rotation matrix
  87692. var camerax = _this._scene.activeCamera.getViewMatrix().getRow(0);
  87693. var cameraz = _this._scene.activeCamera.getViewMatrix().getRow(2);
  87694. 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));
  87695. camRot *= 4.0;
  87696. 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);
  87697. var lensStarMatrix = scaleBias2.multiply(starRotation).multiply(scaleBias1);
  87698. effect.setMatrix("lensStarMatrix", lensStarMatrix);
  87699. _this._currentDepthOfFieldSource = _this.lensFlareFinalPostProcess;
  87700. };
  87701. };
  87702. // Create depth-of-field post-process
  87703. StandardRenderingPipeline.prototype._createDepthOfFieldPostProcess = function (scene, ratio) {
  87704. var _this = this;
  87705. 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);
  87706. this.depthOfFieldPostProcess.onApply = function (effect) {
  87707. effect.setTextureFromPostProcess("otherSampler", _this._currentDepthOfFieldSource);
  87708. effect.setTexture("depthSampler", _this._getDepthTexture());
  87709. effect.setFloat("distance", _this.depthOfFieldDistance);
  87710. };
  87711. // Add to pipeline
  87712. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRDepthOfField", function () { return _this.depthOfFieldPostProcess; }, true));
  87713. };
  87714. // Create motion blur post-process
  87715. StandardRenderingPipeline.prototype._createMotionBlurPostProcess = function (scene, ratio) {
  87716. var _this = this;
  87717. 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);
  87718. var motionScale = 0;
  87719. var prevViewProjection = BABYLON.Matrix.Identity();
  87720. var invViewProjection = BABYLON.Matrix.Identity();
  87721. var viewProjection = BABYLON.Matrix.Identity();
  87722. var screenSize = BABYLON.Vector2.Zero();
  87723. this.motionBlurPostProcess.onApply = function (effect) {
  87724. viewProjection = scene.getProjectionMatrix().multiply(scene.getViewMatrix());
  87725. viewProjection.invertToRef(invViewProjection);
  87726. effect.setMatrix("inverseViewProjection", invViewProjection);
  87727. effect.setMatrix("prevViewProjection", prevViewProjection);
  87728. prevViewProjection = viewProjection;
  87729. screenSize.x = _this.motionBlurPostProcess.width;
  87730. screenSize.y = _this.motionBlurPostProcess.height;
  87731. effect.setVector2("screenSize", screenSize);
  87732. motionScale = scene.getEngine().getFps() / 60.0;
  87733. effect.setFloat("motionScale", motionScale);
  87734. effect.setFloat("motionStrength", _this.motionStrength);
  87735. effect.setTexture("depthSampler", _this._getDepthTexture());
  87736. };
  87737. this.addEffect(new BABYLON.PostProcessRenderEffect(scene.getEngine(), "HDRMotionBlur", function () { return _this.motionBlurPostProcess; }, true));
  87738. };
  87739. StandardRenderingPipeline.prototype._getDepthTexture = function () {
  87740. if (this._scene.getEngine().getCaps().drawBuffersExtension) {
  87741. var renderer = this._scene.enableGeometryBufferRenderer();
  87742. return renderer.getGBuffer().textures[0];
  87743. }
  87744. return this._scene.enableDepthRenderer().getDepthMap();
  87745. };
  87746. StandardRenderingPipeline.prototype._disposePostProcesses = function () {
  87747. for (var i = 0; i < this._cameras.length; i++) {
  87748. var camera = this._cameras[i];
  87749. if (this.originalPostProcess) {
  87750. this.originalPostProcess.dispose(camera);
  87751. }
  87752. if (this.downSampleX4PostProcess) {
  87753. this.downSampleX4PostProcess.dispose(camera);
  87754. }
  87755. if (this.brightPassPostProcess) {
  87756. this.brightPassPostProcess.dispose(camera);
  87757. }
  87758. if (this.textureAdderPostProcess) {
  87759. this.textureAdderPostProcess.dispose(camera);
  87760. }
  87761. if (this.textureAdderFinalPostProcess) {
  87762. this.textureAdderFinalPostProcess.dispose(camera);
  87763. }
  87764. if (this.volumetricLightPostProcess) {
  87765. this.volumetricLightPostProcess.dispose(camera);
  87766. }
  87767. if (this.volumetricLightSmoothXPostProcess) {
  87768. this.volumetricLightSmoothXPostProcess.dispose(camera);
  87769. }
  87770. if (this.volumetricLightSmoothYPostProcess) {
  87771. this.volumetricLightSmoothYPostProcess.dispose(camera);
  87772. }
  87773. if (this.volumetricLightMergePostProces) {
  87774. this.volumetricLightMergePostProces.dispose(camera);
  87775. }
  87776. if (this.volumetricLightFinalPostProcess) {
  87777. this.volumetricLightFinalPostProcess.dispose(camera);
  87778. }
  87779. if (this.lensFlarePostProcess) {
  87780. this.lensFlarePostProcess.dispose(camera);
  87781. }
  87782. if (this.lensFlareComposePostProcess) {
  87783. this.lensFlareComposePostProcess.dispose(camera);
  87784. }
  87785. for (var j = 0; j < this.luminanceDownSamplePostProcesses.length; j++) {
  87786. this.luminanceDownSamplePostProcesses[j].dispose(camera);
  87787. }
  87788. if (this.luminancePostProcess) {
  87789. this.luminancePostProcess.dispose(camera);
  87790. }
  87791. if (this.hdrPostProcess) {
  87792. this.hdrPostProcess.dispose(camera);
  87793. }
  87794. if (this.hdrFinalPostProcess) {
  87795. this.hdrFinalPostProcess.dispose(camera);
  87796. }
  87797. if (this.depthOfFieldPostProcess) {
  87798. this.depthOfFieldPostProcess.dispose(camera);
  87799. }
  87800. if (this.motionBlurPostProcess) {
  87801. this.motionBlurPostProcess.dispose(camera);
  87802. }
  87803. if (this.fxaaPostProcess) {
  87804. this.fxaaPostProcess.dispose(camera);
  87805. }
  87806. for (var j = 0; j < this.blurHPostProcesses.length; j++) {
  87807. this.blurHPostProcesses[j].dispose(camera);
  87808. }
  87809. for (var j = 0; j < this.blurVPostProcesses.length; j++) {
  87810. this.blurVPostProcesses[j].dispose(camera);
  87811. }
  87812. }
  87813. this.originalPostProcess = null;
  87814. this.downSampleX4PostProcess = null;
  87815. this.brightPassPostProcess = null;
  87816. this.textureAdderPostProcess = null;
  87817. this.textureAdderFinalPostProcess = null;
  87818. this.volumetricLightPostProcess = null;
  87819. this.volumetricLightSmoothXPostProcess = null;
  87820. this.volumetricLightSmoothYPostProcess = null;
  87821. this.volumetricLightMergePostProces = null;
  87822. this.volumetricLightFinalPostProcess = null;
  87823. this.lensFlarePostProcess = null;
  87824. this.lensFlareComposePostProcess = null;
  87825. this.luminancePostProcess = null;
  87826. this.hdrPostProcess = null;
  87827. this.hdrFinalPostProcess = null;
  87828. this.depthOfFieldPostProcess = null;
  87829. this.motionBlurPostProcess = null;
  87830. this.fxaaPostProcess = null;
  87831. this.luminanceDownSamplePostProcesses = [];
  87832. this.blurHPostProcesses = [];
  87833. this.blurVPostProcesses = [];
  87834. };
  87835. /**
  87836. * Dispose of the pipeline and stop all post processes
  87837. */
  87838. StandardRenderingPipeline.prototype.dispose = function () {
  87839. this._disposePostProcesses();
  87840. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  87841. _super.prototype.dispose.call(this);
  87842. };
  87843. /**
  87844. * Serialize the rendering pipeline (Used when exporting)
  87845. * @returns the serialized object
  87846. */
  87847. StandardRenderingPipeline.prototype.serialize = function () {
  87848. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  87849. if (this.sourceLight) {
  87850. serializationObject.sourceLightId = this.sourceLight.id;
  87851. }
  87852. serializationObject.customType = "StandardRenderingPipeline";
  87853. return serializationObject;
  87854. };
  87855. /**
  87856. * Parse the serialized pipeline
  87857. * @param source Source pipeline.
  87858. * @param scene The scene to load the pipeline to.
  87859. * @param rootUrl The URL of the serialized pipeline.
  87860. * @returns An instantiated pipeline from the serialized object.
  87861. */
  87862. StandardRenderingPipeline.Parse = function (source, scene, rootUrl) {
  87863. var p = BABYLON.SerializationHelper.Parse(function () { return new StandardRenderingPipeline(source._name, scene, source._ratio); }, source, scene, rootUrl);
  87864. if (source.sourceLightId) {
  87865. p.sourceLight = scene.getLightByID(source.sourceLightId);
  87866. }
  87867. return p;
  87868. };
  87869. /**
  87870. * Luminance steps
  87871. */
  87872. StandardRenderingPipeline.LuminanceSteps = 6;
  87873. __decorate([
  87874. BABYLON.serialize()
  87875. ], StandardRenderingPipeline.prototype, "brightThreshold", void 0);
  87876. __decorate([
  87877. BABYLON.serialize()
  87878. ], StandardRenderingPipeline.prototype, "blurWidth", void 0);
  87879. __decorate([
  87880. BABYLON.serialize()
  87881. ], StandardRenderingPipeline.prototype, "horizontalBlur", void 0);
  87882. __decorate([
  87883. BABYLON.serialize()
  87884. ], StandardRenderingPipeline.prototype, "exposure", void 0);
  87885. __decorate([
  87886. BABYLON.serializeAsTexture("lensTexture")
  87887. ], StandardRenderingPipeline.prototype, "lensTexture", void 0);
  87888. __decorate([
  87889. BABYLON.serialize()
  87890. ], StandardRenderingPipeline.prototype, "volumetricLightCoefficient", void 0);
  87891. __decorate([
  87892. BABYLON.serialize()
  87893. ], StandardRenderingPipeline.prototype, "volumetricLightPower", void 0);
  87894. __decorate([
  87895. BABYLON.serialize()
  87896. ], StandardRenderingPipeline.prototype, "volumetricLightBlurScale", void 0);
  87897. __decorate([
  87898. BABYLON.serialize()
  87899. ], StandardRenderingPipeline.prototype, "hdrMinimumLuminance", void 0);
  87900. __decorate([
  87901. BABYLON.serialize()
  87902. ], StandardRenderingPipeline.prototype, "hdrDecreaseRate", void 0);
  87903. __decorate([
  87904. BABYLON.serialize()
  87905. ], StandardRenderingPipeline.prototype, "hdrIncreaseRate", void 0);
  87906. __decorate([
  87907. BABYLON.serializeAsTexture("lensColorTexture")
  87908. ], StandardRenderingPipeline.prototype, "lensColorTexture", void 0);
  87909. __decorate([
  87910. BABYLON.serialize()
  87911. ], StandardRenderingPipeline.prototype, "lensFlareStrength", void 0);
  87912. __decorate([
  87913. BABYLON.serialize()
  87914. ], StandardRenderingPipeline.prototype, "lensFlareGhostDispersal", void 0);
  87915. __decorate([
  87916. BABYLON.serialize()
  87917. ], StandardRenderingPipeline.prototype, "lensFlareHaloWidth", void 0);
  87918. __decorate([
  87919. BABYLON.serialize()
  87920. ], StandardRenderingPipeline.prototype, "lensFlareDistortionStrength", void 0);
  87921. __decorate([
  87922. BABYLON.serializeAsTexture("lensStarTexture")
  87923. ], StandardRenderingPipeline.prototype, "lensStarTexture", void 0);
  87924. __decorate([
  87925. BABYLON.serializeAsTexture("lensFlareDirtTexture")
  87926. ], StandardRenderingPipeline.prototype, "lensFlareDirtTexture", void 0);
  87927. __decorate([
  87928. BABYLON.serialize()
  87929. ], StandardRenderingPipeline.prototype, "depthOfFieldDistance", void 0);
  87930. __decorate([
  87931. BABYLON.serialize()
  87932. ], StandardRenderingPipeline.prototype, "depthOfFieldBlurWidth", void 0);
  87933. __decorate([
  87934. BABYLON.serialize()
  87935. ], StandardRenderingPipeline.prototype, "motionStrength", void 0);
  87936. __decorate([
  87937. BABYLON.serialize()
  87938. ], StandardRenderingPipeline.prototype, "_ratio", void 0);
  87939. __decorate([
  87940. BABYLON.serialize()
  87941. ], StandardRenderingPipeline.prototype, "BloomEnabled", null);
  87942. __decorate([
  87943. BABYLON.serialize()
  87944. ], StandardRenderingPipeline.prototype, "DepthOfFieldEnabled", null);
  87945. __decorate([
  87946. BABYLON.serialize()
  87947. ], StandardRenderingPipeline.prototype, "LensFlareEnabled", null);
  87948. __decorate([
  87949. BABYLON.serialize()
  87950. ], StandardRenderingPipeline.prototype, "HDREnabled", null);
  87951. __decorate([
  87952. BABYLON.serialize()
  87953. ], StandardRenderingPipeline.prototype, "VLSEnabled", null);
  87954. __decorate([
  87955. BABYLON.serialize()
  87956. ], StandardRenderingPipeline.prototype, "MotionBlurEnabled", null);
  87957. __decorate([
  87958. BABYLON.serialize()
  87959. ], StandardRenderingPipeline.prototype, "fxaaEnabled", null);
  87960. __decorate([
  87961. BABYLON.serialize()
  87962. ], StandardRenderingPipeline.prototype, "volumetricLightStepsCount", null);
  87963. __decorate([
  87964. BABYLON.serialize()
  87965. ], StandardRenderingPipeline.prototype, "motionBlurSamples", null);
  87966. __decorate([
  87967. BABYLON.serialize()
  87968. ], StandardRenderingPipeline.prototype, "samples", null);
  87969. return StandardRenderingPipeline;
  87970. }(BABYLON.PostProcessRenderPipeline));
  87971. BABYLON.StandardRenderingPipeline = StandardRenderingPipeline;
  87972. })(BABYLON || (BABYLON = {}));
  87973. //# sourceMappingURL=babylon.standardRenderingPipeline.js.map
  87974. var BABYLON;
  87975. (function (BABYLON) {
  87976. /**
  87977. * Fxaa post process
  87978. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  87979. */
  87980. var FxaaPostProcess = /** @class */ (function (_super) {
  87981. __extends(FxaaPostProcess, _super);
  87982. function FxaaPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  87983. if (camera === void 0) { camera = null; }
  87984. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  87985. var _this = _super.call(this, name, "fxaa", ["texelSize"], null, options, camera, samplingMode || BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, reusable, null, textureType, "fxaa", undefined, true) || this;
  87986. var defines = _this._getDefines();
  87987. _this.updateEffect(defines);
  87988. _this.onApplyObservable.add(function (effect) {
  87989. var texelSize = _this.texelSize;
  87990. effect.setFloat2("texelSize", texelSize.x, texelSize.y);
  87991. });
  87992. return _this;
  87993. }
  87994. FxaaPostProcess.prototype._getDefines = function () {
  87995. var engine = this.getEngine();
  87996. if (!engine) {
  87997. return null;
  87998. }
  87999. var glInfo = engine.getGlInfo();
  88000. if (glInfo && glInfo.renderer && glInfo.renderer.toLowerCase().indexOf("mali") > -1) {
  88001. return "#define MALI 1\n";
  88002. }
  88003. return null;
  88004. };
  88005. return FxaaPostProcess;
  88006. }(BABYLON.PostProcess));
  88007. BABYLON.FxaaPostProcess = FxaaPostProcess;
  88008. })(BABYLON || (BABYLON = {}));
  88009. //# sourceMappingURL=babylon.fxaaPostProcess.js.map
  88010. var BABYLON;
  88011. (function (BABYLON) {
  88012. /**
  88013. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  88014. */
  88015. var ChromaticAberrationPostProcess = /** @class */ (function (_super) {
  88016. __extends(ChromaticAberrationPostProcess, _super);
  88017. /**
  88018. * Creates a new instance ChromaticAberrationPostProcess
  88019. * @param name The name of the effect.
  88020. * @param screenWidth The width of the screen to apply the effect on.
  88021. * @param screenHeight The height of the screen to apply the effect on.
  88022. * @param options The required width/height ratio to downsize to before computing the render pass.
  88023. * @param camera The camera to apply the render pass to.
  88024. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88025. * @param engine The engine which the post process will be applied. (default: current engine)
  88026. * @param reusable If the post process can be reused on the same frame. (default: false)
  88027. * @param textureType Type of textures used when performing the post process. (default: 0)
  88028. * @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)
  88029. */
  88030. function ChromaticAberrationPostProcess(name, screenWidth, screenHeight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88031. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88032. if (blockCompilation === void 0) { blockCompilation = false; }
  88033. 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;
  88034. /**
  88035. * The amount of seperation of rgb channels (default: 30)
  88036. */
  88037. _this.aberrationAmount = 30;
  88038. /**
  88039. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  88040. */
  88041. _this.radialIntensity = 0;
  88042. /**
  88043. * 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))
  88044. */
  88045. _this.direction = new BABYLON.Vector2(0.707, 0.707);
  88046. /**
  88047. * 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))
  88048. */
  88049. _this.centerPosition = new BABYLON.Vector2(0.5, 0.5);
  88050. _this.onApplyObservable.add(function (effect) {
  88051. effect.setFloat('chromatic_aberration', _this.aberrationAmount);
  88052. effect.setFloat('screen_width', screenWidth);
  88053. effect.setFloat('screen_height', screenHeight);
  88054. effect.setFloat('radialIntensity', _this.radialIntensity);
  88055. effect.setFloat2('direction', _this.direction.x, _this.direction.y);
  88056. effect.setFloat2('centerPosition', _this.centerPosition.x, _this.centerPosition.y);
  88057. });
  88058. return _this;
  88059. }
  88060. return ChromaticAberrationPostProcess;
  88061. }(BABYLON.PostProcess));
  88062. BABYLON.ChromaticAberrationPostProcess = ChromaticAberrationPostProcess;
  88063. })(BABYLON || (BABYLON = {}));
  88064. //# sourceMappingURL=babylon.chromaticAberrationPostProcess.js.map
  88065. var BABYLON;
  88066. (function (BABYLON) {
  88067. /**
  88068. * The GrainPostProcess adds noise to the image at mid luminance levels
  88069. */
  88070. var GrainPostProcess = /** @class */ (function (_super) {
  88071. __extends(GrainPostProcess, _super);
  88072. /**
  88073. * Creates a new instance of @see GrainPostProcess
  88074. * @param name The name of the effect.
  88075. * @param options The required width/height ratio to downsize to before computing the render pass.
  88076. * @param camera The camera to apply the render pass to.
  88077. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88078. * @param engine The engine which the post process will be applied. (default: current engine)
  88079. * @param reusable If the post process can be reused on the same frame. (default: false)
  88080. * @param textureType Type of textures used when performing the post process. (default: 0)
  88081. * @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)
  88082. */
  88083. function GrainPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88084. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88085. if (blockCompilation === void 0) { blockCompilation = false; }
  88086. var _this = _super.call(this, name, "grain", ["intensity", "animatedSeed"], [], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88087. /**
  88088. * The intensity of the grain added (default: 30)
  88089. */
  88090. _this.intensity = 30;
  88091. /**
  88092. * If the grain should be randomized on every frame
  88093. */
  88094. _this.animated = false;
  88095. _this.onApplyObservable.add(function (effect) {
  88096. effect.setFloat('intensity', _this.intensity);
  88097. effect.setFloat('animatedSeed', _this.animated ? Math.random() + 1 : 1);
  88098. });
  88099. return _this;
  88100. }
  88101. return GrainPostProcess;
  88102. }(BABYLON.PostProcess));
  88103. BABYLON.GrainPostProcess = GrainPostProcess;
  88104. })(BABYLON || (BABYLON = {}));
  88105. //# sourceMappingURL=babylon.grainPostProcess.js.map
  88106. var BABYLON;
  88107. (function (BABYLON) {
  88108. /**
  88109. * The SharpenPostProcess applies a sharpen kernel to every pixel
  88110. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  88111. */
  88112. var SharpenPostProcess = /** @class */ (function (_super) {
  88113. __extends(SharpenPostProcess, _super);
  88114. /**
  88115. * Creates a new instance ConvolutionPostProcess
  88116. * @param name The name of the effect.
  88117. * @param options The required width/height ratio to downsize to before computing the render pass.
  88118. * @param camera The camera to apply the render pass to.
  88119. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88120. * @param engine The engine which the post process will be applied. (default: current engine)
  88121. * @param reusable If the post process can be reused on the same frame. (default: false)
  88122. * @param textureType Type of textures used when performing the post process. (default: 0)
  88123. * @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)
  88124. */
  88125. function SharpenPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88126. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88127. if (blockCompilation === void 0) { blockCompilation = false; }
  88128. var _this = _super.call(this, name, "sharpen", ["sharpnessAmounts", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88129. /**
  88130. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  88131. */
  88132. _this.colorAmount = 1.0;
  88133. /**
  88134. * How much sharpness should be applied (default: 0.3)
  88135. */
  88136. _this.edgeAmount = 0.3;
  88137. _this.onApply = function (effect) {
  88138. effect.setFloat2("screenSize", _this.width, _this.height);
  88139. effect.setFloat2("sharpnessAmounts", _this.edgeAmount, _this.colorAmount);
  88140. };
  88141. return _this;
  88142. }
  88143. return SharpenPostProcess;
  88144. }(BABYLON.PostProcess));
  88145. BABYLON.SharpenPostProcess = SharpenPostProcess;
  88146. })(BABYLON || (BABYLON = {}));
  88147. //# sourceMappingURL=babylon.sharpenPostProcess.js.map
  88148. var BABYLON;
  88149. (function (BABYLON) {
  88150. /**
  88151. * The Blur Post Process which blurs an image based on a kernel and direction.
  88152. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  88153. */
  88154. var BlurPostProcess = /** @class */ (function (_super) {
  88155. __extends(BlurPostProcess, _super);
  88156. /**
  88157. * Creates a new instance BlurPostProcess
  88158. * @param name The name of the effect.
  88159. * @param direction The direction in which to blur the image.
  88160. * @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.
  88161. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  88162. * @param camera The camera to apply the render pass to.
  88163. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88164. * @param engine The engine which the post process will be applied. (default: current engine)
  88165. * @param reusable If the post process can be reused on the same frame. (default: false)
  88166. * @param textureType Type of textures used when performing the post process. (default: 0)
  88167. * @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)
  88168. */
  88169. function BlurPostProcess(name,
  88170. /** The direction in which to blur the image. */
  88171. direction, kernel, options, camera, samplingMode, engine, reusable, textureType, defines, blockCompilation) {
  88172. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88173. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88174. if (defines === void 0) { defines = ""; }
  88175. if (blockCompilation === void 0) { blockCompilation = false; }
  88176. 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;
  88177. _this.direction = direction;
  88178. _this.blockCompilation = blockCompilation;
  88179. _this._packedFloat = false;
  88180. _this._staticDefines = "";
  88181. _this._staticDefines = defines;
  88182. _this.onApplyObservable.add(function (effect) {
  88183. if (_this._outputTexture) {
  88184. effect.setFloat2('delta', (1 / _this._outputTexture.width) * _this.direction.x, (1 / _this._outputTexture.height) * _this.direction.y);
  88185. }
  88186. else {
  88187. effect.setFloat2('delta', (1 / _this.width) * _this.direction.x, (1 / _this.height) * _this.direction.y);
  88188. }
  88189. });
  88190. _this.kernel = kernel;
  88191. return _this;
  88192. }
  88193. Object.defineProperty(BlurPostProcess.prototype, "kernel", {
  88194. /**
  88195. * Gets the length in pixels of the blur sample region
  88196. */
  88197. get: function () {
  88198. return this._idealKernel;
  88199. },
  88200. /**
  88201. * Sets the length in pixels of the blur sample region
  88202. */
  88203. set: function (v) {
  88204. if (this._idealKernel === v) {
  88205. return;
  88206. }
  88207. v = Math.max(v, 1);
  88208. this._idealKernel = v;
  88209. this._kernel = this._nearestBestKernel(v);
  88210. if (!this.blockCompilation) {
  88211. this._updateParameters();
  88212. }
  88213. },
  88214. enumerable: true,
  88215. configurable: true
  88216. });
  88217. Object.defineProperty(BlurPostProcess.prototype, "packedFloat", {
  88218. /**
  88219. * Gets wether or not the blur is unpacking/repacking floats
  88220. */
  88221. get: function () {
  88222. return this._packedFloat;
  88223. },
  88224. /**
  88225. * Sets wether or not the blur needs to unpack/repack floats
  88226. */
  88227. set: function (v) {
  88228. if (this._packedFloat === v) {
  88229. return;
  88230. }
  88231. this._packedFloat = v;
  88232. if (!this.blockCompilation) {
  88233. this._updateParameters();
  88234. }
  88235. },
  88236. enumerable: true,
  88237. configurable: true
  88238. });
  88239. /**
  88240. * Updates the effect with the current post process compile time values and recompiles the shader.
  88241. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88242. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88243. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88244. * @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
  88245. * @param onCompiled Called when the shader has been compiled.
  88246. * @param onError Called if there is an error when compiling a shader.
  88247. */
  88248. BlurPostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88249. if (defines === void 0) { defines = null; }
  88250. if (uniforms === void 0) { uniforms = null; }
  88251. if (samplers === void 0) { samplers = null; }
  88252. this._updateParameters(onCompiled, onError);
  88253. };
  88254. BlurPostProcess.prototype._updateParameters = function (onCompiled, onError) {
  88255. // Generate sampling offsets and weights
  88256. var N = this._kernel;
  88257. var centerIndex = (N - 1) / 2;
  88258. // Generate Gaussian sampling weights over kernel
  88259. var offsets = [];
  88260. var weights = [];
  88261. var totalWeight = 0;
  88262. for (var i = 0; i < N; i++) {
  88263. var u = i / (N - 1);
  88264. var w = this._gaussianWeight(u * 2.0 - 1);
  88265. offsets[i] = (i - centerIndex);
  88266. weights[i] = w;
  88267. totalWeight += w;
  88268. }
  88269. // Normalize weights
  88270. for (var i = 0; i < weights.length; i++) {
  88271. weights[i] /= totalWeight;
  88272. }
  88273. // Optimize: combine samples to take advantage of hardware linear sampling
  88274. // Walk from left to center, combining pairs (symmetrically)
  88275. var linearSamplingWeights = [];
  88276. var linearSamplingOffsets = [];
  88277. var linearSamplingMap = [];
  88278. for (var i = 0; i <= centerIndex; i += 2) {
  88279. var j = Math.min(i + 1, Math.floor(centerIndex));
  88280. var singleCenterSample = i === j;
  88281. if (singleCenterSample) {
  88282. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88283. }
  88284. else {
  88285. var sharedCell = j === centerIndex;
  88286. var weightLinear = (weights[i] + weights[j] * (sharedCell ? .5 : 1.));
  88287. var offsetLinear = offsets[i] + 1 / (1 + weights[i] / weights[j]);
  88288. if (offsetLinear === 0) {
  88289. linearSamplingMap.push({ o: offsets[i], w: weights[i] });
  88290. linearSamplingMap.push({ o: offsets[i + 1], w: weights[i + 1] });
  88291. }
  88292. else {
  88293. linearSamplingMap.push({ o: offsetLinear, w: weightLinear });
  88294. linearSamplingMap.push({ o: -offsetLinear, w: weightLinear });
  88295. }
  88296. }
  88297. }
  88298. for (var i = 0; i < linearSamplingMap.length; i++) {
  88299. linearSamplingOffsets[i] = linearSamplingMap[i].o;
  88300. linearSamplingWeights[i] = linearSamplingMap[i].w;
  88301. }
  88302. // Replace with optimized
  88303. offsets = linearSamplingOffsets;
  88304. weights = linearSamplingWeights;
  88305. // Generate shaders
  88306. var maxVaryingRows = this.getEngine().getCaps().maxVaryingVectors;
  88307. var freeVaryingVec2 = Math.max(maxVaryingRows, 0.) - 1; // Because of sampleCenter
  88308. var varyingCount = Math.min(offsets.length, freeVaryingVec2);
  88309. var defines = "";
  88310. defines += this._staticDefines;
  88311. // The DOF fragment should ignore the center pixel when looping as it is handled manualy in the fragment shader.
  88312. if (this._staticDefines.indexOf("DOF") != -1) {
  88313. defines += "#define CENTER_WEIGHT " + this._glslFloat(weights[varyingCount - 1]) + "\r\n";
  88314. varyingCount--;
  88315. }
  88316. for (var i = 0; i < varyingCount; i++) {
  88317. defines += "#define KERNEL_OFFSET" + i + " " + this._glslFloat(offsets[i]) + "\r\n";
  88318. defines += "#define KERNEL_WEIGHT" + i + " " + this._glslFloat(weights[i]) + "\r\n";
  88319. }
  88320. var depCount = 0;
  88321. for (var i = freeVaryingVec2; i < offsets.length; i++) {
  88322. defines += "#define KERNEL_DEP_OFFSET" + depCount + " " + this._glslFloat(offsets[i]) + "\r\n";
  88323. defines += "#define KERNEL_DEP_WEIGHT" + depCount + " " + this._glslFloat(weights[i]) + "\r\n";
  88324. depCount++;
  88325. }
  88326. if (this.packedFloat) {
  88327. defines += "#define PACKEDFLOAT 1";
  88328. }
  88329. this.blockCompilation = false;
  88330. _super.prototype.updateEffect.call(this, defines, null, null, {
  88331. varyingCount: varyingCount,
  88332. depCount: depCount
  88333. }, onCompiled, onError);
  88334. };
  88335. /**
  88336. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  88337. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  88338. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  88339. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  88340. * The gaps between physical kernels are compensated for in the weighting of the samples
  88341. * @param idealKernel Ideal blur kernel.
  88342. * @return Nearest best kernel.
  88343. */
  88344. BlurPostProcess.prototype._nearestBestKernel = function (idealKernel) {
  88345. var v = Math.round(idealKernel);
  88346. for (var _i = 0, _a = [v, v - 1, v + 1, v - 2, v + 2]; _i < _a.length; _i++) {
  88347. var k = _a[_i];
  88348. if (((k % 2) !== 0) && ((Math.floor(k / 2) % 2) === 0) && k > 0) {
  88349. return Math.max(k, 3);
  88350. }
  88351. }
  88352. return Math.max(v, 3);
  88353. };
  88354. /**
  88355. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  88356. * @param x The point on the Gaussian distribution to sample.
  88357. * @return the value of the Gaussian function at x.
  88358. */
  88359. BlurPostProcess.prototype._gaussianWeight = function (x) {
  88360. //reference: Engine/ImageProcessingBlur.cpp #dcc760
  88361. // We are evaluating the Gaussian (normal) distribution over a kernel parameter space of [-1,1],
  88362. // so we truncate at three standard deviations by setting stddev (sigma) to 1/3.
  88363. // The choice of 3-sigma truncation is common but arbitrary, and means that the signal is
  88364. // truncated at around 1.3% of peak strength.
  88365. //the distribution is scaled to account for the difference between the actual kernel size and the requested kernel size
  88366. var sigma = (1 / 3);
  88367. var denominator = Math.sqrt(2.0 * Math.PI) * sigma;
  88368. var exponent = -((x * x) / (2.0 * sigma * sigma));
  88369. var weight = (1.0 / denominator) * Math.exp(exponent);
  88370. return weight;
  88371. };
  88372. /**
  88373. * Generates a string that can be used as a floating point number in GLSL.
  88374. * @param x Value to print.
  88375. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  88376. * @return GLSL float string.
  88377. */
  88378. BlurPostProcess.prototype._glslFloat = function (x, decimalFigures) {
  88379. if (decimalFigures === void 0) { decimalFigures = 8; }
  88380. return x.toFixed(decimalFigures).replace(/0+$/, '');
  88381. };
  88382. return BlurPostProcess;
  88383. }(BABYLON.PostProcess));
  88384. BABYLON.BlurPostProcess = BlurPostProcess;
  88385. })(BABYLON || (BABYLON = {}));
  88386. //# sourceMappingURL=babylon.blurPostProcess.js.map
  88387. var BABYLON;
  88388. (function (BABYLON) {
  88389. /**
  88390. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  88391. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  88392. * based on samples that have a large difference in distance than the center pixel.
  88393. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88394. */
  88395. var DepthOfFieldBlurPostProcess = /** @class */ (function (_super) {
  88396. __extends(DepthOfFieldBlurPostProcess, _super);
  88397. /**
  88398. * Creates a new instance CircleOfConfusionPostProcess
  88399. * @param name The name of the effect.
  88400. * @param scene The scene the effect belongs to.
  88401. * @param direction The direction the blur should be applied.
  88402. * @param kernel The size of the kernel used to blur.
  88403. * @param options The required width/height ratio to downsize to before computing the render pass.
  88404. * @param camera The camera to apply the render pass to.
  88405. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  88406. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  88407. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88408. * @param engine The engine which the post process will be applied. (default: current engine)
  88409. * @param reusable If the post process can be reused on the same frame. (default: false)
  88410. * @param textureType Type of textures used when performing the post process. (default: 0)
  88411. * @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)
  88412. */
  88413. function DepthOfFieldBlurPostProcess(name, scene, direction, kernel, options, camera, circleOfConfusion, imageToBlur, samplingMode, engine, reusable, textureType, blockCompilation) {
  88414. if (imageToBlur === void 0) { imageToBlur = null; }
  88415. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  88416. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88417. if (blockCompilation === void 0) { blockCompilation = false; }
  88418. 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;
  88419. _this.direction = direction;
  88420. _this.onApplyObservable.add(function (effect) {
  88421. if (imageToBlur != null) {
  88422. effect.setTextureFromPostProcess("textureSampler", imageToBlur);
  88423. }
  88424. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88425. if (scene.activeCamera) {
  88426. effect.setFloat2('cameraMinMaxZ', scene.activeCamera.minZ, scene.activeCamera.maxZ);
  88427. }
  88428. });
  88429. return _this;
  88430. }
  88431. return DepthOfFieldBlurPostProcess;
  88432. }(BABYLON.BlurPostProcess));
  88433. BABYLON.DepthOfFieldBlurPostProcess = DepthOfFieldBlurPostProcess;
  88434. })(BABYLON || (BABYLON = {}));
  88435. //# sourceMappingURL=babylon.depthOfFieldBlurPostProcess.js.map
  88436. var BABYLON;
  88437. (function (BABYLON) {
  88438. /**
  88439. * Options to be set when merging outputs from the default pipeline.
  88440. */
  88441. var DepthOfFieldMergePostProcessOptions = /** @class */ (function () {
  88442. function DepthOfFieldMergePostProcessOptions() {
  88443. }
  88444. return DepthOfFieldMergePostProcessOptions;
  88445. }());
  88446. BABYLON.DepthOfFieldMergePostProcessOptions = DepthOfFieldMergePostProcessOptions;
  88447. /**
  88448. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88449. */
  88450. var DepthOfFieldMergePostProcess = /** @class */ (function (_super) {
  88451. __extends(DepthOfFieldMergePostProcess, _super);
  88452. /**
  88453. * Creates a new instance of DepthOfFieldMergePostProcess
  88454. * @param name The name of the effect.
  88455. * @param originalFromInput Post process which's input will be used for the merge.
  88456. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  88457. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  88458. * @param options The required width/height ratio to downsize to before computing the render pass.
  88459. * @param camera The camera to apply the render pass to.
  88460. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88461. * @param engine The engine which the post process will be applied. (default: current engine)
  88462. * @param reusable If the post process can be reused on the same frame. (default: false)
  88463. * @param textureType Type of textures used when performing the post process. (default: 0)
  88464. * @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)
  88465. */
  88466. function DepthOfFieldMergePostProcess(name, originalFromInput, circleOfConfusion, blurSteps, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88467. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88468. if (blockCompilation === void 0) { blockCompilation = false; }
  88469. var _this = _super.call(this, name, "depthOfFieldMerge", [], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88470. _this.blurSteps = blurSteps;
  88471. _this.onApplyObservable.add(function (effect) {
  88472. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88473. effect.setTextureFromPostProcessOutput("circleOfConfusionSampler", circleOfConfusion);
  88474. blurSteps.forEach(function (step, index) {
  88475. effect.setTextureFromPostProcessOutput("blurStep" + (blurSteps.length - index - 1), step);
  88476. });
  88477. });
  88478. if (!blockCompilation) {
  88479. _this.updateEffect();
  88480. }
  88481. return _this;
  88482. }
  88483. /**
  88484. * Updates the effect with the current post process compile time values and recompiles the shader.
  88485. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  88486. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  88487. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  88488. * @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
  88489. * @param onCompiled Called when the shader has been compiled.
  88490. * @param onError Called if there is an error when compiling a shader.
  88491. */
  88492. DepthOfFieldMergePostProcess.prototype.updateEffect = function (defines, uniforms, samplers, indexParameters, onCompiled, onError) {
  88493. if (defines === void 0) { defines = null; }
  88494. if (uniforms === void 0) { uniforms = null; }
  88495. if (samplers === void 0) { samplers = null; }
  88496. if (!defines) {
  88497. defines = "";
  88498. defines += "#define BLUR_LEVEL " + (this.blurSteps.length - 1) + "\n";
  88499. }
  88500. _super.prototype.updateEffect.call(this, defines, uniforms, samplers, indexParameters, onCompiled, onError);
  88501. };
  88502. return DepthOfFieldMergePostProcess;
  88503. }(BABYLON.PostProcess));
  88504. BABYLON.DepthOfFieldMergePostProcess = DepthOfFieldMergePostProcess;
  88505. })(BABYLON || (BABYLON = {}));
  88506. //# sourceMappingURL=babylon.depthOfFieldMergePostProcess.js.map
  88507. var BABYLON;
  88508. (function (BABYLON) {
  88509. /**
  88510. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  88511. */
  88512. var CircleOfConfusionPostProcess = /** @class */ (function (_super) {
  88513. __extends(CircleOfConfusionPostProcess, _super);
  88514. /**
  88515. * Creates a new instance CircleOfConfusionPostProcess
  88516. * @param name The name of the effect.
  88517. * @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.
  88518. * @param options The required width/height ratio to downsize to before computing the render pass.
  88519. * @param camera The camera to apply the render pass to.
  88520. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88521. * @param engine The engine which the post process will be applied. (default: current engine)
  88522. * @param reusable If the post process can be reused on the same frame. (default: false)
  88523. * @param textureType Type of textures used when performing the post process. (default: 0)
  88524. * @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)
  88525. */
  88526. function CircleOfConfusionPostProcess(name, depthTexture, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88527. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88528. if (blockCompilation === void 0) { blockCompilation = false; }
  88529. var _this = _super.call(this, name, "circleOfConfusion", ["cameraMinMaxZ", "focusDistance", "cocPrecalculation"], ["depthSampler"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88530. /**
  88531. * 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.
  88532. */
  88533. _this.lensSize = 50;
  88534. /**
  88535. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88536. */
  88537. _this.fStop = 1.4;
  88538. /**
  88539. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88540. */
  88541. _this.focusDistance = 2000;
  88542. /**
  88543. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  88544. */
  88545. _this.focalLength = 50;
  88546. _this._depthTexture = null;
  88547. _this._depthTexture = depthTexture;
  88548. _this.onApplyObservable.add(function (effect) {
  88549. if (!_this._depthTexture) {
  88550. BABYLON.Tools.Warn("No depth texture set on CircleOfConfusionPostProcess");
  88551. return;
  88552. }
  88553. effect.setTexture("depthSampler", _this._depthTexture);
  88554. // Circle of confusion calculation, See https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch23.html
  88555. var aperture = _this.lensSize / _this.fStop;
  88556. var cocPrecalculation = ((aperture * _this.focalLength) / ((_this.focusDistance - _this.focalLength))); // * ((this.focusDistance - pixelDistance)/pixelDistance) [This part is done in shader]
  88557. effect.setFloat('focusDistance', _this.focusDistance);
  88558. effect.setFloat('cocPrecalculation', cocPrecalculation);
  88559. effect.setFloat2('cameraMinMaxZ', _this._depthTexture.activeCamera.minZ, _this._depthTexture.activeCamera.maxZ);
  88560. });
  88561. return _this;
  88562. }
  88563. Object.defineProperty(CircleOfConfusionPostProcess.prototype, "depthTexture", {
  88564. /**
  88565. * 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.
  88566. */
  88567. set: function (value) {
  88568. this._depthTexture = value;
  88569. },
  88570. enumerable: true,
  88571. configurable: true
  88572. });
  88573. return CircleOfConfusionPostProcess;
  88574. }(BABYLON.PostProcess));
  88575. BABYLON.CircleOfConfusionPostProcess = CircleOfConfusionPostProcess;
  88576. })(BABYLON || (BABYLON = {}));
  88577. //# sourceMappingURL=babylon.circleOfConfusionPostProcess.js.map
  88578. var BABYLON;
  88579. (function (BABYLON) {
  88580. /**
  88581. * Specifies the level of max blur that should be applied when using the depth of field effect
  88582. */
  88583. var DepthOfFieldEffectBlurLevel;
  88584. (function (DepthOfFieldEffectBlurLevel) {
  88585. /**
  88586. * Subtle blur
  88587. */
  88588. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Low"] = 0] = "Low";
  88589. /**
  88590. * Medium blur
  88591. */
  88592. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["Medium"] = 1] = "Medium";
  88593. /**
  88594. * Large blur
  88595. */
  88596. DepthOfFieldEffectBlurLevel[DepthOfFieldEffectBlurLevel["High"] = 2] = "High";
  88597. })(DepthOfFieldEffectBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel || (BABYLON.DepthOfFieldEffectBlurLevel = {}));
  88598. /**
  88599. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  88600. */
  88601. var DepthOfFieldEffect = /** @class */ (function (_super) {
  88602. __extends(DepthOfFieldEffect, _super);
  88603. /**
  88604. * Creates a new instance DepthOfFieldEffect
  88605. * @param scene The scene the effect belongs to.
  88606. * @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.
  88607. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88608. * @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)
  88609. */
  88610. function DepthOfFieldEffect(scene, depthTexture, blurLevel, pipelineTextureType, blockCompilation) {
  88611. if (blurLevel === void 0) { blurLevel = DepthOfFieldEffectBlurLevel.Low; }
  88612. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88613. if (blockCompilation === void 0) { blockCompilation = false; }
  88614. var _this = _super.call(this, scene.getEngine(), "depth of field", function () {
  88615. return _this._effects;
  88616. }, true) || this;
  88617. /**
  88618. * @hidden Internal post processes in depth of field effect
  88619. */
  88620. _this._effects = [];
  88621. // Circle of confusion value for each pixel is used to determine how much to blur that pixel
  88622. _this._circleOfConfusion = new BABYLON.CircleOfConfusionPostProcess("circleOfConfusion", depthTexture, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88623. // 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)
  88624. // Blur the image but do not blur on sharp far to near distance changes to avoid bleeding artifacts
  88625. // See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  88626. _this._depthOfFieldBlurY = [];
  88627. _this._depthOfFieldBlurX = [];
  88628. var blurCount = 1;
  88629. var kernelSize = 15;
  88630. switch (blurLevel) {
  88631. case DepthOfFieldEffectBlurLevel.High: {
  88632. blurCount = 3;
  88633. kernelSize = 51;
  88634. break;
  88635. }
  88636. case DepthOfFieldEffectBlurLevel.Medium: {
  88637. blurCount = 2;
  88638. kernelSize = 31;
  88639. break;
  88640. }
  88641. default: {
  88642. kernelSize = 15;
  88643. blurCount = 1;
  88644. break;
  88645. }
  88646. }
  88647. var adjustedKernelSize = kernelSize / Math.pow(2, blurCount - 1);
  88648. var ratio = 1.0;
  88649. for (var i = 0; i < blurCount; i++) {
  88650. 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);
  88651. blurY.autoClear = false;
  88652. ratio = 0.75 / Math.pow(2, i);
  88653. 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);
  88654. blurX.autoClear = false;
  88655. _this._depthOfFieldBlurY.push(blurY);
  88656. _this._depthOfFieldBlurX.push(blurX);
  88657. }
  88658. // Set all post processes on the effect.
  88659. _this._effects = [_this._circleOfConfusion];
  88660. for (var i = 0; i < _this._depthOfFieldBlurX.length; i++) {
  88661. _this._effects.push(_this._depthOfFieldBlurY[i]);
  88662. _this._effects.push(_this._depthOfFieldBlurX[i]);
  88663. }
  88664. // Merge blurred images with original image based on circleOfConfusion
  88665. _this._dofMerge = new BABYLON.DepthOfFieldMergePostProcess("dofMerge", _this._circleOfConfusion, _this._circleOfConfusion, _this._depthOfFieldBlurX, ratio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88666. _this._dofMerge.autoClear = false;
  88667. _this._effects.push(_this._dofMerge);
  88668. return _this;
  88669. }
  88670. Object.defineProperty(DepthOfFieldEffect.prototype, "focalLength", {
  88671. get: function () {
  88672. return this._circleOfConfusion.focalLength;
  88673. },
  88674. /**
  88675. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  88676. */
  88677. set: function (value) {
  88678. this._circleOfConfusion.focalLength = value;
  88679. },
  88680. enumerable: true,
  88681. configurable: true
  88682. });
  88683. Object.defineProperty(DepthOfFieldEffect.prototype, "fStop", {
  88684. get: function () {
  88685. return this._circleOfConfusion.fStop;
  88686. },
  88687. /**
  88688. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  88689. */
  88690. set: function (value) {
  88691. this._circleOfConfusion.fStop = value;
  88692. },
  88693. enumerable: true,
  88694. configurable: true
  88695. });
  88696. Object.defineProperty(DepthOfFieldEffect.prototype, "focusDistance", {
  88697. get: function () {
  88698. return this._circleOfConfusion.focusDistance;
  88699. },
  88700. /**
  88701. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  88702. */
  88703. set: function (value) {
  88704. this._circleOfConfusion.focusDistance = value;
  88705. },
  88706. enumerable: true,
  88707. configurable: true
  88708. });
  88709. Object.defineProperty(DepthOfFieldEffect.prototype, "lensSize", {
  88710. get: function () {
  88711. return this._circleOfConfusion.lensSize;
  88712. },
  88713. /**
  88714. * 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.
  88715. */
  88716. set: function (value) {
  88717. this._circleOfConfusion.lensSize = value;
  88718. },
  88719. enumerable: true,
  88720. configurable: true
  88721. });
  88722. Object.defineProperty(DepthOfFieldEffect.prototype, "depthTexture", {
  88723. /**
  88724. * 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.
  88725. */
  88726. set: function (value) {
  88727. this._circleOfConfusion.depthTexture = value;
  88728. },
  88729. enumerable: true,
  88730. configurable: true
  88731. });
  88732. /**
  88733. * Disposes each of the internal effects for a given camera.
  88734. * @param camera The camera to dispose the effect on.
  88735. */
  88736. DepthOfFieldEffect.prototype.disposeEffects = function (camera) {
  88737. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88738. this._effects[effectIndex].dispose(camera);
  88739. }
  88740. };
  88741. /**
  88742. * @hidden Internal
  88743. */
  88744. DepthOfFieldEffect.prototype._updateEffects = function () {
  88745. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88746. this._effects[effectIndex].updateEffect();
  88747. }
  88748. };
  88749. /**
  88750. * Internal
  88751. * @returns if all the contained post processes are ready.
  88752. * @hidden
  88753. */
  88754. DepthOfFieldEffect.prototype._isReady = function () {
  88755. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88756. if (!this._effects[effectIndex].isReady()) {
  88757. return false;
  88758. }
  88759. }
  88760. return true;
  88761. };
  88762. return DepthOfFieldEffect;
  88763. }(BABYLON.PostProcessRenderEffect));
  88764. BABYLON.DepthOfFieldEffect = DepthOfFieldEffect;
  88765. })(BABYLON || (BABYLON = {}));
  88766. //# sourceMappingURL=babylon.depthOfFieldEffect.js.map
  88767. var BABYLON;
  88768. (function (BABYLON) {
  88769. /**
  88770. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  88771. */
  88772. var BloomMergePostProcess = /** @class */ (function (_super) {
  88773. __extends(BloomMergePostProcess, _super);
  88774. /**
  88775. * Creates a new instance of @see BloomMergePostProcess
  88776. * @param name The name of the effect.
  88777. * @param originalFromInput Post process which's input will be used for the merge.
  88778. * @param blurred Blurred highlights post process which's output will be used.
  88779. * @param weight Weight of the bloom to be added to the original input.
  88780. * @param options The required width/height ratio to downsize to before computing the render pass.
  88781. * @param camera The camera to apply the render pass to.
  88782. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  88783. * @param engine The engine which the post process will be applied. (default: current engine)
  88784. * @param reusable If the post process can be reused on the same frame. (default: false)
  88785. * @param textureType Type of textures used when performing the post process. (default: 0)
  88786. * @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)
  88787. */
  88788. function BloomMergePostProcess(name, originalFromInput, blurred,
  88789. /** Weight of the bloom to be added to the original input. */
  88790. weight, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88791. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88792. if (blockCompilation === void 0) { blockCompilation = false; }
  88793. var _this = _super.call(this, name, "bloomMerge", ["bloomWeight"], ["circleOfConfusionSampler", "blurStep0", "blurStep1", "blurStep2", "bloomBlur"], options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, true) || this;
  88794. _this.weight = weight;
  88795. _this.onApplyObservable.add(function (effect) {
  88796. effect.setTextureFromPostProcess("textureSampler", originalFromInput);
  88797. effect.setTextureFromPostProcessOutput("bloomBlur", blurred);
  88798. effect.setFloat("bloomWeight", _this.weight);
  88799. });
  88800. if (!blockCompilation) {
  88801. _this.updateEffect();
  88802. }
  88803. return _this;
  88804. }
  88805. return BloomMergePostProcess;
  88806. }(BABYLON.PostProcess));
  88807. BABYLON.BloomMergePostProcess = BloomMergePostProcess;
  88808. })(BABYLON || (BABYLON = {}));
  88809. //# sourceMappingURL=babylon.bloomMergePostProcess.js.map
  88810. var BABYLON;
  88811. (function (BABYLON) {
  88812. /**
  88813. * 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.
  88814. */
  88815. var ExtractHighlightsPostProcess = /** @class */ (function (_super) {
  88816. __extends(ExtractHighlightsPostProcess, _super);
  88817. function ExtractHighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  88818. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  88819. if (blockCompilation === void 0) { blockCompilation = false; }
  88820. var _this = _super.call(this, name, "extractHighlights", ["threshold", "exposure"], null, options, camera, samplingMode, engine, reusable, null, textureType, undefined, null, blockCompilation) || this;
  88821. /**
  88822. * The luminance threshold, pixels below this value will be set to black.
  88823. */
  88824. _this.threshold = 0.9;
  88825. /** @hidden */
  88826. _this._exposure = 1;
  88827. /**
  88828. * Post process which has the input texture to be used when performing highlight extraction
  88829. * @hidden
  88830. */
  88831. _this._inputPostProcess = null;
  88832. _this.onApplyObservable.add(function (effect) {
  88833. if (_this._inputPostProcess) {
  88834. effect.setTextureFromPostProcess("textureSampler", _this._inputPostProcess);
  88835. }
  88836. effect.setFloat('threshold', Math.pow(_this.threshold, BABYLON.ToGammaSpace));
  88837. effect.setFloat('exposure', _this._exposure);
  88838. });
  88839. return _this;
  88840. }
  88841. return ExtractHighlightsPostProcess;
  88842. }(BABYLON.PostProcess));
  88843. BABYLON.ExtractHighlightsPostProcess = ExtractHighlightsPostProcess;
  88844. })(BABYLON || (BABYLON = {}));
  88845. //# sourceMappingURL=babylon.extractHighlightsPostProcess.js.map
  88846. var BABYLON;
  88847. (function (BABYLON) {
  88848. /**
  88849. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  88850. */
  88851. var BloomEffect = /** @class */ (function (_super) {
  88852. __extends(BloomEffect, _super);
  88853. /**
  88854. * Creates a new instance of @see BloomEffect
  88855. * @param scene The scene the effect belongs to.
  88856. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  88857. * @param bloomKernel The size of the kernel to be used when applying the blur.
  88858. * @param bloomWeight The the strength of bloom.
  88859. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  88860. * @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)
  88861. */
  88862. function BloomEffect(scene, bloomScale, bloomWeight, bloomKernel, pipelineTextureType, blockCompilation) {
  88863. if (pipelineTextureType === void 0) { pipelineTextureType = 0; }
  88864. if (blockCompilation === void 0) { blockCompilation = false; }
  88865. var _this = _super.call(this, scene.getEngine(), "bloom", function () {
  88866. return _this._effects;
  88867. }, true) || this;
  88868. _this.bloomScale = bloomScale;
  88869. /**
  88870. * @hidden Internal
  88871. */
  88872. _this._effects = [];
  88873. _this._downscale = new BABYLON.ExtractHighlightsPostProcess("highlights", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88874. _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);
  88875. _this._blurX.alwaysForcePOT = true;
  88876. _this._blurX.autoClear = false;
  88877. _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);
  88878. _this._blurY.alwaysForcePOT = true;
  88879. _this._blurY.autoClear = false;
  88880. _this.kernel = bloomKernel;
  88881. _this._effects = [_this._downscale, _this._blurX, _this._blurY];
  88882. _this._merge = new BABYLON.BloomMergePostProcess("bloomMerge", _this._downscale, _this._blurY, bloomWeight, bloomScale, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, scene.getEngine(), false, pipelineTextureType, blockCompilation);
  88883. _this._merge.autoClear = false;
  88884. _this._effects.push(_this._merge);
  88885. return _this;
  88886. }
  88887. Object.defineProperty(BloomEffect.prototype, "threshold", {
  88888. /**
  88889. * The luminance threshold to find bright areas of the image to bloom.
  88890. */
  88891. get: function () {
  88892. return this._downscale.threshold;
  88893. },
  88894. set: function (value) {
  88895. this._downscale.threshold = value;
  88896. },
  88897. enumerable: true,
  88898. configurable: true
  88899. });
  88900. Object.defineProperty(BloomEffect.prototype, "weight", {
  88901. /**
  88902. * The strength of the bloom.
  88903. */
  88904. get: function () {
  88905. return this._merge.weight;
  88906. },
  88907. set: function (value) {
  88908. this._merge.weight = value;
  88909. },
  88910. enumerable: true,
  88911. configurable: true
  88912. });
  88913. Object.defineProperty(BloomEffect.prototype, "kernel", {
  88914. /**
  88915. * Specifies the size of the bloom blur kernel, relative to the final output size
  88916. */
  88917. get: function () {
  88918. return this._blurX.kernel / this.bloomScale;
  88919. },
  88920. set: function (value) {
  88921. this._blurX.kernel = value * this.bloomScale;
  88922. this._blurY.kernel = value * this.bloomScale;
  88923. },
  88924. enumerable: true,
  88925. configurable: true
  88926. });
  88927. /**
  88928. * Disposes each of the internal effects for a given camera.
  88929. * @param camera The camera to dispose the effect on.
  88930. */
  88931. BloomEffect.prototype.disposeEffects = function (camera) {
  88932. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88933. this._effects[effectIndex].dispose(camera);
  88934. }
  88935. };
  88936. /**
  88937. * @hidden Internal
  88938. */
  88939. BloomEffect.prototype._updateEffects = function () {
  88940. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88941. this._effects[effectIndex].updateEffect();
  88942. }
  88943. };
  88944. /**
  88945. * Internal
  88946. * @returns if all the contained post processes are ready.
  88947. * @hidden
  88948. */
  88949. BloomEffect.prototype._isReady = function () {
  88950. for (var effectIndex = 0; effectIndex < this._effects.length; effectIndex++) {
  88951. if (!this._effects[effectIndex].isReady()) {
  88952. return false;
  88953. }
  88954. }
  88955. return true;
  88956. };
  88957. return BloomEffect;
  88958. }(BABYLON.PostProcessRenderEffect));
  88959. BABYLON.BloomEffect = BloomEffect;
  88960. })(BABYLON || (BABYLON = {}));
  88961. //# sourceMappingURL=babylon.bloomEffect.js.map
  88962. var BABYLON;
  88963. (function (BABYLON) {
  88964. /**
  88965. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  88966. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  88967. */
  88968. var DefaultRenderingPipeline = /** @class */ (function (_super) {
  88969. __extends(DefaultRenderingPipeline, _super);
  88970. /**
  88971. * @constructor
  88972. * @param name - The rendering pipeline name (default: "")
  88973. * @param hdr - If high dynamic range textures should be used (default: true)
  88974. * @param scene - The scene linked to this pipeline (default: the last created scene)
  88975. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  88976. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  88977. */
  88978. function DefaultRenderingPipeline(name, hdr, scene, cameras, automaticBuild) {
  88979. if (name === void 0) { name = ""; }
  88980. if (hdr === void 0) { hdr = true; }
  88981. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  88982. if (automaticBuild === void 0) { automaticBuild = true; }
  88983. var _this = _super.call(this, scene.getEngine(), name) || this;
  88984. _this._camerasToBeAttached = [];
  88985. /**
  88986. * ID of the sharpen post process,
  88987. */
  88988. _this.SharpenPostProcessId = "SharpenPostProcessEffect";
  88989. /**
  88990. * @ignore
  88991. * ID of the image processing post process;
  88992. */
  88993. _this.ImageProcessingPostProcessId = "ImageProcessingPostProcessEffect";
  88994. /**
  88995. * @ignore
  88996. * ID of the Fast Approximate Anti-Aliasing post process;
  88997. */
  88998. _this.FxaaPostProcessId = "FxaaPostProcessEffect";
  88999. /**
  89000. * ID of the chromatic aberration post process,
  89001. */
  89002. _this.ChromaticAberrationPostProcessId = "ChromaticAberrationPostProcessEffect";
  89003. /**
  89004. * ID of the grain post process
  89005. */
  89006. _this.GrainPostProcessId = "GrainPostProcessEffect";
  89007. /**
  89008. * Glow post process which adds a glow to emmisive areas of the image
  89009. */
  89010. _this._glowLayer = null;
  89011. /**
  89012. * Animations which can be used to tweak settings over a period of time
  89013. */
  89014. _this.animations = [];
  89015. _this._imageProcessingConfigurationObserver = null;
  89016. // Values
  89017. _this._sharpenEnabled = false;
  89018. _this._bloomEnabled = false;
  89019. _this._depthOfFieldEnabled = false;
  89020. _this._depthOfFieldBlurLevel = BABYLON.DepthOfFieldEffectBlurLevel.Low;
  89021. _this._fxaaEnabled = false;
  89022. _this._imageProcessingEnabled = true;
  89023. _this._bloomScale = 0.5;
  89024. _this._chromaticAberrationEnabled = false;
  89025. _this._grainEnabled = false;
  89026. _this._buildAllowed = true;
  89027. _this._resizeObserver = null;
  89028. _this._hardwareScaleLevel = 1.0;
  89029. _this._bloomKernel = 64;
  89030. /**
  89031. * Specifies the weight of the bloom in the final rendering
  89032. */
  89033. _this._bloomWeight = 0.15;
  89034. /**
  89035. * Specifies the luma threshold for the area that will be blurred by the bloom
  89036. */
  89037. _this._bloomThreshold = 0.9;
  89038. _this._samples = 1;
  89039. _this._hasCleared = false;
  89040. _this._prevPostProcess = null;
  89041. _this._prevPrevPostProcess = null;
  89042. _this._depthOfFieldSceneObserver = null;
  89043. _this._cameras = cameras || scene.cameras;
  89044. _this._cameras = _this._cameras.slice();
  89045. _this._camerasToBeAttached = _this._cameras.slice();
  89046. _this._buildAllowed = automaticBuild;
  89047. // Initialize
  89048. _this._scene = scene;
  89049. var caps = _this._scene.getEngine().getCaps();
  89050. _this._hdr = hdr && (caps.textureHalfFloatRender || caps.textureFloatRender);
  89051. // Misc
  89052. if (_this._hdr) {
  89053. if (caps.textureHalfFloatRender) {
  89054. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  89055. }
  89056. else if (caps.textureFloatRender) {
  89057. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  89058. }
  89059. }
  89060. else {
  89061. _this._defaultPipelineTextureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  89062. }
  89063. // Attach
  89064. scene.postProcessRenderPipelineManager.addPipeline(_this);
  89065. var engine = _this._scene.getEngine();
  89066. // Create post processes before hand so they can be modified before enabled.
  89067. // Block compilation flag is set to true to avoid compilation prior to use, these will be updated on first use in build pipeline.
  89068. _this.sharpen = new BABYLON.SharpenPostProcess("sharpen", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89069. _this._sharpenEffect = new BABYLON.PostProcessRenderEffect(engine, _this.SharpenPostProcessId, function () { return _this.sharpen; }, true);
  89070. _this.depthOfField = new BABYLON.DepthOfFieldEffect(_this._scene, null, _this._depthOfFieldBlurLevel, _this._defaultPipelineTextureType, true);
  89071. _this.bloom = new BABYLON.BloomEffect(_this._scene, _this._bloomScale, _this._bloomWeight, _this.bloomKernel, _this._defaultPipelineTextureType, true);
  89072. _this.chromaticAberration = new BABYLON.ChromaticAberrationPostProcess("ChromaticAberration", engine.getRenderWidth(), engine.getRenderHeight(), 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89073. _this._chromaticAberrationEffect = new BABYLON.PostProcessRenderEffect(engine, _this.ChromaticAberrationPostProcessId, function () { return _this.chromaticAberration; }, true);
  89074. _this.grain = new BABYLON.GrainPostProcess("Grain", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, _this._defaultPipelineTextureType, true);
  89075. _this._grainEffect = new BABYLON.PostProcessRenderEffect(engine, _this.GrainPostProcessId, function () { return _this.grain; }, true);
  89076. _this._resizeObserver = engine.onResizeObservable.add(function () {
  89077. _this._hardwareScaleLevel = engine.getHardwareScalingLevel();
  89078. _this.bloomKernel = _this.bloomKernel;
  89079. });
  89080. _this._imageProcessingConfigurationObserver = _this._scene.imageProcessingConfiguration.onUpdateParameters.add(function () {
  89081. _this.bloom._downscale._exposure = _this._scene.imageProcessingConfiguration.exposure;
  89082. });
  89083. _this._buildPipeline();
  89084. return _this;
  89085. }
  89086. Object.defineProperty(DefaultRenderingPipeline.prototype, "sharpenEnabled", {
  89087. get: function () {
  89088. return this._sharpenEnabled;
  89089. },
  89090. /**
  89091. * Enable or disable the sharpen process from the pipeline
  89092. */
  89093. set: function (enabled) {
  89094. if (this._sharpenEnabled === enabled) {
  89095. return;
  89096. }
  89097. this._sharpenEnabled = enabled;
  89098. this._buildPipeline();
  89099. },
  89100. enumerable: true,
  89101. configurable: true
  89102. });
  89103. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomKernel", {
  89104. /**
  89105. * Specifies the size of the bloom blur kernel, relative to the final output size
  89106. */
  89107. get: function () {
  89108. return this._bloomKernel;
  89109. },
  89110. set: function (value) {
  89111. this._bloomKernel = value;
  89112. this.bloom.kernel = value / this._hardwareScaleLevel;
  89113. },
  89114. enumerable: true,
  89115. configurable: true
  89116. });
  89117. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomWeight", {
  89118. get: function () {
  89119. return this._bloomWeight;
  89120. },
  89121. /**
  89122. * The strength of the bloom.
  89123. */
  89124. set: function (value) {
  89125. if (this._bloomWeight === value) {
  89126. return;
  89127. }
  89128. this.bloom.weight = value;
  89129. this._bloomWeight = value;
  89130. },
  89131. enumerable: true,
  89132. configurable: true
  89133. });
  89134. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomThreshold", {
  89135. get: function () {
  89136. return this._bloomThreshold;
  89137. },
  89138. /**
  89139. * The strength of the bloom.
  89140. */
  89141. set: function (value) {
  89142. if (this._bloomThreshold === value) {
  89143. return;
  89144. }
  89145. this.bloom.threshold = value;
  89146. this._bloomThreshold = value;
  89147. },
  89148. enumerable: true,
  89149. configurable: true
  89150. });
  89151. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomScale", {
  89152. get: function () {
  89153. return this._bloomScale;
  89154. },
  89155. /**
  89156. * The scale of the bloom, lower value will provide better performance.
  89157. */
  89158. set: function (value) {
  89159. if (this._bloomScale === value) {
  89160. return;
  89161. }
  89162. this._bloomScale = value;
  89163. // recreate bloom and dispose old as this setting is not dynamic
  89164. this._rebuildBloom();
  89165. this._buildPipeline();
  89166. },
  89167. enumerable: true,
  89168. configurable: true
  89169. });
  89170. Object.defineProperty(DefaultRenderingPipeline.prototype, "bloomEnabled", {
  89171. get: function () {
  89172. return this._bloomEnabled;
  89173. },
  89174. /**
  89175. * Enable or disable the bloom from the pipeline
  89176. */
  89177. set: function (enabled) {
  89178. if (this._bloomEnabled === enabled) {
  89179. return;
  89180. }
  89181. this._bloomEnabled = enabled;
  89182. this._buildPipeline();
  89183. },
  89184. enumerable: true,
  89185. configurable: true
  89186. });
  89187. DefaultRenderingPipeline.prototype._rebuildBloom = function () {
  89188. // recreate bloom and dispose old as this setting is not dynamic
  89189. var oldBloom = this.bloom;
  89190. this.bloom = new BABYLON.BloomEffect(this._scene, this.bloomScale, this._bloomWeight, this.bloomKernel, this._defaultPipelineTextureType, false);
  89191. this.bloom.threshold = oldBloom.threshold;
  89192. for (var i = 0; i < this._cameras.length; i++) {
  89193. oldBloom.disposeEffects(this._cameras[i]);
  89194. }
  89195. };
  89196. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", {
  89197. /**
  89198. * If the depth of field is enabled.
  89199. */
  89200. get: function () {
  89201. return this._depthOfFieldEnabled;
  89202. },
  89203. set: function (enabled) {
  89204. if (this._depthOfFieldEnabled === enabled) {
  89205. return;
  89206. }
  89207. this._depthOfFieldEnabled = enabled;
  89208. this._buildPipeline();
  89209. },
  89210. enumerable: true,
  89211. configurable: true
  89212. });
  89213. Object.defineProperty(DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", {
  89214. /**
  89215. * Blur level of the depth of field effect. (Higher blur will effect performance)
  89216. */
  89217. get: function () {
  89218. return this._depthOfFieldBlurLevel;
  89219. },
  89220. set: function (value) {
  89221. if (this._depthOfFieldBlurLevel === value) {
  89222. return;
  89223. }
  89224. this._depthOfFieldBlurLevel = value;
  89225. // recreate dof and dispose old as this setting is not dynamic
  89226. var oldDof = this.depthOfField;
  89227. this.depthOfField = new BABYLON.DepthOfFieldEffect(this._scene, null, this._depthOfFieldBlurLevel, this._defaultPipelineTextureType, false);
  89228. this.depthOfField.focalLength = oldDof.focalLength;
  89229. this.depthOfField.focusDistance = oldDof.focusDistance;
  89230. this.depthOfField.fStop = oldDof.fStop;
  89231. this.depthOfField.lensSize = oldDof.lensSize;
  89232. for (var i = 0; i < this._cameras.length; i++) {
  89233. oldDof.disposeEffects(this._cameras[i]);
  89234. }
  89235. this._buildPipeline();
  89236. },
  89237. enumerable: true,
  89238. configurable: true
  89239. });
  89240. Object.defineProperty(DefaultRenderingPipeline.prototype, "fxaaEnabled", {
  89241. get: function () {
  89242. return this._fxaaEnabled;
  89243. },
  89244. /**
  89245. * If the anti aliasing is enabled.
  89246. */
  89247. set: function (enabled) {
  89248. if (this._fxaaEnabled === enabled) {
  89249. return;
  89250. }
  89251. this._fxaaEnabled = enabled;
  89252. this._buildPipeline();
  89253. },
  89254. enumerable: true,
  89255. configurable: true
  89256. });
  89257. Object.defineProperty(DefaultRenderingPipeline.prototype, "samples", {
  89258. get: function () {
  89259. return this._samples;
  89260. },
  89261. /**
  89262. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  89263. */
  89264. set: function (sampleCount) {
  89265. if (this._samples === sampleCount) {
  89266. return;
  89267. }
  89268. this._samples = sampleCount;
  89269. this._buildPipeline();
  89270. },
  89271. enumerable: true,
  89272. configurable: true
  89273. });
  89274. Object.defineProperty(DefaultRenderingPipeline.prototype, "imageProcessingEnabled", {
  89275. get: function () {
  89276. return this._imageProcessingEnabled;
  89277. },
  89278. /**
  89279. * If image processing is enabled.
  89280. */
  89281. set: function (enabled) {
  89282. if (this._imageProcessingEnabled === enabled) {
  89283. return;
  89284. }
  89285. this._imageProcessingEnabled = enabled;
  89286. this._buildPipeline();
  89287. },
  89288. enumerable: true,
  89289. configurable: true
  89290. });
  89291. Object.defineProperty(DefaultRenderingPipeline.prototype, "glowLayerEnabled", {
  89292. get: function () {
  89293. return this._glowLayer == null;
  89294. },
  89295. /**
  89296. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  89297. */
  89298. set: function (enabled) {
  89299. if (enabled && !this._glowLayer) {
  89300. this._glowLayer = new BABYLON.GlowLayer("", this._scene);
  89301. }
  89302. else if (!enabled && this._glowLayer) {
  89303. this._glowLayer.dispose();
  89304. this._glowLayer = null;
  89305. }
  89306. },
  89307. enumerable: true,
  89308. configurable: true
  89309. });
  89310. Object.defineProperty(DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", {
  89311. get: function () {
  89312. return this._chromaticAberrationEnabled;
  89313. },
  89314. /**
  89315. * Enable or disable the chromaticAberration process from the pipeline
  89316. */
  89317. set: function (enabled) {
  89318. if (this._chromaticAberrationEnabled === enabled) {
  89319. return;
  89320. }
  89321. this._chromaticAberrationEnabled = enabled;
  89322. this._buildPipeline();
  89323. },
  89324. enumerable: true,
  89325. configurable: true
  89326. });
  89327. Object.defineProperty(DefaultRenderingPipeline.prototype, "grainEnabled", {
  89328. get: function () {
  89329. return this._grainEnabled;
  89330. },
  89331. /**
  89332. * Enable or disable the grain process from the pipeline
  89333. */
  89334. set: function (enabled) {
  89335. if (this._grainEnabled === enabled) {
  89336. return;
  89337. }
  89338. this._grainEnabled = enabled;
  89339. this._buildPipeline();
  89340. },
  89341. enumerable: true,
  89342. configurable: true
  89343. });
  89344. /**
  89345. * Force the compilation of the entire pipeline.
  89346. */
  89347. DefaultRenderingPipeline.prototype.prepare = function () {
  89348. var previousState = this._buildAllowed;
  89349. this._buildAllowed = true;
  89350. this._buildPipeline();
  89351. this._buildAllowed = previousState;
  89352. };
  89353. DefaultRenderingPipeline.prototype._setAutoClearAndTextureSharing = function (postProcess, skipTextureSharing) {
  89354. if (skipTextureSharing === void 0) { skipTextureSharing = false; }
  89355. if (this._hasCleared) {
  89356. postProcess.autoClear = false;
  89357. }
  89358. else {
  89359. postProcess.autoClear = true;
  89360. this._scene.autoClear = false;
  89361. this._hasCleared = true;
  89362. }
  89363. if (!skipTextureSharing) {
  89364. if (this._prevPrevPostProcess) {
  89365. postProcess.shareOutputWith(this._prevPrevPostProcess);
  89366. }
  89367. else {
  89368. postProcess.useOwnOutput();
  89369. }
  89370. if (this._prevPostProcess) {
  89371. this._prevPrevPostProcess = this._prevPostProcess;
  89372. }
  89373. this._prevPostProcess = postProcess;
  89374. }
  89375. };
  89376. DefaultRenderingPipeline.prototype._buildPipeline = function () {
  89377. var _this = this;
  89378. if (!this._buildAllowed) {
  89379. return;
  89380. }
  89381. this._scene.autoClear = true;
  89382. var engine = this._scene.getEngine();
  89383. this._disposePostProcesses();
  89384. if (this._cameras !== null) {
  89385. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89386. // get back cameras to be used to reattach pipeline
  89387. this._cameras = this._camerasToBeAttached.slice();
  89388. }
  89389. this._reset();
  89390. this._prevPostProcess = null;
  89391. this._prevPrevPostProcess = null;
  89392. this._hasCleared = false;
  89393. if (this.depthOfFieldEnabled) {
  89394. // Multi camera suport
  89395. if (this._cameras.length > 1) {
  89396. for (var _i = 0, _a = this._cameras; _i < _a.length; _i++) {
  89397. var camera = _a[_i];
  89398. var depthRenderer = this._scene.enableDepthRenderer(camera);
  89399. depthRenderer.useOnlyInActiveCamera = true;
  89400. }
  89401. this._depthOfFieldSceneObserver = this._scene.onAfterRenderTargetsRenderObservable.add(function (scene) {
  89402. if (_this._cameras.indexOf(scene.activeCamera) > -1) {
  89403. _this.depthOfField.depthTexture = scene.enableDepthRenderer(scene.activeCamera).getDepthMap();
  89404. }
  89405. });
  89406. }
  89407. else {
  89408. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89409. var depthRenderer = this._scene.enableDepthRenderer(this._cameras[0]);
  89410. this.depthOfField.depthTexture = depthRenderer.getDepthMap();
  89411. }
  89412. if (!this.depthOfField._isReady()) {
  89413. this.depthOfField._updateEffects();
  89414. }
  89415. this.addEffect(this.depthOfField);
  89416. this._setAutoClearAndTextureSharing(this.depthOfField._effects[0], true);
  89417. }
  89418. else {
  89419. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89420. }
  89421. if (this.bloomEnabled) {
  89422. if (!this.bloom._isReady()) {
  89423. this.bloom._updateEffects();
  89424. }
  89425. this.addEffect(this.bloom);
  89426. this._setAutoClearAndTextureSharing(this.bloom._effects[0], true);
  89427. }
  89428. if (this._imageProcessingEnabled) {
  89429. this.imageProcessing = new BABYLON.ImageProcessingPostProcess("imageProcessing", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89430. if (this._hdr) {
  89431. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.ImageProcessingPostProcessId, function () { return _this.imageProcessing; }, true));
  89432. this._setAutoClearAndTextureSharing(this.imageProcessing);
  89433. }
  89434. else {
  89435. this._scene.imageProcessingConfiguration.applyByPostProcess = false;
  89436. }
  89437. }
  89438. if (this.sharpenEnabled) {
  89439. if (!this.sharpen.isReady()) {
  89440. this.sharpen.updateEffect();
  89441. }
  89442. this.addEffect(this._sharpenEffect);
  89443. this._setAutoClearAndTextureSharing(this.sharpen);
  89444. }
  89445. if (this.grainEnabled) {
  89446. if (!this.grain.isReady()) {
  89447. this.grain.updateEffect();
  89448. }
  89449. this.addEffect(this._grainEffect);
  89450. this._setAutoClearAndTextureSharing(this.grain);
  89451. }
  89452. if (this.chromaticAberrationEnabled) {
  89453. if (!this.chromaticAberration.isReady()) {
  89454. this.chromaticAberration.updateEffect();
  89455. }
  89456. this.addEffect(this._chromaticAberrationEffect);
  89457. this._setAutoClearAndTextureSharing(this.chromaticAberration);
  89458. }
  89459. if (this.fxaaEnabled) {
  89460. this.fxaa = new BABYLON.FxaaPostProcess("fxaa", 1.0, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, engine, false, this._defaultPipelineTextureType);
  89461. this.addEffect(new BABYLON.PostProcessRenderEffect(engine, this.FxaaPostProcessId, function () { return _this.fxaa; }, true));
  89462. this._setAutoClearAndTextureSharing(this.fxaa, true);
  89463. }
  89464. if (this._cameras !== null) {
  89465. this._scene.postProcessRenderPipelineManager.attachCamerasToRenderPipeline(this._name, this._cameras);
  89466. }
  89467. if (!this._enableMSAAOnFirstPostProcess(this.samples) && this.samples > 1) {
  89468. BABYLON.Tools.Warn("MSAA failed to enable, MSAA is only supported in browsers that support webGL >= 2.0");
  89469. }
  89470. };
  89471. DefaultRenderingPipeline.prototype._disposePostProcesses = function (disposeNonRecreated) {
  89472. if (disposeNonRecreated === void 0) { disposeNonRecreated = false; }
  89473. for (var i = 0; i < this._cameras.length; i++) {
  89474. var camera = this._cameras[i];
  89475. if (this.imageProcessing) {
  89476. this.imageProcessing.dispose(camera);
  89477. }
  89478. if (this.fxaa) {
  89479. this.fxaa.dispose(camera);
  89480. }
  89481. // These are created in the constructor and should not be disposed on every pipeline change
  89482. if (disposeNonRecreated) {
  89483. if (this.sharpen) {
  89484. this.sharpen.dispose(camera);
  89485. }
  89486. if (this.depthOfField) {
  89487. this._scene.onAfterRenderTargetsRenderObservable.remove(this._depthOfFieldSceneObserver);
  89488. this.depthOfField.disposeEffects(camera);
  89489. }
  89490. if (this.bloom) {
  89491. this.bloom.disposeEffects(camera);
  89492. }
  89493. if (this.chromaticAberration) {
  89494. this.chromaticAberration.dispose(camera);
  89495. }
  89496. if (this.grain) {
  89497. this.grain.dispose(camera);
  89498. }
  89499. if (this._glowLayer) {
  89500. this._glowLayer.dispose();
  89501. }
  89502. }
  89503. }
  89504. this.imageProcessing = null;
  89505. this.fxaa = null;
  89506. if (disposeNonRecreated) {
  89507. this.sharpen = null;
  89508. this._sharpenEffect = null;
  89509. this.depthOfField = null;
  89510. this.bloom = null;
  89511. this.chromaticAberration = null;
  89512. this._chromaticAberrationEffect = null;
  89513. this.grain = null;
  89514. this._grainEffect = null;
  89515. this._glowLayer = null;
  89516. }
  89517. };
  89518. /**
  89519. * Adds a camera to the pipeline
  89520. * @param camera the camera to be added
  89521. */
  89522. DefaultRenderingPipeline.prototype.addCamera = function (camera) {
  89523. this._camerasToBeAttached.push(camera);
  89524. this._buildPipeline();
  89525. };
  89526. /**
  89527. * Removes a camera from the pipeline
  89528. * @param camera the camera to remove
  89529. */
  89530. DefaultRenderingPipeline.prototype.removeCamera = function (camera) {
  89531. var index = this._camerasToBeAttached.indexOf(camera);
  89532. this._camerasToBeAttached.splice(index, 1);
  89533. this._buildPipeline();
  89534. };
  89535. /**
  89536. * Dispose of the pipeline and stop all post processes
  89537. */
  89538. DefaultRenderingPipeline.prototype.dispose = function () {
  89539. this._disposePostProcesses(true);
  89540. this._scene.postProcessRenderPipelineManager.detachCamerasFromRenderPipeline(this._name, this._cameras);
  89541. this._scene.autoClear = true;
  89542. if (this._resizeObserver) {
  89543. this._scene.getEngine().onResizeObservable.remove(this._resizeObserver);
  89544. this._resizeObserver = null;
  89545. }
  89546. this._scene.imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingConfigurationObserver);
  89547. _super.prototype.dispose.call(this);
  89548. };
  89549. /**
  89550. * Serialize the rendering pipeline (Used when exporting)
  89551. * @returns the serialized object
  89552. */
  89553. DefaultRenderingPipeline.prototype.serialize = function () {
  89554. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  89555. serializationObject.customType = "DefaultRenderingPipeline";
  89556. return serializationObject;
  89557. };
  89558. /**
  89559. * Parse the serialized pipeline
  89560. * @param source Source pipeline.
  89561. * @param scene The scene to load the pipeline to.
  89562. * @param rootUrl The URL of the serialized pipeline.
  89563. * @returns An instantiated pipeline from the serialized object.
  89564. */
  89565. DefaultRenderingPipeline.Parse = function (source, scene, rootUrl) {
  89566. return BABYLON.SerializationHelper.Parse(function () { return new DefaultRenderingPipeline(source._name, source._name._hdr, scene); }, source, scene, rootUrl);
  89567. };
  89568. __decorate([
  89569. BABYLON.serialize()
  89570. ], DefaultRenderingPipeline.prototype, "sharpenEnabled", null);
  89571. __decorate([
  89572. BABYLON.serialize()
  89573. ], DefaultRenderingPipeline.prototype, "bloomKernel", null);
  89574. __decorate([
  89575. BABYLON.serialize()
  89576. ], DefaultRenderingPipeline.prototype, "_bloomWeight", void 0);
  89577. __decorate([
  89578. BABYLON.serialize()
  89579. ], DefaultRenderingPipeline.prototype, "_bloomThreshold", void 0);
  89580. __decorate([
  89581. BABYLON.serialize()
  89582. ], DefaultRenderingPipeline.prototype, "_hdr", void 0);
  89583. __decorate([
  89584. BABYLON.serialize()
  89585. ], DefaultRenderingPipeline.prototype, "bloomWeight", null);
  89586. __decorate([
  89587. BABYLON.serialize()
  89588. ], DefaultRenderingPipeline.prototype, "bloomThreshold", null);
  89589. __decorate([
  89590. BABYLON.serialize()
  89591. ], DefaultRenderingPipeline.prototype, "bloomScale", null);
  89592. __decorate([
  89593. BABYLON.serialize()
  89594. ], DefaultRenderingPipeline.prototype, "bloomEnabled", null);
  89595. __decorate([
  89596. BABYLON.serialize()
  89597. ], DefaultRenderingPipeline.prototype, "depthOfFieldEnabled", null);
  89598. __decorate([
  89599. BABYLON.serialize()
  89600. ], DefaultRenderingPipeline.prototype, "depthOfFieldBlurLevel", null);
  89601. __decorate([
  89602. BABYLON.serialize()
  89603. ], DefaultRenderingPipeline.prototype, "fxaaEnabled", null);
  89604. __decorate([
  89605. BABYLON.serialize()
  89606. ], DefaultRenderingPipeline.prototype, "samples", null);
  89607. __decorate([
  89608. BABYLON.serialize()
  89609. ], DefaultRenderingPipeline.prototype, "imageProcessingEnabled", null);
  89610. __decorate([
  89611. BABYLON.serialize()
  89612. ], DefaultRenderingPipeline.prototype, "glowLayerEnabled", null);
  89613. __decorate([
  89614. BABYLON.serialize()
  89615. ], DefaultRenderingPipeline.prototype, "chromaticAberrationEnabled", null);
  89616. __decorate([
  89617. BABYLON.serialize()
  89618. ], DefaultRenderingPipeline.prototype, "grainEnabled", null);
  89619. return DefaultRenderingPipeline;
  89620. }(BABYLON.PostProcessRenderPipeline));
  89621. BABYLON.DefaultRenderingPipeline = DefaultRenderingPipeline;
  89622. })(BABYLON || (BABYLON = {}));
  89623. //# sourceMappingURL=babylon.defaultRenderingPipeline.js.map
  89624. var BABYLON;
  89625. (function (BABYLON) {
  89626. /**
  89627. * @hidden
  89628. */
  89629. var ImageProcessingConfigurationDefines = /** @class */ (function (_super) {
  89630. __extends(ImageProcessingConfigurationDefines, _super);
  89631. function ImageProcessingConfigurationDefines() {
  89632. var _this = _super.call(this) || this;
  89633. _this.IMAGEPROCESSING = false;
  89634. _this.VIGNETTE = false;
  89635. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  89636. _this.VIGNETTEBLENDMODEOPAQUE = false;
  89637. _this.TONEMAPPING = false;
  89638. _this.TONEMAPPING_ACES = false;
  89639. _this.CONTRAST = false;
  89640. _this.COLORCURVES = false;
  89641. _this.COLORGRADING = false;
  89642. _this.COLORGRADING3D = false;
  89643. _this.SAMPLER3DGREENDEPTH = false;
  89644. _this.SAMPLER3DBGRMAP = false;
  89645. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  89646. _this.EXPOSURE = false;
  89647. _this.rebuild();
  89648. return _this;
  89649. }
  89650. return ImageProcessingConfigurationDefines;
  89651. }(BABYLON.MaterialDefines));
  89652. BABYLON.ImageProcessingConfigurationDefines = ImageProcessingConfigurationDefines;
  89653. /**
  89654. * This groups together the common properties used for image processing either in direct forward pass
  89655. * or through post processing effect depending on the use of the image processing pipeline in your scene
  89656. * or not.
  89657. */
  89658. var ImageProcessingConfiguration = /** @class */ (function () {
  89659. function ImageProcessingConfiguration() {
  89660. /**
  89661. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  89662. */
  89663. this.colorCurves = new BABYLON.ColorCurves();
  89664. this._colorCurvesEnabled = false;
  89665. this._colorGradingEnabled = false;
  89666. this._colorGradingWithGreenDepth = true;
  89667. this._colorGradingBGR = true;
  89668. /** @hidden */
  89669. this._exposure = 1.0;
  89670. this._toneMappingEnabled = false;
  89671. this._toneMappingType = ImageProcessingConfiguration.TONEMAPPING_STANDARD;
  89672. this._contrast = 1.0;
  89673. /**
  89674. * Vignette stretch size.
  89675. */
  89676. this.vignetteStretch = 0;
  89677. /**
  89678. * Vignette centre X Offset.
  89679. */
  89680. this.vignetteCentreX = 0;
  89681. /**
  89682. * Vignette centre Y Offset.
  89683. */
  89684. this.vignetteCentreY = 0;
  89685. /**
  89686. * Vignette weight or intensity of the vignette effect.
  89687. */
  89688. this.vignetteWeight = 1.5;
  89689. /**
  89690. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  89691. * if vignetteEnabled is set to true.
  89692. */
  89693. this.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  89694. /**
  89695. * Camera field of view used by the Vignette effect.
  89696. */
  89697. this.vignetteCameraFov = 0.5;
  89698. this._vignetteBlendMode = ImageProcessingConfiguration.VIGNETTEMODE_MULTIPLY;
  89699. this._vignetteEnabled = false;
  89700. this._applyByPostProcess = false;
  89701. this._isEnabled = true;
  89702. /**
  89703. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  89704. */
  89705. this.onUpdateParameters = new BABYLON.Observable();
  89706. }
  89707. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorCurvesEnabled", {
  89708. /**
  89709. * Gets wether the color curves effect is enabled.
  89710. */
  89711. get: function () {
  89712. return this._colorCurvesEnabled;
  89713. },
  89714. /**
  89715. * Sets wether the color curves effect is enabled.
  89716. */
  89717. set: function (value) {
  89718. if (this._colorCurvesEnabled === value) {
  89719. return;
  89720. }
  89721. this._colorCurvesEnabled = value;
  89722. this._updateParameters();
  89723. },
  89724. enumerable: true,
  89725. configurable: true
  89726. });
  89727. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingTexture", {
  89728. /**
  89729. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89730. */
  89731. get: function () {
  89732. return this._colorGradingTexture;
  89733. },
  89734. /**
  89735. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  89736. */
  89737. set: function (value) {
  89738. if (this._colorGradingTexture === value) {
  89739. return;
  89740. }
  89741. this._colorGradingTexture = value;
  89742. this._updateParameters();
  89743. },
  89744. enumerable: true,
  89745. configurable: true
  89746. });
  89747. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingEnabled", {
  89748. /**
  89749. * Gets wether the color grading effect is enabled.
  89750. */
  89751. get: function () {
  89752. return this._colorGradingEnabled;
  89753. },
  89754. /**
  89755. * Sets wether the color grading effect is enabled.
  89756. */
  89757. set: function (value) {
  89758. if (this._colorGradingEnabled === value) {
  89759. return;
  89760. }
  89761. this._colorGradingEnabled = value;
  89762. this._updateParameters();
  89763. },
  89764. enumerable: true,
  89765. configurable: true
  89766. });
  89767. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingWithGreenDepth", {
  89768. /**
  89769. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  89770. */
  89771. get: function () {
  89772. return this._colorGradingWithGreenDepth;
  89773. },
  89774. /**
  89775. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  89776. */
  89777. set: function (value) {
  89778. if (this._colorGradingWithGreenDepth === value) {
  89779. return;
  89780. }
  89781. this._colorGradingWithGreenDepth = value;
  89782. this._updateParameters();
  89783. },
  89784. enumerable: true,
  89785. configurable: true
  89786. });
  89787. Object.defineProperty(ImageProcessingConfiguration.prototype, "colorGradingBGR", {
  89788. /**
  89789. * Gets wether the color grading texture contains BGR values.
  89790. */
  89791. get: function () {
  89792. return this._colorGradingBGR;
  89793. },
  89794. /**
  89795. * Sets wether the color grading texture contains BGR values.
  89796. */
  89797. set: function (value) {
  89798. if (this._colorGradingBGR === value) {
  89799. return;
  89800. }
  89801. this._colorGradingBGR = value;
  89802. this._updateParameters();
  89803. },
  89804. enumerable: true,
  89805. configurable: true
  89806. });
  89807. Object.defineProperty(ImageProcessingConfiguration.prototype, "exposure", {
  89808. /**
  89809. * Gets the Exposure used in the effect.
  89810. */
  89811. get: function () {
  89812. return this._exposure;
  89813. },
  89814. /**
  89815. * Sets the Exposure used in the effect.
  89816. */
  89817. set: function (value) {
  89818. if (this._exposure === value) {
  89819. return;
  89820. }
  89821. this._exposure = value;
  89822. this._updateParameters();
  89823. },
  89824. enumerable: true,
  89825. configurable: true
  89826. });
  89827. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingEnabled", {
  89828. /**
  89829. * Gets wether the tone mapping effect is enabled.
  89830. */
  89831. get: function () {
  89832. return this._toneMappingEnabled;
  89833. },
  89834. /**
  89835. * Sets wether the tone mapping effect is enabled.
  89836. */
  89837. set: function (value) {
  89838. if (this._toneMappingEnabled === value) {
  89839. return;
  89840. }
  89841. this._toneMappingEnabled = value;
  89842. this._updateParameters();
  89843. },
  89844. enumerable: true,
  89845. configurable: true
  89846. });
  89847. Object.defineProperty(ImageProcessingConfiguration.prototype, "toneMappingType", {
  89848. /**
  89849. * Gets the type of tone mapping effect.
  89850. */
  89851. get: function () {
  89852. return this._toneMappingType;
  89853. },
  89854. /**
  89855. * Sets the type of tone mapping effect used in BabylonJS.
  89856. */
  89857. set: function (value) {
  89858. if (this._toneMappingType === value) {
  89859. return;
  89860. }
  89861. this._toneMappingType = value;
  89862. this._updateParameters();
  89863. },
  89864. enumerable: true,
  89865. configurable: true
  89866. });
  89867. Object.defineProperty(ImageProcessingConfiguration.prototype, "contrast", {
  89868. /**
  89869. * Gets the contrast used in the effect.
  89870. */
  89871. get: function () {
  89872. return this._contrast;
  89873. },
  89874. /**
  89875. * Sets the contrast used in the effect.
  89876. */
  89877. set: function (value) {
  89878. if (this._contrast === value) {
  89879. return;
  89880. }
  89881. this._contrast = value;
  89882. this._updateParameters();
  89883. },
  89884. enumerable: true,
  89885. configurable: true
  89886. });
  89887. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteBlendMode", {
  89888. /**
  89889. * Gets the vignette blend mode allowing different kind of effect.
  89890. */
  89891. get: function () {
  89892. return this._vignetteBlendMode;
  89893. },
  89894. /**
  89895. * Sets the vignette blend mode allowing different kind of effect.
  89896. */
  89897. set: function (value) {
  89898. if (this._vignetteBlendMode === value) {
  89899. return;
  89900. }
  89901. this._vignetteBlendMode = value;
  89902. this._updateParameters();
  89903. },
  89904. enumerable: true,
  89905. configurable: true
  89906. });
  89907. Object.defineProperty(ImageProcessingConfiguration.prototype, "vignetteEnabled", {
  89908. /**
  89909. * Gets wether the vignette effect is enabled.
  89910. */
  89911. get: function () {
  89912. return this._vignetteEnabled;
  89913. },
  89914. /**
  89915. * Sets wether the vignette effect is enabled.
  89916. */
  89917. set: function (value) {
  89918. if (this._vignetteEnabled === value) {
  89919. return;
  89920. }
  89921. this._vignetteEnabled = value;
  89922. this._updateParameters();
  89923. },
  89924. enumerable: true,
  89925. configurable: true
  89926. });
  89927. Object.defineProperty(ImageProcessingConfiguration.prototype, "applyByPostProcess", {
  89928. /**
  89929. * Gets wether the image processing is applied through a post process or not.
  89930. */
  89931. get: function () {
  89932. return this._applyByPostProcess;
  89933. },
  89934. /**
  89935. * Sets wether the image processing is applied through a post process or not.
  89936. */
  89937. set: function (value) {
  89938. if (this._applyByPostProcess === value) {
  89939. return;
  89940. }
  89941. this._applyByPostProcess = value;
  89942. this._updateParameters();
  89943. },
  89944. enumerable: true,
  89945. configurable: true
  89946. });
  89947. Object.defineProperty(ImageProcessingConfiguration.prototype, "isEnabled", {
  89948. /**
  89949. * Gets wether the image processing is enabled or not.
  89950. */
  89951. get: function () {
  89952. return this._isEnabled;
  89953. },
  89954. /**
  89955. * Sets wether the image processing is enabled or not.
  89956. */
  89957. set: function (value) {
  89958. if (this._isEnabled === value) {
  89959. return;
  89960. }
  89961. this._isEnabled = value;
  89962. this._updateParameters();
  89963. },
  89964. enumerable: true,
  89965. configurable: true
  89966. });
  89967. /**
  89968. * Method called each time the image processing information changes requires to recompile the effect.
  89969. */
  89970. ImageProcessingConfiguration.prototype._updateParameters = function () {
  89971. this.onUpdateParameters.notifyObservers(this);
  89972. };
  89973. /**
  89974. * Gets the current class name.
  89975. * @return "ImageProcessingConfiguration"
  89976. */
  89977. ImageProcessingConfiguration.prototype.getClassName = function () {
  89978. return "ImageProcessingConfiguration";
  89979. };
  89980. /**
  89981. * Prepare the list of uniforms associated with the Image Processing effects.
  89982. * @param uniforms The list of uniforms used in the effect
  89983. * @param defines the list of defines currently in use
  89984. */
  89985. ImageProcessingConfiguration.PrepareUniforms = function (uniforms, defines) {
  89986. if (defines.EXPOSURE) {
  89987. uniforms.push("exposureLinear");
  89988. }
  89989. if (defines.CONTRAST) {
  89990. uniforms.push("contrast");
  89991. }
  89992. if (defines.COLORGRADING) {
  89993. uniforms.push("colorTransformSettings");
  89994. }
  89995. if (defines.VIGNETTE) {
  89996. uniforms.push("vInverseScreenSize");
  89997. uniforms.push("vignetteSettings1");
  89998. uniforms.push("vignetteSettings2");
  89999. }
  90000. if (defines.COLORCURVES) {
  90001. BABYLON.ColorCurves.PrepareUniforms(uniforms);
  90002. }
  90003. };
  90004. /**
  90005. * Prepare the list of samplers associated with the Image Processing effects.
  90006. * @param samplersList The list of uniforms used in the effect
  90007. * @param defines the list of defines currently in use
  90008. */
  90009. ImageProcessingConfiguration.PrepareSamplers = function (samplersList, defines) {
  90010. if (defines.COLORGRADING) {
  90011. samplersList.push("txColorTransform");
  90012. }
  90013. };
  90014. /**
  90015. * Prepare the list of defines associated to the shader.
  90016. * @param defines the list of defines to complete
  90017. * @param forPostProcess Define if we are currently in post process mode or not
  90018. */
  90019. ImageProcessingConfiguration.prototype.prepareDefines = function (defines, forPostProcess) {
  90020. if (forPostProcess === void 0) { forPostProcess = false; }
  90021. if (forPostProcess !== this.applyByPostProcess || !this._isEnabled) {
  90022. defines.VIGNETTE = false;
  90023. defines.TONEMAPPING = false;
  90024. defines.TONEMAPPING_ACES = false;
  90025. defines.CONTRAST = false;
  90026. defines.EXPOSURE = false;
  90027. defines.COLORCURVES = false;
  90028. defines.COLORGRADING = false;
  90029. defines.COLORGRADING3D = false;
  90030. defines.IMAGEPROCESSING = false;
  90031. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess && this._isEnabled;
  90032. return;
  90033. }
  90034. defines.VIGNETTE = this.vignetteEnabled;
  90035. defines.VIGNETTEBLENDMODEMULTIPLY = (this.vignetteBlendMode === ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY);
  90036. defines.VIGNETTEBLENDMODEOPAQUE = !defines.VIGNETTEBLENDMODEMULTIPLY;
  90037. defines.TONEMAPPING = this.toneMappingEnabled;
  90038. switch (this._toneMappingType) {
  90039. case ImageProcessingConfiguration.TONEMAPPING_ACES:
  90040. defines.TONEMAPPING_ACES = true;
  90041. break;
  90042. default:
  90043. defines.TONEMAPPING_ACES = false;
  90044. break;
  90045. }
  90046. defines.CONTRAST = (this.contrast !== 1.0);
  90047. defines.EXPOSURE = (this.exposure !== 1.0);
  90048. defines.COLORCURVES = (this.colorCurvesEnabled && !!this.colorCurves);
  90049. defines.COLORGRADING = (this.colorGradingEnabled && !!this.colorGradingTexture);
  90050. if (defines.COLORGRADING) {
  90051. defines.COLORGRADING3D = this.colorGradingTexture.is3D;
  90052. }
  90053. else {
  90054. defines.COLORGRADING3D = false;
  90055. }
  90056. defines.SAMPLER3DGREENDEPTH = this.colorGradingWithGreenDepth;
  90057. defines.SAMPLER3DBGRMAP = this.colorGradingBGR;
  90058. defines.IMAGEPROCESSINGPOSTPROCESS = this.applyByPostProcess;
  90059. defines.IMAGEPROCESSING = defines.VIGNETTE || defines.TONEMAPPING || defines.CONTRAST || defines.EXPOSURE || defines.COLORCURVES || defines.COLORGRADING;
  90060. };
  90061. /**
  90062. * Returns true if all the image processing information are ready.
  90063. * @returns True if ready, otherwise, false
  90064. */
  90065. ImageProcessingConfiguration.prototype.isReady = function () {
  90066. // Color Grading texure can not be none blocking.
  90067. return !this.colorGradingEnabled || !this.colorGradingTexture || this.colorGradingTexture.isReady();
  90068. };
  90069. /**
  90070. * Binds the image processing to the shader.
  90071. * @param effect The effect to bind to
  90072. * @param aspectRatio Define the current aspect ratio of the effect
  90073. */
  90074. ImageProcessingConfiguration.prototype.bind = function (effect, aspectRatio) {
  90075. if (aspectRatio === void 0) { aspectRatio = 1; }
  90076. // Color Curves
  90077. if (this._colorCurvesEnabled && this.colorCurves) {
  90078. BABYLON.ColorCurves.Bind(this.colorCurves, effect);
  90079. }
  90080. // Vignette
  90081. if (this._vignetteEnabled) {
  90082. var inverseWidth = 1 / effect.getEngine().getRenderWidth();
  90083. var inverseHeight = 1 / effect.getEngine().getRenderHeight();
  90084. effect.setFloat2("vInverseScreenSize", inverseWidth, inverseHeight);
  90085. var vignetteScaleY = Math.tan(this.vignetteCameraFov * 0.5);
  90086. var vignetteScaleX = vignetteScaleY * aspectRatio;
  90087. var vignetteScaleGeometricMean = Math.sqrt(vignetteScaleX * vignetteScaleY);
  90088. vignetteScaleX = BABYLON.Tools.Mix(vignetteScaleX, vignetteScaleGeometricMean, this.vignetteStretch);
  90089. vignetteScaleY = BABYLON.Tools.Mix(vignetteScaleY, vignetteScaleGeometricMean, this.vignetteStretch);
  90090. effect.setFloat4("vignetteSettings1", vignetteScaleX, vignetteScaleY, -vignetteScaleX * this.vignetteCentreX, -vignetteScaleY * this.vignetteCentreY);
  90091. var vignettePower = -2.0 * this.vignetteWeight;
  90092. effect.setFloat4("vignetteSettings2", this.vignetteColor.r, this.vignetteColor.g, this.vignetteColor.b, vignettePower);
  90093. }
  90094. // Exposure
  90095. effect.setFloat("exposureLinear", this.exposure);
  90096. // Contrast
  90097. effect.setFloat("contrast", this.contrast);
  90098. // Color transform settings
  90099. if (this.colorGradingTexture) {
  90100. effect.setTexture("txColorTransform", this.colorGradingTexture);
  90101. var textureSize = this.colorGradingTexture.getSize().height;
  90102. effect.setFloat4("colorTransformSettings", (textureSize - 1) / textureSize, // textureScale
  90103. 0.5 / textureSize, // textureOffset
  90104. textureSize, // textureSize
  90105. this.colorGradingTexture.level // weight
  90106. );
  90107. }
  90108. };
  90109. /**
  90110. * Clones the current image processing instance.
  90111. * @return The cloned image processing
  90112. */
  90113. ImageProcessingConfiguration.prototype.clone = function () {
  90114. return BABYLON.SerializationHelper.Clone(function () { return new ImageProcessingConfiguration(); }, this);
  90115. };
  90116. /**
  90117. * Serializes the current image processing instance to a json representation.
  90118. * @return a JSON representation
  90119. */
  90120. ImageProcessingConfiguration.prototype.serialize = function () {
  90121. return BABYLON.SerializationHelper.Serialize(this);
  90122. };
  90123. /**
  90124. * Parses the image processing from a json representation.
  90125. * @param source the JSON source to parse
  90126. * @return The parsed image processing
  90127. */
  90128. ImageProcessingConfiguration.Parse = function (source) {
  90129. return BABYLON.SerializationHelper.Parse(function () { return new ImageProcessingConfiguration(); }, source, null, null);
  90130. };
  90131. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_MULTIPLY", {
  90132. /**
  90133. * Used to apply the vignette as a mix with the pixel color.
  90134. */
  90135. get: function () {
  90136. return this._VIGNETTEMODE_MULTIPLY;
  90137. },
  90138. enumerable: true,
  90139. configurable: true
  90140. });
  90141. Object.defineProperty(ImageProcessingConfiguration, "VIGNETTEMODE_OPAQUE", {
  90142. /**
  90143. * Used to apply the vignette as a replacement of the pixel color.
  90144. */
  90145. get: function () {
  90146. return this._VIGNETTEMODE_OPAQUE;
  90147. },
  90148. enumerable: true,
  90149. configurable: true
  90150. });
  90151. /**
  90152. * Default tone mapping applied in BabylonJS.
  90153. */
  90154. ImageProcessingConfiguration.TONEMAPPING_STANDARD = 0;
  90155. /**
  90156. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  90157. * to other engines rendering to increase portability.
  90158. */
  90159. ImageProcessingConfiguration.TONEMAPPING_ACES = 1;
  90160. // Static constants associated to the image processing.
  90161. ImageProcessingConfiguration._VIGNETTEMODE_MULTIPLY = 0;
  90162. ImageProcessingConfiguration._VIGNETTEMODE_OPAQUE = 1;
  90163. __decorate([
  90164. BABYLON.serializeAsColorCurves()
  90165. ], ImageProcessingConfiguration.prototype, "colorCurves", void 0);
  90166. __decorate([
  90167. BABYLON.serialize()
  90168. ], ImageProcessingConfiguration.prototype, "_colorCurvesEnabled", void 0);
  90169. __decorate([
  90170. BABYLON.serializeAsTexture("colorGradingTexture")
  90171. ], ImageProcessingConfiguration.prototype, "_colorGradingTexture", void 0);
  90172. __decorate([
  90173. BABYLON.serialize()
  90174. ], ImageProcessingConfiguration.prototype, "_colorGradingEnabled", void 0);
  90175. __decorate([
  90176. BABYLON.serialize()
  90177. ], ImageProcessingConfiguration.prototype, "_colorGradingWithGreenDepth", void 0);
  90178. __decorate([
  90179. BABYLON.serialize()
  90180. ], ImageProcessingConfiguration.prototype, "_colorGradingBGR", void 0);
  90181. __decorate([
  90182. BABYLON.serialize()
  90183. ], ImageProcessingConfiguration.prototype, "_exposure", void 0);
  90184. __decorate([
  90185. BABYLON.serialize()
  90186. ], ImageProcessingConfiguration.prototype, "_toneMappingEnabled", void 0);
  90187. __decorate([
  90188. BABYLON.serialize()
  90189. ], ImageProcessingConfiguration.prototype, "_toneMappingType", void 0);
  90190. __decorate([
  90191. BABYLON.serialize()
  90192. ], ImageProcessingConfiguration.prototype, "_contrast", void 0);
  90193. __decorate([
  90194. BABYLON.serialize()
  90195. ], ImageProcessingConfiguration.prototype, "vignetteStretch", void 0);
  90196. __decorate([
  90197. BABYLON.serialize()
  90198. ], ImageProcessingConfiguration.prototype, "vignetteCentreX", void 0);
  90199. __decorate([
  90200. BABYLON.serialize()
  90201. ], ImageProcessingConfiguration.prototype, "vignetteCentreY", void 0);
  90202. __decorate([
  90203. BABYLON.serialize()
  90204. ], ImageProcessingConfiguration.prototype, "vignetteWeight", void 0);
  90205. __decorate([
  90206. BABYLON.serializeAsColor4()
  90207. ], ImageProcessingConfiguration.prototype, "vignetteColor", void 0);
  90208. __decorate([
  90209. BABYLON.serialize()
  90210. ], ImageProcessingConfiguration.prototype, "vignetteCameraFov", void 0);
  90211. __decorate([
  90212. BABYLON.serialize()
  90213. ], ImageProcessingConfiguration.prototype, "_vignetteBlendMode", void 0);
  90214. __decorate([
  90215. BABYLON.serialize()
  90216. ], ImageProcessingConfiguration.prototype, "_vignetteEnabled", void 0);
  90217. __decorate([
  90218. BABYLON.serialize()
  90219. ], ImageProcessingConfiguration.prototype, "_applyByPostProcess", void 0);
  90220. __decorate([
  90221. BABYLON.serialize()
  90222. ], ImageProcessingConfiguration.prototype, "_isEnabled", void 0);
  90223. return ImageProcessingConfiguration;
  90224. }());
  90225. BABYLON.ImageProcessingConfiguration = ImageProcessingConfiguration;
  90226. })(BABYLON || (BABYLON = {}));
  90227. //# sourceMappingURL=babylon.imageProcessingConfiguration.js.map
  90228. var BABYLON;
  90229. (function (BABYLON) {
  90230. /**
  90231. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  90232. * It can help converting any input color in a desired output one. This can then be used to create effects
  90233. * from sepia, black and white to sixties or futuristic rendering...
  90234. *
  90235. * The only supported format is currently 3dl.
  90236. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  90237. */
  90238. var ColorGradingTexture = /** @class */ (function (_super) {
  90239. __extends(ColorGradingTexture, _super);
  90240. /**
  90241. * Instantiates a ColorGradingTexture from the following parameters.
  90242. *
  90243. * @param url The location of the color gradind data (currently only supporting 3dl)
  90244. * @param scene The scene the texture will be used in
  90245. */
  90246. function ColorGradingTexture(url, scene) {
  90247. var _this = _super.call(this, scene) || this;
  90248. if (!url) {
  90249. return _this;
  90250. }
  90251. _this._engine = scene.getEngine();
  90252. _this._textureMatrix = BABYLON.Matrix.Identity();
  90253. _this.name = url;
  90254. _this.url = url;
  90255. _this.hasAlpha = false;
  90256. _this.isCube = false;
  90257. _this.is3D = _this._engine.webGLVersion > 1;
  90258. _this.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90259. _this.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90260. _this.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
  90261. _this.anisotropicFilteringLevel = 1;
  90262. _this._texture = _this._getFromCache(url, true);
  90263. if (!_this._texture) {
  90264. if (!scene.useDelayedTextureLoading) {
  90265. _this.loadTexture();
  90266. }
  90267. else {
  90268. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  90269. }
  90270. }
  90271. return _this;
  90272. }
  90273. /**
  90274. * Returns the texture matrix used in most of the material.
  90275. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  90276. */
  90277. ColorGradingTexture.prototype.getTextureMatrix = function () {
  90278. return this._textureMatrix;
  90279. };
  90280. /**
  90281. * Occurs when the file being loaded is a .3dl LUT file.
  90282. */
  90283. ColorGradingTexture.prototype.load3dlTexture = function () {
  90284. var engine = this._engine;
  90285. var texture;
  90286. if (engine.webGLVersion === 1) {
  90287. texture = engine.createRawTexture(null, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90288. }
  90289. else {
  90290. texture = engine.createRawTexture3D(null, 1, 1, 1, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  90291. }
  90292. this._texture = texture;
  90293. var callback = function (text) {
  90294. if (typeof text !== "string") {
  90295. return;
  90296. }
  90297. var data = null;
  90298. var tempData = null;
  90299. var line;
  90300. var lines = text.split('\n');
  90301. var size = 0, pixelIndexW = 0, pixelIndexH = 0, pixelIndexSlice = 0;
  90302. var maxColor = 0;
  90303. for (var i = 0; i < lines.length; i++) {
  90304. line = lines[i];
  90305. if (!ColorGradingTexture._noneEmptyLineRegex.test(line)) {
  90306. continue;
  90307. }
  90308. if (line.indexOf('#') === 0) {
  90309. continue;
  90310. }
  90311. var words = line.split(" ");
  90312. if (size === 0) {
  90313. // Number of space + one
  90314. size = words.length;
  90315. data = new Uint8Array(size * size * size * 4); // volume texture of side size and rgb 8
  90316. tempData = new Float32Array(size * size * size * 4);
  90317. continue;
  90318. }
  90319. if (size != 0) {
  90320. var r = Math.max(parseInt(words[0]), 0);
  90321. var g = Math.max(parseInt(words[1]), 0);
  90322. var b = Math.max(parseInt(words[2]), 0);
  90323. maxColor = Math.max(r, maxColor);
  90324. maxColor = Math.max(g, maxColor);
  90325. maxColor = Math.max(b, maxColor);
  90326. var pixelStorageIndex = (pixelIndexW + pixelIndexSlice * size + pixelIndexH * size * size) * 4;
  90327. if (tempData) {
  90328. tempData[pixelStorageIndex + 0] = r;
  90329. tempData[pixelStorageIndex + 1] = g;
  90330. tempData[pixelStorageIndex + 2] = b;
  90331. }
  90332. // Keep for reference in case of back compat problems.
  90333. // pixelIndexSlice++;
  90334. // if (pixelIndexSlice % size == 0) {
  90335. // pixelIndexH++;
  90336. // pixelIndexSlice = 0;
  90337. // if (pixelIndexH % size == 0) {
  90338. // pixelIndexW++;
  90339. // pixelIndexH = 0;
  90340. // }
  90341. // }
  90342. pixelIndexH++;
  90343. if (pixelIndexH % size == 0) {
  90344. pixelIndexSlice++;
  90345. pixelIndexH = 0;
  90346. if (pixelIndexSlice % size == 0) {
  90347. pixelIndexW++;
  90348. pixelIndexSlice = 0;
  90349. }
  90350. }
  90351. }
  90352. }
  90353. if (tempData && data) {
  90354. for (var i = 0; i < tempData.length; i++) {
  90355. if (i > 0 && (i + 1) % 4 === 0) {
  90356. data[i] = 255;
  90357. }
  90358. else {
  90359. var value = tempData[i];
  90360. data[i] = (value / maxColor * 255);
  90361. }
  90362. }
  90363. }
  90364. if (texture.is3D) {
  90365. texture.updateSize(size, size, size);
  90366. engine.updateRawTexture3D(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90367. }
  90368. else {
  90369. texture.updateSize(size * size, size);
  90370. engine.updateRawTexture(texture, data, BABYLON.Engine.TEXTUREFORMAT_RGBA, false);
  90371. }
  90372. };
  90373. var scene = this.getScene();
  90374. if (scene) {
  90375. scene._loadFile(this.url, callback);
  90376. }
  90377. else {
  90378. this._engine._loadFile(this.url, callback);
  90379. }
  90380. return this._texture;
  90381. };
  90382. /**
  90383. * Starts the loading process of the texture.
  90384. */
  90385. ColorGradingTexture.prototype.loadTexture = function () {
  90386. if (this.url && this.url.toLocaleLowerCase().indexOf(".3dl") == (this.url.length - 4)) {
  90387. this.load3dlTexture();
  90388. }
  90389. };
  90390. /**
  90391. * Clones the color gradind texture.
  90392. */
  90393. ColorGradingTexture.prototype.clone = function () {
  90394. var newTexture = new ColorGradingTexture(this.url, this.getScene());
  90395. // Base texture
  90396. newTexture.level = this.level;
  90397. return newTexture;
  90398. };
  90399. /**
  90400. * Called during delayed load for textures.
  90401. */
  90402. ColorGradingTexture.prototype.delayLoad = function () {
  90403. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  90404. return;
  90405. }
  90406. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  90407. this._texture = this._getFromCache(this.url, true);
  90408. if (!this._texture) {
  90409. this.loadTexture();
  90410. }
  90411. };
  90412. /**
  90413. * Parses a color grading texture serialized by Babylon.
  90414. * @param parsedTexture The texture information being parsedTexture
  90415. * @param scene The scene to load the texture in
  90416. * @param rootUrl The root url of the data assets to load
  90417. * @return A color gradind texture
  90418. */
  90419. ColorGradingTexture.Parse = function (parsedTexture, scene, rootUrl) {
  90420. var texture = null;
  90421. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  90422. texture = new ColorGradingTexture(parsedTexture.name, scene);
  90423. texture.name = parsedTexture.name;
  90424. texture.level = parsedTexture.level;
  90425. }
  90426. return texture;
  90427. };
  90428. /**
  90429. * Serializes the LUT texture to json format.
  90430. */
  90431. ColorGradingTexture.prototype.serialize = function () {
  90432. if (!this.name) {
  90433. return null;
  90434. }
  90435. var serializationObject = {};
  90436. serializationObject.name = this.name;
  90437. serializationObject.level = this.level;
  90438. serializationObject.customType = "BABYLON.ColorGradingTexture";
  90439. return serializationObject;
  90440. };
  90441. /**
  90442. * Empty line regex stored for GC.
  90443. */
  90444. ColorGradingTexture._noneEmptyLineRegex = /\S+/;
  90445. return ColorGradingTexture;
  90446. }(BABYLON.BaseTexture));
  90447. BABYLON.ColorGradingTexture = ColorGradingTexture;
  90448. })(BABYLON || (BABYLON = {}));
  90449. //# sourceMappingURL=babylon.colorGradingTexture.js.map
  90450. var BABYLON;
  90451. (function (BABYLON) {
  90452. /**
  90453. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  90454. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  90455. * 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;
  90456. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  90457. */
  90458. var ColorCurves = /** @class */ (function () {
  90459. function ColorCurves() {
  90460. this._dirty = true;
  90461. this._tempColor = new BABYLON.Color4(0, 0, 0, 0);
  90462. this._globalCurve = new BABYLON.Color4(0, 0, 0, 0);
  90463. this._highlightsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90464. this._midtonesCurve = new BABYLON.Color4(0, 0, 0, 0);
  90465. this._shadowsCurve = new BABYLON.Color4(0, 0, 0, 0);
  90466. this._positiveCurve = new BABYLON.Color4(0, 0, 0, 0);
  90467. this._negativeCurve = new BABYLON.Color4(0, 0, 0, 0);
  90468. this._globalHue = 30;
  90469. this._globalDensity = 0;
  90470. this._globalSaturation = 0;
  90471. this._globalExposure = 0;
  90472. this._highlightsHue = 30;
  90473. this._highlightsDensity = 0;
  90474. this._highlightsSaturation = 0;
  90475. this._highlightsExposure = 0;
  90476. this._midtonesHue = 30;
  90477. this._midtonesDensity = 0;
  90478. this._midtonesSaturation = 0;
  90479. this._midtonesExposure = 0;
  90480. this._shadowsHue = 30;
  90481. this._shadowsDensity = 0;
  90482. this._shadowsSaturation = 0;
  90483. this._shadowsExposure = 0;
  90484. }
  90485. Object.defineProperty(ColorCurves.prototype, "globalHue", {
  90486. /**
  90487. * Gets the global Hue value.
  90488. * 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).
  90489. */
  90490. get: function () {
  90491. return this._globalHue;
  90492. },
  90493. /**
  90494. * Sets the global Hue value.
  90495. * 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).
  90496. */
  90497. set: function (value) {
  90498. this._globalHue = value;
  90499. this._dirty = true;
  90500. },
  90501. enumerable: true,
  90502. configurable: true
  90503. });
  90504. Object.defineProperty(ColorCurves.prototype, "globalDensity", {
  90505. /**
  90506. * Gets the global Density value.
  90507. * 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.
  90508. * Values less than zero provide a filter of opposite hue.
  90509. */
  90510. get: function () {
  90511. return this._globalDensity;
  90512. },
  90513. /**
  90514. * Sets the global Density value.
  90515. * 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.
  90516. * Values less than zero provide a filter of opposite hue.
  90517. */
  90518. set: function (value) {
  90519. this._globalDensity = value;
  90520. this._dirty = true;
  90521. },
  90522. enumerable: true,
  90523. configurable: true
  90524. });
  90525. Object.defineProperty(ColorCurves.prototype, "globalSaturation", {
  90526. /**
  90527. * Gets the global Saturation value.
  90528. * 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.
  90529. */
  90530. get: function () {
  90531. return this._globalSaturation;
  90532. },
  90533. /**
  90534. * Sets the global Saturation value.
  90535. * 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.
  90536. */
  90537. set: function (value) {
  90538. this._globalSaturation = value;
  90539. this._dirty = true;
  90540. },
  90541. enumerable: true,
  90542. configurable: true
  90543. });
  90544. Object.defineProperty(ColorCurves.prototype, "globalExposure", {
  90545. /**
  90546. * Gets the global Exposure value.
  90547. * 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.
  90548. */
  90549. get: function () {
  90550. return this._globalExposure;
  90551. },
  90552. /**
  90553. * Sets the global Exposure value.
  90554. * 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.
  90555. */
  90556. set: function (value) {
  90557. this._globalExposure = value;
  90558. this._dirty = true;
  90559. },
  90560. enumerable: true,
  90561. configurable: true
  90562. });
  90563. Object.defineProperty(ColorCurves.prototype, "highlightsHue", {
  90564. /**
  90565. * Gets the highlights Hue value.
  90566. * 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).
  90567. */
  90568. get: function () {
  90569. return this._highlightsHue;
  90570. },
  90571. /**
  90572. * Sets the highlights Hue value.
  90573. * 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).
  90574. */
  90575. set: function (value) {
  90576. this._highlightsHue = value;
  90577. this._dirty = true;
  90578. },
  90579. enumerable: true,
  90580. configurable: true
  90581. });
  90582. Object.defineProperty(ColorCurves.prototype, "highlightsDensity", {
  90583. /**
  90584. * Gets the highlights Density value.
  90585. * 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.
  90586. * Values less than zero provide a filter of opposite hue.
  90587. */
  90588. get: function () {
  90589. return this._highlightsDensity;
  90590. },
  90591. /**
  90592. * Sets the highlights Density value.
  90593. * 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.
  90594. * Values less than zero provide a filter of opposite hue.
  90595. */
  90596. set: function (value) {
  90597. this._highlightsDensity = value;
  90598. this._dirty = true;
  90599. },
  90600. enumerable: true,
  90601. configurable: true
  90602. });
  90603. Object.defineProperty(ColorCurves.prototype, "highlightsSaturation", {
  90604. /**
  90605. * Gets the highlights Saturation value.
  90606. * 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.
  90607. */
  90608. get: function () {
  90609. return this._highlightsSaturation;
  90610. },
  90611. /**
  90612. * Sets the highlights Saturation value.
  90613. * 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.
  90614. */
  90615. set: function (value) {
  90616. this._highlightsSaturation = value;
  90617. this._dirty = true;
  90618. },
  90619. enumerable: true,
  90620. configurable: true
  90621. });
  90622. Object.defineProperty(ColorCurves.prototype, "highlightsExposure", {
  90623. /**
  90624. * Gets the highlights Exposure value.
  90625. * 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.
  90626. */
  90627. get: function () {
  90628. return this._highlightsExposure;
  90629. },
  90630. /**
  90631. * Sets the highlights Exposure value.
  90632. * 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.
  90633. */
  90634. set: function (value) {
  90635. this._highlightsExposure = value;
  90636. this._dirty = true;
  90637. },
  90638. enumerable: true,
  90639. configurable: true
  90640. });
  90641. Object.defineProperty(ColorCurves.prototype, "midtonesHue", {
  90642. /**
  90643. * Gets the midtones Hue value.
  90644. * 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).
  90645. */
  90646. get: function () {
  90647. return this._midtonesHue;
  90648. },
  90649. /**
  90650. * Sets the midtones Hue value.
  90651. * 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).
  90652. */
  90653. set: function (value) {
  90654. this._midtonesHue = value;
  90655. this._dirty = true;
  90656. },
  90657. enumerable: true,
  90658. configurable: true
  90659. });
  90660. Object.defineProperty(ColorCurves.prototype, "midtonesDensity", {
  90661. /**
  90662. * Gets the midtones Density value.
  90663. * 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.
  90664. * Values less than zero provide a filter of opposite hue.
  90665. */
  90666. get: function () {
  90667. return this._midtonesDensity;
  90668. },
  90669. /**
  90670. * Sets the midtones Density value.
  90671. * 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.
  90672. * Values less than zero provide a filter of opposite hue.
  90673. */
  90674. set: function (value) {
  90675. this._midtonesDensity = value;
  90676. this._dirty = true;
  90677. },
  90678. enumerable: true,
  90679. configurable: true
  90680. });
  90681. Object.defineProperty(ColorCurves.prototype, "midtonesSaturation", {
  90682. /**
  90683. * Gets the midtones Saturation value.
  90684. * 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.
  90685. */
  90686. get: function () {
  90687. return this._midtonesSaturation;
  90688. },
  90689. /**
  90690. * Sets the midtones Saturation value.
  90691. * 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.
  90692. */
  90693. set: function (value) {
  90694. this._midtonesSaturation = value;
  90695. this._dirty = true;
  90696. },
  90697. enumerable: true,
  90698. configurable: true
  90699. });
  90700. Object.defineProperty(ColorCurves.prototype, "midtonesExposure", {
  90701. /**
  90702. * Gets the midtones Exposure value.
  90703. * 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.
  90704. */
  90705. get: function () {
  90706. return this._midtonesExposure;
  90707. },
  90708. /**
  90709. * Sets the midtones Exposure value.
  90710. * 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.
  90711. */
  90712. set: function (value) {
  90713. this._midtonesExposure = value;
  90714. this._dirty = true;
  90715. },
  90716. enumerable: true,
  90717. configurable: true
  90718. });
  90719. Object.defineProperty(ColorCurves.prototype, "shadowsHue", {
  90720. /**
  90721. * Gets the shadows Hue value.
  90722. * 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).
  90723. */
  90724. get: function () {
  90725. return this._shadowsHue;
  90726. },
  90727. /**
  90728. * Sets the shadows Hue value.
  90729. * 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).
  90730. */
  90731. set: function (value) {
  90732. this._shadowsHue = value;
  90733. this._dirty = true;
  90734. },
  90735. enumerable: true,
  90736. configurable: true
  90737. });
  90738. Object.defineProperty(ColorCurves.prototype, "shadowsDensity", {
  90739. /**
  90740. * Gets the shadows Density value.
  90741. * 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.
  90742. * Values less than zero provide a filter of opposite hue.
  90743. */
  90744. get: function () {
  90745. return this._shadowsDensity;
  90746. },
  90747. /**
  90748. * Sets the shadows Density value.
  90749. * 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.
  90750. * Values less than zero provide a filter of opposite hue.
  90751. */
  90752. set: function (value) {
  90753. this._shadowsDensity = value;
  90754. this._dirty = true;
  90755. },
  90756. enumerable: true,
  90757. configurable: true
  90758. });
  90759. Object.defineProperty(ColorCurves.prototype, "shadowsSaturation", {
  90760. /**
  90761. * Gets the shadows Saturation value.
  90762. * 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.
  90763. */
  90764. get: function () {
  90765. return this._shadowsSaturation;
  90766. },
  90767. /**
  90768. * Sets the shadows Saturation value.
  90769. * 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.
  90770. */
  90771. set: function (value) {
  90772. this._shadowsSaturation = value;
  90773. this._dirty = true;
  90774. },
  90775. enumerable: true,
  90776. configurable: true
  90777. });
  90778. Object.defineProperty(ColorCurves.prototype, "shadowsExposure", {
  90779. /**
  90780. * Gets the shadows Exposure value.
  90781. * 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.
  90782. */
  90783. get: function () {
  90784. return this._shadowsExposure;
  90785. },
  90786. /**
  90787. * Sets the shadows Exposure value.
  90788. * 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.
  90789. */
  90790. set: function (value) {
  90791. this._shadowsExposure = value;
  90792. this._dirty = true;
  90793. },
  90794. enumerable: true,
  90795. configurable: true
  90796. });
  90797. /**
  90798. * Returns the class name
  90799. * @returns The class name
  90800. */
  90801. ColorCurves.prototype.getClassName = function () {
  90802. return "ColorCurves";
  90803. };
  90804. /**
  90805. * Binds the color curves to the shader.
  90806. * @param colorCurves The color curve to bind
  90807. * @param effect The effect to bind to
  90808. * @param positiveUniform The positive uniform shader parameter
  90809. * @param neutralUniform The neutral uniform shader parameter
  90810. * @param negativeUniform The negative uniform shader parameter
  90811. */
  90812. ColorCurves.Bind = function (colorCurves, effect, positiveUniform, neutralUniform, negativeUniform) {
  90813. if (positiveUniform === void 0) { positiveUniform = "vCameraColorCurvePositive"; }
  90814. if (neutralUniform === void 0) { neutralUniform = "vCameraColorCurveNeutral"; }
  90815. if (negativeUniform === void 0) { negativeUniform = "vCameraColorCurveNegative"; }
  90816. if (colorCurves._dirty) {
  90817. colorCurves._dirty = false;
  90818. // Fill in global info.
  90819. colorCurves.getColorGradingDataToRef(colorCurves._globalHue, colorCurves._globalDensity, colorCurves._globalSaturation, colorCurves._globalExposure, colorCurves._globalCurve);
  90820. // Compute highlights info.
  90821. colorCurves.getColorGradingDataToRef(colorCurves._highlightsHue, colorCurves._highlightsDensity, colorCurves._highlightsSaturation, colorCurves._highlightsExposure, colorCurves._tempColor);
  90822. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._highlightsCurve);
  90823. // Compute midtones info.
  90824. colorCurves.getColorGradingDataToRef(colorCurves._midtonesHue, colorCurves._midtonesDensity, colorCurves._midtonesSaturation, colorCurves._midtonesExposure, colorCurves._tempColor);
  90825. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._midtonesCurve);
  90826. // Compute shadows info.
  90827. colorCurves.getColorGradingDataToRef(colorCurves._shadowsHue, colorCurves._shadowsDensity, colorCurves._shadowsSaturation, colorCurves._shadowsExposure, colorCurves._tempColor);
  90828. colorCurves._tempColor.multiplyToRef(colorCurves._globalCurve, colorCurves._shadowsCurve);
  90829. // Compute deltas (neutral is midtones).
  90830. colorCurves._highlightsCurve.subtractToRef(colorCurves._midtonesCurve, colorCurves._positiveCurve);
  90831. colorCurves._midtonesCurve.subtractToRef(colorCurves._shadowsCurve, colorCurves._negativeCurve);
  90832. }
  90833. if (effect) {
  90834. effect.setFloat4(positiveUniform, colorCurves._positiveCurve.r, colorCurves._positiveCurve.g, colorCurves._positiveCurve.b, colorCurves._positiveCurve.a);
  90835. effect.setFloat4(neutralUniform, colorCurves._midtonesCurve.r, colorCurves._midtonesCurve.g, colorCurves._midtonesCurve.b, colorCurves._midtonesCurve.a);
  90836. effect.setFloat4(negativeUniform, colorCurves._negativeCurve.r, colorCurves._negativeCurve.g, colorCurves._negativeCurve.b, colorCurves._negativeCurve.a);
  90837. }
  90838. };
  90839. /**
  90840. * Prepare the list of uniforms associated with the ColorCurves effects.
  90841. * @param uniformsList The list of uniforms used in the effect
  90842. */
  90843. ColorCurves.PrepareUniforms = function (uniformsList) {
  90844. uniformsList.push("vCameraColorCurveNeutral", "vCameraColorCurvePositive", "vCameraColorCurveNegative");
  90845. };
  90846. /**
  90847. * Returns color grading data based on a hue, density, saturation and exposure value.
  90848. * @param filterHue The hue of the color filter.
  90849. * @param filterDensity The density of the color filter.
  90850. * @param saturation The saturation.
  90851. * @param exposure The exposure.
  90852. * @param result The result data container.
  90853. */
  90854. ColorCurves.prototype.getColorGradingDataToRef = function (hue, density, saturation, exposure, result) {
  90855. if (hue == null) {
  90856. return;
  90857. }
  90858. hue = ColorCurves.clamp(hue, 0, 360);
  90859. density = ColorCurves.clamp(density, -100, 100);
  90860. saturation = ColorCurves.clamp(saturation, -100, 100);
  90861. exposure = ColorCurves.clamp(exposure, -100, 100);
  90862. // Remap the slider/config filter density with non-linear mapping and also scale by half
  90863. // so that the maximum filter density is only 50% control. This provides fine control
  90864. // for small values and reasonable range.
  90865. density = ColorCurves.applyColorGradingSliderNonlinear(density);
  90866. density *= 0.5;
  90867. exposure = ColorCurves.applyColorGradingSliderNonlinear(exposure);
  90868. if (density < 0) {
  90869. density *= -1;
  90870. hue = (hue + 180) % 360;
  90871. }
  90872. ColorCurves.fromHSBToRef(hue, density, 50 + 0.25 * exposure, result);
  90873. result.scaleToRef(2, result);
  90874. result.a = 1 + 0.01 * saturation;
  90875. };
  90876. /**
  90877. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  90878. * @param value The input slider value in range [-100,100].
  90879. * @returns Adjusted value.
  90880. */
  90881. ColorCurves.applyColorGradingSliderNonlinear = function (value) {
  90882. value /= 100;
  90883. var x = Math.abs(value);
  90884. x = Math.pow(x, 2);
  90885. if (value < 0) {
  90886. x *= -1;
  90887. }
  90888. x *= 100;
  90889. return x;
  90890. };
  90891. /**
  90892. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  90893. * @param hue The hue (H) input.
  90894. * @param saturation The saturation (S) input.
  90895. * @param brightness The brightness (B) input.
  90896. * @result An RGBA color represented as Vector4.
  90897. */
  90898. ColorCurves.fromHSBToRef = function (hue, saturation, brightness, result) {
  90899. var h = ColorCurves.clamp(hue, 0, 360);
  90900. var s = ColorCurves.clamp(saturation / 100, 0, 1);
  90901. var v = ColorCurves.clamp(brightness / 100, 0, 1);
  90902. if (s === 0) {
  90903. result.r = v;
  90904. result.g = v;
  90905. result.b = v;
  90906. }
  90907. else {
  90908. // sector 0 to 5
  90909. h /= 60;
  90910. var i = Math.floor(h);
  90911. // fractional part of h
  90912. var f = h - i;
  90913. var p = v * (1 - s);
  90914. var q = v * (1 - s * f);
  90915. var t = v * (1 - s * (1 - f));
  90916. switch (i) {
  90917. case 0:
  90918. result.r = v;
  90919. result.g = t;
  90920. result.b = p;
  90921. break;
  90922. case 1:
  90923. result.r = q;
  90924. result.g = v;
  90925. result.b = p;
  90926. break;
  90927. case 2:
  90928. result.r = p;
  90929. result.g = v;
  90930. result.b = t;
  90931. break;
  90932. case 3:
  90933. result.r = p;
  90934. result.g = q;
  90935. result.b = v;
  90936. break;
  90937. case 4:
  90938. result.r = t;
  90939. result.g = p;
  90940. result.b = v;
  90941. break;
  90942. default: // case 5:
  90943. result.r = v;
  90944. result.g = p;
  90945. result.b = q;
  90946. break;
  90947. }
  90948. }
  90949. result.a = 1;
  90950. };
  90951. /**
  90952. * Returns a value clamped between min and max
  90953. * @param value The value to clamp
  90954. * @param min The minimum of value
  90955. * @param max The maximum of value
  90956. * @returns The clamped value.
  90957. */
  90958. ColorCurves.clamp = function (value, min, max) {
  90959. return Math.min(Math.max(value, min), max);
  90960. };
  90961. /**
  90962. * Clones the current color curve instance.
  90963. * @return The cloned curves
  90964. */
  90965. ColorCurves.prototype.clone = function () {
  90966. return BABYLON.SerializationHelper.Clone(function () { return new ColorCurves(); }, this);
  90967. };
  90968. /**
  90969. * Serializes the current color curve instance to a json representation.
  90970. * @return a JSON representation
  90971. */
  90972. ColorCurves.prototype.serialize = function () {
  90973. return BABYLON.SerializationHelper.Serialize(this);
  90974. };
  90975. /**
  90976. * Parses the color curve from a json representation.
  90977. * @param source the JSON source to parse
  90978. * @return The parsed curves
  90979. */
  90980. ColorCurves.Parse = function (source) {
  90981. return BABYLON.SerializationHelper.Parse(function () { return new ColorCurves(); }, source, null, null);
  90982. };
  90983. __decorate([
  90984. BABYLON.serialize()
  90985. ], ColorCurves.prototype, "_globalHue", void 0);
  90986. __decorate([
  90987. BABYLON.serialize()
  90988. ], ColorCurves.prototype, "_globalDensity", void 0);
  90989. __decorate([
  90990. BABYLON.serialize()
  90991. ], ColorCurves.prototype, "_globalSaturation", void 0);
  90992. __decorate([
  90993. BABYLON.serialize()
  90994. ], ColorCurves.prototype, "_globalExposure", void 0);
  90995. __decorate([
  90996. BABYLON.serialize()
  90997. ], ColorCurves.prototype, "_highlightsHue", void 0);
  90998. __decorate([
  90999. BABYLON.serialize()
  91000. ], ColorCurves.prototype, "_highlightsDensity", void 0);
  91001. __decorate([
  91002. BABYLON.serialize()
  91003. ], ColorCurves.prototype, "_highlightsSaturation", void 0);
  91004. __decorate([
  91005. BABYLON.serialize()
  91006. ], ColorCurves.prototype, "_highlightsExposure", void 0);
  91007. __decorate([
  91008. BABYLON.serialize()
  91009. ], ColorCurves.prototype, "_midtonesHue", void 0);
  91010. __decorate([
  91011. BABYLON.serialize()
  91012. ], ColorCurves.prototype, "_midtonesDensity", void 0);
  91013. __decorate([
  91014. BABYLON.serialize()
  91015. ], ColorCurves.prototype, "_midtonesSaturation", void 0);
  91016. __decorate([
  91017. BABYLON.serialize()
  91018. ], ColorCurves.prototype, "_midtonesExposure", void 0);
  91019. return ColorCurves;
  91020. }());
  91021. BABYLON.ColorCurves = ColorCurves;
  91022. })(BABYLON || (BABYLON = {}));
  91023. //# sourceMappingURL=babylon.colorCurves.js.map
  91024. var BABYLON;
  91025. (function (BABYLON) {
  91026. /**
  91027. * Post process which applies a refractin texture
  91028. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91029. */
  91030. var RefractionPostProcess = /** @class */ (function (_super) {
  91031. __extends(RefractionPostProcess, _super);
  91032. /**
  91033. * Initializes the RefractionPostProcess
  91034. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  91035. * @param name The name of the effect.
  91036. * @param refractionTextureUrl Url of the refraction texture to use
  91037. * @param color the base color of the refraction (used to taint the rendering)
  91038. * @param depth simulated refraction depth
  91039. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  91040. * @param camera The camera to apply the render pass to.
  91041. * @param options The required width/height ratio to downsize to before computing the render pass.
  91042. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91043. * @param engine The engine which the post process will be applied. (default: current engine)
  91044. * @param reusable If the post process can be reused on the same frame. (default: false)
  91045. */
  91046. function RefractionPostProcess(name, refractionTextureUrl,
  91047. /** the base color of the refraction (used to taint the rendering) */
  91048. color,
  91049. /** simulated refraction depth */
  91050. depth,
  91051. /** the coefficient of the base color (0 to remove base color tainting) */
  91052. colorLevel, options, camera, samplingMode, engine, reusable) {
  91053. var _this = _super.call(this, name, "refraction", ["baseColor", "depth", "colorLevel"], ["refractionSampler"], options, camera, samplingMode, engine, reusable) || this;
  91054. _this.color = color;
  91055. _this.depth = depth;
  91056. _this.colorLevel = colorLevel;
  91057. _this._ownRefractionTexture = true;
  91058. _this.onActivateObservable.add(function (cam) {
  91059. _this._refTexture = _this._refTexture || new BABYLON.Texture(refractionTextureUrl, cam.getScene());
  91060. });
  91061. _this.onApplyObservable.add(function (effect) {
  91062. effect.setColor3("baseColor", _this.color);
  91063. effect.setFloat("depth", _this.depth);
  91064. effect.setFloat("colorLevel", _this.colorLevel);
  91065. effect.setTexture("refractionSampler", _this._refTexture);
  91066. });
  91067. return _this;
  91068. }
  91069. Object.defineProperty(RefractionPostProcess.prototype, "refractionTexture", {
  91070. /**
  91071. * Gets or sets the refraction texture
  91072. * Please note that you are responsible for disposing the texture if you set it manually
  91073. */
  91074. get: function () {
  91075. return this._refTexture;
  91076. },
  91077. set: function (value) {
  91078. if (this._refTexture && this._ownRefractionTexture) {
  91079. this._refTexture.dispose();
  91080. }
  91081. this._refTexture = value;
  91082. this._ownRefractionTexture = false;
  91083. },
  91084. enumerable: true,
  91085. configurable: true
  91086. });
  91087. // Methods
  91088. /**
  91089. * Disposes of the post process
  91090. * @param camera Camera to dispose post process on
  91091. */
  91092. RefractionPostProcess.prototype.dispose = function (camera) {
  91093. if (this._refTexture && this._ownRefractionTexture) {
  91094. this._refTexture.dispose();
  91095. this._refTexture = null;
  91096. }
  91097. _super.prototype.dispose.call(this, camera);
  91098. };
  91099. return RefractionPostProcess;
  91100. }(BABYLON.PostProcess));
  91101. BABYLON.RefractionPostProcess = RefractionPostProcess;
  91102. })(BABYLON || (BABYLON = {}));
  91103. //# sourceMappingURL=babylon.refractionPostProcess.js.map
  91104. var BABYLON;
  91105. (function (BABYLON) {
  91106. /**
  91107. * Post process used to render in black and white
  91108. */
  91109. var BlackAndWhitePostProcess = /** @class */ (function (_super) {
  91110. __extends(BlackAndWhitePostProcess, _super);
  91111. /**
  91112. * Creates a black and white post process
  91113. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  91114. * @param name The name of the effect.
  91115. * @param options The required width/height ratio to downsize to before computing the render pass.
  91116. * @param camera The camera to apply the render pass to.
  91117. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91118. * @param engine The engine which the post process will be applied. (default: current engine)
  91119. * @param reusable If the post process can be reused on the same frame. (default: false)
  91120. */
  91121. function BlackAndWhitePostProcess(name, options, camera, samplingMode, engine, reusable) {
  91122. var _this = _super.call(this, name, "blackAndWhite", ["degree"], null, options, camera, samplingMode, engine, reusable) || this;
  91123. /**
  91124. * Linear about to convert he result to black and white (default: 1)
  91125. */
  91126. _this.degree = 1;
  91127. _this.onApplyObservable.add(function (effect) {
  91128. effect.setFloat("degree", _this.degree);
  91129. });
  91130. return _this;
  91131. }
  91132. return BlackAndWhitePostProcess;
  91133. }(BABYLON.PostProcess));
  91134. BABYLON.BlackAndWhitePostProcess = BlackAndWhitePostProcess;
  91135. })(BABYLON || (BABYLON = {}));
  91136. //# sourceMappingURL=babylon.blackAndWhitePostProcess.js.map
  91137. var BABYLON;
  91138. (function (BABYLON) {
  91139. /**
  91140. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  91141. * input texture to perform effects such as edge detection or sharpening
  91142. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  91143. */
  91144. var ConvolutionPostProcess = /** @class */ (function (_super) {
  91145. __extends(ConvolutionPostProcess, _super);
  91146. /**
  91147. * Creates a new instance ConvolutionPostProcess
  91148. * @param name The name of the effect.
  91149. * @param kernel Array of 9 values corrisponding to the 3x3 kernel to be applied
  91150. * @param options The required width/height ratio to downsize to before computing the render pass.
  91151. * @param camera The camera to apply the render pass to.
  91152. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91153. * @param engine The engine which the post process will be applied. (default: current engine)
  91154. * @param reusable If the post process can be reused on the same frame. (default: false)
  91155. * @param textureType Type of textures used when performing the post process. (default: 0)
  91156. */
  91157. function ConvolutionPostProcess(name,
  91158. /** Array of 9 values corrisponding to the 3x3 kernel to be applied */
  91159. kernel, options, camera, samplingMode, engine, reusable, textureType) {
  91160. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91161. var _this = _super.call(this, name, "convolution", ["kernel", "screenSize"], null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91162. _this.kernel = kernel;
  91163. _this.onApply = function (effect) {
  91164. effect.setFloat2("screenSize", _this.width, _this.height);
  91165. effect.setArray("kernel", _this.kernel);
  91166. };
  91167. return _this;
  91168. }
  91169. // Statics
  91170. /**
  91171. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91172. */
  91173. ConvolutionPostProcess.EdgeDetect0Kernel = [1, 0, -1, 0, 0, 0, -1, 0, 1];
  91174. /**
  91175. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91176. */
  91177. ConvolutionPostProcess.EdgeDetect1Kernel = [0, 1, 0, 1, -4, 1, 0, 1, 0];
  91178. /**
  91179. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91180. */
  91181. ConvolutionPostProcess.EdgeDetect2Kernel = [-1, -1, -1, -1, 8, -1, -1, -1, -1];
  91182. /**
  91183. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91184. */
  91185. ConvolutionPostProcess.SharpenKernel = [0, -1, 0, -1, 5, -1, 0, -1, 0];
  91186. /**
  91187. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91188. */
  91189. ConvolutionPostProcess.EmbossKernel = [-2, -1, 0, -1, 1, 1, 0, 1, 2];
  91190. /**
  91191. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  91192. */
  91193. ConvolutionPostProcess.GaussianKernel = [0, 1, 0, 1, 1, 1, 0, 1, 0];
  91194. return ConvolutionPostProcess;
  91195. }(BABYLON.PostProcess));
  91196. BABYLON.ConvolutionPostProcess = ConvolutionPostProcess;
  91197. })(BABYLON || (BABYLON = {}));
  91198. //# sourceMappingURL=babylon.convolutionPostProcess.js.map
  91199. var BABYLON;
  91200. (function (BABYLON) {
  91201. /**
  91202. * Applies a kernel filter to the image
  91203. */
  91204. var FilterPostProcess = /** @class */ (function (_super) {
  91205. __extends(FilterPostProcess, _super);
  91206. /**
  91207. *
  91208. * @param name The name of the effect.
  91209. * @param kernelMatrix The matrix to be applied to the image
  91210. * @param options The required width/height ratio to downsize to before computing the render pass.
  91211. * @param camera The camera to apply the render pass to.
  91212. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91213. * @param engine The engine which the post process will be applied. (default: current engine)
  91214. * @param reusable If the post process can be reused on the same frame. (default: false)
  91215. */
  91216. function FilterPostProcess(name,
  91217. /** The matrix to be applied to the image */
  91218. kernelMatrix, options, camera, samplingMode, engine, reusable) {
  91219. var _this = _super.call(this, name, "filter", ["kernelMatrix"], null, options, camera, samplingMode, engine, reusable) || this;
  91220. _this.kernelMatrix = kernelMatrix;
  91221. _this.onApply = function (effect) {
  91222. effect.setMatrix("kernelMatrix", _this.kernelMatrix);
  91223. };
  91224. return _this;
  91225. }
  91226. return FilterPostProcess;
  91227. }(BABYLON.PostProcess));
  91228. BABYLON.FilterPostProcess = FilterPostProcess;
  91229. })(BABYLON || (BABYLON = {}));
  91230. //# sourceMappingURL=babylon.filterPostProcess.js.map
  91231. var BABYLON;
  91232. (function (BABYLON) {
  91233. /**
  91234. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  91235. */
  91236. var VolumetricLightScatteringPostProcess = /** @class */ (function (_super) {
  91237. __extends(VolumetricLightScatteringPostProcess, _super);
  91238. /**
  91239. * @constructor
  91240. * @param name The post-process name
  91241. * @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)
  91242. * @param camera The camera that the post-process will be attached to
  91243. * @param mesh The mesh used to create the light scattering
  91244. * @param samples The post-process quality, default 100
  91245. * @param samplingModeThe post-process filtering mode
  91246. * @param engine The babylon engine
  91247. * @param reusable If the post-process is reusable
  91248. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  91249. */
  91250. function VolumetricLightScatteringPostProcess(name, ratio, camera, mesh, samples, samplingMode, engine, reusable, scene) {
  91251. if (samples === void 0) { samples = 100; }
  91252. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91253. 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;
  91254. _this._screenCoordinates = BABYLON.Vector2.Zero();
  91255. /**
  91256. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  91257. */
  91258. _this.customMeshPosition = BABYLON.Vector3.Zero();
  91259. /**
  91260. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  91261. */
  91262. _this.useCustomMeshPosition = false;
  91263. /**
  91264. * If the post-process should inverse the light scattering direction
  91265. */
  91266. _this.invert = true;
  91267. /**
  91268. * Array containing the excluded meshes not rendered in the internal pass
  91269. */
  91270. _this.excludedMeshes = new Array();
  91271. /**
  91272. * Controls the overall intensity of the post-process
  91273. */
  91274. _this.exposure = 0.3;
  91275. /**
  91276. * Dissipates each sample's contribution in range [0, 1]
  91277. */
  91278. _this.decay = 0.96815;
  91279. /**
  91280. * Controls the overall intensity of each sample
  91281. */
  91282. _this.weight = 0.58767;
  91283. /**
  91284. * Controls the density of each sample
  91285. */
  91286. _this.density = 0.926;
  91287. scene = ((camera === null) ? scene : camera.getScene()); // parameter "scene" can be null.
  91288. engine = scene.getEngine();
  91289. _this._viewPort = new BABYLON.Viewport(0, 0, 1, 1).toGlobal(engine.getRenderWidth(), engine.getRenderHeight());
  91290. // Configure mesh
  91291. _this.mesh = ((mesh !== null) ? mesh : VolumetricLightScatteringPostProcess.CreateDefaultMesh("VolumetricLightScatteringMesh", scene));
  91292. // Configure
  91293. _this._createPass(scene, ratio.passRatio || ratio);
  91294. _this.onActivate = function (camera) {
  91295. if (!_this.isSupported) {
  91296. _this.dispose(camera);
  91297. }
  91298. _this.onActivate = null;
  91299. };
  91300. _this.onApplyObservable.add(function (effect) {
  91301. _this._updateMeshScreenCoordinates(scene);
  91302. effect.setTexture("lightScatteringSampler", _this._volumetricLightScatteringRTT);
  91303. effect.setFloat("exposure", _this.exposure);
  91304. effect.setFloat("decay", _this.decay);
  91305. effect.setFloat("weight", _this.weight);
  91306. effect.setFloat("density", _this.density);
  91307. effect.setVector2("meshPositionOnScreen", _this._screenCoordinates);
  91308. });
  91309. return _this;
  91310. }
  91311. Object.defineProperty(VolumetricLightScatteringPostProcess.prototype, "useDiffuseColor", {
  91312. /**
  91313. * @hidden
  91314. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  91315. */
  91316. get: function () {
  91317. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91318. return false;
  91319. },
  91320. set: function (useDiffuseColor) {
  91321. BABYLON.Tools.Warn("VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead");
  91322. },
  91323. enumerable: true,
  91324. configurable: true
  91325. });
  91326. /**
  91327. * Returns the string "VolumetricLightScatteringPostProcess"
  91328. * @returns "VolumetricLightScatteringPostProcess"
  91329. */
  91330. VolumetricLightScatteringPostProcess.prototype.getClassName = function () {
  91331. return "VolumetricLightScatteringPostProcess";
  91332. };
  91333. VolumetricLightScatteringPostProcess.prototype._isReady = function (subMesh, useInstances) {
  91334. var mesh = subMesh.getMesh();
  91335. // Render this.mesh as default
  91336. if (mesh === this.mesh && mesh.material) {
  91337. return mesh.material.isReady(mesh);
  91338. }
  91339. var defines = [];
  91340. var attribs = [BABYLON.VertexBuffer.PositionKind];
  91341. var material = subMesh.getMaterial();
  91342. // Alpha test
  91343. if (material) {
  91344. if (material.needAlphaTesting()) {
  91345. defines.push("#define ALPHATEST");
  91346. }
  91347. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  91348. attribs.push(BABYLON.VertexBuffer.UVKind);
  91349. defines.push("#define UV1");
  91350. }
  91351. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  91352. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  91353. defines.push("#define UV2");
  91354. }
  91355. }
  91356. // Bones
  91357. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  91358. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  91359. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  91360. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  91361. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  91362. }
  91363. else {
  91364. defines.push("#define NUM_BONE_INFLUENCERS 0");
  91365. }
  91366. // Instances
  91367. if (useInstances) {
  91368. defines.push("#define INSTANCES");
  91369. attribs.push("world0");
  91370. attribs.push("world1");
  91371. attribs.push("world2");
  91372. attribs.push("world3");
  91373. }
  91374. // Get correct effect
  91375. var join = defines.join("\n");
  91376. if (this._cachedDefines !== join) {
  91377. this._cachedDefines = join;
  91378. this._volumetricLightScatteringPass = mesh.getScene().getEngine().createEffect({ vertexElement: "depth", fragmentElement: "volumetricLightScatteringPass" }, attribs, ["world", "mBones", "viewProjection", "diffuseMatrix"], ["diffuseSampler"], join);
  91379. }
  91380. return this._volumetricLightScatteringPass.isReady();
  91381. };
  91382. /**
  91383. * Sets the new light position for light scattering effect
  91384. * @param position The new custom light position
  91385. */
  91386. VolumetricLightScatteringPostProcess.prototype.setCustomMeshPosition = function (position) {
  91387. this.customMeshPosition = position;
  91388. };
  91389. /**
  91390. * Returns the light position for light scattering effect
  91391. * @return Vector3 The custom light position
  91392. */
  91393. VolumetricLightScatteringPostProcess.prototype.getCustomMeshPosition = function () {
  91394. return this.customMeshPosition;
  91395. };
  91396. /**
  91397. * Disposes the internal assets and detaches the post-process from the camera
  91398. */
  91399. VolumetricLightScatteringPostProcess.prototype.dispose = function (camera) {
  91400. var rttIndex = camera.getScene().customRenderTargets.indexOf(this._volumetricLightScatteringRTT);
  91401. if (rttIndex !== -1) {
  91402. camera.getScene().customRenderTargets.splice(rttIndex, 1);
  91403. }
  91404. this._volumetricLightScatteringRTT.dispose();
  91405. _super.prototype.dispose.call(this, camera);
  91406. };
  91407. /**
  91408. * Returns the render target texture used by the post-process
  91409. * @return the render target texture used by the post-process
  91410. */
  91411. VolumetricLightScatteringPostProcess.prototype.getPass = function () {
  91412. return this._volumetricLightScatteringRTT;
  91413. };
  91414. // Private methods
  91415. VolumetricLightScatteringPostProcess.prototype._meshExcluded = function (mesh) {
  91416. if (this.excludedMeshes.length > 0 && this.excludedMeshes.indexOf(mesh) !== -1) {
  91417. return true;
  91418. }
  91419. return false;
  91420. };
  91421. VolumetricLightScatteringPostProcess.prototype._createPass = function (scene, ratio) {
  91422. var _this = this;
  91423. var engine = scene.getEngine();
  91424. this._volumetricLightScatteringRTT = new BABYLON.RenderTargetTexture("volumetricLightScatteringMap", { width: engine.getRenderWidth() * ratio, height: engine.getRenderHeight() * ratio }, scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  91425. this._volumetricLightScatteringRTT.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91426. this._volumetricLightScatteringRTT.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91427. this._volumetricLightScatteringRTT.renderList = null;
  91428. this._volumetricLightScatteringRTT.renderParticles = false;
  91429. this._volumetricLightScatteringRTT.ignoreCameraViewport = true;
  91430. var camera = this.getCamera();
  91431. if (camera) {
  91432. camera.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91433. }
  91434. else {
  91435. scene.customRenderTargets.push(this._volumetricLightScatteringRTT);
  91436. }
  91437. // Custom render function for submeshes
  91438. var renderSubMesh = function (subMesh) {
  91439. var mesh = subMesh.getRenderingMesh();
  91440. if (_this._meshExcluded(mesh)) {
  91441. return;
  91442. }
  91443. var material = subMesh.getMaterial();
  91444. if (!material) {
  91445. return;
  91446. }
  91447. var scene = mesh.getScene();
  91448. var engine = scene.getEngine();
  91449. // Culling
  91450. engine.setState(material.backFaceCulling);
  91451. // Managing instances
  91452. var batch = mesh._getInstancesRenderList(subMesh._id);
  91453. if (batch.mustReturn) {
  91454. return;
  91455. }
  91456. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null);
  91457. if (_this._isReady(subMesh, hardwareInstancedRendering)) {
  91458. var effect = _this._volumetricLightScatteringPass;
  91459. if (mesh === _this.mesh) {
  91460. if (subMesh.effect) {
  91461. effect = subMesh.effect;
  91462. }
  91463. else {
  91464. effect = material.getEffect();
  91465. }
  91466. }
  91467. engine.enableEffect(effect);
  91468. mesh._bind(subMesh, effect, BABYLON.Material.TriangleFillMode);
  91469. if (mesh === _this.mesh) {
  91470. material.bind(mesh.getWorldMatrix(), mesh);
  91471. }
  91472. else {
  91473. _this._volumetricLightScatteringPass.setMatrix("viewProjection", scene.getTransformMatrix());
  91474. // Alpha test
  91475. if (material && material.needAlphaTesting()) {
  91476. var alphaTexture = material.getAlphaTestTexture();
  91477. _this._volumetricLightScatteringPass.setTexture("diffuseSampler", alphaTexture);
  91478. if (alphaTexture) {
  91479. _this._volumetricLightScatteringPass.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  91480. }
  91481. }
  91482. // Bones
  91483. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  91484. _this._volumetricLightScatteringPass.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  91485. }
  91486. }
  91487. // Draw
  91488. mesh._processRendering(subMesh, _this._volumetricLightScatteringPass, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return effect.setMatrix("world", world); });
  91489. }
  91490. };
  91491. // Render target texture callbacks
  91492. var savedSceneClearColor;
  91493. var sceneClearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 1.0);
  91494. this._volumetricLightScatteringRTT.onBeforeRenderObservable.add(function () {
  91495. savedSceneClearColor = scene.clearColor;
  91496. scene.clearColor = sceneClearColor;
  91497. });
  91498. this._volumetricLightScatteringRTT.onAfterRenderObservable.add(function () {
  91499. scene.clearColor = savedSceneClearColor;
  91500. });
  91501. this._volumetricLightScatteringRTT.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  91502. var engine = scene.getEngine();
  91503. var index;
  91504. if (depthOnlySubMeshes.length) {
  91505. engine.setColorWrite(false);
  91506. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  91507. renderSubMesh(depthOnlySubMeshes.data[index]);
  91508. }
  91509. engine.setColorWrite(true);
  91510. }
  91511. for (index = 0; index < opaqueSubMeshes.length; index++) {
  91512. renderSubMesh(opaqueSubMeshes.data[index]);
  91513. }
  91514. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  91515. renderSubMesh(alphaTestSubMeshes.data[index]);
  91516. }
  91517. if (transparentSubMeshes.length) {
  91518. // Sort sub meshes
  91519. for (index = 0; index < transparentSubMeshes.length; index++) {
  91520. var submesh = transparentSubMeshes.data[index];
  91521. var boundingInfo = submesh.getBoundingInfo();
  91522. if (boundingInfo && scene.activeCamera) {
  91523. submesh._alphaIndex = submesh.getMesh().alphaIndex;
  91524. submesh._distanceToCamera = boundingInfo.boundingSphere.centerWorld.subtract(scene.activeCamera.position).length();
  91525. }
  91526. }
  91527. var sortedArray = transparentSubMeshes.data.slice(0, transparentSubMeshes.length);
  91528. sortedArray.sort(function (a, b) {
  91529. // Alpha index first
  91530. if (a._alphaIndex > b._alphaIndex) {
  91531. return 1;
  91532. }
  91533. if (a._alphaIndex < b._alphaIndex) {
  91534. return -1;
  91535. }
  91536. // Then distance to camera
  91537. if (a._distanceToCamera < b._distanceToCamera) {
  91538. return 1;
  91539. }
  91540. if (a._distanceToCamera > b._distanceToCamera) {
  91541. return -1;
  91542. }
  91543. return 0;
  91544. });
  91545. // Render sub meshes
  91546. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  91547. for (index = 0; index < sortedArray.length; index++) {
  91548. renderSubMesh(sortedArray[index]);
  91549. }
  91550. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  91551. }
  91552. };
  91553. };
  91554. VolumetricLightScatteringPostProcess.prototype._updateMeshScreenCoordinates = function (scene) {
  91555. var transform = scene.getTransformMatrix();
  91556. var meshPosition;
  91557. if (this.useCustomMeshPosition) {
  91558. meshPosition = this.customMeshPosition;
  91559. }
  91560. else if (this.attachedNode) {
  91561. meshPosition = this.attachedNode.position;
  91562. }
  91563. else {
  91564. meshPosition = this.mesh.parent ? this.mesh.getAbsolutePosition() : this.mesh.position;
  91565. }
  91566. var pos = BABYLON.Vector3.Project(meshPosition, BABYLON.Matrix.Identity(), transform, this._viewPort);
  91567. this._screenCoordinates.x = pos.x / this._viewPort.width;
  91568. this._screenCoordinates.y = pos.y / this._viewPort.height;
  91569. if (this.invert) {
  91570. this._screenCoordinates.y = 1.0 - this._screenCoordinates.y;
  91571. }
  91572. };
  91573. // Static methods
  91574. /**
  91575. * Creates a default mesh for the Volumeric Light Scattering post-process
  91576. * @param name The mesh name
  91577. * @param scene The scene where to create the mesh
  91578. * @return the default mesh
  91579. */
  91580. VolumetricLightScatteringPostProcess.CreateDefaultMesh = function (name, scene) {
  91581. var mesh = BABYLON.Mesh.CreatePlane(name, 1, scene);
  91582. mesh.billboardMode = BABYLON.AbstractMesh.BILLBOARDMODE_ALL;
  91583. var material = new BABYLON.StandardMaterial(name + "Material", scene);
  91584. material.emissiveColor = new BABYLON.Color3(1, 1, 1);
  91585. mesh.material = material;
  91586. return mesh;
  91587. };
  91588. __decorate([
  91589. BABYLON.serializeAsVector3()
  91590. ], VolumetricLightScatteringPostProcess.prototype, "customMeshPosition", void 0);
  91591. __decorate([
  91592. BABYLON.serialize()
  91593. ], VolumetricLightScatteringPostProcess.prototype, "useCustomMeshPosition", void 0);
  91594. __decorate([
  91595. BABYLON.serialize()
  91596. ], VolumetricLightScatteringPostProcess.prototype, "invert", void 0);
  91597. __decorate([
  91598. BABYLON.serializeAsMeshReference()
  91599. ], VolumetricLightScatteringPostProcess.prototype, "mesh", void 0);
  91600. __decorate([
  91601. BABYLON.serialize()
  91602. ], VolumetricLightScatteringPostProcess.prototype, "excludedMeshes", void 0);
  91603. __decorate([
  91604. BABYLON.serialize()
  91605. ], VolumetricLightScatteringPostProcess.prototype, "exposure", void 0);
  91606. __decorate([
  91607. BABYLON.serialize()
  91608. ], VolumetricLightScatteringPostProcess.prototype, "decay", void 0);
  91609. __decorate([
  91610. BABYLON.serialize()
  91611. ], VolumetricLightScatteringPostProcess.prototype, "weight", void 0);
  91612. __decorate([
  91613. BABYLON.serialize()
  91614. ], VolumetricLightScatteringPostProcess.prototype, "density", void 0);
  91615. return VolumetricLightScatteringPostProcess;
  91616. }(BABYLON.PostProcess));
  91617. BABYLON.VolumetricLightScatteringPostProcess = VolumetricLightScatteringPostProcess;
  91618. })(BABYLON || (BABYLON = {}));
  91619. //# sourceMappingURL=babylon.volumetricLightScatteringPostProcess.js.map
  91620. var BABYLON;
  91621. (function (BABYLON) {
  91622. /**
  91623. *
  91624. * This post-process allows the modification of rendered colors by using
  91625. * a 'look-up table' (LUT). This effect is also called Color Grading.
  91626. *
  91627. * The object needs to be provided an url to a texture containing the color
  91628. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  91629. * Use an image editing software to tweak the LUT to match your needs.
  91630. *
  91631. * For an example of a color LUT, see here:
  91632. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  91633. * For explanations on color grading, see here:
  91634. * @see http://udn.epicgames.com/Three/ColorGrading.html
  91635. *
  91636. */
  91637. var ColorCorrectionPostProcess = /** @class */ (function (_super) {
  91638. __extends(ColorCorrectionPostProcess, _super);
  91639. function ColorCorrectionPostProcess(name, colorTableUrl, options, camera, samplingMode, engine, reusable) {
  91640. var _this = _super.call(this, name, 'colorCorrection', null, ['colorTable'], options, camera, samplingMode, engine, reusable) || this;
  91641. _this._colorTableTexture = new BABYLON.Texture(colorTableUrl, camera.getScene(), true, false, BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  91642. _this._colorTableTexture.anisotropicFilteringLevel = 1;
  91643. _this._colorTableTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91644. _this._colorTableTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  91645. _this.onApply = function (effect) {
  91646. effect.setTexture("colorTable", _this._colorTableTexture);
  91647. };
  91648. return _this;
  91649. }
  91650. return ColorCorrectionPostProcess;
  91651. }(BABYLON.PostProcess));
  91652. BABYLON.ColorCorrectionPostProcess = ColorCorrectionPostProcess;
  91653. })(BABYLON || (BABYLON = {}));
  91654. //# sourceMappingURL=babylon.colorCorrectionPostProcess.js.map
  91655. var BABYLON;
  91656. (function (BABYLON) {
  91657. /** Defines operator used for tonemapping */
  91658. var TonemappingOperator;
  91659. (function (TonemappingOperator) {
  91660. /** Hable */
  91661. TonemappingOperator[TonemappingOperator["Hable"] = 0] = "Hable";
  91662. /** Reinhard */
  91663. TonemappingOperator[TonemappingOperator["Reinhard"] = 1] = "Reinhard";
  91664. /** HejiDawson */
  91665. TonemappingOperator[TonemappingOperator["HejiDawson"] = 2] = "HejiDawson";
  91666. /** Photographic */
  91667. TonemappingOperator[TonemappingOperator["Photographic"] = 3] = "Photographic";
  91668. })(TonemappingOperator = BABYLON.TonemappingOperator || (BABYLON.TonemappingOperator = {}));
  91669. /**
  91670. * Defines a post process to apply tone mapping
  91671. */
  91672. var TonemapPostProcess = /** @class */ (function (_super) {
  91673. __extends(TonemapPostProcess, _super);
  91674. /**
  91675. * Creates a new TonemapPostProcess
  91676. * @param name defines the name of the postprocess
  91677. * @param _operator defines the operator to use
  91678. * @param exposureAdjustment defines the required exposure adjustement
  91679. * @param camera defines the camera to use (can be null)
  91680. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  91681. * @param engine defines the hosting engine (can be ignore if camera is set)
  91682. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  91683. */
  91684. function TonemapPostProcess(name, _operator,
  91685. /** Defines the required exposure adjustement */
  91686. exposureAdjustment, camera, samplingMode, engine, textureFormat) {
  91687. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  91688. if (textureFormat === void 0) { textureFormat = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91689. var _this = _super.call(this, name, "tonemap", ["_ExposureAdjustment"], null, 1.0, camera, samplingMode, engine, true, null, textureFormat) || this;
  91690. _this._operator = _operator;
  91691. _this.exposureAdjustment = exposureAdjustment;
  91692. var defines = "#define ";
  91693. if (_this._operator === TonemappingOperator.Hable) {
  91694. defines += "HABLE_TONEMAPPING";
  91695. }
  91696. else if (_this._operator === TonemappingOperator.Reinhard) {
  91697. defines += "REINHARD_TONEMAPPING";
  91698. }
  91699. else if (_this._operator === TonemappingOperator.HejiDawson) {
  91700. defines += "OPTIMIZED_HEJIDAWSON_TONEMAPPING";
  91701. }
  91702. else if (_this._operator === TonemappingOperator.Photographic) {
  91703. defines += "PHOTOGRAPHIC_TONEMAPPING";
  91704. }
  91705. //sadly a second call to create the effect.
  91706. _this.updateEffect(defines);
  91707. _this.onApply = function (effect) {
  91708. effect.setFloat("_ExposureAdjustment", _this.exposureAdjustment);
  91709. };
  91710. return _this;
  91711. }
  91712. return TonemapPostProcess;
  91713. }(BABYLON.PostProcess));
  91714. BABYLON.TonemapPostProcess = TonemapPostProcess;
  91715. })(BABYLON || (BABYLON = {}));
  91716. //# sourceMappingURL=babylon.tonemapPostProcess.js.map
  91717. var BABYLON;
  91718. (function (BABYLON) {
  91719. /**
  91720. * DisplayPassPostProcess which produces an output the same as it's input
  91721. */
  91722. var DisplayPassPostProcess = /** @class */ (function (_super) {
  91723. __extends(DisplayPassPostProcess, _super);
  91724. /**
  91725. * Creates the DisplayPassPostProcess
  91726. * @param name The name of the effect.
  91727. * @param options The required width/height ratio to downsize to before computing the render pass.
  91728. * @param camera The camera to apply the render pass to.
  91729. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91730. * @param engine The engine which the post process will be applied. (default: current engine)
  91731. * @param reusable If the post process can be reused on the same frame. (default: false)
  91732. */
  91733. function DisplayPassPostProcess(name, options, camera, samplingMode, engine, reusable) {
  91734. return _super.call(this, name, "displayPass", ["passSampler"], ["passSampler"], options, camera, samplingMode, engine, reusable) || this;
  91735. }
  91736. return DisplayPassPostProcess;
  91737. }(BABYLON.PostProcess));
  91738. BABYLON.DisplayPassPostProcess = DisplayPassPostProcess;
  91739. })(BABYLON || (BABYLON = {}));
  91740. //# sourceMappingURL=babylon.displayPassPostProcess.js.map
  91741. var BABYLON;
  91742. (function (BABYLON) {
  91743. /**
  91744. * Extracts highlights from the image
  91745. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91746. */
  91747. var HighlightsPostProcess = /** @class */ (function (_super) {
  91748. __extends(HighlightsPostProcess, _super);
  91749. /**
  91750. * Extracts highlights from the image
  91751. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  91752. * @param name The name of the effect.
  91753. * @param options The required width/height ratio to downsize to before computing the render pass.
  91754. * @param camera The camera to apply the render pass to.
  91755. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  91756. * @param engine The engine which the post process will be applied. (default: current engine)
  91757. * @param reusable If the post process can be reused on the same frame. (default: false)
  91758. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  91759. */
  91760. function HighlightsPostProcess(name, options, camera, samplingMode, engine, reusable, textureType) {
  91761. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91762. return _super.call(this, name, "highlights", null, null, options, camera, samplingMode, engine, reusable, null, textureType) || this;
  91763. }
  91764. return HighlightsPostProcess;
  91765. }(BABYLON.PostProcess));
  91766. BABYLON.HighlightsPostProcess = HighlightsPostProcess;
  91767. })(BABYLON || (BABYLON = {}));
  91768. //# sourceMappingURL=babylon.highlightsPostProcess.js.map
  91769. var BABYLON;
  91770. (function (BABYLON) {
  91771. /**
  91772. * ImageProcessingPostProcess
  91773. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  91774. */
  91775. var ImageProcessingPostProcess = /** @class */ (function (_super) {
  91776. __extends(ImageProcessingPostProcess, _super);
  91777. function ImageProcessingPostProcess(name, options, camera, samplingMode, engine, reusable, textureType, imageProcessingConfiguration) {
  91778. if (camera === void 0) { camera = null; }
  91779. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  91780. var _this = _super.call(this, name, "imageProcessing", [], [], options, camera, samplingMode, engine, reusable, null, textureType, "postprocess", null, true) || this;
  91781. _this._fromLinearSpace = true;
  91782. /**
  91783. * Defines cache preventing GC.
  91784. */
  91785. _this._defines = {
  91786. IMAGEPROCESSING: false,
  91787. VIGNETTE: false,
  91788. VIGNETTEBLENDMODEMULTIPLY: false,
  91789. VIGNETTEBLENDMODEOPAQUE: false,
  91790. TONEMAPPING: false,
  91791. TONEMAPPING_ACES: false,
  91792. CONTRAST: false,
  91793. COLORCURVES: false,
  91794. COLORGRADING: false,
  91795. COLORGRADING3D: false,
  91796. FROMLINEARSPACE: false,
  91797. SAMPLER3DGREENDEPTH: false,
  91798. SAMPLER3DBGRMAP: false,
  91799. IMAGEPROCESSINGPOSTPROCESS: false,
  91800. EXPOSURE: false,
  91801. };
  91802. // Setup the configuration as forced by the constructor. This would then not force the
  91803. // scene materials output in linear space and let untouched the default forward pass.
  91804. if (imageProcessingConfiguration) {
  91805. imageProcessingConfiguration.applyByPostProcess = true;
  91806. _this._attachImageProcessingConfiguration(imageProcessingConfiguration, true);
  91807. // This will cause the shader to be compiled
  91808. _this.fromLinearSpace = false;
  91809. }
  91810. // Setup the default processing configuration to the scene.
  91811. else {
  91812. _this._attachImageProcessingConfiguration(null, true);
  91813. _this.imageProcessingConfiguration.applyByPostProcess = true;
  91814. }
  91815. _this.onApply = function (effect) {
  91816. _this.imageProcessingConfiguration.bind(effect, _this.aspectRatio);
  91817. };
  91818. return _this;
  91819. }
  91820. Object.defineProperty(ImageProcessingPostProcess.prototype, "imageProcessingConfiguration", {
  91821. /**
  91822. * Gets the image processing configuration used either in this material.
  91823. */
  91824. get: function () {
  91825. return this._imageProcessingConfiguration;
  91826. },
  91827. /**
  91828. * Sets the Default image processing configuration used either in the this material.
  91829. *
  91830. * If sets to null, the scene one is in use.
  91831. */
  91832. set: function (value) {
  91833. this._attachImageProcessingConfiguration(value);
  91834. },
  91835. enumerable: true,
  91836. configurable: true
  91837. });
  91838. /**
  91839. * Attaches a new image processing configuration to the PBR Material.
  91840. * @param configuration
  91841. */
  91842. ImageProcessingPostProcess.prototype._attachImageProcessingConfiguration = function (configuration, doNotBuild) {
  91843. var _this = this;
  91844. if (doNotBuild === void 0) { doNotBuild = false; }
  91845. if (configuration === this._imageProcessingConfiguration) {
  91846. return;
  91847. }
  91848. // Detaches observer.
  91849. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  91850. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  91851. }
  91852. // Pick the scene configuration if needed.
  91853. if (!configuration) {
  91854. var scene = null;
  91855. var engine = this.getEngine();
  91856. var camera = this.getCamera();
  91857. if (camera) {
  91858. scene = camera.getScene();
  91859. }
  91860. else if (engine && engine.scenes) {
  91861. var scenes = engine.scenes;
  91862. scene = scenes[scenes.length - 1];
  91863. }
  91864. else {
  91865. scene = BABYLON.Engine.LastCreatedScene;
  91866. }
  91867. this._imageProcessingConfiguration = scene.imageProcessingConfiguration;
  91868. }
  91869. else {
  91870. this._imageProcessingConfiguration = configuration;
  91871. }
  91872. // Attaches observer.
  91873. if (this._imageProcessingConfiguration) {
  91874. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  91875. _this._updateParameters();
  91876. });
  91877. }
  91878. // Ensure the effect will be rebuilt.
  91879. if (!doNotBuild) {
  91880. this._updateParameters();
  91881. }
  91882. };
  91883. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurves", {
  91884. /**
  91885. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91886. */
  91887. get: function () {
  91888. return this.imageProcessingConfiguration.colorCurves;
  91889. },
  91890. /**
  91891. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  91892. */
  91893. set: function (value) {
  91894. this.imageProcessingConfiguration.colorCurves = value;
  91895. },
  91896. enumerable: true,
  91897. configurable: true
  91898. });
  91899. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorCurvesEnabled", {
  91900. /**
  91901. * Gets wether the color curves effect is enabled.
  91902. */
  91903. get: function () {
  91904. return this.imageProcessingConfiguration.colorCurvesEnabled;
  91905. },
  91906. /**
  91907. * Sets wether the color curves effect is enabled.
  91908. */
  91909. set: function (value) {
  91910. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  91911. },
  91912. enumerable: true,
  91913. configurable: true
  91914. });
  91915. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingTexture", {
  91916. /**
  91917. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91918. */
  91919. get: function () {
  91920. return this.imageProcessingConfiguration.colorGradingTexture;
  91921. },
  91922. /**
  91923. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  91924. */
  91925. set: function (value) {
  91926. this.imageProcessingConfiguration.colorGradingTexture = value;
  91927. },
  91928. enumerable: true,
  91929. configurable: true
  91930. });
  91931. Object.defineProperty(ImageProcessingPostProcess.prototype, "colorGradingEnabled", {
  91932. /**
  91933. * Gets wether the color grading effect is enabled.
  91934. */
  91935. get: function () {
  91936. return this.imageProcessingConfiguration.colorGradingEnabled;
  91937. },
  91938. /**
  91939. * Gets wether the color grading effect is enabled.
  91940. */
  91941. set: function (value) {
  91942. this.imageProcessingConfiguration.colorGradingEnabled = value;
  91943. },
  91944. enumerable: true,
  91945. configurable: true
  91946. });
  91947. Object.defineProperty(ImageProcessingPostProcess.prototype, "exposure", {
  91948. /**
  91949. * Gets exposure used in the effect.
  91950. */
  91951. get: function () {
  91952. return this.imageProcessingConfiguration.exposure;
  91953. },
  91954. /**
  91955. * Sets exposure used in the effect.
  91956. */
  91957. set: function (value) {
  91958. this.imageProcessingConfiguration.exposure = value;
  91959. },
  91960. enumerable: true,
  91961. configurable: true
  91962. });
  91963. Object.defineProperty(ImageProcessingPostProcess.prototype, "toneMappingEnabled", {
  91964. /**
  91965. * Gets wether tonemapping is enabled or not.
  91966. */
  91967. get: function () {
  91968. return this._imageProcessingConfiguration.toneMappingEnabled;
  91969. },
  91970. /**
  91971. * Sets wether tonemapping is enabled or not
  91972. */
  91973. set: function (value) {
  91974. this._imageProcessingConfiguration.toneMappingEnabled = value;
  91975. },
  91976. enumerable: true,
  91977. configurable: true
  91978. });
  91979. Object.defineProperty(ImageProcessingPostProcess.prototype, "contrast", {
  91980. /**
  91981. * Gets contrast used in the effect.
  91982. */
  91983. get: function () {
  91984. return this.imageProcessingConfiguration.contrast;
  91985. },
  91986. /**
  91987. * Sets contrast used in the effect.
  91988. */
  91989. set: function (value) {
  91990. this.imageProcessingConfiguration.contrast = value;
  91991. },
  91992. enumerable: true,
  91993. configurable: true
  91994. });
  91995. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteStretch", {
  91996. /**
  91997. * Gets Vignette stretch size.
  91998. */
  91999. get: function () {
  92000. return this.imageProcessingConfiguration.vignetteStretch;
  92001. },
  92002. /**
  92003. * Sets Vignette stretch size.
  92004. */
  92005. set: function (value) {
  92006. this.imageProcessingConfiguration.vignetteStretch = value;
  92007. },
  92008. enumerable: true,
  92009. configurable: true
  92010. });
  92011. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreX", {
  92012. /**
  92013. * Gets Vignette centre X Offset.
  92014. */
  92015. get: function () {
  92016. return this.imageProcessingConfiguration.vignetteCentreX;
  92017. },
  92018. /**
  92019. * Sets Vignette centre X Offset.
  92020. */
  92021. set: function (value) {
  92022. this.imageProcessingConfiguration.vignetteCentreX = value;
  92023. },
  92024. enumerable: true,
  92025. configurable: true
  92026. });
  92027. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCentreY", {
  92028. /**
  92029. * Gets Vignette centre Y Offset.
  92030. */
  92031. get: function () {
  92032. return this.imageProcessingConfiguration.vignetteCentreY;
  92033. },
  92034. /**
  92035. * Sets Vignette centre Y Offset.
  92036. */
  92037. set: function (value) {
  92038. this.imageProcessingConfiguration.vignetteCentreY = value;
  92039. },
  92040. enumerable: true,
  92041. configurable: true
  92042. });
  92043. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteWeight", {
  92044. /**
  92045. * Gets Vignette weight or intensity of the vignette effect.
  92046. */
  92047. get: function () {
  92048. return this.imageProcessingConfiguration.vignetteWeight;
  92049. },
  92050. /**
  92051. * Sets Vignette weight or intensity of the vignette effect.
  92052. */
  92053. set: function (value) {
  92054. this.imageProcessingConfiguration.vignetteWeight = value;
  92055. },
  92056. enumerable: true,
  92057. configurable: true
  92058. });
  92059. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteColor", {
  92060. /**
  92061. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92062. * if vignetteEnabled is set to true.
  92063. */
  92064. get: function () {
  92065. return this.imageProcessingConfiguration.vignetteColor;
  92066. },
  92067. /**
  92068. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  92069. * if vignetteEnabled is set to true.
  92070. */
  92071. set: function (value) {
  92072. this.imageProcessingConfiguration.vignetteColor = value;
  92073. },
  92074. enumerable: true,
  92075. configurable: true
  92076. });
  92077. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteCameraFov", {
  92078. /**
  92079. * Gets Camera field of view used by the Vignette effect.
  92080. */
  92081. get: function () {
  92082. return this.imageProcessingConfiguration.vignetteCameraFov;
  92083. },
  92084. /**
  92085. * Sets Camera field of view used by the Vignette effect.
  92086. */
  92087. set: function (value) {
  92088. this.imageProcessingConfiguration.vignetteCameraFov = value;
  92089. },
  92090. enumerable: true,
  92091. configurable: true
  92092. });
  92093. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteBlendMode", {
  92094. /**
  92095. * Gets the vignette blend mode allowing different kind of effect.
  92096. */
  92097. get: function () {
  92098. return this.imageProcessingConfiguration.vignetteBlendMode;
  92099. },
  92100. /**
  92101. * Sets the vignette blend mode allowing different kind of effect.
  92102. */
  92103. set: function (value) {
  92104. this.imageProcessingConfiguration.vignetteBlendMode = value;
  92105. },
  92106. enumerable: true,
  92107. configurable: true
  92108. });
  92109. Object.defineProperty(ImageProcessingPostProcess.prototype, "vignetteEnabled", {
  92110. /**
  92111. * Gets wether the vignette effect is enabled.
  92112. */
  92113. get: function () {
  92114. return this.imageProcessingConfiguration.vignetteEnabled;
  92115. },
  92116. /**
  92117. * Sets wether the vignette effect is enabled.
  92118. */
  92119. set: function (value) {
  92120. this.imageProcessingConfiguration.vignetteEnabled = value;
  92121. },
  92122. enumerable: true,
  92123. configurable: true
  92124. });
  92125. Object.defineProperty(ImageProcessingPostProcess.prototype, "fromLinearSpace", {
  92126. /**
  92127. * Gets wether the input of the processing is in Gamma or Linear Space.
  92128. */
  92129. get: function () {
  92130. return this._fromLinearSpace;
  92131. },
  92132. /**
  92133. * Sets wether the input of the processing is in Gamma or Linear Space.
  92134. */
  92135. set: function (value) {
  92136. if (this._fromLinearSpace === value) {
  92137. return;
  92138. }
  92139. this._fromLinearSpace = value;
  92140. this._updateParameters();
  92141. },
  92142. enumerable: true,
  92143. configurable: true
  92144. });
  92145. /**
  92146. * "ImageProcessingPostProcess"
  92147. * @returns "ImageProcessingPostProcess"
  92148. */
  92149. ImageProcessingPostProcess.prototype.getClassName = function () {
  92150. return "ImageProcessingPostProcess";
  92151. };
  92152. ImageProcessingPostProcess.prototype._updateParameters = function () {
  92153. this._defines.FROMLINEARSPACE = this._fromLinearSpace;
  92154. this.imageProcessingConfiguration.prepareDefines(this._defines, true);
  92155. var defines = "";
  92156. for (var define in this._defines) {
  92157. if (this._defines[define]) {
  92158. defines += "#define " + define + ";\r\n";
  92159. }
  92160. }
  92161. var samplers = ["textureSampler"];
  92162. var uniforms = ["scale"];
  92163. if (BABYLON.ImageProcessingConfiguration) {
  92164. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, this._defines);
  92165. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, this._defines);
  92166. }
  92167. this.updateEffect(defines, uniforms, samplers);
  92168. };
  92169. ImageProcessingPostProcess.prototype.dispose = function (camera) {
  92170. _super.prototype.dispose.call(this, camera);
  92171. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  92172. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  92173. }
  92174. if (this._imageProcessingConfiguration) {
  92175. this.imageProcessingConfiguration.applyByPostProcess = false;
  92176. }
  92177. };
  92178. __decorate([
  92179. BABYLON.serialize()
  92180. ], ImageProcessingPostProcess.prototype, "_fromLinearSpace", void 0);
  92181. return ImageProcessingPostProcess;
  92182. }(BABYLON.PostProcess));
  92183. BABYLON.ImageProcessingPostProcess = ImageProcessingPostProcess;
  92184. })(BABYLON || (BABYLON = {}));
  92185. //# sourceMappingURL=babylon.imageProcessingPostProcess.js.map
  92186. var BABYLON;
  92187. (function (BABYLON) {
  92188. /**
  92189. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  92190. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  92191. * As an example, all you have to do is to create the post-process:
  92192. * var mb = new BABYLON.MotionBlurPostProcess(
  92193. * 'mb', // The name of the effect.
  92194. * scene, // The scene containing the objects to blur according to their velocity.
  92195. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  92196. * camera // The camera to apply the render pass to.
  92197. * );
  92198. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  92199. */
  92200. var MotionBlurPostProcess = /** @class */ (function (_super) {
  92201. __extends(MotionBlurPostProcess, _super);
  92202. /**
  92203. * Creates a new instance MotionBlurPostProcess
  92204. * @param name The name of the effect.
  92205. * @param scene The scene containing the objects to blur according to their velocity.
  92206. * @param options The required width/height ratio to downsize to before computing the render pass.
  92207. * @param camera The camera to apply the render pass to.
  92208. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  92209. * @param engine The engine which the post process will be applied. (default: current engine)
  92210. * @param reusable If the post process can be reused on the same frame. (default: false)
  92211. * @param textureType Type of textures used when performing the post process. (default: 0)
  92212. * @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)
  92213. */
  92214. function MotionBlurPostProcess(name, scene, options, camera, samplingMode, engine, reusable, textureType, blockCompilation) {
  92215. if (textureType === void 0) { textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT; }
  92216. if (blockCompilation === void 0) { blockCompilation = false; }
  92217. 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;
  92218. /**
  92219. * Defines how much the image is blurred by the movement. Default value is equal to 1
  92220. */
  92221. _this.motionStrength = 1;
  92222. _this._motionBlurSamples = 32;
  92223. _this._geometryBufferRenderer = scene.enableGeometryBufferRenderer();
  92224. if (!_this._geometryBufferRenderer) {
  92225. // Geometry buffer renderer is not supported. So, work as a passthrough.
  92226. BABYLON.Tools.Warn("Multiple Render Target support needed to compute object based motion blur");
  92227. _this.updateEffect();
  92228. }
  92229. else {
  92230. // Geometry buffer renderer is supported.
  92231. _this._geometryBufferRenderer.enableVelocity = true;
  92232. _this.onApply = function (effect) {
  92233. effect.setVector2("screenSize", new BABYLON.Vector2(_this.width, _this.height));
  92234. effect.setFloat("motionScale", scene.getAnimationRatio());
  92235. effect.setFloat("motionStrength", _this.motionStrength);
  92236. if (_this._geometryBufferRenderer) {
  92237. var velocityIndex = _this._geometryBufferRenderer.getTextureIndex(BABYLON.GeometryBufferRenderer.VELOCITY_TEXTURE_TYPE);
  92238. effect.setTexture("velocitySampler", _this._geometryBufferRenderer.getGBuffer().textures[velocityIndex]);
  92239. }
  92240. };
  92241. }
  92242. return _this;
  92243. }
  92244. Object.defineProperty(MotionBlurPostProcess.prototype, "motionBlurSamples", {
  92245. /**
  92246. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  92247. */
  92248. get: function () {
  92249. return this._motionBlurSamples;
  92250. },
  92251. /**
  92252. * Sets the number of iterations to be used for motion blur quality
  92253. */
  92254. set: function (samples) {
  92255. this._motionBlurSamples = samples;
  92256. if (this._geometryBufferRenderer) {
  92257. this.updateEffect("#define GEOMETRY_SUPPORTED\n#define SAMPLES " + samples.toFixed(1));
  92258. }
  92259. },
  92260. enumerable: true,
  92261. configurable: true
  92262. });
  92263. /**
  92264. * Disposes the post process.
  92265. * @param camera The camera to dispose the post process on.
  92266. */
  92267. MotionBlurPostProcess.prototype.dispose = function (camera) {
  92268. if (this._geometryBufferRenderer) {
  92269. // Clear previous transformation matrices dictionary used to compute objects velocities
  92270. this._geometryBufferRenderer._previousTransformationMatrices = {};
  92271. }
  92272. _super.prototype.dispose.call(this, camera);
  92273. };
  92274. return MotionBlurPostProcess;
  92275. }(BABYLON.PostProcess));
  92276. BABYLON.MotionBlurPostProcess = MotionBlurPostProcess;
  92277. })(BABYLON || (BABYLON = {}));
  92278. //# sourceMappingURL=babylon.motionBlurPostProcess.js.map
  92279. var BABYLON;
  92280. (function (BABYLON) {
  92281. /**
  92282. * Class used to store bone information
  92283. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  92284. */
  92285. var Bone = /** @class */ (function (_super) {
  92286. __extends(Bone, _super);
  92287. /**
  92288. * Create a new bone
  92289. * @param name defines the bone name
  92290. * @param skeleton defines the parent skeleton
  92291. * @param parentBone defines the parent (can be null if the bone is the root)
  92292. * @param localMatrix defines the local matrix
  92293. * @param restPose defines the rest pose matrix
  92294. * @param baseMatrix defines the base matrix
  92295. * @param index defines index of the bone in the hiearchy
  92296. */
  92297. function Bone(
  92298. /**
  92299. * defines the bone name
  92300. */
  92301. name, skeleton, parentBone, localMatrix, restPose, baseMatrix, index) {
  92302. if (parentBone === void 0) { parentBone = null; }
  92303. if (localMatrix === void 0) { localMatrix = null; }
  92304. if (restPose === void 0) { restPose = null; }
  92305. if (baseMatrix === void 0) { baseMatrix = null; }
  92306. if (index === void 0) { index = null; }
  92307. var _this = _super.call(this, name, skeleton.getScene(), false) || this;
  92308. _this.name = name;
  92309. /**
  92310. * Gets the list of child bones
  92311. */
  92312. _this.children = new Array();
  92313. /** Gets the animations associated with this bone */
  92314. _this.animations = new Array();
  92315. /**
  92316. * @hidden Internal only
  92317. * Set this value to map this bone to a different index in the transform matrices
  92318. * Set this value to -1 to exclude the bone from the transform matrices
  92319. */
  92320. _this._index = null;
  92321. _this._absoluteTransform = new BABYLON.Matrix();
  92322. _this._invertedAbsoluteTransform = new BABYLON.Matrix();
  92323. _this._scalingDeterminant = 1;
  92324. _this._worldTransform = new BABYLON.Matrix();
  92325. _this._needToDecompose = true;
  92326. _this._needToCompose = false;
  92327. /** @hidden */
  92328. _this._linkedTransformNode = null;
  92329. _this._skeleton = skeleton;
  92330. _this._localMatrix = localMatrix ? localMatrix.clone() : BABYLON.Matrix.Identity();
  92331. _this._restPose = restPose ? restPose : _this._localMatrix.clone();
  92332. _this._baseMatrix = baseMatrix ? baseMatrix : _this._localMatrix.clone();
  92333. _this._index = index;
  92334. skeleton.bones.push(_this);
  92335. _this.setParent(parentBone, false);
  92336. if (baseMatrix || localMatrix) {
  92337. _this._updateDifferenceMatrix();
  92338. }
  92339. return _this;
  92340. }
  92341. Object.defineProperty(Bone.prototype, "_matrix", {
  92342. /** @hidden */
  92343. get: function () {
  92344. this._compose();
  92345. return this._localMatrix;
  92346. },
  92347. /** @hidden */
  92348. set: function (value) {
  92349. this._localMatrix.copyFrom(value);
  92350. this._needToDecompose = true;
  92351. },
  92352. enumerable: true,
  92353. configurable: true
  92354. });
  92355. // Members
  92356. /**
  92357. * Gets the parent skeleton
  92358. * @returns a skeleton
  92359. */
  92360. Bone.prototype.getSkeleton = function () {
  92361. return this._skeleton;
  92362. };
  92363. /**
  92364. * Gets parent bone
  92365. * @returns a bone or null if the bone is the root of the bone hierarchy
  92366. */
  92367. Bone.prototype.getParent = function () {
  92368. return this._parent;
  92369. };
  92370. /**
  92371. * Sets the parent bone
  92372. * @param parent defines the parent (can be null if the bone is the root)
  92373. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92374. */
  92375. Bone.prototype.setParent = function (parent, updateDifferenceMatrix) {
  92376. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92377. if (this._parent === parent) {
  92378. return;
  92379. }
  92380. if (this._parent) {
  92381. var index = this._parent.children.indexOf(this);
  92382. if (index !== -1) {
  92383. this._parent.children.splice(index, 1);
  92384. }
  92385. }
  92386. this._parent = parent;
  92387. if (this._parent) {
  92388. this._parent.children.push(this);
  92389. }
  92390. if (updateDifferenceMatrix) {
  92391. this._updateDifferenceMatrix();
  92392. }
  92393. this.markAsDirty();
  92394. };
  92395. /**
  92396. * Gets the local matrix
  92397. * @returns a matrix
  92398. */
  92399. Bone.prototype.getLocalMatrix = function () {
  92400. this._compose();
  92401. return this._localMatrix;
  92402. };
  92403. /**
  92404. * Gets the base matrix (initial matrix which remains unchanged)
  92405. * @returns a matrix
  92406. */
  92407. Bone.prototype.getBaseMatrix = function () {
  92408. return this._baseMatrix;
  92409. };
  92410. /**
  92411. * Gets the rest pose matrix
  92412. * @returns a matrix
  92413. */
  92414. Bone.prototype.getRestPose = function () {
  92415. return this._restPose;
  92416. };
  92417. /**
  92418. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  92419. */
  92420. Bone.prototype.getWorldMatrix = function () {
  92421. return this._worldTransform;
  92422. };
  92423. /**
  92424. * Sets the local matrix to rest pose matrix
  92425. */
  92426. Bone.prototype.returnToRest = function () {
  92427. this.updateMatrix(this._restPose.clone());
  92428. };
  92429. /**
  92430. * Gets the inverse of the absolute transform matrix.
  92431. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  92432. * @returns a matrix
  92433. */
  92434. Bone.prototype.getInvertedAbsoluteTransform = function () {
  92435. return this._invertedAbsoluteTransform;
  92436. };
  92437. /**
  92438. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  92439. * @returns a matrix
  92440. */
  92441. Bone.prototype.getAbsoluteTransform = function () {
  92442. return this._absoluteTransform;
  92443. };
  92444. /**
  92445. * Links with the given transform node.
  92446. * The local matrix of this bone is copied from the transform node every frame.
  92447. * @param transformNode defines the transform node to link to
  92448. */
  92449. Bone.prototype.linkTransformNode = function (transformNode) {
  92450. if (this._linkedTransformNode) {
  92451. this._skeleton._numBonesWithLinkedTransformNode--;
  92452. }
  92453. this._linkedTransformNode = transformNode;
  92454. if (this._linkedTransformNode) {
  92455. this._skeleton._numBonesWithLinkedTransformNode++;
  92456. }
  92457. };
  92458. Object.defineProperty(Bone.prototype, "position", {
  92459. // Properties (matches AbstractMesh properties)
  92460. /** Gets or sets current position (in local space) */
  92461. get: function () {
  92462. this._decompose();
  92463. return this._localPosition;
  92464. },
  92465. set: function (newPosition) {
  92466. this._decompose();
  92467. this._localPosition.copyFrom(newPosition);
  92468. this._markAsDirtyAndCompose();
  92469. },
  92470. enumerable: true,
  92471. configurable: true
  92472. });
  92473. Object.defineProperty(Bone.prototype, "rotation", {
  92474. /** Gets or sets current rotation (in local space) */
  92475. get: function () {
  92476. return this.getRotation();
  92477. },
  92478. set: function (newRotation) {
  92479. this.setRotation(newRotation);
  92480. },
  92481. enumerable: true,
  92482. configurable: true
  92483. });
  92484. Object.defineProperty(Bone.prototype, "rotationQuaternion", {
  92485. /** Gets or sets current rotation quaternion (in local space) */
  92486. get: function () {
  92487. this._decompose();
  92488. return this._localRotation;
  92489. },
  92490. set: function (newRotation) {
  92491. this.setRotationQuaternion(newRotation);
  92492. },
  92493. enumerable: true,
  92494. configurable: true
  92495. });
  92496. Object.defineProperty(Bone.prototype, "scaling", {
  92497. /** Gets or sets current scaling (in local space) */
  92498. get: function () {
  92499. return this.getScale();
  92500. },
  92501. set: function (newScaling) {
  92502. this.setScale(newScaling);
  92503. },
  92504. enumerable: true,
  92505. configurable: true
  92506. });
  92507. Object.defineProperty(Bone.prototype, "animationPropertiesOverride", {
  92508. /**
  92509. * Gets the animation properties override
  92510. */
  92511. get: function () {
  92512. return this._skeleton.animationPropertiesOverride;
  92513. },
  92514. enumerable: true,
  92515. configurable: true
  92516. });
  92517. // Methods
  92518. Bone.prototype._decompose = function () {
  92519. if (!this._needToDecompose) {
  92520. return;
  92521. }
  92522. this._needToDecompose = false;
  92523. if (!this._localScaling) {
  92524. this._localScaling = BABYLON.Vector3.Zero();
  92525. this._localRotation = BABYLON.Quaternion.Zero();
  92526. this._localPosition = BABYLON.Vector3.Zero();
  92527. }
  92528. this._localMatrix.decompose(this._localScaling, this._localRotation, this._localPosition);
  92529. };
  92530. Bone.prototype._compose = function () {
  92531. if (!this._needToCompose) {
  92532. return;
  92533. }
  92534. this._needToCompose = false;
  92535. BABYLON.Matrix.ComposeToRef(this._localScaling, this._localRotation, this._localPosition, this._localMatrix);
  92536. };
  92537. /**
  92538. * Update the base and local matrices
  92539. * @param matrix defines the new base or local matrix
  92540. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  92541. * @param updateLocalMatrix defines if the local matrix should be updated
  92542. */
  92543. Bone.prototype.updateMatrix = function (matrix, updateDifferenceMatrix, updateLocalMatrix) {
  92544. if (updateDifferenceMatrix === void 0) { updateDifferenceMatrix = true; }
  92545. if (updateLocalMatrix === void 0) { updateLocalMatrix = true; }
  92546. this._baseMatrix.copyFrom(matrix);
  92547. if (updateDifferenceMatrix) {
  92548. this._updateDifferenceMatrix();
  92549. }
  92550. if (updateLocalMatrix) {
  92551. this._localMatrix.copyFrom(matrix);
  92552. this._markAsDirtyAndDecompose();
  92553. }
  92554. else {
  92555. this.markAsDirty();
  92556. }
  92557. };
  92558. /** @hidden */
  92559. Bone.prototype._updateDifferenceMatrix = function (rootMatrix, updateChildren) {
  92560. if (updateChildren === void 0) { updateChildren = true; }
  92561. if (!rootMatrix) {
  92562. rootMatrix = this._baseMatrix;
  92563. }
  92564. if (this._parent) {
  92565. rootMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  92566. }
  92567. else {
  92568. this._absoluteTransform.copyFrom(rootMatrix);
  92569. }
  92570. this._absoluteTransform.invertToRef(this._invertedAbsoluteTransform);
  92571. if (updateChildren) {
  92572. for (var index = 0; index < this.children.length; index++) {
  92573. this.children[index]._updateDifferenceMatrix();
  92574. }
  92575. }
  92576. this._scalingDeterminant = (this._absoluteTransform.determinant() < 0 ? -1 : 1);
  92577. };
  92578. /**
  92579. * Flag the bone as dirty (Forcing it to update everything)
  92580. */
  92581. Bone.prototype.markAsDirty = function () {
  92582. this._currentRenderId++;
  92583. this._childRenderId++;
  92584. this._skeleton._markAsDirty();
  92585. };
  92586. Bone.prototype._markAsDirtyAndCompose = function () {
  92587. this.markAsDirty();
  92588. this._needToCompose = true;
  92589. };
  92590. Bone.prototype._markAsDirtyAndDecompose = function () {
  92591. this.markAsDirty();
  92592. this._needToDecompose = true;
  92593. };
  92594. /**
  92595. * Copy an animation range from another bone
  92596. * @param source defines the source bone
  92597. * @param rangeName defines the range name to copy
  92598. * @param frameOffset defines the frame offset
  92599. * @param rescaleAsRequired defines if rescaling must be applied if required
  92600. * @param skelDimensionsRatio defines the scaling ratio
  92601. * @returns true if operation was successful
  92602. */
  92603. Bone.prototype.copyAnimationRange = function (source, rangeName, frameOffset, rescaleAsRequired, skelDimensionsRatio) {
  92604. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  92605. if (skelDimensionsRatio === void 0) { skelDimensionsRatio = null; }
  92606. // all animation may be coming from a library skeleton, so may need to create animation
  92607. if (this.animations.length === 0) {
  92608. this.animations.push(new BABYLON.Animation(this.name, "_matrix", source.animations[0].framePerSecond, BABYLON.Animation.ANIMATIONTYPE_MATRIX, 0));
  92609. this.animations[0].setKeys([]);
  92610. }
  92611. // get animation info / verify there is such a range from the source bone
  92612. var sourceRange = source.animations[0].getRange(rangeName);
  92613. if (!sourceRange) {
  92614. return false;
  92615. }
  92616. var from = sourceRange.from;
  92617. var to = sourceRange.to;
  92618. var sourceKeys = source.animations[0].getKeys();
  92619. // rescaling prep
  92620. var sourceBoneLength = source.length;
  92621. var sourceParent = source.getParent();
  92622. var parent = this.getParent();
  92623. var parentScalingReqd = rescaleAsRequired && sourceParent && sourceBoneLength && this.length && sourceBoneLength !== this.length;
  92624. var parentRatio = parentScalingReqd && parent && sourceParent ? parent.length / sourceParent.length : 1;
  92625. var dimensionsScalingReqd = rescaleAsRequired && !parent && skelDimensionsRatio && (skelDimensionsRatio.x !== 1 || skelDimensionsRatio.y !== 1 || skelDimensionsRatio.z !== 1);
  92626. var destKeys = this.animations[0].getKeys();
  92627. // loop vars declaration
  92628. var orig;
  92629. var origTranslation;
  92630. var mat;
  92631. for (var key = 0, nKeys = sourceKeys.length; key < nKeys; key++) {
  92632. orig = sourceKeys[key];
  92633. if (orig.frame >= from && orig.frame <= to) {
  92634. if (rescaleAsRequired) {
  92635. mat = orig.value.clone();
  92636. // scale based on parent ratio, when bone has parent
  92637. if (parentScalingReqd) {
  92638. origTranslation = mat.getTranslation();
  92639. mat.setTranslation(origTranslation.scaleInPlace(parentRatio));
  92640. // scale based on skeleton dimension ratio when root bone, and value is passed
  92641. }
  92642. else if (dimensionsScalingReqd && skelDimensionsRatio) {
  92643. origTranslation = mat.getTranslation();
  92644. mat.setTranslation(origTranslation.multiplyInPlace(skelDimensionsRatio));
  92645. // use original when root bone, and no data for skelDimensionsRatio
  92646. }
  92647. else {
  92648. mat = orig.value;
  92649. }
  92650. }
  92651. else {
  92652. mat = orig.value;
  92653. }
  92654. destKeys.push({ frame: orig.frame + frameOffset, value: mat });
  92655. }
  92656. }
  92657. this.animations[0].createRange(rangeName, from + frameOffset, to + frameOffset);
  92658. return true;
  92659. };
  92660. /**
  92661. * Translate the bone in local or world space
  92662. * @param vec The amount to translate the bone
  92663. * @param space The space that the translation is in
  92664. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92665. */
  92666. Bone.prototype.translate = function (vec, space, mesh) {
  92667. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92668. var lm = this.getLocalMatrix();
  92669. if (space == BABYLON.Space.LOCAL) {
  92670. lm.addAtIndex(12, vec.x);
  92671. lm.addAtIndex(13, vec.y);
  92672. lm.addAtIndex(14, vec.z);
  92673. }
  92674. else {
  92675. var wm = null;
  92676. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92677. if (mesh) {
  92678. wm = mesh.getWorldMatrix();
  92679. }
  92680. this._skeleton.computeAbsoluteTransforms();
  92681. var tmat = Bone._tmpMats[0];
  92682. var tvec = Bone._tmpVecs[0];
  92683. if (this._parent) {
  92684. if (mesh && wm) {
  92685. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92686. tmat.multiplyToRef(wm, tmat);
  92687. }
  92688. else {
  92689. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92690. }
  92691. }
  92692. tmat.setTranslationFromFloats(0, 0, 0);
  92693. tmat.invert();
  92694. BABYLON.Vector3.TransformCoordinatesToRef(vec, tmat, tvec);
  92695. lm.addAtIndex(12, tvec.x);
  92696. lm.addAtIndex(13, tvec.y);
  92697. lm.addAtIndex(14, tvec.z);
  92698. }
  92699. this._markAsDirtyAndDecompose();
  92700. };
  92701. /**
  92702. * Set the postion of the bone in local or world space
  92703. * @param position The position to set the bone
  92704. * @param space The space that the position is in
  92705. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92706. */
  92707. Bone.prototype.setPosition = function (position, space, mesh) {
  92708. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92709. var lm = this.getLocalMatrix();
  92710. if (space == BABYLON.Space.LOCAL) {
  92711. lm.setTranslationFromFloats(position.x, position.y, position.z);
  92712. }
  92713. else {
  92714. var wm = null;
  92715. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  92716. if (mesh) {
  92717. wm = mesh.getWorldMatrix();
  92718. }
  92719. this._skeleton.computeAbsoluteTransforms();
  92720. var tmat = Bone._tmpMats[0];
  92721. var vec = Bone._tmpVecs[0];
  92722. if (this._parent) {
  92723. if (mesh && wm) {
  92724. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92725. tmat.multiplyToRef(wm, tmat);
  92726. }
  92727. else {
  92728. tmat.copyFrom(this._parent.getAbsoluteTransform());
  92729. }
  92730. }
  92731. tmat.invert();
  92732. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, vec);
  92733. lm.setTranslationFromFloats(vec.x, vec.y, vec.z);
  92734. }
  92735. this._markAsDirtyAndDecompose();
  92736. };
  92737. /**
  92738. * Set the absolute position of the bone (world space)
  92739. * @param position The position to set the bone
  92740. * @param mesh The mesh that this bone is attached to
  92741. */
  92742. Bone.prototype.setAbsolutePosition = function (position, mesh) {
  92743. this.setPosition(position, BABYLON.Space.WORLD, mesh);
  92744. };
  92745. /**
  92746. * Scale the bone on the x, y and z axes (in local space)
  92747. * @param x The amount to scale the bone on the x axis
  92748. * @param y The amount to scale the bone on the y axis
  92749. * @param z The amount to scale the bone on the z axis
  92750. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  92751. */
  92752. Bone.prototype.scale = function (x, y, z, scaleChildren) {
  92753. if (scaleChildren === void 0) { scaleChildren = false; }
  92754. var locMat = this.getLocalMatrix();
  92755. // Apply new scaling on top of current local matrix
  92756. var scaleMat = Bone._tmpMats[0];
  92757. BABYLON.Matrix.ScalingToRef(x, y, z, scaleMat);
  92758. scaleMat.multiplyToRef(locMat, locMat);
  92759. // Invert scaling matrix and apply the inverse to all children
  92760. scaleMat.invert();
  92761. for (var _i = 0, _a = this.children; _i < _a.length; _i++) {
  92762. var child = _a[_i];
  92763. var cm = child.getLocalMatrix();
  92764. cm.multiplyToRef(scaleMat, cm);
  92765. cm.multiplyAtIndex(12, x);
  92766. cm.multiplyAtIndex(13, y);
  92767. cm.multiplyAtIndex(14, z);
  92768. child._markAsDirtyAndDecompose();
  92769. }
  92770. this._markAsDirtyAndDecompose();
  92771. if (scaleChildren) {
  92772. for (var _b = 0, _c = this.children; _b < _c.length; _b++) {
  92773. var child = _c[_b];
  92774. child.scale(x, y, z, scaleChildren);
  92775. }
  92776. }
  92777. };
  92778. /**
  92779. * Set the bone scaling in local space
  92780. * @param scale defines the scaling vector
  92781. */
  92782. Bone.prototype.setScale = function (scale) {
  92783. this._decompose();
  92784. this._localScaling.copyFrom(scale);
  92785. this._markAsDirtyAndCompose();
  92786. };
  92787. /**
  92788. * Gets the current scaling in local space
  92789. * @returns the current scaling vector
  92790. */
  92791. Bone.prototype.getScale = function () {
  92792. this._decompose();
  92793. return this._localScaling;
  92794. };
  92795. /**
  92796. * Gets the current scaling in local space and stores it in a target vector
  92797. * @param result defines the target vector
  92798. */
  92799. Bone.prototype.getScaleToRef = function (result) {
  92800. this._decompose();
  92801. result.copyFrom(this._localScaling);
  92802. };
  92803. /**
  92804. * Set the yaw, pitch, and roll of the bone in local or world space
  92805. * @param yaw The rotation of the bone on the y axis
  92806. * @param pitch The rotation of the bone on the x axis
  92807. * @param roll The rotation of the bone on the z axis
  92808. * @param space The space that the axes of rotation are in
  92809. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92810. */
  92811. Bone.prototype.setYawPitchRoll = function (yaw, pitch, roll, space, mesh) {
  92812. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92813. if (space === BABYLON.Space.LOCAL) {
  92814. var quat = Bone._tmpQuat;
  92815. BABYLON.Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, quat);
  92816. this.setRotationQuaternion(quat, space, mesh);
  92817. return;
  92818. }
  92819. var rotMatInv = Bone._tmpMats[0];
  92820. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92821. return;
  92822. }
  92823. var rotMat = Bone._tmpMats[1];
  92824. BABYLON.Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotMat);
  92825. rotMatInv.multiplyToRef(rotMat, rotMat);
  92826. this._rotateWithMatrix(rotMat, space, mesh);
  92827. };
  92828. /**
  92829. * Add a rotation to the bone on an axis in local or world space
  92830. * @param axis The axis to rotate the bone on
  92831. * @param amount The amount to rotate the bone
  92832. * @param space The space that the axis is in
  92833. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92834. */
  92835. Bone.prototype.rotate = function (axis, amount, space, mesh) {
  92836. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92837. var rmat = Bone._tmpMats[0];
  92838. rmat.setTranslationFromFloats(0, 0, 0);
  92839. BABYLON.Matrix.RotationAxisToRef(axis, amount, rmat);
  92840. this._rotateWithMatrix(rmat, space, mesh);
  92841. };
  92842. /**
  92843. * Set the rotation of the bone to a particular axis angle in local or world space
  92844. * @param axis The axis to rotate the bone on
  92845. * @param angle The angle that the bone should be rotated to
  92846. * @param space The space that the axis is in
  92847. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92848. */
  92849. Bone.prototype.setAxisAngle = function (axis, angle, space, mesh) {
  92850. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92851. if (space === BABYLON.Space.LOCAL) {
  92852. var quat = Bone._tmpQuat;
  92853. BABYLON.Quaternion.RotationAxisToRef(axis, angle, quat);
  92854. this.setRotationQuaternion(quat, space, mesh);
  92855. return;
  92856. }
  92857. var rotMatInv = Bone._tmpMats[0];
  92858. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92859. return;
  92860. }
  92861. var rotMat = Bone._tmpMats[1];
  92862. BABYLON.Matrix.RotationAxisToRef(axis, angle, rotMat);
  92863. rotMatInv.multiplyToRef(rotMat, rotMat);
  92864. this._rotateWithMatrix(rotMat, space, mesh);
  92865. };
  92866. /**
  92867. * Set the euler rotation of the bone in local of world space
  92868. * @param rotation The euler rotation that the bone should be set to
  92869. * @param space The space that the rotation is in
  92870. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92871. */
  92872. Bone.prototype.setRotation = function (rotation, space, mesh) {
  92873. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92874. this.setYawPitchRoll(rotation.y, rotation.x, rotation.z, space, mesh);
  92875. };
  92876. /**
  92877. * Set the quaternion rotation of the bone in local of world space
  92878. * @param quat The quaternion rotation that the bone should be set to
  92879. * @param space The space that the rotation is in
  92880. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92881. */
  92882. Bone.prototype.setRotationQuaternion = function (quat, space, mesh) {
  92883. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92884. if (space === BABYLON.Space.LOCAL) {
  92885. this._decompose();
  92886. this._localRotation.copyFrom(quat);
  92887. this._markAsDirtyAndCompose();
  92888. return;
  92889. }
  92890. var rotMatInv = Bone._tmpMats[0];
  92891. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92892. return;
  92893. }
  92894. var rotMat = Bone._tmpMats[1];
  92895. BABYLON.Matrix.FromQuaternionToRef(quat, rotMat);
  92896. rotMatInv.multiplyToRef(rotMat, rotMat);
  92897. this._rotateWithMatrix(rotMat, space, mesh);
  92898. };
  92899. /**
  92900. * Set the rotation matrix of the bone in local of world space
  92901. * @param rotMat The rotation matrix that the bone should be set to
  92902. * @param space The space that the rotation is in
  92903. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92904. */
  92905. Bone.prototype.setRotationMatrix = function (rotMat, space, mesh) {
  92906. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92907. if (space === BABYLON.Space.LOCAL) {
  92908. var quat = Bone._tmpQuat;
  92909. BABYLON.Quaternion.FromRotationMatrixToRef(rotMat, quat);
  92910. this.setRotationQuaternion(quat, space, mesh);
  92911. return;
  92912. }
  92913. var rotMatInv = Bone._tmpMats[0];
  92914. if (!this._getNegativeRotationToRef(rotMatInv, mesh)) {
  92915. return;
  92916. }
  92917. var rotMat2 = Bone._tmpMats[1];
  92918. rotMat2.copyFrom(rotMat);
  92919. rotMatInv.multiplyToRef(rotMat, rotMat2);
  92920. this._rotateWithMatrix(rotMat2, space, mesh);
  92921. };
  92922. Bone.prototype._rotateWithMatrix = function (rmat, space, mesh) {
  92923. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92924. var lmat = this.getLocalMatrix();
  92925. var lx = lmat.m[12];
  92926. var ly = lmat.m[13];
  92927. var lz = lmat.m[14];
  92928. var parent = this.getParent();
  92929. var parentScale = Bone._tmpMats[3];
  92930. var parentScaleInv = Bone._tmpMats[4];
  92931. if (parent && space == BABYLON.Space.WORLD) {
  92932. if (mesh) {
  92933. parentScale.copyFrom(mesh.getWorldMatrix());
  92934. parent.getAbsoluteTransform().multiplyToRef(parentScale, parentScale);
  92935. }
  92936. else {
  92937. parentScale.copyFrom(parent.getAbsoluteTransform());
  92938. }
  92939. parentScaleInv.copyFrom(parentScale);
  92940. parentScaleInv.invert();
  92941. lmat.multiplyToRef(parentScale, lmat);
  92942. lmat.multiplyToRef(rmat, lmat);
  92943. lmat.multiplyToRef(parentScaleInv, lmat);
  92944. }
  92945. else {
  92946. if (space == BABYLON.Space.WORLD && mesh) {
  92947. parentScale.copyFrom(mesh.getWorldMatrix());
  92948. parentScaleInv.copyFrom(parentScale);
  92949. parentScaleInv.invert();
  92950. lmat.multiplyToRef(parentScale, lmat);
  92951. lmat.multiplyToRef(rmat, lmat);
  92952. lmat.multiplyToRef(parentScaleInv, lmat);
  92953. }
  92954. else {
  92955. lmat.multiplyToRef(rmat, lmat);
  92956. }
  92957. }
  92958. lmat.setTranslationFromFloats(lx, ly, lz);
  92959. this.computeAbsoluteTransforms();
  92960. this._markAsDirtyAndDecompose();
  92961. };
  92962. Bone.prototype._getNegativeRotationToRef = function (rotMatInv, mesh) {
  92963. var scaleMatrix = Bone._tmpMats[2];
  92964. rotMatInv.copyFrom(this.getAbsoluteTransform());
  92965. if (mesh) {
  92966. rotMatInv.multiplyToRef(mesh.getWorldMatrix(), rotMatInv);
  92967. BABYLON.Matrix.ScalingToRef(mesh.scaling.x, mesh.scaling.y, mesh.scaling.z, scaleMatrix);
  92968. }
  92969. rotMatInv.invert();
  92970. if (isNaN(rotMatInv.m[0])) {
  92971. // Matrix failed to invert.
  92972. // This can happen if scale is zero for example.
  92973. return false;
  92974. }
  92975. scaleMatrix.multiplyAtIndex(0, this._scalingDeterminant);
  92976. rotMatInv.multiplyToRef(scaleMatrix, rotMatInv);
  92977. return true;
  92978. };
  92979. /**
  92980. * Get the position of the bone in local or world space
  92981. * @param space The space that the returned position is in
  92982. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92983. * @returns The position of the bone
  92984. */
  92985. Bone.prototype.getPosition = function (space, mesh) {
  92986. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  92987. if (mesh === void 0) { mesh = null; }
  92988. var pos = BABYLON.Vector3.Zero();
  92989. this.getPositionToRef(space, mesh, pos);
  92990. return pos;
  92991. };
  92992. /**
  92993. * Copy the position of the bone to a vector3 in local or world space
  92994. * @param space The space that the returned position is in
  92995. * @param mesh The mesh that this bone is attached to. This is only used in world space
  92996. * @param result The vector3 to copy the position to
  92997. */
  92998. Bone.prototype.getPositionToRef = function (space, mesh, result) {
  92999. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93000. if (space == BABYLON.Space.LOCAL) {
  93001. var lm = this.getLocalMatrix();
  93002. result.x = lm.m[12];
  93003. result.y = lm.m[13];
  93004. result.z = lm.m[14];
  93005. }
  93006. else {
  93007. var wm = null;
  93008. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93009. if (mesh) {
  93010. wm = mesh.getWorldMatrix();
  93011. }
  93012. this._skeleton.computeAbsoluteTransforms();
  93013. var tmat = Bone._tmpMats[0];
  93014. if (mesh && wm) {
  93015. tmat.copyFrom(this.getAbsoluteTransform());
  93016. tmat.multiplyToRef(wm, tmat);
  93017. }
  93018. else {
  93019. tmat = this.getAbsoluteTransform();
  93020. }
  93021. result.x = tmat.m[12];
  93022. result.y = tmat.m[13];
  93023. result.z = tmat.m[14];
  93024. }
  93025. };
  93026. /**
  93027. * Get the absolute position of the bone (world space)
  93028. * @param mesh The mesh that this bone is attached to
  93029. * @returns The absolute position of the bone
  93030. */
  93031. Bone.prototype.getAbsolutePosition = function (mesh) {
  93032. if (mesh === void 0) { mesh = null; }
  93033. var pos = BABYLON.Vector3.Zero();
  93034. this.getPositionToRef(BABYLON.Space.WORLD, mesh, pos);
  93035. return pos;
  93036. };
  93037. /**
  93038. * Copy the absolute position of the bone (world space) to the result param
  93039. * @param mesh The mesh that this bone is attached to
  93040. * @param result The vector3 to copy the absolute position to
  93041. */
  93042. Bone.prototype.getAbsolutePositionToRef = function (mesh, result) {
  93043. this.getPositionToRef(BABYLON.Space.WORLD, mesh, result);
  93044. };
  93045. /**
  93046. * Compute the absolute transforms of this bone and its children
  93047. */
  93048. Bone.prototype.computeAbsoluteTransforms = function () {
  93049. this._compose();
  93050. if (this._parent) {
  93051. this._localMatrix.multiplyToRef(this._parent._absoluteTransform, this._absoluteTransform);
  93052. }
  93053. else {
  93054. this._absoluteTransform.copyFrom(this._localMatrix);
  93055. var poseMatrix = this._skeleton.getPoseMatrix();
  93056. if (poseMatrix) {
  93057. this._absoluteTransform.multiplyToRef(poseMatrix, this._absoluteTransform);
  93058. }
  93059. }
  93060. var children = this.children;
  93061. var len = children.length;
  93062. for (var i = 0; i < len; i++) {
  93063. children[i].computeAbsoluteTransforms();
  93064. }
  93065. };
  93066. /**
  93067. * Get the world direction from an axis that is in the local space of the bone
  93068. * @param localAxis The local direction that is used to compute the world direction
  93069. * @param mesh The mesh that this bone is attached to
  93070. * @returns The world direction
  93071. */
  93072. Bone.prototype.getDirection = function (localAxis, mesh) {
  93073. if (mesh === void 0) { mesh = null; }
  93074. var result = BABYLON.Vector3.Zero();
  93075. this.getDirectionToRef(localAxis, mesh, result);
  93076. return result;
  93077. };
  93078. /**
  93079. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  93080. * @param localAxis The local direction that is used to compute the world direction
  93081. * @param mesh The mesh that this bone is attached to
  93082. * @param result The vector3 that the world direction will be copied to
  93083. */
  93084. Bone.prototype.getDirectionToRef = function (localAxis, mesh, result) {
  93085. if (mesh === void 0) { mesh = null; }
  93086. var wm = null;
  93087. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93088. if (mesh) {
  93089. wm = mesh.getWorldMatrix();
  93090. }
  93091. this._skeleton.computeAbsoluteTransforms();
  93092. var mat = Bone._tmpMats[0];
  93093. mat.copyFrom(this.getAbsoluteTransform());
  93094. if (mesh && wm) {
  93095. mat.multiplyToRef(wm, mat);
  93096. }
  93097. BABYLON.Vector3.TransformNormalToRef(localAxis, mat, result);
  93098. result.normalize();
  93099. };
  93100. /**
  93101. * Get the euler rotation of the bone in local or world space
  93102. * @param space The space that the rotation should be in
  93103. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93104. * @returns The euler rotation
  93105. */
  93106. Bone.prototype.getRotation = function (space, mesh) {
  93107. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93108. if (mesh === void 0) { mesh = null; }
  93109. var result = BABYLON.Vector3.Zero();
  93110. this.getRotationToRef(space, mesh, result);
  93111. return result;
  93112. };
  93113. /**
  93114. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  93115. * @param space The space that the rotation should be in
  93116. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93117. * @param result The vector3 that the rotation should be copied to
  93118. */
  93119. Bone.prototype.getRotationToRef = function (space, mesh, result) {
  93120. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93121. if (mesh === void 0) { mesh = null; }
  93122. var quat = Bone._tmpQuat;
  93123. this.getRotationQuaternionToRef(space, mesh, quat);
  93124. quat.toEulerAnglesToRef(result);
  93125. };
  93126. /**
  93127. * Get the quaternion rotation of the bone in either local or world space
  93128. * @param space The space that the rotation should be in
  93129. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93130. * @returns The quaternion rotation
  93131. */
  93132. Bone.prototype.getRotationQuaternion = function (space, mesh) {
  93133. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93134. if (mesh === void 0) { mesh = null; }
  93135. var result = BABYLON.Quaternion.Identity();
  93136. this.getRotationQuaternionToRef(space, mesh, result);
  93137. return result;
  93138. };
  93139. /**
  93140. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  93141. * @param space The space that the rotation should be in
  93142. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93143. * @param result The quaternion that the rotation should be copied to
  93144. */
  93145. Bone.prototype.getRotationQuaternionToRef = function (space, mesh, result) {
  93146. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93147. if (mesh === void 0) { mesh = null; }
  93148. if (space == BABYLON.Space.LOCAL) {
  93149. this._decompose();
  93150. result.copyFrom(this._localRotation);
  93151. }
  93152. else {
  93153. var mat = Bone._tmpMats[0];
  93154. var amat = this.getAbsoluteTransform();
  93155. if (mesh) {
  93156. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93157. }
  93158. else {
  93159. mat.copyFrom(amat);
  93160. }
  93161. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93162. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93163. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93164. mat.decompose(undefined, result, undefined);
  93165. }
  93166. };
  93167. /**
  93168. * Get the rotation matrix of the bone in local or world space
  93169. * @param space The space that the rotation should be in
  93170. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93171. * @returns The rotation matrix
  93172. */
  93173. Bone.prototype.getRotationMatrix = function (space, mesh) {
  93174. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93175. var result = BABYLON.Matrix.Identity();
  93176. this.getRotationMatrixToRef(space, mesh, result);
  93177. return result;
  93178. };
  93179. /**
  93180. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  93181. * @param space The space that the rotation should be in
  93182. * @param mesh The mesh that this bone is attached to. This is only used in world space
  93183. * @param result The quaternion that the rotation should be copied to
  93184. */
  93185. Bone.prototype.getRotationMatrixToRef = function (space, mesh, result) {
  93186. if (space === void 0) { space = BABYLON.Space.LOCAL; }
  93187. if (space == BABYLON.Space.LOCAL) {
  93188. this.getLocalMatrix().getRotationMatrixToRef(result);
  93189. }
  93190. else {
  93191. var mat = Bone._tmpMats[0];
  93192. var amat = this.getAbsoluteTransform();
  93193. if (mesh) {
  93194. amat.multiplyToRef(mesh.getWorldMatrix(), mat);
  93195. }
  93196. else {
  93197. mat.copyFrom(amat);
  93198. }
  93199. mat.multiplyAtIndex(0, this._scalingDeterminant);
  93200. mat.multiplyAtIndex(1, this._scalingDeterminant);
  93201. mat.multiplyAtIndex(2, this._scalingDeterminant);
  93202. mat.getRotationMatrixToRef(result);
  93203. }
  93204. };
  93205. /**
  93206. * Get the world position of a point that is in the local space of the bone
  93207. * @param position The local position
  93208. * @param mesh The mesh that this bone is attached to
  93209. * @returns The world position
  93210. */
  93211. Bone.prototype.getAbsolutePositionFromLocal = function (position, mesh) {
  93212. if (mesh === void 0) { mesh = null; }
  93213. var result = BABYLON.Vector3.Zero();
  93214. this.getAbsolutePositionFromLocalToRef(position, mesh, result);
  93215. return result;
  93216. };
  93217. /**
  93218. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  93219. * @param position The local position
  93220. * @param mesh The mesh that this bone is attached to
  93221. * @param result The vector3 that the world position should be copied to
  93222. */
  93223. Bone.prototype.getAbsolutePositionFromLocalToRef = function (position, mesh, result) {
  93224. if (mesh === void 0) { mesh = null; }
  93225. var wm = null;
  93226. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93227. if (mesh) {
  93228. wm = mesh.getWorldMatrix();
  93229. }
  93230. this._skeleton.computeAbsoluteTransforms();
  93231. var tmat = Bone._tmpMats[0];
  93232. if (mesh && wm) {
  93233. tmat.copyFrom(this.getAbsoluteTransform());
  93234. tmat.multiplyToRef(wm, tmat);
  93235. }
  93236. else {
  93237. tmat = this.getAbsoluteTransform();
  93238. }
  93239. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93240. };
  93241. /**
  93242. * Get the local position of a point that is in world space
  93243. * @param position The world position
  93244. * @param mesh The mesh that this bone is attached to
  93245. * @returns The local position
  93246. */
  93247. Bone.prototype.getLocalPositionFromAbsolute = function (position, mesh) {
  93248. if (mesh === void 0) { mesh = null; }
  93249. var result = BABYLON.Vector3.Zero();
  93250. this.getLocalPositionFromAbsoluteToRef(position, mesh, result);
  93251. return result;
  93252. };
  93253. /**
  93254. * Get the local position of a point that is in world space and copy it to the result param
  93255. * @param position The world position
  93256. * @param mesh The mesh that this bone is attached to
  93257. * @param result The vector3 that the local position should be copied to
  93258. */
  93259. Bone.prototype.getLocalPositionFromAbsoluteToRef = function (position, mesh, result) {
  93260. if (mesh === void 0) { mesh = null; }
  93261. var wm = null;
  93262. //mesh.getWorldMatrix() needs to be called before skeleton.computeAbsoluteTransforms()
  93263. if (mesh) {
  93264. wm = mesh.getWorldMatrix();
  93265. }
  93266. this._skeleton.computeAbsoluteTransforms();
  93267. var tmat = Bone._tmpMats[0];
  93268. tmat.copyFrom(this.getAbsoluteTransform());
  93269. if (mesh && wm) {
  93270. tmat.multiplyToRef(wm, tmat);
  93271. }
  93272. tmat.invert();
  93273. BABYLON.Vector3.TransformCoordinatesToRef(position, tmat, result);
  93274. };
  93275. Bone._tmpVecs = BABYLON.Tools.BuildArray(2, BABYLON.Vector3.Zero);
  93276. Bone._tmpQuat = BABYLON.Quaternion.Identity();
  93277. Bone._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93278. return Bone;
  93279. }(BABYLON.Node));
  93280. BABYLON.Bone = Bone;
  93281. })(BABYLON || (BABYLON = {}));
  93282. //# sourceMappingURL=babylon.bone.js.map
  93283. var BABYLON;
  93284. (function (BABYLON) {
  93285. /**
  93286. * Class used to apply inverse kinematics to bones
  93287. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  93288. */
  93289. var BoneIKController = /** @class */ (function () {
  93290. /**
  93291. * Creates a new BoneIKController
  93292. * @param mesh defines the mesh to control
  93293. * @param bone defines the bone to control
  93294. * @param options defines options to set up the controller
  93295. */
  93296. function BoneIKController(mesh, bone, options) {
  93297. /**
  93298. * Gets or sets the target position
  93299. */
  93300. this.targetPosition = BABYLON.Vector3.Zero();
  93301. /**
  93302. * Gets or sets the pole target position
  93303. */
  93304. this.poleTargetPosition = BABYLON.Vector3.Zero();
  93305. /**
  93306. * Gets or sets the pole target local offset
  93307. */
  93308. this.poleTargetLocalOffset = BABYLON.Vector3.Zero();
  93309. /**
  93310. * Gets or sets the pole angle
  93311. */
  93312. this.poleAngle = 0;
  93313. /**
  93314. * 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)
  93315. */
  93316. this.slerpAmount = 1;
  93317. this._bone1Quat = BABYLON.Quaternion.Identity();
  93318. this._bone1Mat = BABYLON.Matrix.Identity();
  93319. this._bone2Ang = Math.PI;
  93320. this._maxAngle = Math.PI;
  93321. this._rightHandedSystem = false;
  93322. this._bendAxis = BABYLON.Vector3.Right();
  93323. this._slerping = false;
  93324. this._adjustRoll = 0;
  93325. this._bone2 = bone;
  93326. this._bone1 = bone.getParent();
  93327. if (!this._bone1) {
  93328. return;
  93329. }
  93330. this.mesh = mesh;
  93331. var bonePos = bone.getPosition();
  93332. if (bone.getAbsoluteTransform().determinant() > 0) {
  93333. this._rightHandedSystem = true;
  93334. this._bendAxis.x = 0;
  93335. this._bendAxis.y = 0;
  93336. this._bendAxis.z = -1;
  93337. if (bonePos.x > bonePos.y && bonePos.x > bonePos.z) {
  93338. this._adjustRoll = Math.PI * .5;
  93339. this._bendAxis.z = 1;
  93340. }
  93341. }
  93342. if (this._bone1.length) {
  93343. var boneScale1 = this._bone1.getScale();
  93344. var boneScale2 = this._bone2.getScale();
  93345. this._bone1Length = this._bone1.length * boneScale1.y * this.mesh.scaling.y;
  93346. this._bone2Length = this._bone2.length * boneScale2.y * this.mesh.scaling.y;
  93347. }
  93348. else if (this._bone1.children[0]) {
  93349. mesh.computeWorldMatrix(true);
  93350. var pos1 = this._bone2.children[0].getAbsolutePosition(mesh);
  93351. var pos2 = this._bone2.getAbsolutePosition(mesh);
  93352. var pos3 = this._bone1.getAbsolutePosition(mesh);
  93353. this._bone1Length = BABYLON.Vector3.Distance(pos1, pos2);
  93354. this._bone2Length = BABYLON.Vector3.Distance(pos2, pos3);
  93355. }
  93356. this._bone1.getRotationMatrixToRef(BABYLON.Space.WORLD, mesh, this._bone1Mat);
  93357. this.maxAngle = Math.PI;
  93358. if (options) {
  93359. if (options.targetMesh) {
  93360. this.targetMesh = options.targetMesh;
  93361. this.targetMesh.computeWorldMatrix(true);
  93362. }
  93363. if (options.poleTargetMesh) {
  93364. this.poleTargetMesh = options.poleTargetMesh;
  93365. this.poleTargetMesh.computeWorldMatrix(true);
  93366. }
  93367. else if (options.poleTargetBone) {
  93368. this.poleTargetBone = options.poleTargetBone;
  93369. }
  93370. else if (this._bone1.getParent()) {
  93371. this.poleTargetBone = this._bone1.getParent();
  93372. }
  93373. if (options.poleTargetLocalOffset) {
  93374. this.poleTargetLocalOffset.copyFrom(options.poleTargetLocalOffset);
  93375. }
  93376. if (options.poleAngle) {
  93377. this.poleAngle = options.poleAngle;
  93378. }
  93379. if (options.bendAxis) {
  93380. this._bendAxis.copyFrom(options.bendAxis);
  93381. }
  93382. if (options.maxAngle) {
  93383. this.maxAngle = options.maxAngle;
  93384. }
  93385. if (options.slerpAmount) {
  93386. this.slerpAmount = options.slerpAmount;
  93387. }
  93388. }
  93389. }
  93390. Object.defineProperty(BoneIKController.prototype, "maxAngle", {
  93391. /**
  93392. * Gets or sets maximum allowed angle
  93393. */
  93394. get: function () {
  93395. return this._maxAngle;
  93396. },
  93397. set: function (value) {
  93398. this._setMaxAngle(value);
  93399. },
  93400. enumerable: true,
  93401. configurable: true
  93402. });
  93403. BoneIKController.prototype._setMaxAngle = function (ang) {
  93404. if (ang < 0) {
  93405. ang = 0;
  93406. }
  93407. if (ang > Math.PI || ang == undefined) {
  93408. ang = Math.PI;
  93409. }
  93410. this._maxAngle = ang;
  93411. var a = this._bone1Length;
  93412. var b = this._bone2Length;
  93413. this._maxReach = Math.sqrt(a * a + b * b - 2 * a * b * Math.cos(ang));
  93414. };
  93415. /**
  93416. * Force the controller to update the bones
  93417. */
  93418. BoneIKController.prototype.update = function () {
  93419. var bone1 = this._bone1;
  93420. if (!bone1) {
  93421. return;
  93422. }
  93423. var target = this.targetPosition;
  93424. var poleTarget = this.poleTargetPosition;
  93425. var mat1 = BoneIKController._tmpMats[0];
  93426. var mat2 = BoneIKController._tmpMats[1];
  93427. if (this.targetMesh) {
  93428. target.copyFrom(this.targetMesh.getAbsolutePosition());
  93429. }
  93430. if (this.poleTargetBone) {
  93431. this.poleTargetBone.getAbsolutePositionFromLocalToRef(this.poleTargetLocalOffset, this.mesh, poleTarget);
  93432. }
  93433. else if (this.poleTargetMesh) {
  93434. BABYLON.Vector3.TransformCoordinatesToRef(this.poleTargetLocalOffset, this.poleTargetMesh.getWorldMatrix(), poleTarget);
  93435. }
  93436. var bonePos = BoneIKController._tmpVecs[0];
  93437. var zaxis = BoneIKController._tmpVecs[1];
  93438. var xaxis = BoneIKController._tmpVecs[2];
  93439. var yaxis = BoneIKController._tmpVecs[3];
  93440. var upAxis = BoneIKController._tmpVecs[4];
  93441. var _tmpQuat = BoneIKController._tmpQuat;
  93442. bone1.getAbsolutePositionToRef(this.mesh, bonePos);
  93443. poleTarget.subtractToRef(bonePos, upAxis);
  93444. if (upAxis.x == 0 && upAxis.y == 0 && upAxis.z == 0) {
  93445. upAxis.y = 1;
  93446. }
  93447. else {
  93448. upAxis.normalize();
  93449. }
  93450. target.subtractToRef(bonePos, yaxis);
  93451. yaxis.normalize();
  93452. BABYLON.Vector3.CrossToRef(yaxis, upAxis, zaxis);
  93453. zaxis.normalize();
  93454. BABYLON.Vector3.CrossToRef(yaxis, zaxis, xaxis);
  93455. xaxis.normalize();
  93456. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, mat1);
  93457. var a = this._bone1Length;
  93458. var b = this._bone2Length;
  93459. var c = BABYLON.Vector3.Distance(bonePos, target);
  93460. if (this._maxReach > 0) {
  93461. c = Math.min(this._maxReach, c);
  93462. }
  93463. var acosa = (b * b + c * c - a * a) / (2 * b * c);
  93464. var acosb = (c * c + a * a - b * b) / (2 * c * a);
  93465. if (acosa > 1) {
  93466. acosa = 1;
  93467. }
  93468. if (acosb > 1) {
  93469. acosb = 1;
  93470. }
  93471. if (acosa < -1) {
  93472. acosa = -1;
  93473. }
  93474. if (acosb < -1) {
  93475. acosb = -1;
  93476. }
  93477. var angA = Math.acos(acosa);
  93478. var angB = Math.acos(acosb);
  93479. var angC = -angA - angB;
  93480. if (this._rightHandedSystem) {
  93481. BABYLON.Matrix.RotationYawPitchRollToRef(0, 0, this._adjustRoll, mat2);
  93482. mat2.multiplyToRef(mat1, mat1);
  93483. BABYLON.Matrix.RotationAxisToRef(this._bendAxis, angB, mat2);
  93484. mat2.multiplyToRef(mat1, mat1);
  93485. }
  93486. else {
  93487. var _tmpVec = BoneIKController._tmpVecs[5];
  93488. _tmpVec.copyFrom(this._bendAxis);
  93489. _tmpVec.x *= -1;
  93490. BABYLON.Matrix.RotationAxisToRef(_tmpVec, -angB, mat2);
  93491. mat2.multiplyToRef(mat1, mat1);
  93492. }
  93493. if (this.poleAngle) {
  93494. BABYLON.Matrix.RotationAxisToRef(yaxis, this.poleAngle, mat2);
  93495. mat1.multiplyToRef(mat2, mat1);
  93496. }
  93497. if (this._bone1) {
  93498. if (this.slerpAmount < 1) {
  93499. if (!this._slerping) {
  93500. BABYLON.Quaternion.FromRotationMatrixToRef(this._bone1Mat, this._bone1Quat);
  93501. }
  93502. BABYLON.Quaternion.FromRotationMatrixToRef(mat1, _tmpQuat);
  93503. BABYLON.Quaternion.SlerpToRef(this._bone1Quat, _tmpQuat, this.slerpAmount, this._bone1Quat);
  93504. angC = this._bone2Ang * (1.0 - this.slerpAmount) + angC * this.slerpAmount;
  93505. this._bone1.setRotationQuaternion(this._bone1Quat, BABYLON.Space.WORLD, this.mesh);
  93506. this._slerping = true;
  93507. }
  93508. else {
  93509. this._bone1.setRotationMatrix(mat1, BABYLON.Space.WORLD, this.mesh);
  93510. this._bone1Mat.copyFrom(mat1);
  93511. this._slerping = false;
  93512. }
  93513. }
  93514. this._bone2.setAxisAngle(this._bendAxis, angC, BABYLON.Space.LOCAL);
  93515. this._bone2Ang = angC;
  93516. };
  93517. BoneIKController._tmpVecs = [BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero(), BABYLON.Vector3.Zero()];
  93518. BoneIKController._tmpQuat = BABYLON.Quaternion.Identity();
  93519. BoneIKController._tmpMats = [BABYLON.Matrix.Identity(), BABYLON.Matrix.Identity()];
  93520. return BoneIKController;
  93521. }());
  93522. BABYLON.BoneIKController = BoneIKController;
  93523. })(BABYLON || (BABYLON = {}));
  93524. //# sourceMappingURL=babylon.boneIKController.js.map
  93525. var BABYLON;
  93526. (function (BABYLON) {
  93527. /**
  93528. * Class used to make a bone look toward a point in space
  93529. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  93530. */
  93531. var BoneLookController = /** @class */ (function () {
  93532. /**
  93533. * Create a BoneLookController
  93534. * @param mesh the mesh that the bone belongs to
  93535. * @param bone the bone that will be looking to the target
  93536. * @param target the target Vector3 to look at
  93537. * @param settings optional settings:
  93538. * * maxYaw: the maximum angle the bone will yaw to
  93539. * * minYaw: the minimum angle the bone will yaw to
  93540. * * maxPitch: the maximum angle the bone will pitch to
  93541. * * minPitch: the minimum angle the bone will yaw to
  93542. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  93543. * * upAxis: the up axis of the coordinate system
  93544. * * upAxisSpace: the space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD.
  93545. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  93546. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  93547. * * adjustYaw: used to make an adjustment to the yaw of the bone
  93548. * * adjustPitch: used to make an adjustment to the pitch of the bone
  93549. * * adjustRoll: used to make an adjustment to the roll of the bone
  93550. **/
  93551. function BoneLookController(mesh, bone, target, options) {
  93552. /**
  93553. * The up axis of the coordinate system that is used when the bone is rotated
  93554. */
  93555. this.upAxis = BABYLON.Vector3.Up();
  93556. /**
  93557. * The space that the up axis is in - BABYLON.Space.BONE, BABYLON.Space.LOCAL (default), or BABYLON.Space.WORLD
  93558. */
  93559. this.upAxisSpace = BABYLON.Space.LOCAL;
  93560. /**
  93561. * Used to make an adjustment to the yaw of the bone
  93562. */
  93563. this.adjustYaw = 0;
  93564. /**
  93565. * Used to make an adjustment to the pitch of the bone
  93566. */
  93567. this.adjustPitch = 0;
  93568. /**
  93569. * Used to make an adjustment to the roll of the bone
  93570. */
  93571. this.adjustRoll = 0;
  93572. /**
  93573. * 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)
  93574. */
  93575. this.slerpAmount = 1;
  93576. this._boneQuat = BABYLON.Quaternion.Identity();
  93577. this._slerping = false;
  93578. this._firstFrameSkipped = false;
  93579. this._fowardAxis = BABYLON.Vector3.Forward();
  93580. this.mesh = mesh;
  93581. this.bone = bone;
  93582. this.target = target;
  93583. if (options) {
  93584. if (options.adjustYaw) {
  93585. this.adjustYaw = options.adjustYaw;
  93586. }
  93587. if (options.adjustPitch) {
  93588. this.adjustPitch = options.adjustPitch;
  93589. }
  93590. if (options.adjustRoll) {
  93591. this.adjustRoll = options.adjustRoll;
  93592. }
  93593. if (options.maxYaw != null) {
  93594. this.maxYaw = options.maxYaw;
  93595. }
  93596. else {
  93597. this.maxYaw = Math.PI;
  93598. }
  93599. if (options.minYaw != null) {
  93600. this.minYaw = options.minYaw;
  93601. }
  93602. else {
  93603. this.minYaw = -Math.PI;
  93604. }
  93605. if (options.maxPitch != null) {
  93606. this.maxPitch = options.maxPitch;
  93607. }
  93608. else {
  93609. this.maxPitch = Math.PI;
  93610. }
  93611. if (options.minPitch != null) {
  93612. this.minPitch = options.minPitch;
  93613. }
  93614. else {
  93615. this.minPitch = -Math.PI;
  93616. }
  93617. if (options.slerpAmount != null) {
  93618. this.slerpAmount = options.slerpAmount;
  93619. }
  93620. if (options.upAxis != null) {
  93621. this.upAxis = options.upAxis;
  93622. }
  93623. if (options.upAxisSpace != null) {
  93624. this.upAxisSpace = options.upAxisSpace;
  93625. }
  93626. if (options.yawAxis != null || options.pitchAxis != null) {
  93627. var newYawAxis = BABYLON.Axis.Y;
  93628. var newPitchAxis = BABYLON.Axis.X;
  93629. if (options.yawAxis != null) {
  93630. newYawAxis = options.yawAxis.clone();
  93631. newYawAxis.normalize();
  93632. }
  93633. if (options.pitchAxis != null) {
  93634. newPitchAxis = options.pitchAxis.clone();
  93635. newPitchAxis.normalize();
  93636. }
  93637. var newRollAxis = BABYLON.Vector3.Cross(newPitchAxis, newYawAxis);
  93638. this._transformYawPitch = BABYLON.Matrix.Identity();
  93639. BABYLON.Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch);
  93640. this._transformYawPitchInv = this._transformYawPitch.clone();
  93641. this._transformYawPitch.invert();
  93642. }
  93643. }
  93644. if (!bone.getParent() && this.upAxisSpace == BABYLON.Space.BONE) {
  93645. this.upAxisSpace = BABYLON.Space.LOCAL;
  93646. }
  93647. }
  93648. Object.defineProperty(BoneLookController.prototype, "minYaw", {
  93649. /**
  93650. * Gets or sets the minimum yaw angle that the bone can look to
  93651. */
  93652. get: function () {
  93653. return this._minYaw;
  93654. },
  93655. set: function (value) {
  93656. this._minYaw = value;
  93657. this._minYawSin = Math.sin(value);
  93658. this._minYawCos = Math.cos(value);
  93659. if (this._maxYaw != null) {
  93660. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93661. this._yawRange = this._maxYaw - this._minYaw;
  93662. }
  93663. },
  93664. enumerable: true,
  93665. configurable: true
  93666. });
  93667. Object.defineProperty(BoneLookController.prototype, "maxYaw", {
  93668. /**
  93669. * Gets or sets the maximum yaw angle that the bone can look to
  93670. */
  93671. get: function () {
  93672. return this._maxYaw;
  93673. },
  93674. set: function (value) {
  93675. this._maxYaw = value;
  93676. this._maxYawSin = Math.sin(value);
  93677. this._maxYawCos = Math.cos(value);
  93678. if (this._minYaw != null) {
  93679. this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw;
  93680. this._yawRange = this._maxYaw - this._minYaw;
  93681. }
  93682. },
  93683. enumerable: true,
  93684. configurable: true
  93685. });
  93686. Object.defineProperty(BoneLookController.prototype, "minPitch", {
  93687. /**
  93688. * Gets or sets the minimum pitch angle that the bone can look to
  93689. */
  93690. get: function () {
  93691. return this._minPitch;
  93692. },
  93693. set: function (value) {
  93694. this._minPitch = value;
  93695. this._minPitchTan = Math.tan(value);
  93696. },
  93697. enumerable: true,
  93698. configurable: true
  93699. });
  93700. Object.defineProperty(BoneLookController.prototype, "maxPitch", {
  93701. /**
  93702. * Gets or sets the maximum pitch angle that the bone can look to
  93703. */
  93704. get: function () {
  93705. return this._maxPitch;
  93706. },
  93707. set: function (value) {
  93708. this._maxPitch = value;
  93709. this._maxPitchTan = Math.tan(value);
  93710. },
  93711. enumerable: true,
  93712. configurable: true
  93713. });
  93714. /**
  93715. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  93716. */
  93717. BoneLookController.prototype.update = function () {
  93718. //skip the first frame when slerping so that the mesh rotation is correct
  93719. if (this.slerpAmount < 1 && !this._firstFrameSkipped) {
  93720. this._firstFrameSkipped = true;
  93721. return;
  93722. }
  93723. var bone = this.bone;
  93724. var bonePos = BoneLookController._tmpVecs[0];
  93725. bone.getAbsolutePositionToRef(this.mesh, bonePos);
  93726. var target = this.target;
  93727. var _tmpMat1 = BoneLookController._tmpMats[0];
  93728. var _tmpMat2 = BoneLookController._tmpMats[1];
  93729. var mesh = this.mesh;
  93730. var parentBone = bone.getParent();
  93731. var upAxis = BoneLookController._tmpVecs[1];
  93732. upAxis.copyFrom(this.upAxis);
  93733. if (this.upAxisSpace == BABYLON.Space.BONE && parentBone) {
  93734. if (this._transformYawPitch) {
  93735. BABYLON.Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis);
  93736. }
  93737. parentBone.getDirectionToRef(upAxis, this.mesh, upAxis);
  93738. }
  93739. else if (this.upAxisSpace == BABYLON.Space.LOCAL) {
  93740. mesh.getDirectionToRef(upAxis, upAxis);
  93741. if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) {
  93742. upAxis.normalize();
  93743. }
  93744. }
  93745. var checkYaw = false;
  93746. var checkPitch = false;
  93747. if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) {
  93748. checkYaw = true;
  93749. }
  93750. if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) {
  93751. checkPitch = true;
  93752. }
  93753. if (checkYaw || checkPitch) {
  93754. var spaceMat = BoneLookController._tmpMats[2];
  93755. var spaceMatInv = BoneLookController._tmpMats[3];
  93756. if (this.upAxisSpace == BABYLON.Space.BONE && upAxis.y == 1 && parentBone) {
  93757. parentBone.getRotationMatrixToRef(BABYLON.Space.WORLD, this.mesh, spaceMat);
  93758. }
  93759. else if (this.upAxisSpace == BABYLON.Space.LOCAL && upAxis.y == 1 && !parentBone) {
  93760. spaceMat.copyFrom(mesh.getWorldMatrix());
  93761. }
  93762. else {
  93763. var forwardAxis = BoneLookController._tmpVecs[2];
  93764. forwardAxis.copyFrom(this._fowardAxis);
  93765. if (this._transformYawPitch) {
  93766. BABYLON.Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis);
  93767. }
  93768. if (parentBone) {
  93769. parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis);
  93770. }
  93771. else {
  93772. mesh.getDirectionToRef(forwardAxis, forwardAxis);
  93773. }
  93774. var rightAxis = BABYLON.Vector3.Cross(upAxis, forwardAxis);
  93775. rightAxis.normalize();
  93776. var forwardAxis = BABYLON.Vector3.Cross(rightAxis, upAxis);
  93777. BABYLON.Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat);
  93778. }
  93779. spaceMat.invertToRef(spaceMatInv);
  93780. var xzlen = null;
  93781. if (checkPitch) {
  93782. var localTarget = BoneLookController._tmpVecs[3];
  93783. target.subtractToRef(bonePos, localTarget);
  93784. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93785. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93786. var pitch = Math.atan2(localTarget.y, xzlen);
  93787. var newPitch = pitch;
  93788. if (pitch > this._maxPitch) {
  93789. localTarget.y = this._maxPitchTan * xzlen;
  93790. newPitch = this._maxPitch;
  93791. }
  93792. else if (pitch < this._minPitch) {
  93793. localTarget.y = this._minPitchTan * xzlen;
  93794. newPitch = this._minPitch;
  93795. }
  93796. if (pitch != newPitch) {
  93797. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93798. localTarget.addInPlace(bonePos);
  93799. target = localTarget;
  93800. }
  93801. }
  93802. if (checkYaw) {
  93803. var localTarget = BoneLookController._tmpVecs[4];
  93804. target.subtractToRef(bonePos, localTarget);
  93805. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget);
  93806. var yaw = Math.atan2(localTarget.x, localTarget.z);
  93807. var newYaw = yaw;
  93808. if (yaw > this._maxYaw || yaw < this._minYaw) {
  93809. if (xzlen == null) {
  93810. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93811. }
  93812. if (this._yawRange > Math.PI) {
  93813. if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) {
  93814. localTarget.z = this._maxYawCos * xzlen;
  93815. localTarget.x = this._maxYawSin * xzlen;
  93816. newYaw = this._maxYaw;
  93817. }
  93818. else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) {
  93819. localTarget.z = this._minYawCos * xzlen;
  93820. localTarget.x = this._minYawSin * xzlen;
  93821. newYaw = this._minYaw;
  93822. }
  93823. }
  93824. else {
  93825. if (yaw > this._maxYaw) {
  93826. localTarget.z = this._maxYawCos * xzlen;
  93827. localTarget.x = this._maxYawSin * xzlen;
  93828. newYaw = this._maxYaw;
  93829. }
  93830. else if (yaw < this._minYaw) {
  93831. localTarget.z = this._minYawCos * xzlen;
  93832. localTarget.x = this._minYawSin * xzlen;
  93833. newYaw = this._minYaw;
  93834. }
  93835. }
  93836. }
  93837. if (this._slerping && this._yawRange > Math.PI) {
  93838. //are we going to be crossing into the min/max region?
  93839. var boneFwd = BoneLookController._tmpVecs[8];
  93840. boneFwd.copyFrom(BABYLON.Axis.Z);
  93841. if (this._transformYawPitch) {
  93842. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd);
  93843. }
  93844. var boneRotMat = BoneLookController._tmpMats[4];
  93845. this._boneQuat.toRotationMatrix(boneRotMat);
  93846. this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat);
  93847. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd);
  93848. BABYLON.Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd);
  93849. var boneYaw = Math.atan2(boneFwd.x, boneFwd.z);
  93850. var angBtwTar = this._getAngleBetween(boneYaw, yaw);
  93851. var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint);
  93852. if (angBtwTar > angBtwMidYaw) {
  93853. if (xzlen == null) {
  93854. xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z);
  93855. }
  93856. var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw);
  93857. var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw);
  93858. if (angBtwMin < angBtwMax) {
  93859. newYaw = boneYaw + Math.PI * .75;
  93860. localTarget.z = Math.cos(newYaw) * xzlen;
  93861. localTarget.x = Math.sin(newYaw) * xzlen;
  93862. }
  93863. else {
  93864. newYaw = boneYaw - Math.PI * .75;
  93865. localTarget.z = Math.cos(newYaw) * xzlen;
  93866. localTarget.x = Math.sin(newYaw) * xzlen;
  93867. }
  93868. }
  93869. }
  93870. if (yaw != newYaw) {
  93871. BABYLON.Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget);
  93872. localTarget.addInPlace(bonePos);
  93873. target = localTarget;
  93874. }
  93875. }
  93876. }
  93877. var zaxis = BoneLookController._tmpVecs[5];
  93878. var xaxis = BoneLookController._tmpVecs[6];
  93879. var yaxis = BoneLookController._tmpVecs[7];
  93880. var _tmpQuat = BoneLookController._tmpQuat;
  93881. target.subtractToRef(bonePos, zaxis);
  93882. zaxis.normalize();
  93883. BABYLON.Vector3.CrossToRef(upAxis, zaxis, xaxis);
  93884. xaxis.normalize();
  93885. BABYLON.Vector3.CrossToRef(zaxis, xaxis, yaxis);
  93886. yaxis.normalize();
  93887. BABYLON.Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1);
  93888. if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) {
  93889. return;
  93890. }
  93891. if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) {
  93892. return;
  93893. }
  93894. if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) {
  93895. return;
  93896. }
  93897. if (this.adjustYaw || this.adjustPitch || this.adjustRoll) {
  93898. BABYLON.Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2);
  93899. _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1);
  93900. }
  93901. if (this.slerpAmount < 1) {
  93902. if (!this._slerping) {
  93903. this.bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, this.mesh, this._boneQuat);
  93904. }
  93905. if (this._transformYawPitch) {
  93906. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93907. }
  93908. BABYLON.Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat);
  93909. BABYLON.Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat);
  93910. this.bone.setRotationQuaternion(this._boneQuat, BABYLON.Space.WORLD, this.mesh);
  93911. this._slerping = true;
  93912. }
  93913. else {
  93914. if (this._transformYawPitch) {
  93915. this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1);
  93916. }
  93917. this.bone.setRotationMatrix(_tmpMat1, BABYLON.Space.WORLD, this.mesh);
  93918. this._slerping = false;
  93919. }
  93920. };
  93921. BoneLookController.prototype._getAngleDiff = function (ang1, ang2) {
  93922. var angDiff = ang2 - ang1;
  93923. angDiff %= Math.PI * 2;
  93924. if (angDiff > Math.PI) {
  93925. angDiff -= Math.PI * 2;
  93926. }
  93927. else if (angDiff < -Math.PI) {
  93928. angDiff += Math.PI * 2;
  93929. }
  93930. return angDiff;
  93931. };
  93932. BoneLookController.prototype._getAngleBetween = function (ang1, ang2) {
  93933. ang1 %= (2 * Math.PI);
  93934. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93935. ang2 %= (2 * Math.PI);
  93936. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93937. var ab = 0;
  93938. if (ang1 < ang2) {
  93939. ab = ang2 - ang1;
  93940. }
  93941. else {
  93942. ab = ang1 - ang2;
  93943. }
  93944. if (ab > Math.PI) {
  93945. ab = Math.PI * 2 - ab;
  93946. }
  93947. return ab;
  93948. };
  93949. BoneLookController.prototype._isAngleBetween = function (ang, ang1, ang2) {
  93950. ang %= (2 * Math.PI);
  93951. ang = (ang < 0) ? ang + (2 * Math.PI) : ang;
  93952. ang1 %= (2 * Math.PI);
  93953. ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1;
  93954. ang2 %= (2 * Math.PI);
  93955. ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2;
  93956. if (ang1 < ang2) {
  93957. if (ang > ang1 && ang < ang2) {
  93958. return true;
  93959. }
  93960. }
  93961. else {
  93962. if (ang > ang2 && ang < ang1) {
  93963. return true;
  93964. }
  93965. }
  93966. return false;
  93967. };
  93968. BoneLookController._tmpVecs = BABYLON.Tools.BuildArray(10, BABYLON.Vector3.Zero);
  93969. BoneLookController._tmpQuat = BABYLON.Quaternion.Identity();
  93970. BoneLookController._tmpMats = BABYLON.Tools.BuildArray(5, BABYLON.Matrix.Identity);
  93971. return BoneLookController;
  93972. }());
  93973. BABYLON.BoneLookController = BoneLookController;
  93974. })(BABYLON || (BABYLON = {}));
  93975. //# sourceMappingURL=babylon.boneLookController.js.map
  93976. var BABYLON;
  93977. (function (BABYLON) {
  93978. /**
  93979. * Class used to handle skinning animations
  93980. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  93981. */
  93982. var Skeleton = /** @class */ (function () {
  93983. /**
  93984. * Creates a new skeleton
  93985. * @param name defines the skeleton name
  93986. * @param id defines the skeleton Id
  93987. * @param scene defines the hosting scene
  93988. */
  93989. function Skeleton(
  93990. /** defines the skeleton name */
  93991. name,
  93992. /** defines the skeleton Id */
  93993. id, scene) {
  93994. this.name = name;
  93995. this.id = id;
  93996. /**
  93997. * Defines the list of child bones
  93998. */
  93999. this.bones = new Array();
  94000. /**
  94001. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  94002. */
  94003. this.needInitialSkinMatrix = false;
  94004. /**
  94005. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  94006. */
  94007. this.overrideMesh = null;
  94008. this._isDirty = true;
  94009. this._meshesWithPoseMatrix = new Array();
  94010. this._identity = BABYLON.Matrix.Identity();
  94011. this._ranges = {};
  94012. this._lastAbsoluteTransformsUpdateId = -1;
  94013. this._canUseTextureForBones = false;
  94014. /** @hidden */
  94015. this._numBonesWithLinkedTransformNode = 0;
  94016. /**
  94017. * Specifies if the skeleton should be serialized
  94018. */
  94019. this.doNotSerialize = false;
  94020. /**
  94021. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  94022. * Please note that this option is not available when needInitialSkinMatrix === true or if the hardware does not support it
  94023. */
  94024. this.useTextureToStoreBoneMatrices = true;
  94025. this._animationPropertiesOverride = null;
  94026. // Events
  94027. /**
  94028. * An observable triggered before computing the skeleton's matrices
  94029. */
  94030. this.onBeforeComputeObservable = new BABYLON.Observable();
  94031. this.bones = [];
  94032. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  94033. this._scene.skeletons.push(this);
  94034. //make sure it will recalculate the matrix next time prepare is called.
  94035. this._isDirty = true;
  94036. var engineCaps = this._scene.getEngine().getCaps();
  94037. this._canUseTextureForBones = engineCaps.textureFloat && engineCaps.maxVertexTextureImageUnits > 0;
  94038. }
  94039. Object.defineProperty(Skeleton.prototype, "animationPropertiesOverride", {
  94040. /**
  94041. * Gets or sets the animation properties override
  94042. */
  94043. get: function () {
  94044. if (!this._animationPropertiesOverride) {
  94045. return this._scene.animationPropertiesOverride;
  94046. }
  94047. return this._animationPropertiesOverride;
  94048. },
  94049. set: function (value) {
  94050. this._animationPropertiesOverride = value;
  94051. },
  94052. enumerable: true,
  94053. configurable: true
  94054. });
  94055. Object.defineProperty(Skeleton.prototype, "isUsingTextureForMatrices", {
  94056. /**
  94057. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  94058. */
  94059. get: function () {
  94060. return this.useTextureToStoreBoneMatrices && this._canUseTextureForBones && !this.needInitialSkinMatrix;
  94061. },
  94062. enumerable: true,
  94063. configurable: true
  94064. });
  94065. // Members
  94066. /**
  94067. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  94068. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  94069. * @returns a Float32Array containing matrices data
  94070. */
  94071. Skeleton.prototype.getTransformMatrices = function (mesh) {
  94072. if (this.needInitialSkinMatrix && mesh._bonesTransformMatrices) {
  94073. return mesh._bonesTransformMatrices;
  94074. }
  94075. if (!this._transformMatrices) {
  94076. this.prepare();
  94077. }
  94078. return this._transformMatrices;
  94079. };
  94080. /**
  94081. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  94082. * @returns a raw texture containing the data
  94083. */
  94084. Skeleton.prototype.getTransformMatrixTexture = function () {
  94085. return this._transformMatrixTexture;
  94086. };
  94087. /**
  94088. * Gets the current hosting scene
  94089. * @returns a scene object
  94090. */
  94091. Skeleton.prototype.getScene = function () {
  94092. return this._scene;
  94093. };
  94094. // Methods
  94095. /**
  94096. * Gets a string representing the current skeleton data
  94097. * @param fullDetails defines a boolean indicating if we want a verbose version
  94098. * @returns a string representing the current skeleton data
  94099. */
  94100. Skeleton.prototype.toString = function (fullDetails) {
  94101. var ret = "Name: " + this.name + ", nBones: " + this.bones.length;
  94102. ret += ", nAnimationRanges: " + (this._ranges ? Object.keys(this._ranges).length : "none");
  94103. if (fullDetails) {
  94104. ret += ", Ranges: {";
  94105. var first = true;
  94106. for (var name_1 in this._ranges) {
  94107. if (first) {
  94108. ret += ", ";
  94109. first = false;
  94110. }
  94111. ret += name_1;
  94112. }
  94113. ret += "}";
  94114. }
  94115. return ret;
  94116. };
  94117. /**
  94118. * Get bone's index searching by name
  94119. * @param name defines bone's name to search for
  94120. * @return the indice of the bone. Returns -1 if not found
  94121. */
  94122. Skeleton.prototype.getBoneIndexByName = function (name) {
  94123. for (var boneIndex = 0, cache = this.bones.length; boneIndex < cache; boneIndex++) {
  94124. if (this.bones[boneIndex].name === name) {
  94125. return boneIndex;
  94126. }
  94127. }
  94128. return -1;
  94129. };
  94130. /**
  94131. * Creater a new animation range
  94132. * @param name defines the name of the range
  94133. * @param from defines the start key
  94134. * @param to defines the end key
  94135. */
  94136. Skeleton.prototype.createAnimationRange = function (name, from, to) {
  94137. // check name not already in use
  94138. if (!this._ranges[name]) {
  94139. this._ranges[name] = new BABYLON.AnimationRange(name, from, to);
  94140. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94141. if (this.bones[i].animations[0]) {
  94142. this.bones[i].animations[0].createRange(name, from, to);
  94143. }
  94144. }
  94145. }
  94146. };
  94147. /**
  94148. * Delete a specific animation range
  94149. * @param name defines the name of the range
  94150. * @param deleteFrames defines if frames must be removed as well
  94151. */
  94152. Skeleton.prototype.deleteAnimationRange = function (name, deleteFrames) {
  94153. if (deleteFrames === void 0) { deleteFrames = true; }
  94154. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94155. if (this.bones[i].animations[0]) {
  94156. this.bones[i].animations[0].deleteRange(name, deleteFrames);
  94157. }
  94158. }
  94159. this._ranges[name] = null; // said much faster than 'delete this._range[name]'
  94160. };
  94161. /**
  94162. * Gets a specific animation range
  94163. * @param name defines the name of the range to look for
  94164. * @returns the requested animation range or null if not found
  94165. */
  94166. Skeleton.prototype.getAnimationRange = function (name) {
  94167. return this._ranges[name];
  94168. };
  94169. /**
  94170. * Gets the list of all animation ranges defined on this skeleton
  94171. * @returns an array
  94172. */
  94173. Skeleton.prototype.getAnimationRanges = function () {
  94174. var animationRanges = [];
  94175. var name;
  94176. var i = 0;
  94177. for (name in this._ranges) {
  94178. animationRanges[i] = this._ranges[name];
  94179. i++;
  94180. }
  94181. return animationRanges;
  94182. };
  94183. /**
  94184. * Copy animation range from a source skeleton.
  94185. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  94186. * @param source defines the source skeleton
  94187. * @param name defines the name of the range to copy
  94188. * @param rescaleAsRequired defines if rescaling must be applied if required
  94189. * @returns true if operation was successful
  94190. */
  94191. Skeleton.prototype.copyAnimationRange = function (source, name, rescaleAsRequired) {
  94192. if (rescaleAsRequired === void 0) { rescaleAsRequired = false; }
  94193. if (this._ranges[name] || !source.getAnimationRange(name)) {
  94194. return false;
  94195. }
  94196. var ret = true;
  94197. var frameOffset = this._getHighestAnimationFrame() + 1;
  94198. // make a dictionary of source skeleton's bones, so exact same order or doublely nested loop is not required
  94199. var boneDict = {};
  94200. var sourceBones = source.bones;
  94201. var nBones;
  94202. var i;
  94203. for (i = 0, nBones = sourceBones.length; i < nBones; i++) {
  94204. boneDict[sourceBones[i].name] = sourceBones[i];
  94205. }
  94206. if (this.bones.length !== sourceBones.length) {
  94207. BABYLON.Tools.Warn("copyAnimationRange: this rig has " + this.bones.length + " bones, while source as " + sourceBones.length);
  94208. ret = false;
  94209. }
  94210. var skelDimensionsRatio = (rescaleAsRequired && this.dimensionsAtRest && source.dimensionsAtRest) ? this.dimensionsAtRest.divide(source.dimensionsAtRest) : null;
  94211. for (i = 0, nBones = this.bones.length; i < nBones; i++) {
  94212. var boneName = this.bones[i].name;
  94213. var sourceBone = boneDict[boneName];
  94214. if (sourceBone) {
  94215. ret = ret && this.bones[i].copyAnimationRange(sourceBone, name, frameOffset, rescaleAsRequired, skelDimensionsRatio);
  94216. }
  94217. else {
  94218. BABYLON.Tools.Warn("copyAnimationRange: not same rig, missing source bone " + boneName);
  94219. ret = false;
  94220. }
  94221. }
  94222. // do not call createAnimationRange(), since it also is done to bones, which was already done
  94223. var range = source.getAnimationRange(name);
  94224. if (range) {
  94225. this._ranges[name] = new BABYLON.AnimationRange(name, range.from + frameOffset, range.to + frameOffset);
  94226. }
  94227. return ret;
  94228. };
  94229. /**
  94230. * Forces the skeleton to go to rest pose
  94231. */
  94232. Skeleton.prototype.returnToRest = function () {
  94233. for (var index = 0; index < this.bones.length; index++) {
  94234. this.bones[index].returnToRest();
  94235. }
  94236. };
  94237. Skeleton.prototype._getHighestAnimationFrame = function () {
  94238. var ret = 0;
  94239. for (var i = 0, nBones = this.bones.length; i < nBones; i++) {
  94240. if (this.bones[i].animations[0]) {
  94241. var highest = this.bones[i].animations[0].getHighestFrame();
  94242. if (ret < highest) {
  94243. ret = highest;
  94244. }
  94245. }
  94246. }
  94247. return ret;
  94248. };
  94249. /**
  94250. * Begin a specific animation range
  94251. * @param name defines the name of the range to start
  94252. * @param loop defines if looping must be turned on (false by default)
  94253. * @param speedRatio defines the speed ratio to apply (1 by default)
  94254. * @param onAnimationEnd defines a callback which will be called when animation will end
  94255. * @returns a new animatable
  94256. */
  94257. Skeleton.prototype.beginAnimation = function (name, loop, speedRatio, onAnimationEnd) {
  94258. var range = this.getAnimationRange(name);
  94259. if (!range) {
  94260. return null;
  94261. }
  94262. return this._scene.beginAnimation(this, range.from, range.to, loop, speedRatio, onAnimationEnd);
  94263. };
  94264. /** @hidden */
  94265. Skeleton.prototype._markAsDirty = function () {
  94266. this._isDirty = true;
  94267. };
  94268. /** @hidden */
  94269. Skeleton.prototype._registerMeshWithPoseMatrix = function (mesh) {
  94270. this._meshesWithPoseMatrix.push(mesh);
  94271. };
  94272. /** @hidden */
  94273. Skeleton.prototype._unregisterMeshWithPoseMatrix = function (mesh) {
  94274. var index = this._meshesWithPoseMatrix.indexOf(mesh);
  94275. if (index > -1) {
  94276. this._meshesWithPoseMatrix.splice(index, 1);
  94277. }
  94278. };
  94279. Skeleton.prototype._computeTransformMatrices = function (targetMatrix, initialSkinMatrix) {
  94280. this.onBeforeComputeObservable.notifyObservers(this);
  94281. for (var index = 0; index < this.bones.length; index++) {
  94282. var bone = this.bones[index];
  94283. var parentBone = bone.getParent();
  94284. if (parentBone) {
  94285. bone.getLocalMatrix().multiplyToRef(parentBone.getWorldMatrix(), bone.getWorldMatrix());
  94286. }
  94287. else {
  94288. if (initialSkinMatrix) {
  94289. bone.getLocalMatrix().multiplyToRef(initialSkinMatrix, bone.getWorldMatrix());
  94290. }
  94291. else {
  94292. bone.getWorldMatrix().copyFrom(bone.getLocalMatrix());
  94293. }
  94294. }
  94295. if (bone._index !== -1) {
  94296. var mappedIndex = bone._index === null ? index : bone._index;
  94297. bone.getInvertedAbsoluteTransform().multiplyToArray(bone.getWorldMatrix(), targetMatrix, mappedIndex * 16);
  94298. }
  94299. }
  94300. this._identity.copyToArray(targetMatrix, this.bones.length * 16);
  94301. };
  94302. /**
  94303. * Build all resources required to render a skeleton
  94304. */
  94305. Skeleton.prototype.prepare = function () {
  94306. // Update the local matrix of bones with linked transform nodes.
  94307. if (this._numBonesWithLinkedTransformNode > 0) {
  94308. for (var _i = 0, _a = this.bones; _i < _a.length; _i++) {
  94309. var bone_1 = _a[_i];
  94310. if (bone_1._linkedTransformNode) {
  94311. // Computing the world matrix also computes the local matrix.
  94312. bone_1._linkedTransformNode.computeWorldMatrix();
  94313. bone_1._matrix = bone_1._linkedTransformNode._localMatrix;
  94314. bone_1.markAsDirty();
  94315. }
  94316. }
  94317. }
  94318. if (!this._isDirty) {
  94319. return;
  94320. }
  94321. if (this.needInitialSkinMatrix) {
  94322. for (var index = 0; index < this._meshesWithPoseMatrix.length; index++) {
  94323. var mesh = this._meshesWithPoseMatrix[index];
  94324. var poseMatrix = mesh.getPoseMatrix();
  94325. if (!mesh._bonesTransformMatrices || mesh._bonesTransformMatrices.length !== 16 * (this.bones.length + 1)) {
  94326. mesh._bonesTransformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94327. }
  94328. if (this._synchronizedWithMesh !== mesh) {
  94329. this._synchronizedWithMesh = mesh;
  94330. // Prepare bones
  94331. for (var boneIndex = 0; boneIndex < this.bones.length; boneIndex++) {
  94332. var bone = this.bones[boneIndex];
  94333. if (!bone.getParent()) {
  94334. var matrix = bone.getBaseMatrix();
  94335. matrix.multiplyToRef(poseMatrix, BABYLON.Tmp.Matrix[1]);
  94336. bone._updateDifferenceMatrix(BABYLON.Tmp.Matrix[1]);
  94337. }
  94338. }
  94339. }
  94340. this._computeTransformMatrices(mesh._bonesTransformMatrices, poseMatrix);
  94341. }
  94342. }
  94343. else {
  94344. if (!this._transformMatrices || this._transformMatrices.length !== 16 * (this.bones.length + 1)) {
  94345. this._transformMatrices = new Float32Array(16 * (this.bones.length + 1));
  94346. if (this.isUsingTextureForMatrices) {
  94347. if (this._transformMatrixTexture) {
  94348. this._transformMatrixTexture.dispose();
  94349. }
  94350. 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);
  94351. }
  94352. }
  94353. this._computeTransformMatrices(this._transformMatrices, null);
  94354. if (this.isUsingTextureForMatrices && this._transformMatrixTexture) {
  94355. this._transformMatrixTexture.update(this._transformMatrices);
  94356. }
  94357. }
  94358. this._isDirty = false;
  94359. this._scene._activeBones.addCount(this.bones.length, false);
  94360. };
  94361. /**
  94362. * Gets the list of animatables currently running for this skeleton
  94363. * @returns an array of animatables
  94364. */
  94365. Skeleton.prototype.getAnimatables = function () {
  94366. if (!this._animatables || this._animatables.length !== this.bones.length) {
  94367. this._animatables = [];
  94368. for (var index = 0; index < this.bones.length; index++) {
  94369. this._animatables.push(this.bones[index]);
  94370. }
  94371. }
  94372. return this._animatables;
  94373. };
  94374. /**
  94375. * Clone the current skeleton
  94376. * @param name defines the name of the new skeleton
  94377. * @param id defines the id of the enw skeleton
  94378. * @returns the new skeleton
  94379. */
  94380. Skeleton.prototype.clone = function (name, id) {
  94381. var result = new Skeleton(name, id || name, this._scene);
  94382. result.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94383. for (var index = 0; index < this.bones.length; index++) {
  94384. var source = this.bones[index];
  94385. var parentBone = null;
  94386. var parent_1 = source.getParent();
  94387. if (parent_1) {
  94388. var parentIndex = this.bones.indexOf(parent_1);
  94389. parentBone = result.bones[parentIndex];
  94390. }
  94391. var bone = new BABYLON.Bone(source.name, result, parentBone, source.getBaseMatrix().clone(), source.getRestPose().clone());
  94392. BABYLON.Tools.DeepCopy(source.animations, bone.animations);
  94393. }
  94394. if (this._ranges) {
  94395. result._ranges = {};
  94396. for (var rangeName in this._ranges) {
  94397. var range = this._ranges[rangeName];
  94398. if (range) {
  94399. result._ranges[rangeName] = range.clone();
  94400. }
  94401. }
  94402. }
  94403. this._isDirty = true;
  94404. return result;
  94405. };
  94406. /**
  94407. * Enable animation blending for this skeleton
  94408. * @param blendingSpeed defines the blending speed to apply
  94409. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  94410. */
  94411. Skeleton.prototype.enableBlending = function (blendingSpeed) {
  94412. if (blendingSpeed === void 0) { blendingSpeed = 0.01; }
  94413. this.bones.forEach(function (bone) {
  94414. bone.animations.forEach(function (animation) {
  94415. animation.enableBlending = true;
  94416. animation.blendingSpeed = blendingSpeed;
  94417. });
  94418. });
  94419. };
  94420. /**
  94421. * Releases all resources associated with the current skeleton
  94422. */
  94423. Skeleton.prototype.dispose = function () {
  94424. this._meshesWithPoseMatrix = [];
  94425. // Animations
  94426. this.getScene().stopAnimation(this);
  94427. // Remove from scene
  94428. this.getScene().removeSkeleton(this);
  94429. if (this._transformMatrixTexture) {
  94430. this._transformMatrixTexture.dispose();
  94431. this._transformMatrixTexture = null;
  94432. }
  94433. };
  94434. /**
  94435. * Serialize the skeleton in a JSON object
  94436. * @returns a JSON object
  94437. */
  94438. Skeleton.prototype.serialize = function () {
  94439. var serializationObject = {};
  94440. serializationObject.name = this.name;
  94441. serializationObject.id = this.id;
  94442. if (this.dimensionsAtRest) {
  94443. serializationObject.dimensionsAtRest = this.dimensionsAtRest.asArray();
  94444. }
  94445. serializationObject.bones = [];
  94446. serializationObject.needInitialSkinMatrix = this.needInitialSkinMatrix;
  94447. for (var index = 0; index < this.bones.length; index++) {
  94448. var bone = this.bones[index];
  94449. var parent_2 = bone.getParent();
  94450. var serializedBone = {
  94451. parentBoneIndex: parent_2 ? this.bones.indexOf(parent_2) : -1,
  94452. name: bone.name,
  94453. matrix: bone.getBaseMatrix().toArray(),
  94454. rest: bone.getRestPose().toArray()
  94455. };
  94456. serializationObject.bones.push(serializedBone);
  94457. if (bone.length) {
  94458. serializedBone.length = bone.length;
  94459. }
  94460. if (bone.metadata) {
  94461. serializedBone.metadata = bone.metadata;
  94462. }
  94463. if (bone.animations && bone.animations.length > 0) {
  94464. serializedBone.animation = bone.animations[0].serialize();
  94465. }
  94466. serializationObject.ranges = [];
  94467. for (var name in this._ranges) {
  94468. var source = this._ranges[name];
  94469. if (!source) {
  94470. continue;
  94471. }
  94472. var range = {};
  94473. range.name = name;
  94474. range.from = source.from;
  94475. range.to = source.to;
  94476. serializationObject.ranges.push(range);
  94477. }
  94478. }
  94479. return serializationObject;
  94480. };
  94481. /**
  94482. * Creates a new skeleton from serialized data
  94483. * @param parsedSkeleton defines the serialized data
  94484. * @param scene defines the hosting scene
  94485. * @returns a new skeleton
  94486. */
  94487. Skeleton.Parse = function (parsedSkeleton, scene) {
  94488. var skeleton = new Skeleton(parsedSkeleton.name, parsedSkeleton.id, scene);
  94489. if (parsedSkeleton.dimensionsAtRest) {
  94490. skeleton.dimensionsAtRest = BABYLON.Vector3.FromArray(parsedSkeleton.dimensionsAtRest);
  94491. }
  94492. skeleton.needInitialSkinMatrix = parsedSkeleton.needInitialSkinMatrix;
  94493. var index;
  94494. for (index = 0; index < parsedSkeleton.bones.length; index++) {
  94495. var parsedBone = parsedSkeleton.bones[index];
  94496. var parentBone = null;
  94497. if (parsedBone.parentBoneIndex > -1) {
  94498. parentBone = skeleton.bones[parsedBone.parentBoneIndex];
  94499. }
  94500. var rest = parsedBone.rest ? BABYLON.Matrix.FromArray(parsedBone.rest) : null;
  94501. var bone = new BABYLON.Bone(parsedBone.name, skeleton, parentBone, BABYLON.Matrix.FromArray(parsedBone.matrix), rest);
  94502. if (parsedBone.id !== undefined && parsedBone.id !== null) {
  94503. bone.id = parsedBone.id;
  94504. }
  94505. if (parsedBone.length) {
  94506. bone.length = parsedBone.length;
  94507. }
  94508. if (parsedBone.metadata) {
  94509. bone.metadata = parsedBone.metadata;
  94510. }
  94511. if (parsedBone.animation) {
  94512. bone.animations.push(BABYLON.Animation.Parse(parsedBone.animation));
  94513. }
  94514. }
  94515. // placed after bones, so createAnimationRange can cascade down
  94516. if (parsedSkeleton.ranges) {
  94517. for (index = 0; index < parsedSkeleton.ranges.length; index++) {
  94518. var data = parsedSkeleton.ranges[index];
  94519. skeleton.createAnimationRange(data.name, data.from, data.to);
  94520. }
  94521. }
  94522. return skeleton;
  94523. };
  94524. /**
  94525. * Compute all node absolute transforms
  94526. * @param forceUpdate defines if computation must be done even if cache is up to date
  94527. */
  94528. Skeleton.prototype.computeAbsoluteTransforms = function (forceUpdate) {
  94529. if (forceUpdate === void 0) { forceUpdate = false; }
  94530. var renderId = this._scene.getRenderId();
  94531. if (this._lastAbsoluteTransformsUpdateId != renderId || forceUpdate) {
  94532. this.bones[0].computeAbsoluteTransforms();
  94533. this._lastAbsoluteTransformsUpdateId = renderId;
  94534. }
  94535. };
  94536. /**
  94537. * Gets the root pose matrix
  94538. * @returns a matrix
  94539. */
  94540. Skeleton.prototype.getPoseMatrix = function () {
  94541. var poseMatrix = null;
  94542. if (this._meshesWithPoseMatrix.length > 0) {
  94543. poseMatrix = this._meshesWithPoseMatrix[0].getPoseMatrix();
  94544. }
  94545. return poseMatrix;
  94546. };
  94547. /**
  94548. * Sorts bones per internal index
  94549. */
  94550. Skeleton.prototype.sortBones = function () {
  94551. var bones = new Array();
  94552. var visited = new Array(this.bones.length);
  94553. for (var index = 0; index < this.bones.length; index++) {
  94554. this._sortBones(index, bones, visited);
  94555. }
  94556. this.bones = bones;
  94557. };
  94558. Skeleton.prototype._sortBones = function (index, bones, visited) {
  94559. if (visited[index]) {
  94560. return;
  94561. }
  94562. visited[index] = true;
  94563. var bone = this.bones[index];
  94564. if (bone._index === undefined) {
  94565. bone._index = index;
  94566. }
  94567. var parentBone = bone.getParent();
  94568. if (parentBone) {
  94569. this._sortBones(this.bones.indexOf(parentBone), bones, visited);
  94570. }
  94571. bones.push(bone);
  94572. };
  94573. return Skeleton;
  94574. }());
  94575. BABYLON.Skeleton = Skeleton;
  94576. })(BABYLON || (BABYLON = {}));
  94577. //# sourceMappingURL=babylon.skeleton.js.map
  94578. var BABYLON;
  94579. (function (BABYLON) {
  94580. /**
  94581. * This groups tools to convert HDR texture to native colors array.
  94582. */
  94583. var HDRTools = /** @class */ (function () {
  94584. function HDRTools() {
  94585. }
  94586. HDRTools.Ldexp = function (mantissa, exponent) {
  94587. if (exponent > 1023) {
  94588. return mantissa * Math.pow(2, 1023) * Math.pow(2, exponent - 1023);
  94589. }
  94590. if (exponent < -1074) {
  94591. return mantissa * Math.pow(2, -1074) * Math.pow(2, exponent + 1074);
  94592. }
  94593. return mantissa * Math.pow(2, exponent);
  94594. };
  94595. HDRTools.Rgbe2float = function (float32array, red, green, blue, exponent, index) {
  94596. if (exponent > 0) { /*nonzero pixel*/
  94597. exponent = this.Ldexp(1.0, exponent - (128 + 8));
  94598. float32array[index + 0] = red * exponent;
  94599. float32array[index + 1] = green * exponent;
  94600. float32array[index + 2] = blue * exponent;
  94601. }
  94602. else {
  94603. float32array[index + 0] = 0;
  94604. float32array[index + 1] = 0;
  94605. float32array[index + 2] = 0;
  94606. }
  94607. };
  94608. HDRTools.readStringLine = function (uint8array, startIndex) {
  94609. var line = "";
  94610. var character = "";
  94611. for (var i = startIndex; i < uint8array.length - startIndex; i++) {
  94612. character = String.fromCharCode(uint8array[i]);
  94613. if (character == "\n") {
  94614. break;
  94615. }
  94616. line += character;
  94617. }
  94618. return line;
  94619. };
  94620. /**
  94621. * Reads header information from an RGBE texture stored in a native array.
  94622. * More information on this format are available here:
  94623. * https://en.wikipedia.org/wiki/RGBE_image_format
  94624. *
  94625. * @param uint8array The binary file stored in native array.
  94626. * @return The header information.
  94627. */
  94628. HDRTools.RGBE_ReadHeader = function (uint8array) {
  94629. var height = 0;
  94630. var width = 0;
  94631. var line = this.readStringLine(uint8array, 0);
  94632. if (line[0] != '#' || line[1] != '?') {
  94633. throw "Bad HDR Format.";
  94634. }
  94635. var endOfHeader = false;
  94636. var findFormat = false;
  94637. var lineIndex = 0;
  94638. do {
  94639. lineIndex += (line.length + 1);
  94640. line = this.readStringLine(uint8array, lineIndex);
  94641. if (line == "FORMAT=32-bit_rle_rgbe") {
  94642. findFormat = true;
  94643. }
  94644. else if (line.length == 0) {
  94645. endOfHeader = true;
  94646. }
  94647. } while (!endOfHeader);
  94648. if (!findFormat) {
  94649. throw "HDR Bad header format, unsupported FORMAT";
  94650. }
  94651. lineIndex += (line.length + 1);
  94652. line = this.readStringLine(uint8array, lineIndex);
  94653. var sizeRegexp = /^\-Y (.*) \+X (.*)$/g;
  94654. var match = sizeRegexp.exec(line);
  94655. // TODO. Support +Y and -X if needed.
  94656. if (!match || match.length < 3) {
  94657. throw "HDR Bad header format, no size";
  94658. }
  94659. width = parseInt(match[2]);
  94660. height = parseInt(match[1]);
  94661. if (width < 8 || width > 0x7fff) {
  94662. throw "HDR Bad header format, unsupported size";
  94663. }
  94664. lineIndex += (line.length + 1);
  94665. return {
  94666. height: height,
  94667. width: width,
  94668. dataPosition: lineIndex
  94669. };
  94670. };
  94671. /**
  94672. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  94673. * This RGBE texture needs to store the information as a panorama.
  94674. *
  94675. * More information on this format are available here:
  94676. * https://en.wikipedia.org/wiki/RGBE_image_format
  94677. *
  94678. * @param buffer The binary file stored in an array buffer.
  94679. * @param size The expected size of the extracted cubemap.
  94680. * @return The Cube Map information.
  94681. */
  94682. HDRTools.GetCubeMapTextureData = function (buffer, size) {
  94683. var uint8array = new Uint8Array(buffer);
  94684. var hdrInfo = this.RGBE_ReadHeader(uint8array);
  94685. var data = this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94686. var cubeMapData = BABYLON.PanoramaToCubeMapTools.ConvertPanoramaToCubemap(data, hdrInfo.width, hdrInfo.height, size);
  94687. return cubeMapData;
  94688. };
  94689. /**
  94690. * Returns the pixels data extracted from an RGBE texture.
  94691. * This pixels will be stored left to right up to down in the R G B order in one array.
  94692. *
  94693. * More information on this format are available here:
  94694. * https://en.wikipedia.org/wiki/RGBE_image_format
  94695. *
  94696. * @param uint8array The binary file stored in an array buffer.
  94697. * @param hdrInfo The header information of the file.
  94698. * @return The pixels data in RGB right to left up to down order.
  94699. */
  94700. HDRTools.RGBE_ReadPixels = function (uint8array, hdrInfo) {
  94701. // Keep for multi format supports.
  94702. return this.RGBE_ReadPixels_RLE(uint8array, hdrInfo);
  94703. };
  94704. HDRTools.RGBE_ReadPixels_RLE = function (uint8array, hdrInfo) {
  94705. var num_scanlines = hdrInfo.height;
  94706. var scanline_width = hdrInfo.width;
  94707. var a, b, c, d, count;
  94708. var dataIndex = hdrInfo.dataPosition;
  94709. var index = 0, endIndex = 0, i = 0;
  94710. var scanLineArrayBuffer = new ArrayBuffer(scanline_width * 4); // four channel R G B E
  94711. var scanLineArray = new Uint8Array(scanLineArrayBuffer);
  94712. // 3 channels of 4 bytes per pixel in float.
  94713. var resultBuffer = new ArrayBuffer(hdrInfo.width * hdrInfo.height * 4 * 3);
  94714. var resultArray = new Float32Array(resultBuffer);
  94715. // read in each successive scanline
  94716. while (num_scanlines > 0) {
  94717. a = uint8array[dataIndex++];
  94718. b = uint8array[dataIndex++];
  94719. c = uint8array[dataIndex++];
  94720. d = uint8array[dataIndex++];
  94721. if (a != 2 || b != 2 || (c & 0x80)) {
  94722. // this file is not run length encoded
  94723. throw "HDR Bad header format, not RLE";
  94724. }
  94725. if (((c << 8) | d) != scanline_width) {
  94726. throw "HDR Bad header format, wrong scan line width";
  94727. }
  94728. index = 0;
  94729. // read each of the four channels for the scanline into the buffer
  94730. for (i = 0; i < 4; i++) {
  94731. endIndex = (i + 1) * scanline_width;
  94732. while (index < endIndex) {
  94733. a = uint8array[dataIndex++];
  94734. b = uint8array[dataIndex++];
  94735. if (a > 128) {
  94736. // a run of the same value
  94737. count = a - 128;
  94738. if ((count == 0) || (count > endIndex - index)) {
  94739. throw "HDR Bad Format, bad scanline data (run)";
  94740. }
  94741. while (count-- > 0) {
  94742. scanLineArray[index++] = b;
  94743. }
  94744. }
  94745. else {
  94746. // a non-run
  94747. count = a;
  94748. if ((count == 0) || (count > endIndex - index)) {
  94749. throw "HDR Bad Format, bad scanline data (non-run)";
  94750. }
  94751. scanLineArray[index++] = b;
  94752. if (--count > 0) {
  94753. for (var j = 0; j < count; j++) {
  94754. scanLineArray[index++] = uint8array[dataIndex++];
  94755. }
  94756. }
  94757. }
  94758. }
  94759. }
  94760. // now convert data from buffer into floats
  94761. for (i = 0; i < scanline_width; i++) {
  94762. a = scanLineArray[i];
  94763. b = scanLineArray[i + scanline_width];
  94764. c = scanLineArray[i + 2 * scanline_width];
  94765. d = scanLineArray[i + 3 * scanline_width];
  94766. this.Rgbe2float(resultArray, a, b, c, d, (hdrInfo.height - num_scanlines) * scanline_width * 3 + i * 3);
  94767. }
  94768. num_scanlines--;
  94769. }
  94770. return resultArray;
  94771. };
  94772. return HDRTools;
  94773. }());
  94774. BABYLON.HDRTools = HDRTools;
  94775. })(BABYLON || (BABYLON = {}));
  94776. //# sourceMappingURL=babylon.hdr.js.map
  94777. var BABYLON;
  94778. (function (BABYLON) {
  94779. /**
  94780. * This represents a texture coming from an HDR input.
  94781. *
  94782. * The only supported format is currently panorama picture stored in RGBE format.
  94783. * Example of such files can be found on HDRLib: http://hdrlib.com/
  94784. */
  94785. var HDRCubeTexture = /** @class */ (function (_super) {
  94786. __extends(HDRCubeTexture, _super);
  94787. /**
  94788. * Instantiates an HDRTexture from the following parameters.
  94789. *
  94790. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  94791. * @param scene The scene the texture will be used in
  94792. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  94793. * @param noMipmap Forces to not generate the mipmap if true
  94794. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  94795. * @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)
  94796. * @param reserved Reserved flag for internal use.
  94797. */
  94798. function HDRCubeTexture(url, scene, size, noMipmap, generateHarmonics, gammaSpace, reserved, onLoad, onError) {
  94799. if (noMipmap === void 0) { noMipmap = false; }
  94800. if (generateHarmonics === void 0) { generateHarmonics = true; }
  94801. if (gammaSpace === void 0) { gammaSpace = false; }
  94802. if (reserved === void 0) { reserved = false; }
  94803. if (onLoad === void 0) { onLoad = null; }
  94804. if (onError === void 0) { onError = null; }
  94805. var _this = _super.call(this, scene) || this;
  94806. _this._generateHarmonics = true;
  94807. _this._onLoad = null;
  94808. _this._onError = null;
  94809. /**
  94810. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  94811. */
  94812. _this.coordinatesMode = BABYLON.Texture.CUBIC_MODE;
  94813. _this._isBlocking = true;
  94814. _this._rotationY = 0;
  94815. /**
  94816. * Gets or sets the center of the bounding box associated with the cube texture
  94817. * It must define where the camera used to render the texture was set
  94818. */
  94819. _this.boundingBoxPosition = BABYLON.Vector3.Zero();
  94820. if (!url) {
  94821. return _this;
  94822. }
  94823. _this.name = url;
  94824. _this.url = url;
  94825. _this.hasAlpha = false;
  94826. _this.isCube = true;
  94827. _this._textureMatrix = BABYLON.Matrix.Identity();
  94828. _this._onLoad = onLoad;
  94829. _this._onError = onError;
  94830. _this.gammaSpace = gammaSpace;
  94831. _this._noMipmap = noMipmap;
  94832. _this._size = size;
  94833. _this._texture = _this._getFromCache(url, _this._noMipmap);
  94834. if (!_this._texture) {
  94835. if (!scene.useDelayedTextureLoading) {
  94836. _this.loadTexture();
  94837. }
  94838. else {
  94839. _this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_NOTLOADED;
  94840. }
  94841. }
  94842. return _this;
  94843. }
  94844. Object.defineProperty(HDRCubeTexture.prototype, "isBlocking", {
  94845. /**
  94846. * Gets wether or not the texture is blocking during loading.
  94847. */
  94848. get: function () {
  94849. return this._isBlocking;
  94850. },
  94851. /**
  94852. * Sets wether or not the texture is blocking during loading.
  94853. */
  94854. set: function (value) {
  94855. this._isBlocking = value;
  94856. },
  94857. enumerable: true,
  94858. configurable: true
  94859. });
  94860. Object.defineProperty(HDRCubeTexture.prototype, "rotationY", {
  94861. /**
  94862. * Gets texture matrix rotation angle around Y axis radians.
  94863. */
  94864. get: function () {
  94865. return this._rotationY;
  94866. },
  94867. /**
  94868. * Sets texture matrix rotation angle around Y axis in radians.
  94869. */
  94870. set: function (value) {
  94871. this._rotationY = value;
  94872. this.setReflectionTextureMatrix(BABYLON.Matrix.RotationY(this._rotationY));
  94873. },
  94874. enumerable: true,
  94875. configurable: true
  94876. });
  94877. Object.defineProperty(HDRCubeTexture.prototype, "boundingBoxSize", {
  94878. get: function () {
  94879. return this._boundingBoxSize;
  94880. },
  94881. /**
  94882. * Gets or sets the size of the bounding box associated with the cube texture
  94883. * When defined, the cubemap will switch to local mode
  94884. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  94885. * @example https://www.babylonjs-playground.com/#RNASML
  94886. */
  94887. set: function (value) {
  94888. if (this._boundingBoxSize && this._boundingBoxSize.equals(value)) {
  94889. return;
  94890. }
  94891. this._boundingBoxSize = value;
  94892. var scene = this.getScene();
  94893. if (scene) {
  94894. scene.markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag);
  94895. }
  94896. },
  94897. enumerable: true,
  94898. configurable: true
  94899. });
  94900. /**
  94901. * Get the current class name of the texture useful for serialization or dynamic coding.
  94902. * @returns "HDRCubeTexture"
  94903. */
  94904. HDRCubeTexture.prototype.getClassName = function () {
  94905. return "HDRCubeTexture";
  94906. };
  94907. /**
  94908. * Occurs when the file is raw .hdr file.
  94909. */
  94910. HDRCubeTexture.prototype.loadTexture = function () {
  94911. var _this = this;
  94912. var callback = function (buffer) {
  94913. _this.lodGenerationOffset = 0.0;
  94914. _this.lodGenerationScale = 0.8;
  94915. var scene = _this.getScene();
  94916. if (!scene) {
  94917. return null;
  94918. }
  94919. // Extract the raw linear data.
  94920. var data = BABYLON.HDRTools.GetCubeMapTextureData(buffer, _this._size);
  94921. // Generate harmonics if needed.
  94922. if (_this._generateHarmonics) {
  94923. var sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial(data);
  94924. _this.sphericalPolynomial = sphericalPolynomial;
  94925. }
  94926. var results = [];
  94927. var byteArray = null;
  94928. // Push each faces.
  94929. for (var j = 0; j < 6; j++) {
  94930. // Create uintarray fallback.
  94931. if (!scene.getEngine().getCaps().textureFloat) {
  94932. // 3 channels of 1 bytes per pixel in bytes.
  94933. var byteBuffer = new ArrayBuffer(_this._size * _this._size * 3);
  94934. byteArray = new Uint8Array(byteBuffer);
  94935. }
  94936. var dataFace = (data[HDRCubeTexture._facesMapping[j]]);
  94937. // If special cases.
  94938. if (_this.gammaSpace || byteArray) {
  94939. for (var i = 0; i < _this._size * _this._size; i++) {
  94940. // Put in gamma space if requested.
  94941. if (_this.gammaSpace) {
  94942. dataFace[(i * 3) + 0] = Math.pow(dataFace[(i * 3) + 0], BABYLON.ToGammaSpace);
  94943. dataFace[(i * 3) + 1] = Math.pow(dataFace[(i * 3) + 1], BABYLON.ToGammaSpace);
  94944. dataFace[(i * 3) + 2] = Math.pow(dataFace[(i * 3) + 2], BABYLON.ToGammaSpace);
  94945. }
  94946. // Convert to int texture for fallback.
  94947. if (byteArray) {
  94948. var r = Math.max(dataFace[(i * 3) + 0] * 255, 0);
  94949. var g = Math.max(dataFace[(i * 3) + 1] * 255, 0);
  94950. var b = Math.max(dataFace[(i * 3) + 2] * 255, 0);
  94951. // May use luminance instead if the result is not accurate.
  94952. var max = Math.max(Math.max(r, g), b);
  94953. if (max > 255) {
  94954. var scale = 255 / max;
  94955. r *= scale;
  94956. g *= scale;
  94957. b *= scale;
  94958. }
  94959. byteArray[(i * 3) + 0] = r;
  94960. byteArray[(i * 3) + 1] = g;
  94961. byteArray[(i * 3) + 2] = b;
  94962. }
  94963. }
  94964. }
  94965. if (byteArray) {
  94966. results.push(byteArray);
  94967. }
  94968. else {
  94969. results.push(dataFace);
  94970. }
  94971. }
  94972. return results;
  94973. };
  94974. var scene = this.getScene();
  94975. if (scene) {
  94976. 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);
  94977. }
  94978. };
  94979. HDRCubeTexture.prototype.clone = function () {
  94980. var scene = this.getScene();
  94981. if (!scene) {
  94982. return this;
  94983. }
  94984. var newTexture = new HDRCubeTexture(this.url, scene, this._size, this._noMipmap, this._generateHarmonics, this.gammaSpace);
  94985. // Base texture
  94986. newTexture.level = this.level;
  94987. newTexture.wrapU = this.wrapU;
  94988. newTexture.wrapV = this.wrapV;
  94989. newTexture.coordinatesIndex = this.coordinatesIndex;
  94990. newTexture.coordinatesMode = this.coordinatesMode;
  94991. return newTexture;
  94992. };
  94993. // Methods
  94994. HDRCubeTexture.prototype.delayLoad = function () {
  94995. if (this.delayLoadState !== BABYLON.Engine.DELAYLOADSTATE_NOTLOADED) {
  94996. return;
  94997. }
  94998. this.delayLoadState = BABYLON.Engine.DELAYLOADSTATE_LOADED;
  94999. this._texture = this._getFromCache(this.url, this._noMipmap);
  95000. if (!this._texture) {
  95001. this.loadTexture();
  95002. }
  95003. };
  95004. /**
  95005. * Get the texture reflection matrix used to rotate/transform the reflection.
  95006. * @returns the reflection matrix
  95007. */
  95008. HDRCubeTexture.prototype.getReflectionTextureMatrix = function () {
  95009. return this._textureMatrix;
  95010. };
  95011. /**
  95012. * Set the texture reflection matrix used to rotate/transform the reflection.
  95013. * @param value Define the reflection matrix to set
  95014. */
  95015. HDRCubeTexture.prototype.setReflectionTextureMatrix = function (value) {
  95016. var _this = this;
  95017. this._textureMatrix = value;
  95018. if (value.updateFlag === this._textureMatrix.updateFlag) {
  95019. return;
  95020. }
  95021. if (value.isIdentity() !== this._textureMatrix.isIdentity()) {
  95022. this.getScene().markAllMaterialsAsDirty(BABYLON.Material.TextureDirtyFlag, function (mat) { return mat.getActiveTextures().indexOf(_this) !== -1; });
  95023. }
  95024. };
  95025. /**
  95026. * Parses a JSON representation of an HDR Texture in order to create the texture
  95027. * @param parsedTexture Define the JSON representation
  95028. * @param scene Define the scene the texture should be created in
  95029. * @param rootUrl Define the root url in case we need to load relative dependencies
  95030. * @returns the newly created texture after parsing
  95031. */
  95032. HDRCubeTexture.Parse = function (parsedTexture, scene, rootUrl) {
  95033. var texture = null;
  95034. if (parsedTexture.name && !parsedTexture.isRenderTarget) {
  95035. texture = new HDRCubeTexture(rootUrl + parsedTexture.name, scene, parsedTexture.size, parsedTexture.noMipmap, parsedTexture.generateHarmonics, parsedTexture.useInGammaSpace);
  95036. texture.name = parsedTexture.name;
  95037. texture.hasAlpha = parsedTexture.hasAlpha;
  95038. texture.level = parsedTexture.level;
  95039. texture.coordinatesMode = parsedTexture.coordinatesMode;
  95040. texture.isBlocking = parsedTexture.isBlocking;
  95041. }
  95042. if (texture) {
  95043. if (parsedTexture.boundingBoxPosition) {
  95044. texture.boundingBoxPosition = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxPosition);
  95045. }
  95046. if (parsedTexture.boundingBoxSize) {
  95047. texture.boundingBoxSize = BABYLON.Vector3.FromArray(parsedTexture.boundingBoxSize);
  95048. }
  95049. if (parsedTexture.rotationY) {
  95050. texture.rotationY = parsedTexture.rotationY;
  95051. }
  95052. }
  95053. return texture;
  95054. };
  95055. HDRCubeTexture.prototype.serialize = function () {
  95056. if (!this.name) {
  95057. return null;
  95058. }
  95059. var serializationObject = {};
  95060. serializationObject.name = this.name;
  95061. serializationObject.hasAlpha = this.hasAlpha;
  95062. serializationObject.isCube = true;
  95063. serializationObject.level = this.level;
  95064. serializationObject.size = this._size;
  95065. serializationObject.coordinatesMode = this.coordinatesMode;
  95066. serializationObject.useInGammaSpace = this.gammaSpace;
  95067. serializationObject.generateHarmonics = this._generateHarmonics;
  95068. serializationObject.customType = "BABYLON.HDRCubeTexture";
  95069. serializationObject.noMipmap = this._noMipmap;
  95070. serializationObject.isBlocking = this._isBlocking;
  95071. serializationObject.rotationY = this._rotationY;
  95072. return serializationObject;
  95073. };
  95074. HDRCubeTexture._facesMapping = [
  95075. "right",
  95076. "left",
  95077. "up",
  95078. "down",
  95079. "front",
  95080. "back"
  95081. ];
  95082. return HDRCubeTexture;
  95083. }(BABYLON.BaseTexture));
  95084. BABYLON.HDRCubeTexture = HDRCubeTexture;
  95085. })(BABYLON || (BABYLON = {}));
  95086. //# sourceMappingURL=babylon.hdrCubeTexture.js.map
  95087. var BABYLON;
  95088. (function (BABYLON) {
  95089. /**
  95090. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  95091. */
  95092. var PanoramaToCubeMapTools = /** @class */ (function () {
  95093. function PanoramaToCubeMapTools() {
  95094. }
  95095. /**
  95096. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  95097. *
  95098. * @param float32Array The source data.
  95099. * @param inputWidth The width of the input panorama.
  95100. * @param inputHeight The height of the input panorama.
  95101. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  95102. * @return The cubemap data
  95103. */
  95104. PanoramaToCubeMapTools.ConvertPanoramaToCubemap = function (float32Array, inputWidth, inputHeight, size) {
  95105. if (!float32Array) {
  95106. throw "ConvertPanoramaToCubemap: input cannot be null";
  95107. }
  95108. if (float32Array.length != inputWidth * inputHeight * 3) {
  95109. throw "ConvertPanoramaToCubemap: input size is wrong";
  95110. }
  95111. var textureFront = this.CreateCubemapTexture(size, this.FACE_FRONT, float32Array, inputWidth, inputHeight);
  95112. var textureBack = this.CreateCubemapTexture(size, this.FACE_BACK, float32Array, inputWidth, inputHeight);
  95113. var textureLeft = this.CreateCubemapTexture(size, this.FACE_LEFT, float32Array, inputWidth, inputHeight);
  95114. var textureRight = this.CreateCubemapTexture(size, this.FACE_RIGHT, float32Array, inputWidth, inputHeight);
  95115. var textureUp = this.CreateCubemapTexture(size, this.FACE_UP, float32Array, inputWidth, inputHeight);
  95116. var textureDown = this.CreateCubemapTexture(size, this.FACE_DOWN, float32Array, inputWidth, inputHeight);
  95117. return {
  95118. front: textureFront,
  95119. back: textureBack,
  95120. left: textureLeft,
  95121. right: textureRight,
  95122. up: textureUp,
  95123. down: textureDown,
  95124. size: size,
  95125. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  95126. format: BABYLON.Engine.TEXTUREFORMAT_RGB,
  95127. gammaSpace: false,
  95128. };
  95129. };
  95130. PanoramaToCubeMapTools.CreateCubemapTexture = function (texSize, faceData, float32Array, inputWidth, inputHeight) {
  95131. var buffer = new ArrayBuffer(texSize * texSize * 4 * 3);
  95132. var textureArray = new Float32Array(buffer);
  95133. var rotDX1 = faceData[1].subtract(faceData[0]).scale(1 / texSize);
  95134. var rotDX2 = faceData[3].subtract(faceData[2]).scale(1 / texSize);
  95135. var dy = 1 / texSize;
  95136. var fy = 0;
  95137. for (var y = 0; y < texSize; y++) {
  95138. var xv1 = faceData[0];
  95139. var xv2 = faceData[2];
  95140. for (var x = 0; x < texSize; x++) {
  95141. var v = xv2.subtract(xv1).scale(fy).add(xv1);
  95142. v.normalize();
  95143. var color = this.CalcProjectionSpherical(v, float32Array, inputWidth, inputHeight);
  95144. // 3 channels per pixels
  95145. textureArray[y * texSize * 3 + (x * 3) + 0] = color.r;
  95146. textureArray[y * texSize * 3 + (x * 3) + 1] = color.g;
  95147. textureArray[y * texSize * 3 + (x * 3) + 2] = color.b;
  95148. xv1 = xv1.add(rotDX1);
  95149. xv2 = xv2.add(rotDX2);
  95150. }
  95151. fy += dy;
  95152. }
  95153. return textureArray;
  95154. };
  95155. PanoramaToCubeMapTools.CalcProjectionSpherical = function (vDir, float32Array, inputWidth, inputHeight) {
  95156. var theta = Math.atan2(vDir.z, vDir.x);
  95157. var phi = Math.acos(vDir.y);
  95158. while (theta < -Math.PI) {
  95159. theta += 2 * Math.PI;
  95160. }
  95161. while (theta > Math.PI) {
  95162. theta -= 2 * Math.PI;
  95163. }
  95164. var dx = theta / Math.PI;
  95165. var dy = phi / Math.PI;
  95166. // recenter.
  95167. dx = dx * 0.5 + 0.5;
  95168. var px = Math.round(dx * inputWidth);
  95169. if (px < 0) {
  95170. px = 0;
  95171. }
  95172. else if (px >= inputWidth) {
  95173. px = inputWidth - 1;
  95174. }
  95175. var py = Math.round(dy * inputHeight);
  95176. if (py < 0) {
  95177. py = 0;
  95178. }
  95179. else if (py >= inputHeight) {
  95180. py = inputHeight - 1;
  95181. }
  95182. var inputY = (inputHeight - py - 1);
  95183. var r = float32Array[inputY * inputWidth * 3 + (px * 3) + 0];
  95184. var g = float32Array[inputY * inputWidth * 3 + (px * 3) + 1];
  95185. var b = float32Array[inputY * inputWidth * 3 + (px * 3) + 2];
  95186. return {
  95187. r: r,
  95188. g: g,
  95189. b: b
  95190. };
  95191. };
  95192. PanoramaToCubeMapTools.FACE_FRONT = [
  95193. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95194. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95195. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95196. new BABYLON.Vector3(1.0, 1.0, -1.0)
  95197. ];
  95198. PanoramaToCubeMapTools.FACE_BACK = [
  95199. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95200. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95201. new BABYLON.Vector3(1.0, 1.0, 1.0),
  95202. new BABYLON.Vector3(-1.0, 1.0, 1.0)
  95203. ];
  95204. PanoramaToCubeMapTools.FACE_RIGHT = [
  95205. new BABYLON.Vector3(1.0, -1.0, -1.0),
  95206. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95207. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95208. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95209. ];
  95210. PanoramaToCubeMapTools.FACE_LEFT = [
  95211. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95212. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95213. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95214. new BABYLON.Vector3(-1.0, 1.0, -1.0)
  95215. ];
  95216. PanoramaToCubeMapTools.FACE_DOWN = [
  95217. new BABYLON.Vector3(-1.0, 1.0, -1.0),
  95218. new BABYLON.Vector3(1.0, 1.0, -1.0),
  95219. new BABYLON.Vector3(-1.0, 1.0, 1.0),
  95220. new BABYLON.Vector3(1.0, 1.0, 1.0)
  95221. ];
  95222. PanoramaToCubeMapTools.FACE_UP = [
  95223. new BABYLON.Vector3(-1.0, -1.0, 1.0),
  95224. new BABYLON.Vector3(1.0, -1.0, 1.0),
  95225. new BABYLON.Vector3(-1.0, -1.0, -1.0),
  95226. new BABYLON.Vector3(1.0, -1.0, -1.0)
  95227. ];
  95228. return PanoramaToCubeMapTools;
  95229. }());
  95230. BABYLON.PanoramaToCubeMapTools = PanoramaToCubeMapTools;
  95231. })(BABYLON || (BABYLON = {}));
  95232. //# sourceMappingURL=babylon.panoramaToCubemap.js.map
  95233. var BABYLON;
  95234. (function (BABYLON) {
  95235. /**
  95236. * Vector2 wth index property
  95237. */
  95238. var IndexedVector2 = /** @class */ (function (_super) {
  95239. __extends(IndexedVector2, _super);
  95240. function IndexedVector2(original,
  95241. /** Index of the vector2 */
  95242. index) {
  95243. var _this = _super.call(this, original.x, original.y) || this;
  95244. _this.index = index;
  95245. return _this;
  95246. }
  95247. return IndexedVector2;
  95248. }(BABYLON.Vector2));
  95249. /**
  95250. * Defines points to create a polygon
  95251. */
  95252. var PolygonPoints = /** @class */ (function () {
  95253. function PolygonPoints() {
  95254. this.elements = new Array();
  95255. }
  95256. PolygonPoints.prototype.add = function (originalPoints) {
  95257. var _this = this;
  95258. var result = new Array();
  95259. originalPoints.forEach(function (point) {
  95260. if (result.length === 0 || !point.equalsWithEpsilon(result[0])) {
  95261. var newPoint = new IndexedVector2(point, _this.elements.length);
  95262. result.push(newPoint);
  95263. _this.elements.push(newPoint);
  95264. }
  95265. });
  95266. return result;
  95267. };
  95268. PolygonPoints.prototype.computeBounds = function () {
  95269. var lmin = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95270. var lmax = new BABYLON.Vector2(this.elements[0].x, this.elements[0].y);
  95271. this.elements.forEach(function (point) {
  95272. // x
  95273. if (point.x < lmin.x) {
  95274. lmin.x = point.x;
  95275. }
  95276. else if (point.x > lmax.x) {
  95277. lmax.x = point.x;
  95278. }
  95279. // y
  95280. if (point.y < lmin.y) {
  95281. lmin.y = point.y;
  95282. }
  95283. else if (point.y > lmax.y) {
  95284. lmax.y = point.y;
  95285. }
  95286. });
  95287. return {
  95288. min: lmin,
  95289. max: lmax,
  95290. width: lmax.x - lmin.x,
  95291. height: lmax.y - lmin.y
  95292. };
  95293. };
  95294. return PolygonPoints;
  95295. }());
  95296. /**
  95297. * Polygon
  95298. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  95299. */
  95300. var Polygon = /** @class */ (function () {
  95301. function Polygon() {
  95302. }
  95303. /**
  95304. * Creates a rectangle
  95305. * @param xmin bottom X coord
  95306. * @param ymin bottom Y coord
  95307. * @param xmax top X coord
  95308. * @param ymax top Y coord
  95309. * @returns points that make the resulting rectation
  95310. */
  95311. Polygon.Rectangle = function (xmin, ymin, xmax, ymax) {
  95312. return [
  95313. new BABYLON.Vector2(xmin, ymin),
  95314. new BABYLON.Vector2(xmax, ymin),
  95315. new BABYLON.Vector2(xmax, ymax),
  95316. new BABYLON.Vector2(xmin, ymax)
  95317. ];
  95318. };
  95319. /**
  95320. * Creates a circle
  95321. * @param radius radius of circle
  95322. * @param cx scale in x
  95323. * @param cy scale in y
  95324. * @param numberOfSides number of sides that make up the circle
  95325. * @returns points that make the resulting circle
  95326. */
  95327. Polygon.Circle = function (radius, cx, cy, numberOfSides) {
  95328. if (cx === void 0) { cx = 0; }
  95329. if (cy === void 0) { cy = 0; }
  95330. if (numberOfSides === void 0) { numberOfSides = 32; }
  95331. var result = new Array();
  95332. var angle = 0;
  95333. var increment = (Math.PI * 2) / numberOfSides;
  95334. for (var i = 0; i < numberOfSides; i++) {
  95335. result.push(new BABYLON.Vector2(cx + Math.cos(angle) * radius, cy + Math.sin(angle) * radius));
  95336. angle -= increment;
  95337. }
  95338. return result;
  95339. };
  95340. /**
  95341. * Creates a polygon from input string
  95342. * @param input Input polygon data
  95343. * @returns the parsed points
  95344. */
  95345. Polygon.Parse = function (input) {
  95346. var floats = input.split(/[^-+eE\.\d]+/).map(parseFloat).filter(function (val) { return (!isNaN(val)); });
  95347. var i, result = [];
  95348. for (i = 0; i < (floats.length & 0x7FFFFFFE); i += 2) {
  95349. result.push(new BABYLON.Vector2(floats[i], floats[i + 1]));
  95350. }
  95351. return result;
  95352. };
  95353. /**
  95354. * Starts building a polygon from x and y coordinates
  95355. * @param x x coordinate
  95356. * @param y y coordinate
  95357. * @returns the started path2
  95358. */
  95359. Polygon.StartingAt = function (x, y) {
  95360. return BABYLON.Path2.StartingAt(x, y);
  95361. };
  95362. return Polygon;
  95363. }());
  95364. BABYLON.Polygon = Polygon;
  95365. /**
  95366. * Builds a polygon
  95367. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  95368. */
  95369. var PolygonMeshBuilder = /** @class */ (function () {
  95370. /**
  95371. * Creates a PolygonMeshBuilder
  95372. * @param name name of the builder
  95373. * @param contours Path of the polygon
  95374. * @param scene scene to add to
  95375. */
  95376. function PolygonMeshBuilder(name, contours, scene) {
  95377. this._points = new PolygonPoints();
  95378. this._outlinepoints = new PolygonPoints();
  95379. this._holes = new Array();
  95380. this._epoints = new Array();
  95381. this._eholes = new Array();
  95382. this._name = name;
  95383. this._scene = scene;
  95384. var points;
  95385. if (contours instanceof BABYLON.Path2) {
  95386. points = contours.getPoints();
  95387. }
  95388. else {
  95389. points = contours;
  95390. }
  95391. this._addToepoint(points);
  95392. this._points.add(points);
  95393. this._outlinepoints.add(points);
  95394. if (typeof earcut === 'undefined') {
  95395. BABYLON.Tools.Warn("Earcut was not found, the polygon will not be built.");
  95396. }
  95397. }
  95398. PolygonMeshBuilder.prototype._addToepoint = function (points) {
  95399. for (var _i = 0, points_1 = points; _i < points_1.length; _i++) {
  95400. var p = points_1[_i];
  95401. this._epoints.push(p.x, p.y);
  95402. }
  95403. };
  95404. /**
  95405. * Adds a whole within the polygon
  95406. * @param hole Array of points defining the hole
  95407. * @returns this
  95408. */
  95409. PolygonMeshBuilder.prototype.addHole = function (hole) {
  95410. this._points.add(hole);
  95411. var holepoints = new PolygonPoints();
  95412. holepoints.add(hole);
  95413. this._holes.push(holepoints);
  95414. this._eholes.push(this._epoints.length / 2);
  95415. this._addToepoint(hole);
  95416. return this;
  95417. };
  95418. /**
  95419. * Creates the polygon
  95420. * @param updatable If the mesh should be updatable
  95421. * @param depth The depth of the mesh created
  95422. * @returns the created mesh
  95423. */
  95424. PolygonMeshBuilder.prototype.build = function (updatable, depth) {
  95425. var _this = this;
  95426. if (updatable === void 0) { updatable = false; }
  95427. if (depth === void 0) { depth = 0; }
  95428. var result = new BABYLON.Mesh(this._name, this._scene);
  95429. var normals = new Array();
  95430. var positions = new Array();
  95431. var uvs = new Array();
  95432. var bounds = this._points.computeBounds();
  95433. this._points.elements.forEach(function (p) {
  95434. normals.push(0, 1.0, 0);
  95435. positions.push(p.x, 0, p.y);
  95436. uvs.push((p.x - bounds.min.x) / bounds.width, (p.y - bounds.min.y) / bounds.height);
  95437. });
  95438. var indices = new Array();
  95439. var res = earcut(this._epoints, this._eholes, 2);
  95440. for (var i = 0; i < res.length; i++) {
  95441. indices.push(res[i]);
  95442. }
  95443. if (depth > 0) {
  95444. var positionscount = (positions.length / 3); //get the current pointcount
  95445. this._points.elements.forEach(function (p) {
  95446. normals.push(0, -1.0, 0);
  95447. positions.push(p.x, -depth, p.y);
  95448. uvs.push(1 - (p.x - bounds.min.x) / bounds.width, 1 - (p.y - bounds.min.y) / bounds.height);
  95449. });
  95450. var totalCount = indices.length;
  95451. for (var i = 0; i < totalCount; i += 3) {
  95452. var i0 = indices[i + 0];
  95453. var i1 = indices[i + 1];
  95454. var i2 = indices[i + 2];
  95455. indices.push(i2 + positionscount);
  95456. indices.push(i1 + positionscount);
  95457. indices.push(i0 + positionscount);
  95458. }
  95459. //Add the sides
  95460. this.addSide(positions, normals, uvs, indices, bounds, this._outlinepoints, depth, false);
  95461. this._holes.forEach(function (hole) {
  95462. _this.addSide(positions, normals, uvs, indices, bounds, hole, depth, true);
  95463. });
  95464. }
  95465. result.setVerticesData(BABYLON.VertexBuffer.PositionKind, positions, updatable);
  95466. result.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals, updatable);
  95467. result.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs, updatable);
  95468. result.setIndices(indices);
  95469. return result;
  95470. };
  95471. /**
  95472. * Adds a side to the polygon
  95473. * @param positions points that make the polygon
  95474. * @param normals normals of the polygon
  95475. * @param uvs uvs of the polygon
  95476. * @param indices indices of the polygon
  95477. * @param bounds bounds of the polygon
  95478. * @param points points of the polygon
  95479. * @param depth depth of the polygon
  95480. * @param flip flip of the polygon
  95481. */
  95482. PolygonMeshBuilder.prototype.addSide = function (positions, normals, uvs, indices, bounds, points, depth, flip) {
  95483. var StartIndex = positions.length / 3;
  95484. var ulength = 0;
  95485. for (var i = 0; i < points.elements.length; i++) {
  95486. var p = points.elements[i];
  95487. var p1;
  95488. if ((i + 1) > points.elements.length - 1) {
  95489. p1 = points.elements[0];
  95490. }
  95491. else {
  95492. p1 = points.elements[i + 1];
  95493. }
  95494. positions.push(p.x, 0, p.y);
  95495. positions.push(p.x, -depth, p.y);
  95496. positions.push(p1.x, 0, p1.y);
  95497. positions.push(p1.x, -depth, p1.y);
  95498. var v1 = new BABYLON.Vector3(p.x, 0, p.y);
  95499. var v2 = new BABYLON.Vector3(p1.x, 0, p1.y);
  95500. var v3 = v2.subtract(v1);
  95501. var v4 = new BABYLON.Vector3(0, 1, 0);
  95502. var vn = BABYLON.Vector3.Cross(v3, v4);
  95503. vn = vn.normalize();
  95504. uvs.push(ulength / bounds.width, 0);
  95505. uvs.push(ulength / bounds.width, 1);
  95506. ulength += v3.length();
  95507. uvs.push((ulength / bounds.width), 0);
  95508. uvs.push((ulength / bounds.width), 1);
  95509. if (!flip) {
  95510. normals.push(-vn.x, -vn.y, -vn.z);
  95511. normals.push(-vn.x, -vn.y, -vn.z);
  95512. normals.push(-vn.x, -vn.y, -vn.z);
  95513. normals.push(-vn.x, -vn.y, -vn.z);
  95514. indices.push(StartIndex);
  95515. indices.push(StartIndex + 1);
  95516. indices.push(StartIndex + 2);
  95517. indices.push(StartIndex + 1);
  95518. indices.push(StartIndex + 3);
  95519. indices.push(StartIndex + 2);
  95520. }
  95521. else {
  95522. normals.push(vn.x, vn.y, vn.z);
  95523. normals.push(vn.x, vn.y, vn.z);
  95524. normals.push(vn.x, vn.y, vn.z);
  95525. normals.push(vn.x, vn.y, vn.z);
  95526. indices.push(StartIndex);
  95527. indices.push(StartIndex + 2);
  95528. indices.push(StartIndex + 1);
  95529. indices.push(StartIndex + 1);
  95530. indices.push(StartIndex + 2);
  95531. indices.push(StartIndex + 3);
  95532. }
  95533. StartIndex += 4;
  95534. }
  95535. };
  95536. return PolygonMeshBuilder;
  95537. }());
  95538. BABYLON.PolygonMeshBuilder = PolygonMeshBuilder;
  95539. })(BABYLON || (BABYLON = {}));
  95540. //# sourceMappingURL=babylon.polygonMesh.js.map
  95541. var BABYLON;
  95542. (function (BABYLON) {
  95543. /**
  95544. * Unique ID when we import meshes from Babylon to CSG
  95545. */
  95546. var currentCSGMeshId = 0;
  95547. /**
  95548. * Represents a vertex of a polygon. Use your own vertex class instead of this
  95549. * one to provide additional features like texture coordinates and vertex
  95550. * colors. Custom vertex classes need to provide a `pos` property and `clone()`,
  95551. * `flip()`, and `interpolate()` methods that behave analogous to the ones
  95552. * defined by `BABYLON.CSG.Vertex`. This class provides `normal` so convenience
  95553. * functions like `BABYLON.CSG.sphere()` can return a smooth vertex normal, but `normal`
  95554. * is not used anywhere else.
  95555. * Same goes for uv, it allows to keep the original vertex uv coordinates of the 2 meshes
  95556. */
  95557. var Vertex = /** @class */ (function () {
  95558. /**
  95559. * Initializes the vertex
  95560. * @param pos The position of the vertex
  95561. * @param normal The normal of the vertex
  95562. * @param uv The texture coordinate of the vertex
  95563. */
  95564. function Vertex(
  95565. /**
  95566. * The position of the vertex
  95567. */
  95568. pos,
  95569. /**
  95570. * The normal of the vertex
  95571. */
  95572. normal,
  95573. /**
  95574. * The texture coordinate of the vertex
  95575. */
  95576. uv) {
  95577. this.pos = pos;
  95578. this.normal = normal;
  95579. this.uv = uv;
  95580. }
  95581. /**
  95582. * Make a clone, or deep copy, of the vertex
  95583. * @returns A new Vertex
  95584. */
  95585. Vertex.prototype.clone = function () {
  95586. return new Vertex(this.pos.clone(), this.normal.clone(), this.uv.clone());
  95587. };
  95588. /**
  95589. * Invert all orientation-specific data (e.g. vertex normal). Called when the
  95590. * orientation of a polygon is flipped.
  95591. */
  95592. Vertex.prototype.flip = function () {
  95593. this.normal = this.normal.scale(-1);
  95594. };
  95595. /**
  95596. * Create a new vertex between this vertex and `other` by linearly
  95597. * interpolating all properties using a parameter of `t`. Subclasses should
  95598. * override this to interpolate additional properties.
  95599. * @param other the vertex to interpolate against
  95600. * @param t The factor used to linearly interpolate between the vertices
  95601. */
  95602. Vertex.prototype.interpolate = function (other, t) {
  95603. 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));
  95604. };
  95605. return Vertex;
  95606. }());
  95607. /**
  95608. * Represents a plane in 3D space.
  95609. */
  95610. var Plane = /** @class */ (function () {
  95611. /**
  95612. * Initializes the plane
  95613. * @param normal The normal for the plane
  95614. * @param w
  95615. */
  95616. function Plane(normal, w) {
  95617. this.normal = normal;
  95618. this.w = w;
  95619. }
  95620. /**
  95621. * Construct a plane from three points
  95622. * @param a Point a
  95623. * @param b Point b
  95624. * @param c Point c
  95625. */
  95626. Plane.FromPoints = function (a, b, c) {
  95627. var v0 = c.subtract(a);
  95628. var v1 = b.subtract(a);
  95629. if (v0.lengthSquared() === 0 || v1.lengthSquared() === 0) {
  95630. return null;
  95631. }
  95632. var n = BABYLON.Vector3.Normalize(BABYLON.Vector3.Cross(v0, v1));
  95633. return new Plane(n, BABYLON.Vector3.Dot(n, a));
  95634. };
  95635. /**
  95636. * Clone, or make a deep copy of the plane
  95637. * @returns a new Plane
  95638. */
  95639. Plane.prototype.clone = function () {
  95640. return new Plane(this.normal.clone(), this.w);
  95641. };
  95642. /**
  95643. * Flip the face of the plane
  95644. */
  95645. Plane.prototype.flip = function () {
  95646. this.normal.scaleInPlace(-1);
  95647. this.w = -this.w;
  95648. };
  95649. /**
  95650. * Split `polygon` by this plane if needed, then put the polygon or polygon
  95651. * fragments in the appropriate lists. Coplanar polygons go into either
  95652. `* coplanarFront` or `coplanarBack` depending on their orientation with
  95653. * respect to this plane. Polygons in front or in back of this plane go into
  95654. * either `front` or `back`
  95655. * @param polygon The polygon to be split
  95656. * @param coplanarFront Will contain polygons coplanar with the plane that are oriented to the front of the plane
  95657. * @param coplanarBack Will contain polygons coplanar with the plane that are oriented to the back of the plane
  95658. * @param front Will contain the polygons in front of the plane
  95659. * @param back Will contain the polygons begind the plane
  95660. */
  95661. Plane.prototype.splitPolygon = function (polygon, coplanarFront, coplanarBack, front, back) {
  95662. var COPLANAR = 0;
  95663. var FRONT = 1;
  95664. var BACK = 2;
  95665. var SPANNING = 3;
  95666. // Classify each point as well as the entire polygon into one of the above
  95667. // four classes.
  95668. var polygonType = 0;
  95669. var types = [];
  95670. var i;
  95671. var t;
  95672. for (i = 0; i < polygon.vertices.length; i++) {
  95673. t = BABYLON.Vector3.Dot(this.normal, polygon.vertices[i].pos) - this.w;
  95674. var type = (t < -Plane.EPSILON) ? BACK : (t > Plane.EPSILON) ? FRONT : COPLANAR;
  95675. polygonType |= type;
  95676. types.push(type);
  95677. }
  95678. // Put the polygon in the correct list, splitting it when necessary
  95679. switch (polygonType) {
  95680. case COPLANAR:
  95681. (BABYLON.Vector3.Dot(this.normal, polygon.plane.normal) > 0 ? coplanarFront : coplanarBack).push(polygon);
  95682. break;
  95683. case FRONT:
  95684. front.push(polygon);
  95685. break;
  95686. case BACK:
  95687. back.push(polygon);
  95688. break;
  95689. case SPANNING:
  95690. var f = [], b = [];
  95691. for (i = 0; i < polygon.vertices.length; i++) {
  95692. var j = (i + 1) % polygon.vertices.length;
  95693. var ti = types[i], tj = types[j];
  95694. var vi = polygon.vertices[i], vj = polygon.vertices[j];
  95695. if (ti !== BACK) {
  95696. f.push(vi);
  95697. }
  95698. if (ti !== FRONT) {
  95699. b.push(ti !== BACK ? vi.clone() : vi);
  95700. }
  95701. if ((ti | tj) === SPANNING) {
  95702. t = (this.w - BABYLON.Vector3.Dot(this.normal, vi.pos)) / BABYLON.Vector3.Dot(this.normal, vj.pos.subtract(vi.pos));
  95703. var v = vi.interpolate(vj, t);
  95704. f.push(v);
  95705. b.push(v.clone());
  95706. }
  95707. }
  95708. var poly;
  95709. if (f.length >= 3) {
  95710. poly = new Polygon(f, polygon.shared);
  95711. if (poly.plane) {
  95712. front.push(poly);
  95713. }
  95714. }
  95715. if (b.length >= 3) {
  95716. poly = new Polygon(b, polygon.shared);
  95717. if (poly.plane) {
  95718. back.push(poly);
  95719. }
  95720. }
  95721. break;
  95722. }
  95723. };
  95724. /**
  95725. * `BABYLON.CSG.Plane.EPSILON` is the tolerance used by `splitPolygon()` to decide if a
  95726. * point is on the plane
  95727. */
  95728. Plane.EPSILON = 1e-5;
  95729. return Plane;
  95730. }());
  95731. /**
  95732. * Represents a convex polygon. The vertices used to initialize a polygon must
  95733. * be coplanar and form a convex loop.
  95734. *
  95735. * Each convex polygon has a `shared` property, which is shared between all
  95736. * polygons that are clones of each other or were split from the same polygon.
  95737. * This can be used to define per-polygon properties (such as surface color)
  95738. */
  95739. var Polygon = /** @class */ (function () {
  95740. /**
  95741. * Initializes the polygon
  95742. * @param vertices The vertices of the polygon
  95743. * @param shared The properties shared across all polygons
  95744. */
  95745. function Polygon(vertices, shared) {
  95746. this.vertices = vertices;
  95747. this.shared = shared;
  95748. this.plane = Plane.FromPoints(vertices[0].pos, vertices[1].pos, vertices[2].pos);
  95749. }
  95750. /**
  95751. * Clones, or makes a deep copy, or the polygon
  95752. */
  95753. Polygon.prototype.clone = function () {
  95754. var vertices = this.vertices.map(function (v) { return v.clone(); });
  95755. return new Polygon(vertices, this.shared);
  95756. };
  95757. /**
  95758. * Flips the faces of the polygon
  95759. */
  95760. Polygon.prototype.flip = function () {
  95761. this.vertices.reverse().map(function (v) { v.flip(); });
  95762. this.plane.flip();
  95763. };
  95764. return Polygon;
  95765. }());
  95766. /**
  95767. * Holds a node in a BSP tree. A BSP tree is built from a collection of polygons
  95768. * by picking a polygon to split along. That polygon (and all other coplanar
  95769. * polygons) are added directly to that node and the other polygons are added to
  95770. * the front and/or back subtrees. This is not a leafy BSP tree since there is
  95771. * no distinction between internal and leaf nodes
  95772. */
  95773. var Node = /** @class */ (function () {
  95774. /**
  95775. * Initializes the node
  95776. * @param polygons A collection of polygons held in the node
  95777. */
  95778. function Node(polygons) {
  95779. this.plane = null;
  95780. this.front = null;
  95781. this.back = null;
  95782. this.polygons = new Array();
  95783. if (polygons) {
  95784. this.build(polygons);
  95785. }
  95786. }
  95787. /**
  95788. * Clones, or makes a deep copy, of the node
  95789. * @returns The cloned node
  95790. */
  95791. Node.prototype.clone = function () {
  95792. var node = new Node();
  95793. node.plane = this.plane && this.plane.clone();
  95794. node.front = this.front && this.front.clone();
  95795. node.back = this.back && this.back.clone();
  95796. node.polygons = this.polygons.map(function (p) { return p.clone(); });
  95797. return node;
  95798. };
  95799. /**
  95800. * Convert solid space to empty space and empty space to solid space
  95801. */
  95802. Node.prototype.invert = function () {
  95803. for (var i = 0; i < this.polygons.length; i++) {
  95804. this.polygons[i].flip();
  95805. }
  95806. if (this.plane) {
  95807. this.plane.flip();
  95808. }
  95809. if (this.front) {
  95810. this.front.invert();
  95811. }
  95812. if (this.back) {
  95813. this.back.invert();
  95814. }
  95815. var temp = this.front;
  95816. this.front = this.back;
  95817. this.back = temp;
  95818. };
  95819. /**
  95820. * Recursively remove all polygons in `polygons` that are inside this BSP
  95821. * tree.
  95822. * @param polygons Polygons to remove from the BSP
  95823. * @returns Polygons clipped from the BSP
  95824. */
  95825. Node.prototype.clipPolygons = function (polygons) {
  95826. if (!this.plane) {
  95827. return polygons.slice();
  95828. }
  95829. var front = new Array(), back = new Array();
  95830. for (var i = 0; i < polygons.length; i++) {
  95831. this.plane.splitPolygon(polygons[i], front, back, front, back);
  95832. }
  95833. if (this.front) {
  95834. front = this.front.clipPolygons(front);
  95835. }
  95836. if (this.back) {
  95837. back = this.back.clipPolygons(back);
  95838. }
  95839. else {
  95840. back = [];
  95841. }
  95842. return front.concat(back);
  95843. };
  95844. /**
  95845. * Remove all polygons in this BSP tree that are inside the other BSP tree
  95846. * `bsp`.
  95847. * @param bsp BSP containing polygons to remove from this BSP
  95848. */
  95849. Node.prototype.clipTo = function (bsp) {
  95850. this.polygons = bsp.clipPolygons(this.polygons);
  95851. if (this.front) {
  95852. this.front.clipTo(bsp);
  95853. }
  95854. if (this.back) {
  95855. this.back.clipTo(bsp);
  95856. }
  95857. };
  95858. /**
  95859. * Return a list of all polygons in this BSP tree
  95860. * @returns List of all polygons in this BSP tree
  95861. */
  95862. Node.prototype.allPolygons = function () {
  95863. var polygons = this.polygons.slice();
  95864. if (this.front) {
  95865. polygons = polygons.concat(this.front.allPolygons());
  95866. }
  95867. if (this.back) {
  95868. polygons = polygons.concat(this.back.allPolygons());
  95869. }
  95870. return polygons;
  95871. };
  95872. /**
  95873. * Build a BSP tree out of `polygons`. When called on an existing tree, the
  95874. * new polygons are filtered down to the bottom of the tree and become new
  95875. * nodes there. Each set of polygons is partitioned using the first polygon
  95876. * (no heuristic is used to pick a good split)
  95877. * @param polygons Polygons used to construct the BSP tree
  95878. */
  95879. Node.prototype.build = function (polygons) {
  95880. if (!polygons.length) {
  95881. return;
  95882. }
  95883. if (!this.plane) {
  95884. this.plane = polygons[0].plane.clone();
  95885. }
  95886. var front = new Array(), back = new Array();
  95887. for (var i = 0; i < polygons.length; i++) {
  95888. this.plane.splitPolygon(polygons[i], this.polygons, this.polygons, front, back);
  95889. }
  95890. if (front.length) {
  95891. if (!this.front) {
  95892. this.front = new Node();
  95893. }
  95894. this.front.build(front);
  95895. }
  95896. if (back.length) {
  95897. if (!this.back) {
  95898. this.back = new Node();
  95899. }
  95900. this.back.build(back);
  95901. }
  95902. };
  95903. return Node;
  95904. }());
  95905. /**
  95906. * Class for building Constructive Solid Geometry
  95907. */
  95908. var CSG = /** @class */ (function () {
  95909. function CSG() {
  95910. this.polygons = new Array();
  95911. }
  95912. /**
  95913. * Convert the BABYLON.Mesh to BABYLON.CSG
  95914. * @param mesh The BABYLON.Mesh to convert to BABYLON.CSG
  95915. * @returns A new BABYLON.CSG from the BABYLON.Mesh
  95916. */
  95917. CSG.FromMesh = function (mesh) {
  95918. var vertex, normal, uv, position, polygon, polygons = new Array(), vertices;
  95919. var matrix, meshPosition, meshRotation, meshRotationQuaternion = null, meshScaling;
  95920. if (mesh instanceof BABYLON.Mesh) {
  95921. mesh.computeWorldMatrix(true);
  95922. matrix = mesh.getWorldMatrix();
  95923. meshPosition = mesh.position.clone();
  95924. meshRotation = mesh.rotation.clone();
  95925. if (mesh.rotationQuaternion) {
  95926. meshRotationQuaternion = mesh.rotationQuaternion.clone();
  95927. }
  95928. meshScaling = mesh.scaling.clone();
  95929. }
  95930. else {
  95931. throw 'BABYLON.CSG: Wrong Mesh type, must be BABYLON.Mesh';
  95932. }
  95933. var indices = mesh.getIndices(), positions = mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind), normals = mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind), uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  95934. var subMeshes = mesh.subMeshes;
  95935. for (var sm = 0, sml = subMeshes.length; sm < sml; sm++) {
  95936. for (var i = subMeshes[sm].indexStart, il = subMeshes[sm].indexCount + subMeshes[sm].indexStart; i < il; i += 3) {
  95937. vertices = [];
  95938. for (var j = 0; j < 3; j++) {
  95939. var sourceNormal = new BABYLON.Vector3(normals[indices[i + j] * 3], normals[indices[i + j] * 3 + 1], normals[indices[i + j] * 3 + 2]);
  95940. uv = new BABYLON.Vector2(uvs[indices[i + j] * 2], uvs[indices[i + j] * 2 + 1]);
  95941. var sourcePosition = new BABYLON.Vector3(positions[indices[i + j] * 3], positions[indices[i + j] * 3 + 1], positions[indices[i + j] * 3 + 2]);
  95942. position = BABYLON.Vector3.TransformCoordinates(sourcePosition, matrix);
  95943. normal = BABYLON.Vector3.TransformNormal(sourceNormal, matrix);
  95944. vertex = new Vertex(position, normal, uv);
  95945. vertices.push(vertex);
  95946. }
  95947. polygon = new Polygon(vertices, { subMeshId: sm, meshId: currentCSGMeshId, materialIndex: subMeshes[sm].materialIndex });
  95948. // To handle the case of degenerated triangle
  95949. // polygon.plane == null <=> the polygon does not represent 1 single plane <=> the triangle is degenerated
  95950. if (polygon.plane) {
  95951. polygons.push(polygon);
  95952. }
  95953. }
  95954. }
  95955. var csg = CSG.FromPolygons(polygons);
  95956. csg.matrix = matrix;
  95957. csg.position = meshPosition;
  95958. csg.rotation = meshRotation;
  95959. csg.scaling = meshScaling;
  95960. csg.rotationQuaternion = meshRotationQuaternion;
  95961. currentCSGMeshId++;
  95962. return csg;
  95963. };
  95964. /**
  95965. * Construct a BABYLON.CSG solid from a list of `BABYLON.CSG.Polygon` instances.
  95966. * @param polygons Polygons used to construct a BABYLON.CSG solid
  95967. */
  95968. CSG.FromPolygons = function (polygons) {
  95969. var csg = new CSG();
  95970. csg.polygons = polygons;
  95971. return csg;
  95972. };
  95973. /**
  95974. * Clones, or makes a deep copy, of the BABYLON.CSG
  95975. * @returns A new BABYLON.CSG
  95976. */
  95977. CSG.prototype.clone = function () {
  95978. var csg = new CSG();
  95979. csg.polygons = this.polygons.map(function (p) { return p.clone(); });
  95980. csg.copyTransformAttributes(this);
  95981. return csg;
  95982. };
  95983. /**
  95984. * Unions this CSG with another CSG
  95985. * @param csg The CSG to union against this CSG
  95986. * @returns The unioned CSG
  95987. */
  95988. CSG.prototype.union = function (csg) {
  95989. var a = new Node(this.clone().polygons);
  95990. var b = new Node(csg.clone().polygons);
  95991. a.clipTo(b);
  95992. b.clipTo(a);
  95993. b.invert();
  95994. b.clipTo(a);
  95995. b.invert();
  95996. a.build(b.allPolygons());
  95997. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  95998. };
  95999. /**
  96000. * Unions this CSG with another CSG in place
  96001. * @param csg The CSG to union against this CSG
  96002. */
  96003. CSG.prototype.unionInPlace = function (csg) {
  96004. var a = new Node(this.polygons);
  96005. var b = new Node(csg.polygons);
  96006. a.clipTo(b);
  96007. b.clipTo(a);
  96008. b.invert();
  96009. b.clipTo(a);
  96010. b.invert();
  96011. a.build(b.allPolygons());
  96012. this.polygons = a.allPolygons();
  96013. };
  96014. /**
  96015. * Subtracts this CSG with another CSG
  96016. * @param csg The CSG to subtract against this CSG
  96017. * @returns A new BABYLON.CSG
  96018. */
  96019. CSG.prototype.subtract = function (csg) {
  96020. var a = new Node(this.clone().polygons);
  96021. var b = new Node(csg.clone().polygons);
  96022. a.invert();
  96023. a.clipTo(b);
  96024. b.clipTo(a);
  96025. b.invert();
  96026. b.clipTo(a);
  96027. b.invert();
  96028. a.build(b.allPolygons());
  96029. a.invert();
  96030. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96031. };
  96032. /**
  96033. * Subtracts this CSG with another CSG in place
  96034. * @param csg The CSG to subtact against this CSG
  96035. */
  96036. CSG.prototype.subtractInPlace = function (csg) {
  96037. var a = new Node(this.polygons);
  96038. var b = new Node(csg.polygons);
  96039. a.invert();
  96040. a.clipTo(b);
  96041. b.clipTo(a);
  96042. b.invert();
  96043. b.clipTo(a);
  96044. b.invert();
  96045. a.build(b.allPolygons());
  96046. a.invert();
  96047. this.polygons = a.allPolygons();
  96048. };
  96049. /**
  96050. * Intersect this CSG with another CSG
  96051. * @param csg The CSG to intersect against this CSG
  96052. * @returns A new BABYLON.CSG
  96053. */
  96054. CSG.prototype.intersect = function (csg) {
  96055. var a = new Node(this.clone().polygons);
  96056. var b = new Node(csg.clone().polygons);
  96057. a.invert();
  96058. b.clipTo(a);
  96059. b.invert();
  96060. a.clipTo(b);
  96061. b.clipTo(a);
  96062. a.build(b.allPolygons());
  96063. a.invert();
  96064. return CSG.FromPolygons(a.allPolygons()).copyTransformAttributes(this);
  96065. };
  96066. /**
  96067. * Intersects this CSG with another CSG in place
  96068. * @param csg The CSG to intersect against this CSG
  96069. */
  96070. CSG.prototype.intersectInPlace = function (csg) {
  96071. var a = new Node(this.polygons);
  96072. var b = new Node(csg.polygons);
  96073. a.invert();
  96074. b.clipTo(a);
  96075. b.invert();
  96076. a.clipTo(b);
  96077. b.clipTo(a);
  96078. a.build(b.allPolygons());
  96079. a.invert();
  96080. this.polygons = a.allPolygons();
  96081. };
  96082. /**
  96083. * Return a new BABYLON.CSG solid with solid and empty space switched. This solid is
  96084. * not modified.
  96085. * @returns A new BABYLON.CSG solid with solid and empty space switched
  96086. */
  96087. CSG.prototype.inverse = function () {
  96088. var csg = this.clone();
  96089. csg.inverseInPlace();
  96090. return csg;
  96091. };
  96092. /**
  96093. * Inverses the BABYLON.CSG in place
  96094. */
  96095. CSG.prototype.inverseInPlace = function () {
  96096. this.polygons.map(function (p) { p.flip(); });
  96097. };
  96098. /**
  96099. * This is used to keep meshes transformations so they can be restored
  96100. * when we build back a Babylon Mesh
  96101. * NB : All CSG operations are performed in world coordinates
  96102. * @param csg The BABYLON.CSG to copy the transform attributes from
  96103. * @returns This BABYLON.CSG
  96104. */
  96105. CSG.prototype.copyTransformAttributes = function (csg) {
  96106. this.matrix = csg.matrix;
  96107. this.position = csg.position;
  96108. this.rotation = csg.rotation;
  96109. this.scaling = csg.scaling;
  96110. this.rotationQuaternion = csg.rotationQuaternion;
  96111. return this;
  96112. };
  96113. /**
  96114. * Build Raw mesh from CSG
  96115. * Coordinates here are in world space
  96116. * @param name The name of the mesh geometry
  96117. * @param scene The BABYLON.Scene
  96118. * @param keepSubMeshes Specifies if the submeshes should be kept
  96119. * @returns A new BABYLON.Mesh
  96120. */
  96121. CSG.prototype.buildMeshGeometry = function (name, scene, keepSubMeshes) {
  96122. var matrix = this.matrix.clone();
  96123. matrix.invert();
  96124. 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;
  96125. if (keepSubMeshes) {
  96126. // Sort Polygons, since subMeshes are indices range
  96127. polygons.sort(function (a, b) {
  96128. if (a.shared.meshId === b.shared.meshId) {
  96129. return a.shared.subMeshId - b.shared.subMeshId;
  96130. }
  96131. else {
  96132. return a.shared.meshId - b.shared.meshId;
  96133. }
  96134. });
  96135. }
  96136. for (var i = 0, il = polygons.length; i < il; i++) {
  96137. polygon = polygons[i];
  96138. // Building SubMeshes
  96139. if (!subMesh_dict[polygon.shared.meshId]) {
  96140. subMesh_dict[polygon.shared.meshId] = {};
  96141. }
  96142. if (!subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId]) {
  96143. subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId] = {
  96144. indexStart: +Infinity,
  96145. indexEnd: -Infinity,
  96146. materialIndex: polygon.shared.materialIndex
  96147. };
  96148. }
  96149. subMesh_obj = subMesh_dict[polygon.shared.meshId][polygon.shared.subMeshId];
  96150. for (var j = 2, jl = polygon.vertices.length; j < jl; j++) {
  96151. polygonIndices[0] = 0;
  96152. polygonIndices[1] = j - 1;
  96153. polygonIndices[2] = j;
  96154. for (var k = 0; k < 3; k++) {
  96155. vertex.copyFrom(polygon.vertices[polygonIndices[k]].pos);
  96156. normal.copyFrom(polygon.vertices[polygonIndices[k]].normal);
  96157. uv.copyFrom(polygon.vertices[polygonIndices[k]].uv);
  96158. var localVertex = BABYLON.Vector3.TransformCoordinates(vertex, matrix);
  96159. var localNormal = BABYLON.Vector3.TransformNormal(normal, matrix);
  96160. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z];
  96161. // Check if 2 points can be merged
  96162. if (!(typeof vertex_idx !== 'undefined' &&
  96163. normals[vertex_idx * 3] === localNormal.x &&
  96164. normals[vertex_idx * 3 + 1] === localNormal.y &&
  96165. normals[vertex_idx * 3 + 2] === localNormal.z &&
  96166. uvs[vertex_idx * 2] === uv.x &&
  96167. uvs[vertex_idx * 2 + 1] === uv.y)) {
  96168. vertices.push(localVertex.x, localVertex.y, localVertex.z);
  96169. uvs.push(uv.x, uv.y);
  96170. normals.push(normal.x, normal.y, normal.z);
  96171. vertex_idx = vertice_dict[localVertex.x + ',' + localVertex.y + ',' + localVertex.z] = (vertices.length / 3) - 1;
  96172. }
  96173. indices.push(vertex_idx);
  96174. subMesh_obj.indexStart = Math.min(currentIndex, subMesh_obj.indexStart);
  96175. subMesh_obj.indexEnd = Math.max(currentIndex, subMesh_obj.indexEnd);
  96176. currentIndex++;
  96177. }
  96178. }
  96179. }
  96180. mesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, vertices);
  96181. mesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, normals);
  96182. mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs);
  96183. mesh.setIndices(indices, null);
  96184. if (keepSubMeshes) {
  96185. // We offset the materialIndex by the previous number of materials in the CSG mixed meshes
  96186. var materialIndexOffset = 0, materialMaxIndex;
  96187. mesh.subMeshes = new Array();
  96188. for (var m in subMesh_dict) {
  96189. materialMaxIndex = -1;
  96190. for (var sm in subMesh_dict[m]) {
  96191. subMesh_obj = subMesh_dict[m][sm];
  96192. BABYLON.SubMesh.CreateFromIndices(subMesh_obj.materialIndex + materialIndexOffset, subMesh_obj.indexStart, subMesh_obj.indexEnd - subMesh_obj.indexStart + 1, mesh);
  96193. materialMaxIndex = Math.max(subMesh_obj.materialIndex, materialMaxIndex);
  96194. }
  96195. materialIndexOffset += ++materialMaxIndex;
  96196. }
  96197. }
  96198. return mesh;
  96199. };
  96200. /**
  96201. * Build Mesh from CSG taking material and transforms into account
  96202. * @param name The name of the BABYLON.Mesh
  96203. * @param material The material of the BABYLON.Mesh
  96204. * @param scene The BABYLON.Scene
  96205. * @param keepSubMeshes Specifies if submeshes should be kept
  96206. * @returns The new BABYLON.Mesh
  96207. */
  96208. CSG.prototype.toMesh = function (name, material, scene, keepSubMeshes) {
  96209. var mesh = this.buildMeshGeometry(name, scene, keepSubMeshes);
  96210. mesh.material = material;
  96211. mesh.position.copyFrom(this.position);
  96212. mesh.rotation.copyFrom(this.rotation);
  96213. if (this.rotationQuaternion) {
  96214. mesh.rotationQuaternion = this.rotationQuaternion.clone();
  96215. }
  96216. mesh.scaling.copyFrom(this.scaling);
  96217. mesh.computeWorldMatrix(true);
  96218. return mesh;
  96219. };
  96220. return CSG;
  96221. }());
  96222. BABYLON.CSG = CSG;
  96223. })(BABYLON || (BABYLON = {}));
  96224. //# sourceMappingURL=babylon.csg.js.map
  96225. var BABYLON;
  96226. (function (BABYLON) {
  96227. /**
  96228. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96229. * It controls one of the indiviual texture used in the effect.
  96230. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96231. */
  96232. var LensFlare = /** @class */ (function () {
  96233. /**
  96234. * Instantiates a new Lens Flare.
  96235. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96236. * It controls one of the indiviual texture used in the effect.
  96237. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96238. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  96239. * @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.
  96240. * @param color Define the lens color
  96241. * @param imgUrl Define the lens texture url
  96242. * @param system Define the `lensFlareSystem` this flare is part of
  96243. */
  96244. function LensFlare(
  96245. /**
  96246. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  96247. */
  96248. size,
  96249. /**
  96250. * 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.
  96251. */
  96252. position, color, imgUrl, system) {
  96253. this.size = size;
  96254. this.position = position;
  96255. /**
  96256. * Define the alpha mode to render this particular lens.
  96257. */
  96258. this.alphaMode = BABYLON.Engine.ALPHA_ONEONE;
  96259. this.color = color || new BABYLON.Color3(1, 1, 1);
  96260. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, system.getScene(), true) : null;
  96261. this._system = system;
  96262. system.lensFlares.push(this);
  96263. }
  96264. /**
  96265. * Creates a new Lens Flare.
  96266. * This represents one of the lens effect in a `BABYLON.lensFlareSystem`.
  96267. * It controls one of the indiviual texture used in the effect.
  96268. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96269. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  96270. * @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.
  96271. * @param color Define the lens color
  96272. * @param imgUrl Define the lens texture url
  96273. * @param system Define the `lensFlareSystem` this flare is part of
  96274. * @returns The newly created Lens Flare
  96275. */
  96276. LensFlare.AddFlare = function (size, position, color, imgUrl, system) {
  96277. return new LensFlare(size, position, color, imgUrl, system);
  96278. };
  96279. /**
  96280. * Dispose and release the lens flare with its associated resources.
  96281. */
  96282. LensFlare.prototype.dispose = function () {
  96283. if (this.texture) {
  96284. this.texture.dispose();
  96285. }
  96286. // Remove from scene
  96287. var index = this._system.lensFlares.indexOf(this);
  96288. this._system.lensFlares.splice(index, 1);
  96289. };
  96290. return LensFlare;
  96291. }());
  96292. BABYLON.LensFlare = LensFlare;
  96293. })(BABYLON || (BABYLON = {}));
  96294. //# sourceMappingURL=babylon.lensFlare.js.map
  96295. var BABYLON;
  96296. (function (BABYLON) {
  96297. // Adds the parser to the scene parsers.
  96298. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM, function (parsedData, scene, container, rootUrl) {
  96299. // Lens flares
  96300. if (parsedData.lensFlareSystems !== undefined && parsedData.lensFlareSystems !== null) {
  96301. if (!container.lensFlareSystems) {
  96302. container.lensFlareSystems = new Array();
  96303. }
  96304. for (var index = 0, cache = parsedData.lensFlareSystems.length; index < cache; index++) {
  96305. var parsedLensFlareSystem = parsedData.lensFlareSystems[index];
  96306. var lf = BABYLON.LensFlareSystem.Parse(parsedLensFlareSystem, scene, rootUrl);
  96307. container.lensFlareSystems.push(lf);
  96308. }
  96309. }
  96310. });
  96311. BABYLON.AbstractScene.prototype.getLensFlareSystemByName = function (name) {
  96312. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96313. if (this.lensFlareSystems[index].name === name) {
  96314. return this.lensFlareSystems[index];
  96315. }
  96316. }
  96317. return null;
  96318. };
  96319. BABYLON.AbstractScene.prototype.getLensFlareSystemByID = function (id) {
  96320. for (var index = 0; index < this.lensFlareSystems.length; index++) {
  96321. if (this.lensFlareSystems[index].id === id) {
  96322. return this.lensFlareSystems[index];
  96323. }
  96324. }
  96325. return null;
  96326. };
  96327. BABYLON.AbstractScene.prototype.removeLensFlareSystem = function (toRemove) {
  96328. var index = this.lensFlareSystems.indexOf(toRemove);
  96329. if (index !== -1) {
  96330. this.lensFlareSystems.splice(index, 1);
  96331. }
  96332. return index;
  96333. };
  96334. BABYLON.AbstractScene.prototype.addLensFlareSystem = function (newLensFlareSystem) {
  96335. this.lensFlareSystems.push(newLensFlareSystem);
  96336. };
  96337. /**
  96338. * Defines the lens flare scene component responsible to manage any lens flares
  96339. * in a given scene.
  96340. */
  96341. var LensFlareSystemSceneComponent = /** @class */ (function () {
  96342. /**
  96343. * Creates a new instance of the component for the given scene
  96344. * @param scene Defines the scene to register the component in
  96345. */
  96346. function LensFlareSystemSceneComponent(scene) {
  96347. /**
  96348. * The component name helpfull to identify the component in the list of scene components.
  96349. */
  96350. this.name = BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM;
  96351. this.scene = scene;
  96352. scene.lensFlareSystems = new Array();
  96353. }
  96354. /**
  96355. * Registers the component in a given scene
  96356. */
  96357. LensFlareSystemSceneComponent.prototype.register = function () {
  96358. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LENSFLARESYSTEM, this, this._draw);
  96359. };
  96360. /**
  96361. * Rebuilds the elements related to this component in case of
  96362. * context lost for instance.
  96363. */
  96364. LensFlareSystemSceneComponent.prototype.rebuild = function () {
  96365. // Nothing to do for lens flare
  96366. };
  96367. /**
  96368. * Adds all the element from the container to the scene
  96369. * @param container the container holding the elements
  96370. */
  96371. LensFlareSystemSceneComponent.prototype.addFromContainer = function (container) {
  96372. var _this = this;
  96373. if (!container.lensFlareSystems) {
  96374. return;
  96375. }
  96376. container.lensFlareSystems.forEach(function (o) {
  96377. _this.scene.addLensFlareSystem(o);
  96378. });
  96379. };
  96380. /**
  96381. * Removes all the elements in the container from the scene
  96382. * @param container contains the elements to remove
  96383. */
  96384. LensFlareSystemSceneComponent.prototype.removeFromContainer = function (container) {
  96385. var _this = this;
  96386. if (!container.lensFlareSystems) {
  96387. return;
  96388. }
  96389. container.lensFlareSystems.forEach(function (o) {
  96390. _this.scene.removeLensFlareSystem(o);
  96391. });
  96392. };
  96393. /**
  96394. * Serializes the component data to the specified json object
  96395. * @param serializationObject The object to serialize to
  96396. */
  96397. LensFlareSystemSceneComponent.prototype.serialize = function (serializationObject) {
  96398. // Lens flares
  96399. serializationObject.lensFlareSystems = [];
  96400. var lensFlareSystems = this.scene.lensFlareSystems;
  96401. for (var _i = 0, lensFlareSystems_1 = lensFlareSystems; _i < lensFlareSystems_1.length; _i++) {
  96402. var lensFlareSystem = lensFlareSystems_1[_i];
  96403. serializationObject.lensFlareSystems.push(lensFlareSystem.serialize());
  96404. }
  96405. };
  96406. /**
  96407. * Disposes the component and the associated ressources.
  96408. */
  96409. LensFlareSystemSceneComponent.prototype.dispose = function () {
  96410. var lensFlareSystems = this.scene.lensFlareSystems;
  96411. while (lensFlareSystems.length) {
  96412. lensFlareSystems[0].dispose();
  96413. }
  96414. };
  96415. LensFlareSystemSceneComponent.prototype._draw = function (camera) {
  96416. // Lens flares
  96417. if (this.scene.lensFlaresEnabled) {
  96418. var lensFlareSystems = this.scene.lensFlareSystems;
  96419. BABYLON.Tools.StartPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96420. for (var _i = 0, lensFlareSystems_2 = lensFlareSystems; _i < lensFlareSystems_2.length; _i++) {
  96421. var lensFlareSystem = lensFlareSystems_2[_i];
  96422. if ((camera.layerMask & lensFlareSystem.layerMask) !== 0) {
  96423. lensFlareSystem.render();
  96424. }
  96425. }
  96426. BABYLON.Tools.EndPerformanceCounter("Lens flares", lensFlareSystems.length > 0);
  96427. }
  96428. };
  96429. return LensFlareSystemSceneComponent;
  96430. }());
  96431. BABYLON.LensFlareSystemSceneComponent = LensFlareSystemSceneComponent;
  96432. })(BABYLON || (BABYLON = {}));
  96433. //# sourceMappingURL=babylon.lensFlareSystemSceneComponent.js.map
  96434. var BABYLON;
  96435. (function (BABYLON) {
  96436. /**
  96437. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96438. * It is usually composed of several `BABYLON.lensFlare`.
  96439. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96440. */
  96441. var LensFlareSystem = /** @class */ (function () {
  96442. /**
  96443. * Instantiates a lens flare system.
  96444. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  96445. * It is usually composed of several `BABYLON.lensFlare`.
  96446. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  96447. * @param name Define the name of the lens flare system in the scene
  96448. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  96449. * @param scene Define the scene the lens flare system belongs to
  96450. */
  96451. function LensFlareSystem(
  96452. /**
  96453. * Define the name of the lens flare system
  96454. */
  96455. name, emitter, scene) {
  96456. this.name = name;
  96457. /**
  96458. * List of lens flares used in this system.
  96459. */
  96460. this.lensFlares = new Array();
  96461. /**
  96462. * Define a limit from the border the lens flare can be visible.
  96463. */
  96464. this.borderLimit = 300;
  96465. /**
  96466. * Define a viewport border we do not want to see the lens flare in.
  96467. */
  96468. this.viewportBorder = 0;
  96469. /**
  96470. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  96471. */
  96472. this.layerMask = 0x0FFFFFFF;
  96473. this._vertexBuffers = {};
  96474. this._isEnabled = true;
  96475. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  96476. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LENSFLARESYSTEM);
  96477. if (!component) {
  96478. component = new BABYLON.LensFlareSystemSceneComponent(this._scene);
  96479. scene._addComponent(component);
  96480. }
  96481. this._emitter = emitter;
  96482. this.id = name;
  96483. scene.lensFlareSystems.push(this);
  96484. this.meshesSelectionPredicate = function (m) { return (scene.activeCamera && m.material && m.isVisible && m.isEnabled() && m.isBlocker && ((m.layerMask & scene.activeCamera.layerMask) != 0)); };
  96485. var engine = scene.getEngine();
  96486. // VBO
  96487. var vertices = [];
  96488. vertices.push(1, 1);
  96489. vertices.push(-1, 1);
  96490. vertices.push(-1, -1);
  96491. vertices.push(1, -1);
  96492. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  96493. // Indices
  96494. var indices = [];
  96495. indices.push(0);
  96496. indices.push(1);
  96497. indices.push(2);
  96498. indices.push(0);
  96499. indices.push(2);
  96500. indices.push(3);
  96501. this._indexBuffer = engine.createIndexBuffer(indices);
  96502. // Effects
  96503. this._effect = engine.createEffect("lensFlare", [BABYLON.VertexBuffer.PositionKind], ["color", "viewportMatrix"], ["textureSampler"], "");
  96504. }
  96505. Object.defineProperty(LensFlareSystem.prototype, "isEnabled", {
  96506. /**
  96507. * Define if the lens flare system is enabled.
  96508. */
  96509. get: function () {
  96510. return this._isEnabled;
  96511. },
  96512. set: function (value) {
  96513. this._isEnabled = value;
  96514. },
  96515. enumerable: true,
  96516. configurable: true
  96517. });
  96518. /**
  96519. * Get the scene the effects belongs to.
  96520. * @returns the scene holding the lens flare system
  96521. */
  96522. LensFlareSystem.prototype.getScene = function () {
  96523. return this._scene;
  96524. };
  96525. /**
  96526. * Get the emitter of the lens flare system.
  96527. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96528. * @returns the emitter of the lens flare system
  96529. */
  96530. LensFlareSystem.prototype.getEmitter = function () {
  96531. return this._emitter;
  96532. };
  96533. /**
  96534. * Set the emitter of the lens flare system.
  96535. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  96536. * @param newEmitter Define the new emitter of the system
  96537. */
  96538. LensFlareSystem.prototype.setEmitter = function (newEmitter) {
  96539. this._emitter = newEmitter;
  96540. };
  96541. /**
  96542. * Get the lens flare system emitter position.
  96543. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  96544. * @returns the position
  96545. */
  96546. LensFlareSystem.prototype.getEmitterPosition = function () {
  96547. return this._emitter.getAbsolutePosition ? this._emitter.getAbsolutePosition() : this._emitter.position;
  96548. };
  96549. /**
  96550. * @hidden
  96551. */
  96552. LensFlareSystem.prototype.computeEffectivePosition = function (globalViewport) {
  96553. var position = this.getEmitterPosition();
  96554. position = BABYLON.Vector3.Project(position, BABYLON.Matrix.Identity(), this._scene.getTransformMatrix(), globalViewport);
  96555. this._positionX = position.x;
  96556. this._positionY = position.y;
  96557. position = BABYLON.Vector3.TransformCoordinates(this.getEmitterPosition(), this._scene.getViewMatrix());
  96558. if (this.viewportBorder > 0) {
  96559. globalViewport.x -= this.viewportBorder;
  96560. globalViewport.y -= this.viewportBorder;
  96561. globalViewport.width += this.viewportBorder * 2;
  96562. globalViewport.height += this.viewportBorder * 2;
  96563. position.x += this.viewportBorder;
  96564. position.y += this.viewportBorder;
  96565. this._positionX += this.viewportBorder;
  96566. this._positionY += this.viewportBorder;
  96567. }
  96568. if (position.z > 0) {
  96569. if ((this._positionX > globalViewport.x) && (this._positionX < globalViewport.x + globalViewport.width)) {
  96570. if ((this._positionY > globalViewport.y) && (this._positionY < globalViewport.y + globalViewport.height)) {
  96571. return true;
  96572. }
  96573. }
  96574. return true;
  96575. }
  96576. return false;
  96577. };
  96578. /** @hidden */
  96579. LensFlareSystem.prototype._isVisible = function () {
  96580. if (!this._isEnabled || !this._scene.activeCamera) {
  96581. return false;
  96582. }
  96583. var emitterPosition = this.getEmitterPosition();
  96584. var direction = emitterPosition.subtract(this._scene.activeCamera.globalPosition);
  96585. var distance = direction.length();
  96586. direction.normalize();
  96587. var ray = new BABYLON.Ray(this._scene.activeCamera.globalPosition, direction);
  96588. var pickInfo = this._scene.pickWithRay(ray, this.meshesSelectionPredicate, true);
  96589. return !pickInfo || !pickInfo.hit || pickInfo.distance > distance;
  96590. };
  96591. /**
  96592. * @hidden
  96593. */
  96594. LensFlareSystem.prototype.render = function () {
  96595. if (!this._effect.isReady() || !this._scene.activeCamera) {
  96596. return false;
  96597. }
  96598. var engine = this._scene.getEngine();
  96599. var viewport = this._scene.activeCamera.viewport;
  96600. var globalViewport = viewport.toGlobal(engine.getRenderWidth(true), engine.getRenderHeight(true));
  96601. // Position
  96602. if (!this.computeEffectivePosition(globalViewport)) {
  96603. return false;
  96604. }
  96605. // Visibility
  96606. if (!this._isVisible()) {
  96607. return false;
  96608. }
  96609. // Intensity
  96610. var awayX;
  96611. var awayY;
  96612. if (this._positionX < this.borderLimit + globalViewport.x) {
  96613. awayX = this.borderLimit + globalViewport.x - this._positionX;
  96614. }
  96615. else if (this._positionX > globalViewport.x + globalViewport.width - this.borderLimit) {
  96616. awayX = this._positionX - globalViewport.x - globalViewport.width + this.borderLimit;
  96617. }
  96618. else {
  96619. awayX = 0;
  96620. }
  96621. if (this._positionY < this.borderLimit + globalViewport.y) {
  96622. awayY = this.borderLimit + globalViewport.y - this._positionY;
  96623. }
  96624. else if (this._positionY > globalViewport.y + globalViewport.height - this.borderLimit) {
  96625. awayY = this._positionY - globalViewport.y - globalViewport.height + this.borderLimit;
  96626. }
  96627. else {
  96628. awayY = 0;
  96629. }
  96630. var away = (awayX > awayY) ? awayX : awayY;
  96631. away -= this.viewportBorder;
  96632. if (away > this.borderLimit) {
  96633. away = this.borderLimit;
  96634. }
  96635. var intensity = 1.0 - BABYLON.Scalar.Clamp(away / this.borderLimit, 0, 1);
  96636. if (intensity < 0) {
  96637. return false;
  96638. }
  96639. if (intensity > 1.0) {
  96640. intensity = 1.0;
  96641. }
  96642. if (this.viewportBorder > 0) {
  96643. globalViewport.x += this.viewportBorder;
  96644. globalViewport.y += this.viewportBorder;
  96645. globalViewport.width -= this.viewportBorder * 2;
  96646. globalViewport.height -= this.viewportBorder * 2;
  96647. this._positionX -= this.viewportBorder;
  96648. this._positionY -= this.viewportBorder;
  96649. }
  96650. // Position
  96651. var centerX = globalViewport.x + globalViewport.width / 2;
  96652. var centerY = globalViewport.y + globalViewport.height / 2;
  96653. var distX = centerX - this._positionX;
  96654. var distY = centerY - this._positionY;
  96655. // Effects
  96656. engine.enableEffect(this._effect);
  96657. engine.setState(false);
  96658. engine.setDepthBuffer(false);
  96659. // VBOs
  96660. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, this._effect);
  96661. // Flares
  96662. for (var index = 0; index < this.lensFlares.length; index++) {
  96663. var flare = this.lensFlares[index];
  96664. engine.setAlphaMode(flare.alphaMode);
  96665. var x = centerX - (distX * flare.position);
  96666. var y = centerY - (distY * flare.position);
  96667. var cw = flare.size;
  96668. var ch = flare.size * engine.getAspectRatio(this._scene.activeCamera, true);
  96669. var cx = 2 * (x / (globalViewport.width + globalViewport.x * 2)) - 1.0;
  96670. var cy = 1.0 - 2 * (y / (globalViewport.height + globalViewport.y * 2));
  96671. var viewportMatrix = BABYLON.Matrix.FromValues(cw / 2, 0, 0, 0, 0, ch / 2, 0, 0, 0, 0, 1, 0, cx, cy, 0, 1);
  96672. this._effect.setMatrix("viewportMatrix", viewportMatrix);
  96673. // Texture
  96674. this._effect.setTexture("textureSampler", flare.texture);
  96675. // Color
  96676. this._effect.setFloat4("color", flare.color.r * intensity, flare.color.g * intensity, flare.color.b * intensity, 1.0);
  96677. // Draw order
  96678. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  96679. }
  96680. engine.setDepthBuffer(true);
  96681. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  96682. return true;
  96683. };
  96684. /**
  96685. * Dispose and release the lens flare with its associated resources.
  96686. */
  96687. LensFlareSystem.prototype.dispose = function () {
  96688. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  96689. if (vertexBuffer) {
  96690. vertexBuffer.dispose();
  96691. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  96692. }
  96693. if (this._indexBuffer) {
  96694. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  96695. this._indexBuffer = null;
  96696. }
  96697. while (this.lensFlares.length) {
  96698. this.lensFlares[0].dispose();
  96699. }
  96700. // Remove from scene
  96701. var index = this._scene.lensFlareSystems.indexOf(this);
  96702. this._scene.lensFlareSystems.splice(index, 1);
  96703. };
  96704. /**
  96705. * Parse a lens flare system from a JSON repressentation
  96706. * @param parsedLensFlareSystem Define the JSON to parse
  96707. * @param scene Define the scene the parsed system should be instantiated in
  96708. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  96709. * @returns the parsed system
  96710. */
  96711. LensFlareSystem.Parse = function (parsedLensFlareSystem, scene, rootUrl) {
  96712. var emitter = scene.getLastEntryByID(parsedLensFlareSystem.emitterId);
  96713. var name = parsedLensFlareSystem.name || "lensFlareSystem#" + parsedLensFlareSystem.emitterId;
  96714. var lensFlareSystem = new LensFlareSystem(name, emitter, scene);
  96715. lensFlareSystem.id = parsedLensFlareSystem.id || name;
  96716. lensFlareSystem.borderLimit = parsedLensFlareSystem.borderLimit;
  96717. for (var index = 0; index < parsedLensFlareSystem.flares.length; index++) {
  96718. var parsedFlare = parsedLensFlareSystem.flares[index];
  96719. BABYLON.LensFlare.AddFlare(parsedFlare.size, parsedFlare.position, BABYLON.Color3.FromArray(parsedFlare.color), parsedFlare.textureName ? rootUrl + parsedFlare.textureName : "", lensFlareSystem);
  96720. }
  96721. return lensFlareSystem;
  96722. };
  96723. /**
  96724. * Serialize the current Lens Flare System into a JSON representation.
  96725. * @returns the serialized JSON
  96726. */
  96727. LensFlareSystem.prototype.serialize = function () {
  96728. var serializationObject = {};
  96729. serializationObject.id = this.id;
  96730. serializationObject.name = this.name;
  96731. serializationObject.emitterId = this.getEmitter().id;
  96732. serializationObject.borderLimit = this.borderLimit;
  96733. serializationObject.flares = [];
  96734. for (var index = 0; index < this.lensFlares.length; index++) {
  96735. var flare = this.lensFlares[index];
  96736. serializationObject.flares.push({
  96737. size: flare.size,
  96738. position: flare.position,
  96739. color: flare.color.asArray(),
  96740. textureName: BABYLON.Tools.GetFilename(flare.texture ? flare.texture.name : "")
  96741. });
  96742. }
  96743. return serializationObject;
  96744. };
  96745. return LensFlareSystem;
  96746. }());
  96747. BABYLON.LensFlareSystem = LensFlareSystem;
  96748. })(BABYLON || (BABYLON = {}));
  96749. //# sourceMappingURL=babylon.lensFlareSystem.js.map
  96750. var BABYLON;
  96751. (function (BABYLON) {
  96752. /**
  96753. * This is a holder class for the physics joint created by the physics plugin
  96754. * It holds a set of functions to control the underlying joint
  96755. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96756. */
  96757. var PhysicsJoint = /** @class */ (function () {
  96758. /**
  96759. * Initializes the physics joint
  96760. * @param type The type of the physics joint
  96761. * @param jointData The data for the physics joint
  96762. */
  96763. function PhysicsJoint(
  96764. /**
  96765. * The type of the physics joint
  96766. */
  96767. type,
  96768. /**
  96769. * The data for the physics joint
  96770. */
  96771. jointData) {
  96772. this.type = type;
  96773. this.jointData = jointData;
  96774. jointData.nativeParams = jointData.nativeParams || {};
  96775. }
  96776. Object.defineProperty(PhysicsJoint.prototype, "physicsJoint", {
  96777. /**
  96778. * Gets the physics joint
  96779. */
  96780. get: function () {
  96781. return this._physicsJoint;
  96782. },
  96783. /**
  96784. * Sets the physics joint
  96785. */
  96786. set: function (newJoint) {
  96787. if (this._physicsJoint) {
  96788. //remove from the wolrd
  96789. }
  96790. this._physicsJoint = newJoint;
  96791. },
  96792. enumerable: true,
  96793. configurable: true
  96794. });
  96795. Object.defineProperty(PhysicsJoint.prototype, "physicsPlugin", {
  96796. /**
  96797. * Sets the physics plugin
  96798. */
  96799. set: function (physicsPlugin) {
  96800. this._physicsPlugin = physicsPlugin;
  96801. },
  96802. enumerable: true,
  96803. configurable: true
  96804. });
  96805. /**
  96806. * Execute a function that is physics-plugin specific.
  96807. * @param {Function} func the function that will be executed.
  96808. * It accepts two parameters: the physics world and the physics joint
  96809. */
  96810. PhysicsJoint.prototype.executeNativeFunction = function (func) {
  96811. func(this._physicsPlugin.world, this._physicsJoint);
  96812. };
  96813. //TODO check if the native joints are the same
  96814. //Joint Types
  96815. /**
  96816. * Distance-Joint type
  96817. */
  96818. PhysicsJoint.DistanceJoint = 0;
  96819. /**
  96820. * Hinge-Joint type
  96821. */
  96822. PhysicsJoint.HingeJoint = 1;
  96823. /**
  96824. * Ball-and-Socket joint type
  96825. */
  96826. PhysicsJoint.BallAndSocketJoint = 2;
  96827. /**
  96828. * Wheel-Joint type
  96829. */
  96830. PhysicsJoint.WheelJoint = 3;
  96831. /**
  96832. * Slider-Joint type
  96833. */
  96834. PhysicsJoint.SliderJoint = 4;
  96835. //OIMO
  96836. /**
  96837. * Prismatic-Joint type
  96838. */
  96839. PhysicsJoint.PrismaticJoint = 5;
  96840. //
  96841. /**
  96842. * Universal-Joint type
  96843. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  96844. */
  96845. PhysicsJoint.UniversalJoint = 6;
  96846. /**
  96847. * Hinge-Joint 2 type
  96848. */
  96849. PhysicsJoint.Hinge2Joint = PhysicsJoint.WheelJoint;
  96850. //Cannon
  96851. /**
  96852. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  96853. */
  96854. PhysicsJoint.PointToPointJoint = 8;
  96855. //Cannon only at the moment
  96856. /**
  96857. * Spring-Joint type
  96858. */
  96859. PhysicsJoint.SpringJoint = 9;
  96860. /**
  96861. * Lock-Joint type
  96862. */
  96863. PhysicsJoint.LockJoint = 10;
  96864. return PhysicsJoint;
  96865. }());
  96866. BABYLON.PhysicsJoint = PhysicsJoint;
  96867. /**
  96868. * A class representing a physics distance joint
  96869. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96870. */
  96871. var DistanceJoint = /** @class */ (function (_super) {
  96872. __extends(DistanceJoint, _super);
  96873. /**
  96874. *
  96875. * @param jointData The data for the Distance-Joint
  96876. */
  96877. function DistanceJoint(jointData) {
  96878. return _super.call(this, PhysicsJoint.DistanceJoint, jointData) || this;
  96879. }
  96880. /**
  96881. * Update the predefined distance.
  96882. * @param maxDistance The maximum preferred distance
  96883. * @param minDistance The minimum preferred distance
  96884. */
  96885. DistanceJoint.prototype.updateDistance = function (maxDistance, minDistance) {
  96886. this._physicsPlugin.updateDistanceJoint(this, maxDistance, minDistance);
  96887. };
  96888. return DistanceJoint;
  96889. }(PhysicsJoint));
  96890. BABYLON.DistanceJoint = DistanceJoint;
  96891. /**
  96892. * Represents a Motor-Enabled Joint
  96893. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96894. */
  96895. var MotorEnabledJoint = /** @class */ (function (_super) {
  96896. __extends(MotorEnabledJoint, _super);
  96897. /**
  96898. * Initializes the Motor-Enabled Joint
  96899. * @param type The type of the joint
  96900. * @param jointData The physica joint data for the joint
  96901. */
  96902. function MotorEnabledJoint(type, jointData) {
  96903. return _super.call(this, type, jointData) || this;
  96904. }
  96905. /**
  96906. * Set the motor values.
  96907. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96908. * @param force the force to apply
  96909. * @param maxForce max force for this motor.
  96910. */
  96911. MotorEnabledJoint.prototype.setMotor = function (force, maxForce) {
  96912. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96913. };
  96914. /**
  96915. * Set the motor's limits.
  96916. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96917. * @param upperLimit The upper limit of the motor
  96918. * @param lowerLimit The lower limit of the motor
  96919. */
  96920. MotorEnabledJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96921. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96922. };
  96923. return MotorEnabledJoint;
  96924. }(PhysicsJoint));
  96925. BABYLON.MotorEnabledJoint = MotorEnabledJoint;
  96926. /**
  96927. * This class represents a single physics Hinge-Joint
  96928. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96929. */
  96930. var HingeJoint = /** @class */ (function (_super) {
  96931. __extends(HingeJoint, _super);
  96932. /**
  96933. * Initializes the Hinge-Joint
  96934. * @param jointData The joint data for the Hinge-Joint
  96935. */
  96936. function HingeJoint(jointData) {
  96937. return _super.call(this, PhysicsJoint.HingeJoint, jointData) || this;
  96938. }
  96939. /**
  96940. * Set the motor values.
  96941. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96942. * @param {number} force the force to apply
  96943. * @param {number} maxForce max force for this motor.
  96944. */
  96945. HingeJoint.prototype.setMotor = function (force, maxForce) {
  96946. this._physicsPlugin.setMotor(this, force || 0, maxForce);
  96947. };
  96948. /**
  96949. * Set the motor's limits.
  96950. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96951. * @param upperLimit The upper limit of the motor
  96952. * @param lowerLimit The lower limit of the motor
  96953. */
  96954. HingeJoint.prototype.setLimit = function (upperLimit, lowerLimit) {
  96955. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit);
  96956. };
  96957. return HingeJoint;
  96958. }(MotorEnabledJoint));
  96959. BABYLON.HingeJoint = HingeJoint;
  96960. /**
  96961. * This class represents a dual hinge physics joint (same as wheel joint)
  96962. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  96963. */
  96964. var Hinge2Joint = /** @class */ (function (_super) {
  96965. __extends(Hinge2Joint, _super);
  96966. /**
  96967. * Initializes the Hinge2-Joint
  96968. * @param jointData The joint data for the Hinge2-Joint
  96969. */
  96970. function Hinge2Joint(jointData) {
  96971. return _super.call(this, PhysicsJoint.Hinge2Joint, jointData) || this;
  96972. }
  96973. /**
  96974. * Set the motor values.
  96975. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96976. * @param {number} force the force to apply
  96977. * @param {number} maxForce max force for this motor.
  96978. * @param {motorIndex} the motor's index, 0 or 1.
  96979. */
  96980. Hinge2Joint.prototype.setMotor = function (force, maxForce, motorIndex) {
  96981. if (motorIndex === void 0) { motorIndex = 0; }
  96982. this._physicsPlugin.setMotor(this, force || 0, maxForce, motorIndex);
  96983. };
  96984. /**
  96985. * Set the motor limits.
  96986. * Attention, this function is plugin specific. Engines won't react 100% the same.
  96987. * @param {number} upperLimit the upper limit
  96988. * @param {number} lowerLimit lower limit
  96989. * @param {motorIndex} the motor's index, 0 or 1.
  96990. */
  96991. Hinge2Joint.prototype.setLimit = function (upperLimit, lowerLimit, motorIndex) {
  96992. if (motorIndex === void 0) { motorIndex = 0; }
  96993. this._physicsPlugin.setLimit(this, upperLimit, lowerLimit, motorIndex);
  96994. };
  96995. return Hinge2Joint;
  96996. }(MotorEnabledJoint));
  96997. BABYLON.Hinge2Joint = Hinge2Joint;
  96998. })(BABYLON || (BABYLON = {}));
  96999. //# sourceMappingURL=babylon.physicsJoint.js.map
  97000. var BABYLON;
  97001. (function (BABYLON) {
  97002. /**
  97003. * Represents a physics imposter
  97004. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  97005. */
  97006. var PhysicsImpostor = /** @class */ (function () {
  97007. /**
  97008. * Initializes the physics imposter
  97009. * @param object The physics-enabled object used as the physics imposter
  97010. * @param type The type of the physics imposter
  97011. * @param _options The options for the physics imposter
  97012. * @param _scene The Babylon scene
  97013. */
  97014. function PhysicsImpostor(
  97015. /**
  97016. * The physics-enabled object used as the physics imposter
  97017. */
  97018. object,
  97019. /**
  97020. * The type of the physics imposter
  97021. */
  97022. type, _options, _scene) {
  97023. if (_options === void 0) { _options = { mass: 0 }; }
  97024. var _this = this;
  97025. this.object = object;
  97026. this.type = type;
  97027. this._options = _options;
  97028. this._scene = _scene;
  97029. this._bodyUpdateRequired = false;
  97030. this._onBeforePhysicsStepCallbacks = new Array();
  97031. this._onAfterPhysicsStepCallbacks = new Array();
  97032. /** @hidden */
  97033. this._onPhysicsCollideCallbacks = [];
  97034. this._deltaPosition = BABYLON.Vector3.Zero();
  97035. this._isDisposed = false;
  97036. //temp variables for parent rotation calculations
  97037. //private _mats: Array<Matrix> = [new Matrix(), new Matrix()];
  97038. this._tmpQuat = new BABYLON.Quaternion();
  97039. this._tmpQuat2 = new BABYLON.Quaternion();
  97040. /**
  97041. * this function is executed by the physics engine.
  97042. */
  97043. this.beforeStep = function () {
  97044. if (!_this._physicsEngine) {
  97045. return;
  97046. }
  97047. _this.object.translate(_this._deltaPosition, -1);
  97048. _this._deltaRotationConjugated && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotationConjugated, _this.object.rotationQuaternion);
  97049. _this.object.computeWorldMatrix(false);
  97050. if (_this.object.parent && _this.object.rotationQuaternion) {
  97051. _this.getParentsRotation();
  97052. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this._tmpQuat);
  97053. }
  97054. else {
  97055. _this._tmpQuat.copyFrom(_this.object.rotationQuaternion || new BABYLON.Quaternion());
  97056. }
  97057. if (!_this._options.disableBidirectionalTransformation) {
  97058. _this.object.rotationQuaternion && _this._physicsEngine.getPhysicsPlugin().setPhysicsBodyTransformation(_this, /*bInfo.boundingBox.centerWorld*/ _this.object.getAbsolutePosition(), _this._tmpQuat);
  97059. }
  97060. _this._onBeforePhysicsStepCallbacks.forEach(function (func) {
  97061. func(_this);
  97062. });
  97063. };
  97064. /**
  97065. * this function is executed by the physics engine
  97066. */
  97067. this.afterStep = function () {
  97068. if (!_this._physicsEngine) {
  97069. return;
  97070. }
  97071. _this._onAfterPhysicsStepCallbacks.forEach(function (func) {
  97072. func(_this);
  97073. });
  97074. _this._physicsEngine.getPhysicsPlugin().setTransformationFromPhysicsBody(_this);
  97075. // object has now its world rotation. needs to be converted to local.
  97076. if (_this.object.parent && _this.object.rotationQuaternion) {
  97077. _this.getParentsRotation();
  97078. _this._tmpQuat.conjugateInPlace();
  97079. _this._tmpQuat.multiplyToRef(_this.object.rotationQuaternion, _this.object.rotationQuaternion);
  97080. }
  97081. // take the position set and make it the absolute position of this object.
  97082. _this.object.setAbsolutePosition(_this.object.position);
  97083. _this._deltaRotation && _this.object.rotationQuaternion && _this.object.rotationQuaternion.multiplyToRef(_this._deltaRotation, _this.object.rotationQuaternion);
  97084. _this.object.translate(_this._deltaPosition, 1);
  97085. };
  97086. /**
  97087. * Legacy collision detection event support
  97088. */
  97089. this.onCollideEvent = null;
  97090. /**
  97091. * event and body object due to cannon's event-based architecture.
  97092. */
  97093. this.onCollide = function (e) {
  97094. if (!_this._onPhysicsCollideCallbacks.length && !_this.onCollideEvent) {
  97095. return;
  97096. }
  97097. if (!_this._physicsEngine) {
  97098. return;
  97099. }
  97100. var otherImpostor = _this._physicsEngine.getImpostorWithPhysicsBody(e.body);
  97101. if (otherImpostor) {
  97102. // Legacy collision detection event support
  97103. if (_this.onCollideEvent) {
  97104. _this.onCollideEvent(_this, otherImpostor);
  97105. }
  97106. _this._onPhysicsCollideCallbacks.filter(function (obj) {
  97107. return obj.otherImpostors.indexOf(otherImpostor) !== -1;
  97108. }).forEach(function (obj) {
  97109. obj.callback(_this, otherImpostor);
  97110. });
  97111. }
  97112. };
  97113. //sanity check!
  97114. if (!this.object) {
  97115. BABYLON.Tools.Error("No object was provided. A physics object is obligatory");
  97116. return;
  97117. }
  97118. // Legacy support for old syntax.
  97119. if (!this._scene && object.getScene) {
  97120. this._scene = object.getScene();
  97121. }
  97122. if (!this._scene) {
  97123. return;
  97124. }
  97125. this._physicsEngine = this._scene.getPhysicsEngine();
  97126. if (!this._physicsEngine) {
  97127. BABYLON.Tools.Error("Physics not enabled. Please use scene.enablePhysics(...) before creating impostors.");
  97128. }
  97129. else {
  97130. //set the object's quaternion, if not set
  97131. if (!this.object.rotationQuaternion) {
  97132. if (this.object.rotation) {
  97133. this.object.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.object.rotation.y, this.object.rotation.x, this.object.rotation.z);
  97134. }
  97135. else {
  97136. this.object.rotationQuaternion = new BABYLON.Quaternion();
  97137. }
  97138. }
  97139. //default options params
  97140. this._options.mass = (_options.mass === void 0) ? 0 : _options.mass;
  97141. this._options.friction = (_options.friction === void 0) ? 0.2 : _options.friction;
  97142. this._options.restitution = (_options.restitution === void 0) ? 0.2 : _options.restitution;
  97143. this._joints = [];
  97144. //If the mesh has a parent, don't initialize the physicsBody. Instead wait for the parent to do that.
  97145. if (!this.object.parent || this._options.ignoreParent) {
  97146. this._init();
  97147. }
  97148. else if (this.object.parent.physicsImpostor) {
  97149. BABYLON.Tools.Warn("You must affect impostors to children before affecting impostor to parent.");
  97150. }
  97151. }
  97152. }
  97153. Object.defineProperty(PhysicsImpostor.prototype, "isDisposed", {
  97154. /**
  97155. * Specifies if the physics imposter is disposed
  97156. */
  97157. get: function () {
  97158. return this._isDisposed;
  97159. },
  97160. enumerable: true,
  97161. configurable: true
  97162. });
  97163. Object.defineProperty(PhysicsImpostor.prototype, "mass", {
  97164. /**
  97165. * Gets the mass of the physics imposter
  97166. */
  97167. get: function () {
  97168. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyMass(this) : 0;
  97169. },
  97170. set: function (value) {
  97171. this.setMass(value);
  97172. },
  97173. enumerable: true,
  97174. configurable: true
  97175. });
  97176. Object.defineProperty(PhysicsImpostor.prototype, "friction", {
  97177. /**
  97178. * Gets the coefficient of friction
  97179. */
  97180. get: function () {
  97181. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyFriction(this) : 0;
  97182. },
  97183. /**
  97184. * Sets the coefficient of friction
  97185. */
  97186. set: function (value) {
  97187. if (!this._physicsEngine) {
  97188. return;
  97189. }
  97190. this._physicsEngine.getPhysicsPlugin().setBodyFriction(this, value);
  97191. },
  97192. enumerable: true,
  97193. configurable: true
  97194. });
  97195. Object.defineProperty(PhysicsImpostor.prototype, "restitution", {
  97196. /**
  97197. * Gets the coefficient of restitution
  97198. */
  97199. get: function () {
  97200. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getBodyRestitution(this) : 0;
  97201. },
  97202. /**
  97203. * Sets the coefficient of restitution
  97204. */
  97205. set: function (value) {
  97206. if (!this._physicsEngine) {
  97207. return;
  97208. }
  97209. this._physicsEngine.getPhysicsPlugin().setBodyRestitution(this, value);
  97210. },
  97211. enumerable: true,
  97212. configurable: true
  97213. });
  97214. /**
  97215. * This function will completly initialize this impostor.
  97216. * It will create a new body - but only if this mesh has no parent.
  97217. * If it has, this impostor will not be used other than to define the impostor
  97218. * of the child mesh.
  97219. * @hidden
  97220. */
  97221. PhysicsImpostor.prototype._init = function () {
  97222. if (!this._physicsEngine) {
  97223. return;
  97224. }
  97225. this._physicsEngine.removeImpostor(this);
  97226. this.physicsBody = null;
  97227. this._parent = this._parent || this._getPhysicsParent();
  97228. if (!this._isDisposed && (!this.parent || this._options.ignoreParent)) {
  97229. this._physicsEngine.addImpostor(this);
  97230. }
  97231. };
  97232. PhysicsImpostor.prototype._getPhysicsParent = function () {
  97233. if (this.object.parent instanceof BABYLON.AbstractMesh) {
  97234. var parentMesh = this.object.parent;
  97235. return parentMesh.physicsImpostor;
  97236. }
  97237. return null;
  97238. };
  97239. /**
  97240. * Should a new body be generated.
  97241. * @returns boolean specifying if body initialization is required
  97242. */
  97243. PhysicsImpostor.prototype.isBodyInitRequired = function () {
  97244. return this._bodyUpdateRequired || (!this._physicsBody && !this._parent);
  97245. };
  97246. /**
  97247. * Sets the updated scaling
  97248. * @param updated Specifies if the scaling is updated
  97249. */
  97250. PhysicsImpostor.prototype.setScalingUpdated = function (updated) {
  97251. this.forceUpdate();
  97252. };
  97253. /**
  97254. * Force a regeneration of this or the parent's impostor's body.
  97255. * Use under cautious - This will remove all joints already implemented.
  97256. */
  97257. PhysicsImpostor.prototype.forceUpdate = function () {
  97258. this._init();
  97259. if (this.parent && !this._options.ignoreParent) {
  97260. this.parent.forceUpdate();
  97261. }
  97262. };
  97263. Object.defineProperty(PhysicsImpostor.prototype, "physicsBody", {
  97264. /*public get mesh(): AbstractMesh {
  97265. return this._mesh;
  97266. }*/
  97267. /**
  97268. * Gets the body that holds this impostor. Either its own, or its parent.
  97269. */
  97270. get: function () {
  97271. return (this._parent && !this._options.ignoreParent) ? this._parent.physicsBody : this._physicsBody;
  97272. },
  97273. /**
  97274. * Set the physics body. Used mainly by the physics engine/plugin
  97275. */
  97276. set: function (physicsBody) {
  97277. if (this._physicsBody && this._physicsEngine) {
  97278. this._physicsEngine.getPhysicsPlugin().removePhysicsBody(this);
  97279. }
  97280. this._physicsBody = physicsBody;
  97281. this.resetUpdateFlags();
  97282. },
  97283. enumerable: true,
  97284. configurable: true
  97285. });
  97286. Object.defineProperty(PhysicsImpostor.prototype, "parent", {
  97287. /**
  97288. * Get the parent of the physics imposter
  97289. * @returns Physics imposter or null
  97290. */
  97291. get: function () {
  97292. return !this._options.ignoreParent && this._parent ? this._parent : null;
  97293. },
  97294. /**
  97295. * Sets the parent of the physics imposter
  97296. */
  97297. set: function (value) {
  97298. this._parent = value;
  97299. },
  97300. enumerable: true,
  97301. configurable: true
  97302. });
  97303. /**
  97304. * Resets the update flags
  97305. */
  97306. PhysicsImpostor.prototype.resetUpdateFlags = function () {
  97307. this._bodyUpdateRequired = false;
  97308. };
  97309. /**
  97310. * Gets the object extend size
  97311. * @returns the object extend size
  97312. */
  97313. PhysicsImpostor.prototype.getObjectExtendSize = function () {
  97314. if (this.object.getBoundingInfo) {
  97315. var q = this.object.rotationQuaternion;
  97316. //reset rotation
  97317. this.object.rotationQuaternion = PhysicsImpostor.IDENTITY_QUATERNION;
  97318. //calculate the world matrix with no rotation
  97319. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97320. var boundingInfo = this.object.getBoundingInfo();
  97321. var size = boundingInfo.boundingBox.extendSizeWorld.scale(2);
  97322. //bring back the rotation
  97323. this.object.rotationQuaternion = q;
  97324. //calculate the world matrix with the new rotation
  97325. this.object.computeWorldMatrix && this.object.computeWorldMatrix(true);
  97326. return size;
  97327. }
  97328. else {
  97329. return PhysicsImpostor.DEFAULT_OBJECT_SIZE;
  97330. }
  97331. };
  97332. /**
  97333. * Gets the object center
  97334. * @returns The object center
  97335. */
  97336. PhysicsImpostor.prototype.getObjectCenter = function () {
  97337. if (this.object.getBoundingInfo) {
  97338. var boundingInfo = this.object.getBoundingInfo();
  97339. return boundingInfo.boundingBox.centerWorld;
  97340. }
  97341. else {
  97342. return this.object.position;
  97343. }
  97344. };
  97345. /**
  97346. * Get a specific parametes from the options parameter
  97347. * @param paramName The object parameter name
  97348. * @returns The object parameter
  97349. */
  97350. PhysicsImpostor.prototype.getParam = function (paramName) {
  97351. return this._options[paramName];
  97352. };
  97353. /**
  97354. * Sets a specific parameter in the options given to the physics plugin
  97355. * @param paramName The parameter name
  97356. * @param value The value of the parameter
  97357. */
  97358. PhysicsImpostor.prototype.setParam = function (paramName, value) {
  97359. this._options[paramName] = value;
  97360. this._bodyUpdateRequired = true;
  97361. };
  97362. /**
  97363. * Specifically change the body's mass option. Won't recreate the physics body object
  97364. * @param mass The mass of the physics imposter
  97365. */
  97366. PhysicsImpostor.prototype.setMass = function (mass) {
  97367. if (this.getParam("mass") !== mass) {
  97368. this.setParam("mass", mass);
  97369. }
  97370. if (this._physicsEngine) {
  97371. this._physicsEngine.getPhysicsPlugin().setBodyMass(this, mass);
  97372. }
  97373. };
  97374. /**
  97375. * Gets the linear velocity
  97376. * @returns linear velocity or null
  97377. */
  97378. PhysicsImpostor.prototype.getLinearVelocity = function () {
  97379. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getLinearVelocity(this) : BABYLON.Vector3.Zero();
  97380. };
  97381. /**
  97382. * Sets the linear velocity
  97383. * @param velocity linear velocity or null
  97384. */
  97385. PhysicsImpostor.prototype.setLinearVelocity = function (velocity) {
  97386. if (this._physicsEngine) {
  97387. this._physicsEngine.getPhysicsPlugin().setLinearVelocity(this, velocity);
  97388. }
  97389. };
  97390. /**
  97391. * Gets the angular velocity
  97392. * @returns angular velocity or null
  97393. */
  97394. PhysicsImpostor.prototype.getAngularVelocity = function () {
  97395. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getAngularVelocity(this) : BABYLON.Vector3.Zero();
  97396. };
  97397. /**
  97398. * Sets the angular velocity
  97399. * @param velocity The velocity or null
  97400. */
  97401. PhysicsImpostor.prototype.setAngularVelocity = function (velocity) {
  97402. if (this._physicsEngine) {
  97403. this._physicsEngine.getPhysicsPlugin().setAngularVelocity(this, velocity);
  97404. }
  97405. };
  97406. /**
  97407. * Execute a function with the physics plugin native code
  97408. * Provide a function the will have two variables - the world object and the physics body object
  97409. * @param func The function to execute with the physics plugin native code
  97410. */
  97411. PhysicsImpostor.prototype.executeNativeFunction = function (func) {
  97412. if (this._physicsEngine) {
  97413. func(this._physicsEngine.getPhysicsPlugin().world, this.physicsBody);
  97414. }
  97415. };
  97416. /**
  97417. * Register a function that will be executed before the physics world is stepping forward
  97418. * @param func The function to execute before the physics world is stepped forward
  97419. */
  97420. PhysicsImpostor.prototype.registerBeforePhysicsStep = function (func) {
  97421. this._onBeforePhysicsStepCallbacks.push(func);
  97422. };
  97423. /**
  97424. * Unregister a function that will be executed before the physics world is stepping forward
  97425. * @param func The function to execute before the physics world is stepped forward
  97426. */
  97427. PhysicsImpostor.prototype.unregisterBeforePhysicsStep = function (func) {
  97428. var index = this._onBeforePhysicsStepCallbacks.indexOf(func);
  97429. if (index > -1) {
  97430. this._onBeforePhysicsStepCallbacks.splice(index, 1);
  97431. }
  97432. else {
  97433. BABYLON.Tools.Warn("Function to remove was not found");
  97434. }
  97435. };
  97436. /**
  97437. * Register a function that will be executed after the physics step
  97438. * @param func The function to execute after physics step
  97439. */
  97440. PhysicsImpostor.prototype.registerAfterPhysicsStep = function (func) {
  97441. this._onAfterPhysicsStepCallbacks.push(func);
  97442. };
  97443. /**
  97444. * Unregisters a function that will be executed after the physics step
  97445. * @param func The function to execute after physics step
  97446. */
  97447. PhysicsImpostor.prototype.unregisterAfterPhysicsStep = function (func) {
  97448. var index = this._onAfterPhysicsStepCallbacks.indexOf(func);
  97449. if (index > -1) {
  97450. this._onAfterPhysicsStepCallbacks.splice(index, 1);
  97451. }
  97452. else {
  97453. BABYLON.Tools.Warn("Function to remove was not found");
  97454. }
  97455. };
  97456. /**
  97457. * register a function that will be executed when this impostor collides against a different body
  97458. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  97459. * @param func Callback that is executed on collision
  97460. */
  97461. PhysicsImpostor.prototype.registerOnPhysicsCollide = function (collideAgainst, func) {
  97462. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97463. this._onPhysicsCollideCallbacks.push({ callback: func, otherImpostors: collidedAgainstList });
  97464. };
  97465. /**
  97466. * Unregisters the physics imposter on contact
  97467. * @param collideAgainst The physics object to collide against
  97468. * @param func Callback to execute on collision
  97469. */
  97470. PhysicsImpostor.prototype.unregisterOnPhysicsCollide = function (collideAgainst, func) {
  97471. var collidedAgainstList = collideAgainst instanceof Array ? collideAgainst : [collideAgainst];
  97472. var index = -1;
  97473. var found = this._onPhysicsCollideCallbacks.some(function (cbDef, idx) {
  97474. if (cbDef.callback === func && cbDef.otherImpostors.length === collidedAgainstList.length) {
  97475. // chcek the arrays match
  97476. var sameList = cbDef.otherImpostors.every(function (impostor) {
  97477. return collidedAgainstList.indexOf(impostor) > -1;
  97478. });
  97479. if (sameList) {
  97480. index = idx;
  97481. }
  97482. return sameList;
  97483. }
  97484. return false;
  97485. });
  97486. if (found) {
  97487. this._onPhysicsCollideCallbacks.splice(index, 1);
  97488. }
  97489. else {
  97490. BABYLON.Tools.Warn("Function to remove was not found");
  97491. }
  97492. };
  97493. /**
  97494. * Get the parent rotation
  97495. * @returns The parent rotation
  97496. */
  97497. PhysicsImpostor.prototype.getParentsRotation = function () {
  97498. var parent = this.object.parent;
  97499. this._tmpQuat.copyFromFloats(0, 0, 0, 1);
  97500. while (parent) {
  97501. if (parent.rotationQuaternion) {
  97502. this._tmpQuat2.copyFrom(parent.rotationQuaternion);
  97503. }
  97504. else {
  97505. BABYLON.Quaternion.RotationYawPitchRollToRef(parent.rotation.y, parent.rotation.x, parent.rotation.z, this._tmpQuat2);
  97506. }
  97507. this._tmpQuat.multiplyToRef(this._tmpQuat2, this._tmpQuat);
  97508. parent = parent.parent;
  97509. }
  97510. return this._tmpQuat;
  97511. };
  97512. /**
  97513. * Apply a force
  97514. * @param force The force to apply
  97515. * @param contactPoint The contact point for the force
  97516. * @returns The physics imposter
  97517. */
  97518. PhysicsImpostor.prototype.applyForce = function (force, contactPoint) {
  97519. if (this._physicsEngine) {
  97520. this._physicsEngine.getPhysicsPlugin().applyForce(this, force, contactPoint);
  97521. }
  97522. return this;
  97523. };
  97524. /**
  97525. * Apply an impulse
  97526. * @param force The impulse force
  97527. * @param contactPoint The contact point for the impulse force
  97528. * @returns The physics imposter
  97529. */
  97530. PhysicsImpostor.prototype.applyImpulse = function (force, contactPoint) {
  97531. if (this._physicsEngine) {
  97532. this._physicsEngine.getPhysicsPlugin().applyImpulse(this, force, contactPoint);
  97533. }
  97534. return this;
  97535. };
  97536. /**
  97537. * A help function to create a joint
  97538. * @param otherImpostor A physics imposter used to create a joint
  97539. * @param jointType The type of joint
  97540. * @param jointData The data for the joint
  97541. * @returns The physics imposter
  97542. */
  97543. PhysicsImpostor.prototype.createJoint = function (otherImpostor, jointType, jointData) {
  97544. var joint = new BABYLON.PhysicsJoint(jointType, jointData);
  97545. this.addJoint(otherImpostor, joint);
  97546. return this;
  97547. };
  97548. /**
  97549. * Add a joint to this impostor with a different impostor
  97550. * @param otherImpostor A physics imposter used to add a joint
  97551. * @param joint The joint to add
  97552. * @returns The physics imposter
  97553. */
  97554. PhysicsImpostor.prototype.addJoint = function (otherImpostor, joint) {
  97555. this._joints.push({
  97556. otherImpostor: otherImpostor,
  97557. joint: joint
  97558. });
  97559. if (this._physicsEngine) {
  97560. this._physicsEngine.addJoint(this, otherImpostor, joint);
  97561. }
  97562. return this;
  97563. };
  97564. /**
  97565. * Will keep this body still, in a sleep mode.
  97566. * @returns the physics imposter
  97567. */
  97568. PhysicsImpostor.prototype.sleep = function () {
  97569. if (this._physicsEngine) {
  97570. this._physicsEngine.getPhysicsPlugin().sleepBody(this);
  97571. }
  97572. return this;
  97573. };
  97574. /**
  97575. * Wake the body up.
  97576. * @returns The physics imposter
  97577. */
  97578. PhysicsImpostor.prototype.wakeUp = function () {
  97579. if (this._physicsEngine) {
  97580. this._physicsEngine.getPhysicsPlugin().wakeUpBody(this);
  97581. }
  97582. return this;
  97583. };
  97584. /**
  97585. * Clones the physics imposter
  97586. * @param newObject The physics imposter clones to this physics-enabled object
  97587. * @returns A nullable physics imposter
  97588. */
  97589. PhysicsImpostor.prototype.clone = function (newObject) {
  97590. if (!newObject) {
  97591. return null;
  97592. }
  97593. return new PhysicsImpostor(newObject, this.type, this._options, this._scene);
  97594. };
  97595. /**
  97596. * Disposes the physics imposter
  97597. */
  97598. PhysicsImpostor.prototype.dispose = function ( /*disposeChildren: boolean = true*/) {
  97599. var _this = this;
  97600. //no dispose if no physics engine is available.
  97601. if (!this._physicsEngine) {
  97602. return;
  97603. }
  97604. this._joints.forEach(function (j) {
  97605. if (_this._physicsEngine) {
  97606. _this._physicsEngine.removeJoint(_this, j.otherImpostor, j.joint);
  97607. }
  97608. });
  97609. //dispose the physics body
  97610. this._physicsEngine.removeImpostor(this);
  97611. if (this.parent) {
  97612. this.parent.forceUpdate();
  97613. }
  97614. else {
  97615. /*this._object.getChildMeshes().forEach(function(mesh) {
  97616. if (mesh.physicsImpostor) {
  97617. if (disposeChildren) {
  97618. mesh.physicsImpostor.dispose();
  97619. mesh.physicsImpostor = null;
  97620. }
  97621. }
  97622. })*/
  97623. }
  97624. this._isDisposed = true;
  97625. };
  97626. /**
  97627. * Sets the delta position
  97628. * @param position The delta position amount
  97629. */
  97630. PhysicsImpostor.prototype.setDeltaPosition = function (position) {
  97631. this._deltaPosition.copyFrom(position);
  97632. };
  97633. /**
  97634. * Sets the delta rotation
  97635. * @param rotation The delta rotation amount
  97636. */
  97637. PhysicsImpostor.prototype.setDeltaRotation = function (rotation) {
  97638. if (!this._deltaRotation) {
  97639. this._deltaRotation = new BABYLON.Quaternion();
  97640. }
  97641. this._deltaRotation.copyFrom(rotation);
  97642. this._deltaRotationConjugated = this._deltaRotation.conjugate();
  97643. };
  97644. /**
  97645. * Gets the box size of the physics imposter and stores the result in the input parameter
  97646. * @param result Stores the box size
  97647. * @returns The physics imposter
  97648. */
  97649. PhysicsImpostor.prototype.getBoxSizeToRef = function (result) {
  97650. if (this._physicsEngine) {
  97651. this._physicsEngine.getPhysicsPlugin().getBoxSizeToRef(this, result);
  97652. }
  97653. return this;
  97654. };
  97655. /**
  97656. * Gets the radius of the physics imposter
  97657. * @returns Radius of the physics imposter
  97658. */
  97659. PhysicsImpostor.prototype.getRadius = function () {
  97660. return this._physicsEngine ? this._physicsEngine.getPhysicsPlugin().getRadius(this) : 0;
  97661. };
  97662. /**
  97663. * Sync a bone with this impostor
  97664. * @param bone The bone to sync to the impostor.
  97665. * @param boneMesh The mesh that the bone is influencing.
  97666. * @param jointPivot The pivot of the joint / bone in local space.
  97667. * @param distToJoint Optional distance from the impostor to the joint.
  97668. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97669. */
  97670. PhysicsImpostor.prototype.syncBoneWithImpostor = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation) {
  97671. var tempVec = PhysicsImpostor._tmpVecs[0];
  97672. var mesh = this.object;
  97673. if (mesh.rotationQuaternion) {
  97674. if (adjustRotation) {
  97675. var tempQuat = PhysicsImpostor._tmpQuat;
  97676. mesh.rotationQuaternion.multiplyToRef(adjustRotation, tempQuat);
  97677. bone.setRotationQuaternion(tempQuat, BABYLON.Space.WORLD, boneMesh);
  97678. }
  97679. else {
  97680. bone.setRotationQuaternion(mesh.rotationQuaternion, BABYLON.Space.WORLD, boneMesh);
  97681. }
  97682. }
  97683. tempVec.x = 0;
  97684. tempVec.y = 0;
  97685. tempVec.z = 0;
  97686. if (jointPivot) {
  97687. tempVec.x = jointPivot.x;
  97688. tempVec.y = jointPivot.y;
  97689. tempVec.z = jointPivot.z;
  97690. bone.getDirectionToRef(tempVec, boneMesh, tempVec);
  97691. if (distToJoint === undefined || distToJoint === null) {
  97692. distToJoint = jointPivot.length();
  97693. }
  97694. tempVec.x *= distToJoint;
  97695. tempVec.y *= distToJoint;
  97696. tempVec.z *= distToJoint;
  97697. }
  97698. if (bone.getParent()) {
  97699. tempVec.addInPlace(mesh.getAbsolutePosition());
  97700. bone.setAbsolutePosition(tempVec, boneMesh);
  97701. }
  97702. else {
  97703. boneMesh.setAbsolutePosition(mesh.getAbsolutePosition());
  97704. boneMesh.position.x -= tempVec.x;
  97705. boneMesh.position.y -= tempVec.y;
  97706. boneMesh.position.z -= tempVec.z;
  97707. }
  97708. };
  97709. /**
  97710. * Sync impostor to a bone
  97711. * @param bone The bone that the impostor will be synced to.
  97712. * @param boneMesh The mesh that the bone is influencing.
  97713. * @param jointPivot The pivot of the joint / bone in local space.
  97714. * @param distToJoint Optional distance from the impostor to the joint.
  97715. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  97716. * @param boneAxis Optional vector3 axis the bone is aligned with
  97717. */
  97718. PhysicsImpostor.prototype.syncImpostorWithBone = function (bone, boneMesh, jointPivot, distToJoint, adjustRotation, boneAxis) {
  97719. var mesh = this.object;
  97720. if (mesh.rotationQuaternion) {
  97721. if (adjustRotation) {
  97722. var tempQuat = PhysicsImpostor._tmpQuat;
  97723. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, tempQuat);
  97724. tempQuat.multiplyToRef(adjustRotation, mesh.rotationQuaternion);
  97725. }
  97726. else {
  97727. bone.getRotationQuaternionToRef(BABYLON.Space.WORLD, boneMesh, mesh.rotationQuaternion);
  97728. }
  97729. }
  97730. var pos = PhysicsImpostor._tmpVecs[0];
  97731. var boneDir = PhysicsImpostor._tmpVecs[1];
  97732. if (!boneAxis) {
  97733. boneAxis = PhysicsImpostor._tmpVecs[2];
  97734. boneAxis.x = 0;
  97735. boneAxis.y = 1;
  97736. boneAxis.z = 0;
  97737. }
  97738. bone.getDirectionToRef(boneAxis, boneMesh, boneDir);
  97739. bone.getAbsolutePositionToRef(boneMesh, pos);
  97740. if ((distToJoint === undefined || distToJoint === null) && jointPivot) {
  97741. distToJoint = jointPivot.length();
  97742. }
  97743. if (distToJoint !== undefined && distToJoint !== null) {
  97744. pos.x += boneDir.x * distToJoint;
  97745. pos.y += boneDir.y * distToJoint;
  97746. pos.z += boneDir.z * distToJoint;
  97747. }
  97748. mesh.setAbsolutePosition(pos);
  97749. };
  97750. /**
  97751. * The default object size of the imposter
  97752. */
  97753. PhysicsImpostor.DEFAULT_OBJECT_SIZE = new BABYLON.Vector3(1, 1, 1);
  97754. /**
  97755. * The identity quaternion of the imposter
  97756. */
  97757. PhysicsImpostor.IDENTITY_QUATERNION = BABYLON.Quaternion.Identity();
  97758. PhysicsImpostor._tmpVecs = BABYLON.Tools.BuildArray(3, BABYLON.Vector3.Zero);
  97759. PhysicsImpostor._tmpQuat = BABYLON.Quaternion.Identity();
  97760. //Impostor types
  97761. /**
  97762. * No-Imposter type
  97763. */
  97764. PhysicsImpostor.NoImpostor = 0;
  97765. /**
  97766. * Sphere-Imposter type
  97767. */
  97768. PhysicsImpostor.SphereImpostor = 1;
  97769. /**
  97770. * Box-Imposter type
  97771. */
  97772. PhysicsImpostor.BoxImpostor = 2;
  97773. /**
  97774. * Plane-Imposter type
  97775. */
  97776. PhysicsImpostor.PlaneImpostor = 3;
  97777. /**
  97778. * Mesh-imposter type
  97779. */
  97780. PhysicsImpostor.MeshImpostor = 4;
  97781. /**
  97782. * Cylinder-Imposter type
  97783. */
  97784. PhysicsImpostor.CylinderImpostor = 7;
  97785. /**
  97786. * Particle-Imposter type
  97787. */
  97788. PhysicsImpostor.ParticleImpostor = 8;
  97789. /**
  97790. * Heightmap-Imposter type
  97791. */
  97792. PhysicsImpostor.HeightmapImpostor = 9;
  97793. return PhysicsImpostor;
  97794. }());
  97795. BABYLON.PhysicsImpostor = PhysicsImpostor;
  97796. })(BABYLON || (BABYLON = {}));
  97797. //# sourceMappingURL=babylon.physicsImpostor.js.map
  97798. var BABYLON;
  97799. (function (BABYLON) {
  97800. /**
  97801. * Class used to control physics engine
  97802. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  97803. */
  97804. var PhysicsEngine = /** @class */ (function () {
  97805. /**
  97806. * Creates a new Physics Engine
  97807. * @param gravity defines the gravity vector used by the simulation
  97808. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  97809. */
  97810. function PhysicsEngine(gravity, _physicsPlugin) {
  97811. if (_physicsPlugin === void 0) { _physicsPlugin = new BABYLON.CannonJSPlugin(); }
  97812. this._physicsPlugin = _physicsPlugin;
  97813. this._impostors = [];
  97814. this._joints = [];
  97815. if (!this._physicsPlugin.isSupported()) {
  97816. throw new Error("Physics Engine " + this._physicsPlugin.name + " cannot be found. "
  97817. + "Please make sure it is included.");
  97818. }
  97819. gravity = gravity || new BABYLON.Vector3(0, -9.807, 0);
  97820. this.setGravity(gravity);
  97821. this.setTimeStep();
  97822. }
  97823. /**
  97824. * Sets the gravity vector used by the simulation
  97825. * @param gravity defines the gravity vector to use
  97826. */
  97827. PhysicsEngine.prototype.setGravity = function (gravity) {
  97828. this.gravity = gravity;
  97829. this._physicsPlugin.setGravity(this.gravity);
  97830. };
  97831. /**
  97832. * Set the time step of the physics engine.
  97833. * Default is 1/60.
  97834. * To slow it down, enter 1/600 for example.
  97835. * To speed it up, 1/30
  97836. * @param newTimeStep defines the new timestep to apply to this world.
  97837. */
  97838. PhysicsEngine.prototype.setTimeStep = function (newTimeStep) {
  97839. if (newTimeStep === void 0) { newTimeStep = 1 / 60; }
  97840. this._physicsPlugin.setTimeStep(newTimeStep);
  97841. };
  97842. /**
  97843. * Get the time step of the physics engine.
  97844. * @returns the current time step
  97845. */
  97846. PhysicsEngine.prototype.getTimeStep = function () {
  97847. return this._physicsPlugin.getTimeStep();
  97848. };
  97849. /**
  97850. * Release all resources
  97851. */
  97852. PhysicsEngine.prototype.dispose = function () {
  97853. this._impostors.forEach(function (impostor) {
  97854. impostor.dispose();
  97855. });
  97856. this._physicsPlugin.dispose();
  97857. };
  97858. /**
  97859. * Gets the name of the current physics plugin
  97860. * @returns the name of the plugin
  97861. */
  97862. PhysicsEngine.prototype.getPhysicsPluginName = function () {
  97863. return this._physicsPlugin.name;
  97864. };
  97865. /**
  97866. * Adding a new impostor for the impostor tracking.
  97867. * This will be done by the impostor itself.
  97868. * @param impostor the impostor to add
  97869. */
  97870. PhysicsEngine.prototype.addImpostor = function (impostor) {
  97871. impostor.uniqueId = this._impostors.push(impostor);
  97872. //if no parent, generate the body
  97873. if (!impostor.parent) {
  97874. this._physicsPlugin.generatePhysicsBody(impostor);
  97875. }
  97876. };
  97877. /**
  97878. * Remove an impostor from the engine.
  97879. * This impostor and its mesh will not longer be updated by the physics engine.
  97880. * @param impostor the impostor to remove
  97881. */
  97882. PhysicsEngine.prototype.removeImpostor = function (impostor) {
  97883. var index = this._impostors.indexOf(impostor);
  97884. if (index > -1) {
  97885. var removed = this._impostors.splice(index, 1);
  97886. //Is it needed?
  97887. if (removed.length) {
  97888. //this will also remove it from the world.
  97889. removed[0].physicsBody = null;
  97890. }
  97891. }
  97892. };
  97893. /**
  97894. * Add a joint to the physics engine
  97895. * @param mainImpostor defines the main impostor to which the joint is added.
  97896. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  97897. * @param joint defines the joint that will connect both impostors.
  97898. */
  97899. PhysicsEngine.prototype.addJoint = function (mainImpostor, connectedImpostor, joint) {
  97900. var impostorJoint = {
  97901. mainImpostor: mainImpostor,
  97902. connectedImpostor: connectedImpostor,
  97903. joint: joint
  97904. };
  97905. joint.physicsPlugin = this._physicsPlugin;
  97906. this._joints.push(impostorJoint);
  97907. this._physicsPlugin.generateJoint(impostorJoint);
  97908. };
  97909. /**
  97910. * Removes a joint from the simulation
  97911. * @param mainImpostor defines the impostor used with the joint
  97912. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  97913. * @param joint defines the joint to remove
  97914. */
  97915. PhysicsEngine.prototype.removeJoint = function (mainImpostor, connectedImpostor, joint) {
  97916. var matchingJoints = this._joints.filter(function (impostorJoint) {
  97917. return (impostorJoint.connectedImpostor === connectedImpostor
  97918. && impostorJoint.joint === joint
  97919. && impostorJoint.mainImpostor === mainImpostor);
  97920. });
  97921. if (matchingJoints.length) {
  97922. this._physicsPlugin.removeJoint(matchingJoints[0]);
  97923. //TODO remove it from the list as well
  97924. }
  97925. };
  97926. /**
  97927. * Called by the scene. No need to call it.
  97928. * @param delta defines the timespam between frames
  97929. */
  97930. PhysicsEngine.prototype._step = function (delta) {
  97931. var _this = this;
  97932. //check if any mesh has no body / requires an update
  97933. this._impostors.forEach(function (impostor) {
  97934. if (impostor.isBodyInitRequired()) {
  97935. _this._physicsPlugin.generatePhysicsBody(impostor);
  97936. }
  97937. });
  97938. if (delta > 0.1) {
  97939. delta = 0.1;
  97940. }
  97941. else if (delta <= 0) {
  97942. delta = 1.0 / 60.0;
  97943. }
  97944. this._physicsPlugin.executeStep(delta, this._impostors);
  97945. };
  97946. /**
  97947. * Gets the current plugin used to run the simulation
  97948. * @returns current plugin
  97949. */
  97950. PhysicsEngine.prototype.getPhysicsPlugin = function () {
  97951. return this._physicsPlugin;
  97952. };
  97953. /**
  97954. * Gets the list of physic impostors
  97955. * @returns an array of PhysicsImpostor
  97956. */
  97957. PhysicsEngine.prototype.getImpostors = function () {
  97958. return this._impostors;
  97959. };
  97960. /**
  97961. * Gets the impostor for a physics enabled object
  97962. * @param object defines the object impersonated by the impostor
  97963. * @returns the PhysicsImpostor or null if not found
  97964. */
  97965. PhysicsEngine.prototype.getImpostorForPhysicsObject = function (object) {
  97966. for (var i = 0; i < this._impostors.length; ++i) {
  97967. if (this._impostors[i].object === object) {
  97968. return this._impostors[i];
  97969. }
  97970. }
  97971. return null;
  97972. };
  97973. /**
  97974. * Gets the impostor for a physics body object
  97975. * @param body defines physics body used by the impostor
  97976. * @returns the PhysicsImpostor or null if not found
  97977. */
  97978. PhysicsEngine.prototype.getImpostorWithPhysicsBody = function (body) {
  97979. for (var i = 0; i < this._impostors.length; ++i) {
  97980. if (this._impostors[i].physicsBody === body) {
  97981. return this._impostors[i];
  97982. }
  97983. }
  97984. return null;
  97985. };
  97986. /**
  97987. * Global value used to control the smallest number supported by the simulation
  97988. */
  97989. PhysicsEngine.Epsilon = 0.001;
  97990. return PhysicsEngine;
  97991. }());
  97992. BABYLON.PhysicsEngine = PhysicsEngine;
  97993. })(BABYLON || (BABYLON = {}));
  97994. //# sourceMappingURL=babylon.physicsEngine.js.map
  97995. var BABYLON;
  97996. (function (BABYLON) {
  97997. /**
  97998. * A helper for physics simulations
  97999. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98000. */
  98001. var PhysicsHelper = /** @class */ (function () {
  98002. /**
  98003. * Initializes the Physics helper
  98004. * @param scene Babylon.js scene
  98005. */
  98006. function PhysicsHelper(scene) {
  98007. this._scene = scene;
  98008. this._physicsEngine = this._scene.getPhysicsEngine();
  98009. if (!this._physicsEngine) {
  98010. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you can use the methods.');
  98011. }
  98012. }
  98013. /**
  98014. * Applies a radial explosion impulse
  98015. * @param origin the origin of the explosion
  98016. * @param radius the explosion radius
  98017. * @param strength the explosion strength
  98018. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98019. * @returns A physics radial explosion event, or null
  98020. */
  98021. PhysicsHelper.prototype.applyRadialExplosionImpulse = function (origin, radius, strength, falloff) {
  98022. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98023. if (!this._physicsEngine) {
  98024. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call this method.');
  98025. return null;
  98026. }
  98027. var impostors = this._physicsEngine.getImpostors();
  98028. if (impostors.length === 0) {
  98029. return null;
  98030. }
  98031. var event = new PhysicsRadialExplosionEvent(this._scene);
  98032. impostors.forEach(function (impostor) {
  98033. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98034. if (!impostorForceAndContactPoint) {
  98035. return;
  98036. }
  98037. impostor.applyImpulse(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98038. });
  98039. event.dispose(false);
  98040. return event;
  98041. };
  98042. /**
  98043. * Applies a radial explosion force
  98044. * @param origin the origin of the explosion
  98045. * @param radius the explosion radius
  98046. * @param strength the explosion strength
  98047. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98048. * @returns A physics radial explosion event, or null
  98049. */
  98050. PhysicsHelper.prototype.applyRadialExplosionForce = function (origin, radius, strength, falloff) {
  98051. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98052. if (!this._physicsEngine) {
  98053. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98054. return null;
  98055. }
  98056. var impostors = this._physicsEngine.getImpostors();
  98057. if (impostors.length === 0) {
  98058. return null;
  98059. }
  98060. var event = new PhysicsRadialExplosionEvent(this._scene);
  98061. impostors.forEach(function (impostor) {
  98062. var impostorForceAndContactPoint = event.getImpostorForceAndContactPoint(impostor, origin, radius, strength, falloff);
  98063. if (!impostorForceAndContactPoint) {
  98064. return;
  98065. }
  98066. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98067. });
  98068. event.dispose(false);
  98069. return event;
  98070. };
  98071. /**
  98072. * Creates a gravitational field
  98073. * @param origin the origin of the explosion
  98074. * @param radius the explosion radius
  98075. * @param strength the explosion strength
  98076. * @param falloff possible options: Constant & Linear. Defaults to Constant
  98077. * @returns A physics gravitational field event, or null
  98078. */
  98079. PhysicsHelper.prototype.gravitationalField = function (origin, radius, strength, falloff) {
  98080. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98081. if (!this._physicsEngine) {
  98082. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98083. return null;
  98084. }
  98085. var impostors = this._physicsEngine.getImpostors();
  98086. if (impostors.length === 0) {
  98087. return null;
  98088. }
  98089. var event = new PhysicsGravitationalFieldEvent(this, this._scene, origin, radius, strength, falloff);
  98090. event.dispose(false);
  98091. return event;
  98092. };
  98093. /**
  98094. * Creates a physics updraft event
  98095. * @param origin the origin of the updraft
  98096. * @param radius the radius of the updraft
  98097. * @param strength the strength of the updraft
  98098. * @param height the height of the updraft
  98099. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  98100. * @returns A physics updraft event, or null
  98101. */
  98102. PhysicsHelper.prototype.updraft = function (origin, radius, strength, height, updraftMode) {
  98103. if (updraftMode === void 0) { updraftMode = PhysicsUpdraftMode.Center; }
  98104. if (!this._physicsEngine) {
  98105. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98106. return null;
  98107. }
  98108. if (this._physicsEngine.getImpostors().length === 0) {
  98109. return null;
  98110. }
  98111. var event = new PhysicsUpdraftEvent(this._scene, origin, radius, strength, height, updraftMode);
  98112. event.dispose(false);
  98113. return event;
  98114. };
  98115. /**
  98116. * Creates a physics vortex event
  98117. * @param origin the of the vortex
  98118. * @param radius the radius of the vortex
  98119. * @param strength the strength of the vortex
  98120. * @param height the height of the vortex
  98121. * @returns a Physics vortex event, or null
  98122. * A physics vortex event or null
  98123. */
  98124. PhysicsHelper.prototype.vortex = function (origin, radius, strength, height) {
  98125. if (!this._physicsEngine) {
  98126. BABYLON.Tools.Warn('Physics engine not enabled. Please enable the physics before you call the PhysicsHelper.');
  98127. return null;
  98128. }
  98129. if (this._physicsEngine.getImpostors().length === 0) {
  98130. return null;
  98131. }
  98132. var event = new PhysicsVortexEvent(this._scene, origin, radius, strength, height);
  98133. event.dispose(false);
  98134. return event;
  98135. };
  98136. return PhysicsHelper;
  98137. }());
  98138. BABYLON.PhysicsHelper = PhysicsHelper;
  98139. /**
  98140. * Represents a physics radial explosion event
  98141. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98142. */
  98143. var PhysicsRadialExplosionEvent = /** @class */ (function () {
  98144. /**
  98145. * Initializes a radial explosioin event
  98146. * @param scene BabylonJS scene
  98147. */
  98148. function PhysicsRadialExplosionEvent(scene) {
  98149. this._sphereOptions = { segments: 32, diameter: 1 }; // TODO: make configurable
  98150. this._rays = [];
  98151. this._dataFetched = false; // check if the data has been fetched. If not, do cleanup
  98152. this._scene = scene;
  98153. }
  98154. /**
  98155. * Returns the data related to the radial explosion event (sphere & rays).
  98156. * @returns The radial explosion event data
  98157. */
  98158. PhysicsRadialExplosionEvent.prototype.getData = function () {
  98159. this._dataFetched = true;
  98160. return {
  98161. sphere: this._sphere,
  98162. rays: this._rays,
  98163. };
  98164. };
  98165. /**
  98166. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  98167. * @param impostor A physics imposter
  98168. * @param origin the origin of the explosion
  98169. * @param radius the explosion radius
  98170. * @param strength the explosion strength
  98171. * @param falloff possible options: Constant & Linear
  98172. * @returns {Nullable<PhysicsForceAndContactPoint>} A physics force and contact point, or null
  98173. */
  98174. PhysicsRadialExplosionEvent.prototype.getImpostorForceAndContactPoint = function (impostor, origin, radius, strength, falloff) {
  98175. if (impostor.mass === 0) {
  98176. return null;
  98177. }
  98178. if (!this._intersectsWithSphere(impostor, origin, radius)) {
  98179. return null;
  98180. }
  98181. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98182. return null;
  98183. }
  98184. var impostorObjectCenter = impostor.getObjectCenter();
  98185. var direction = impostorObjectCenter.subtract(origin);
  98186. var ray = new BABYLON.Ray(origin, direction, radius);
  98187. this._rays.push(ray);
  98188. var hit = ray.intersectsMesh(impostor.object);
  98189. var contactPoint = hit.pickedPoint;
  98190. if (!contactPoint) {
  98191. return null;
  98192. }
  98193. var distanceFromOrigin = BABYLON.Vector3.Distance(origin, contactPoint);
  98194. if (distanceFromOrigin > radius) {
  98195. return null;
  98196. }
  98197. var multiplier = falloff === PhysicsRadialImpulseFalloff.Constant
  98198. ? strength
  98199. : strength * (1 - (distanceFromOrigin / radius));
  98200. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98201. return { force: force, contactPoint: contactPoint };
  98202. };
  98203. /**
  98204. * Disposes the sphere.
  98205. * @param force Specifies if the sphere should be disposed by force
  98206. */
  98207. PhysicsRadialExplosionEvent.prototype.dispose = function (force) {
  98208. var _this = this;
  98209. if (force === void 0) { force = true; }
  98210. if (force) {
  98211. this._sphere.dispose();
  98212. }
  98213. else {
  98214. setTimeout(function () {
  98215. if (!_this._dataFetched) {
  98216. _this._sphere.dispose();
  98217. }
  98218. }, 0);
  98219. }
  98220. };
  98221. /*** Helpers ***/
  98222. PhysicsRadialExplosionEvent.prototype._prepareSphere = function () {
  98223. if (!this._sphere) {
  98224. this._sphere = BABYLON.MeshBuilder.CreateSphere("radialExplosionEventSphere", this._sphereOptions, this._scene);
  98225. this._sphere.isVisible = false;
  98226. }
  98227. };
  98228. PhysicsRadialExplosionEvent.prototype._intersectsWithSphere = function (impostor, origin, radius) {
  98229. var impostorObject = impostor.object;
  98230. this._prepareSphere();
  98231. this._sphere.position = origin;
  98232. this._sphere.scaling = new BABYLON.Vector3(radius * 2, radius * 2, radius * 2);
  98233. this._sphere._updateBoundingInfo();
  98234. this._sphere.computeWorldMatrix(true);
  98235. return this._sphere.intersectsMesh(impostorObject, true);
  98236. };
  98237. return PhysicsRadialExplosionEvent;
  98238. }());
  98239. BABYLON.PhysicsRadialExplosionEvent = PhysicsRadialExplosionEvent;
  98240. /**
  98241. * Represents a gravitational field event
  98242. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98243. */
  98244. var PhysicsGravitationalFieldEvent = /** @class */ (function () {
  98245. /**
  98246. * Initializes the physics gravitational field event
  98247. * @param physicsHelper A physics helper
  98248. * @param scene BabylonJS scene
  98249. * @param origin The origin position of the gravitational field event
  98250. * @param radius The radius of the gravitational field event
  98251. * @param strength The strength of the gravitational field event
  98252. * @param falloff The falloff for the gravitational field event
  98253. */
  98254. function PhysicsGravitationalFieldEvent(physicsHelper, scene, origin, radius, strength, falloff) {
  98255. if (falloff === void 0) { falloff = PhysicsRadialImpulseFalloff.Constant; }
  98256. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98257. this._physicsHelper = physicsHelper;
  98258. this._scene = scene;
  98259. this._origin = origin;
  98260. this._radius = radius;
  98261. this._strength = strength;
  98262. this._falloff = falloff;
  98263. this._tickCallback = this._tick.bind(this);
  98264. }
  98265. /**
  98266. * Returns the data related to the gravitational field event (sphere).
  98267. * @returns A gravitational field event
  98268. */
  98269. PhysicsGravitationalFieldEvent.prototype.getData = function () {
  98270. this._dataFetched = true;
  98271. return {
  98272. sphere: this._sphere,
  98273. };
  98274. };
  98275. /**
  98276. * Enables the gravitational field.
  98277. */
  98278. PhysicsGravitationalFieldEvent.prototype.enable = function () {
  98279. this._tickCallback.call(this);
  98280. this._scene.registerBeforeRender(this._tickCallback);
  98281. };
  98282. /**
  98283. * Disables the gravitational field.
  98284. */
  98285. PhysicsGravitationalFieldEvent.prototype.disable = function () {
  98286. this._scene.unregisterBeforeRender(this._tickCallback);
  98287. };
  98288. /**
  98289. * Disposes the sphere.
  98290. * @param force The force to dispose from the gravitational field event
  98291. */
  98292. PhysicsGravitationalFieldEvent.prototype.dispose = function (force) {
  98293. var _this = this;
  98294. if (force === void 0) { force = true; }
  98295. if (force) {
  98296. this._sphere.dispose();
  98297. }
  98298. else {
  98299. setTimeout(function () {
  98300. if (!_this._dataFetched) {
  98301. _this._sphere.dispose();
  98302. }
  98303. }, 0);
  98304. }
  98305. };
  98306. PhysicsGravitationalFieldEvent.prototype._tick = function () {
  98307. // Since the params won't change, we fetch the event only once
  98308. if (this._sphere) {
  98309. this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98310. }
  98311. else {
  98312. var radialExplosionEvent = this._physicsHelper.applyRadialExplosionForce(this._origin, this._radius, this._strength * -1, this._falloff);
  98313. if (radialExplosionEvent) {
  98314. this._sphere = radialExplosionEvent.getData().sphere.clone('radialExplosionEventSphereClone');
  98315. }
  98316. }
  98317. };
  98318. return PhysicsGravitationalFieldEvent;
  98319. }());
  98320. BABYLON.PhysicsGravitationalFieldEvent = PhysicsGravitationalFieldEvent;
  98321. /**
  98322. * Represents a physics updraft event
  98323. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98324. */
  98325. var PhysicsUpdraftEvent = /** @class */ (function () {
  98326. /**
  98327. * Initializes the physics updraft event
  98328. * @param _scene BabylonJS scene
  98329. * @param _origin The origin position of the updraft
  98330. * @param _radius The radius of the updraft
  98331. * @param _strength The strength of the updraft
  98332. * @param _height The height of the updraft
  98333. * @param _updraftMode The mode of the updraft
  98334. */
  98335. function PhysicsUpdraftEvent(_scene, _origin, _radius, _strength, _height, _updraftMode) {
  98336. this._scene = _scene;
  98337. this._origin = _origin;
  98338. this._radius = _radius;
  98339. this._strength = _strength;
  98340. this._height = _height;
  98341. this._updraftMode = _updraftMode;
  98342. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98343. this._originDirection = BABYLON.Vector3.Zero(); // used if the updraftMode is perpendicular
  98344. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98345. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98346. this._physicsEngine = this._scene.getPhysicsEngine();
  98347. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98348. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98349. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98350. this._originDirection = this._origin.subtract(this._originTop).normalize();
  98351. }
  98352. this._tickCallback = this._tick.bind(this);
  98353. this._prepareCylinder();
  98354. }
  98355. /**
  98356. * Returns the data related to the updraft event (cylinder).
  98357. * @returns A physics updraft event
  98358. */
  98359. PhysicsUpdraftEvent.prototype.getData = function () {
  98360. this._dataFetched = true;
  98361. return {
  98362. cylinder: this._cylinder,
  98363. };
  98364. };
  98365. /**
  98366. * Enables the updraft.
  98367. */
  98368. PhysicsUpdraftEvent.prototype.enable = function () {
  98369. this._tickCallback.call(this);
  98370. this._scene.registerBeforeRender(this._tickCallback);
  98371. };
  98372. /**
  98373. * Disables the cortex.
  98374. */
  98375. PhysicsUpdraftEvent.prototype.disable = function () {
  98376. this._scene.unregisterBeforeRender(this._tickCallback);
  98377. };
  98378. /**
  98379. * Disposes the sphere.
  98380. * @param force Specifies if the updraft should be disposed by force
  98381. */
  98382. PhysicsUpdraftEvent.prototype.dispose = function (force) {
  98383. var _this = this;
  98384. if (force === void 0) { force = true; }
  98385. if (!this._cylinder) {
  98386. return;
  98387. }
  98388. if (force) {
  98389. this._cylinder.dispose();
  98390. }
  98391. else {
  98392. setTimeout(function () {
  98393. if (!_this._dataFetched) {
  98394. _this._cylinder.dispose();
  98395. }
  98396. }, 0);
  98397. }
  98398. };
  98399. PhysicsUpdraftEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98400. if (impostor.mass === 0) {
  98401. return null;
  98402. }
  98403. if (!this._intersectsWithCylinder(impostor)) {
  98404. return null;
  98405. }
  98406. var impostorObjectCenter = impostor.getObjectCenter();
  98407. if (this._updraftMode === PhysicsUpdraftMode.Perpendicular) {
  98408. var direction = this._originDirection;
  98409. }
  98410. else {
  98411. var direction = impostorObjectCenter.subtract(this._originTop);
  98412. }
  98413. var multiplier = this._strength * -1;
  98414. var force = direction.multiplyByFloats(multiplier, multiplier, multiplier);
  98415. return { force: force, contactPoint: impostorObjectCenter };
  98416. };
  98417. PhysicsUpdraftEvent.prototype._tick = function () {
  98418. var _this = this;
  98419. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98420. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98421. if (!impostorForceAndContactPoint) {
  98422. return;
  98423. }
  98424. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98425. });
  98426. };
  98427. /*** Helpers ***/
  98428. PhysicsUpdraftEvent.prototype._prepareCylinder = function () {
  98429. if (!this._cylinder) {
  98430. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("updraftEventCylinder", {
  98431. height: this._height,
  98432. diameter: this._radius * 2,
  98433. }, this._scene);
  98434. this._cylinder.isVisible = false;
  98435. }
  98436. };
  98437. PhysicsUpdraftEvent.prototype._intersectsWithCylinder = function (impostor) {
  98438. var impostorObject = impostor.object;
  98439. this._cylinder.position = this._cylinderPosition;
  98440. return this._cylinder.intersectsMesh(impostorObject, true);
  98441. };
  98442. return PhysicsUpdraftEvent;
  98443. }());
  98444. BABYLON.PhysicsUpdraftEvent = PhysicsUpdraftEvent;
  98445. /**
  98446. * Represents a physics vortex event
  98447. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98448. */
  98449. var PhysicsVortexEvent = /** @class */ (function () {
  98450. /**
  98451. * Initializes the physics vortex event
  98452. * @param _scene The BabylonJS scene
  98453. * @param _origin The origin position of the vortex
  98454. * @param _radius The radius of the vortex
  98455. * @param _strength The strength of the vortex
  98456. * @param _height The height of the vortex
  98457. */
  98458. function PhysicsVortexEvent(_scene, _origin, _radius, _strength, _height) {
  98459. this._scene = _scene;
  98460. this._origin = _origin;
  98461. this._radius = _radius;
  98462. this._strength = _strength;
  98463. this._height = _height;
  98464. this._originTop = BABYLON.Vector3.Zero(); // the most upper part of the cylinder
  98465. this._centripetalForceThreshold = 0.7; // at which distance, relative to the radius the centripetal forces should kick in
  98466. this._updraftMultiplier = 0.02;
  98467. this._cylinderPosition = BABYLON.Vector3.Zero(); // to keep the cylinders position, because normally the origin is in the center and not on the bottom
  98468. this._dataFetched = false; // check if the has been fetched the data. If not, do cleanup
  98469. this._physicsEngine = this._scene.getPhysicsEngine();
  98470. this._origin.addToRef(new BABYLON.Vector3(0, this._height / 2, 0), this._cylinderPosition);
  98471. this._origin.addToRef(new BABYLON.Vector3(0, this._height, 0), this._originTop);
  98472. this._tickCallback = this._tick.bind(this);
  98473. this._prepareCylinder();
  98474. }
  98475. /**
  98476. * Returns the data related to the vortex event (cylinder).
  98477. * @returns The physics vortex event data
  98478. */
  98479. PhysicsVortexEvent.prototype.getData = function () {
  98480. this._dataFetched = true;
  98481. return {
  98482. cylinder: this._cylinder,
  98483. };
  98484. };
  98485. /**
  98486. * Enables the vortex.
  98487. */
  98488. PhysicsVortexEvent.prototype.enable = function () {
  98489. this._tickCallback.call(this);
  98490. this._scene.registerBeforeRender(this._tickCallback);
  98491. };
  98492. /**
  98493. * Disables the cortex.
  98494. */
  98495. PhysicsVortexEvent.prototype.disable = function () {
  98496. this._scene.unregisterBeforeRender(this._tickCallback);
  98497. };
  98498. /**
  98499. * Disposes the sphere.
  98500. * @param force
  98501. */
  98502. PhysicsVortexEvent.prototype.dispose = function (force) {
  98503. var _this = this;
  98504. if (force === void 0) { force = true; }
  98505. if (force) {
  98506. this._cylinder.dispose();
  98507. }
  98508. else {
  98509. setTimeout(function () {
  98510. if (!_this._dataFetched) {
  98511. _this._cylinder.dispose();
  98512. }
  98513. }, 0);
  98514. }
  98515. };
  98516. PhysicsVortexEvent.prototype.getImpostorForceAndContactPoint = function (impostor) {
  98517. if (impostor.mass === 0) {
  98518. return null;
  98519. }
  98520. if (!this._intersectsWithCylinder(impostor)) {
  98521. return null;
  98522. }
  98523. if (impostor.object.getClassName() !== 'Mesh' && impostor.object.getClassName() !== 'InstancedMesh') {
  98524. return null;
  98525. }
  98526. var impostorObjectCenter = impostor.getObjectCenter();
  98527. 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)
  98528. var originToImpostorDirection = impostorObjectCenter.subtract(originOnPlane);
  98529. var ray = new BABYLON.Ray(originOnPlane, originToImpostorDirection, this._radius);
  98530. var hit = ray.intersectsMesh(impostor.object);
  98531. var contactPoint = hit.pickedPoint;
  98532. if (!contactPoint) {
  98533. return null;
  98534. }
  98535. var absoluteDistanceFromOrigin = hit.distance / this._radius;
  98536. var perpendicularDirection = BABYLON.Vector3.Cross(originOnPlane, impostorObjectCenter).normalize();
  98537. var directionToOrigin = contactPoint.normalize();
  98538. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98539. directionToOrigin = directionToOrigin.negate();
  98540. }
  98541. // TODO: find a more physically based solution
  98542. if (absoluteDistanceFromOrigin > this._centripetalForceThreshold) {
  98543. var forceX = directionToOrigin.x * this._strength / 8;
  98544. var forceY = directionToOrigin.y * this._updraftMultiplier;
  98545. var forceZ = directionToOrigin.z * this._strength / 8;
  98546. }
  98547. else {
  98548. var forceX = (perpendicularDirection.x + directionToOrigin.x) / 2;
  98549. var forceY = this._originTop.y * this._updraftMultiplier;
  98550. var forceZ = (perpendicularDirection.z + directionToOrigin.z) / 2;
  98551. }
  98552. var force = new BABYLON.Vector3(forceX, forceY, forceZ);
  98553. force = force.multiplyByFloats(this._strength, this._strength, this._strength);
  98554. return { force: force, contactPoint: impostorObjectCenter };
  98555. };
  98556. PhysicsVortexEvent.prototype._tick = function () {
  98557. var _this = this;
  98558. this._physicsEngine.getImpostors().forEach(function (impostor) {
  98559. var impostorForceAndContactPoint = _this.getImpostorForceAndContactPoint(impostor);
  98560. if (!impostorForceAndContactPoint) {
  98561. return;
  98562. }
  98563. impostor.applyForce(impostorForceAndContactPoint.force, impostorForceAndContactPoint.contactPoint);
  98564. });
  98565. };
  98566. /*** Helpers ***/
  98567. PhysicsVortexEvent.prototype._prepareCylinder = function () {
  98568. if (!this._cylinder) {
  98569. this._cylinder = BABYLON.MeshBuilder.CreateCylinder("vortexEventCylinder", {
  98570. height: this._height,
  98571. diameter: this._radius * 2,
  98572. }, this._scene);
  98573. this._cylinder.isVisible = false;
  98574. }
  98575. };
  98576. PhysicsVortexEvent.prototype._intersectsWithCylinder = function (impostor) {
  98577. var impostorObject = impostor.object;
  98578. this._cylinder.position = this._cylinderPosition;
  98579. return this._cylinder.intersectsMesh(impostorObject, true);
  98580. };
  98581. return PhysicsVortexEvent;
  98582. }());
  98583. BABYLON.PhysicsVortexEvent = PhysicsVortexEvent;
  98584. /**
  98585. * The strenght of the force in correspondence to the distance of the affected object
  98586. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98587. */
  98588. var PhysicsRadialImpulseFalloff;
  98589. (function (PhysicsRadialImpulseFalloff) {
  98590. /** Defines that impulse is constant in strength across it's whole radius */
  98591. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Constant"] = 0] = "Constant";
  98592. /** DEfines that impulse gets weaker if it's further from the origin */
  98593. PhysicsRadialImpulseFalloff[PhysicsRadialImpulseFalloff["Linear"] = 1] = "Linear";
  98594. })(PhysicsRadialImpulseFalloff = BABYLON.PhysicsRadialImpulseFalloff || (BABYLON.PhysicsRadialImpulseFalloff = {}));
  98595. /**
  98596. * The strength of the force in correspondence to the distance of the affected object
  98597. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  98598. */
  98599. var PhysicsUpdraftMode;
  98600. (function (PhysicsUpdraftMode) {
  98601. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  98602. PhysicsUpdraftMode[PhysicsUpdraftMode["Center"] = 0] = "Center";
  98603. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  98604. PhysicsUpdraftMode[PhysicsUpdraftMode["Perpendicular"] = 1] = "Perpendicular";
  98605. })(PhysicsUpdraftMode = BABYLON.PhysicsUpdraftMode || (BABYLON.PhysicsUpdraftMode = {}));
  98606. })(BABYLON || (BABYLON = {}));
  98607. //# sourceMappingURL=babylon.physicsHelper.js.map
  98608. var BABYLON;
  98609. (function (BABYLON) {
  98610. /** @hidden */
  98611. var CannonJSPlugin = /** @class */ (function () {
  98612. function CannonJSPlugin(_useDeltaForWorldStep, iterations) {
  98613. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  98614. if (iterations === void 0) { iterations = 10; }
  98615. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  98616. this.name = "CannonJSPlugin";
  98617. this._physicsMaterials = new Array();
  98618. this._fixedTimeStep = 1 / 60;
  98619. //See https://github.com/schteppe/CANNON.js/blob/gh-pages/demos/collisionFilter.html
  98620. this.BJSCANNON = CANNON;
  98621. this._minus90X = new BABYLON.Quaternion(-0.7071067811865475, 0, 0, 0.7071067811865475);
  98622. this._plus90X = new BABYLON.Quaternion(0.7071067811865475, 0, 0, 0.7071067811865475);
  98623. this._tmpPosition = BABYLON.Vector3.Zero();
  98624. this._tmpDeltaPosition = BABYLON.Vector3.Zero();
  98625. this._tmpUnityRotation = new BABYLON.Quaternion();
  98626. if (!this.isSupported()) {
  98627. BABYLON.Tools.Error("CannonJS is not available. Please make sure you included the js file.");
  98628. return;
  98629. }
  98630. this._extendNamespace();
  98631. this.world = new this.BJSCANNON.World();
  98632. this.world.broadphase = new this.BJSCANNON.NaiveBroadphase();
  98633. this.world.solver.iterations = iterations;
  98634. }
  98635. CannonJSPlugin.prototype.setGravity = function (gravity) {
  98636. this.world.gravity.copy(gravity);
  98637. };
  98638. CannonJSPlugin.prototype.setTimeStep = function (timeStep) {
  98639. this._fixedTimeStep = timeStep;
  98640. };
  98641. CannonJSPlugin.prototype.getTimeStep = function () {
  98642. return this._fixedTimeStep;
  98643. };
  98644. CannonJSPlugin.prototype.executeStep = function (delta, impostors) {
  98645. this.world.step(this._fixedTimeStep, this._useDeltaForWorldStep ? delta : 0, 3);
  98646. };
  98647. CannonJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  98648. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98649. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98650. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  98651. };
  98652. CannonJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  98653. var worldPoint = new this.BJSCANNON.Vec3(contactPoint.x, contactPoint.y, contactPoint.z);
  98654. var impulse = new this.BJSCANNON.Vec3(force.x, force.y, force.z);
  98655. impostor.physicsBody.applyForce(impulse, worldPoint);
  98656. };
  98657. CannonJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  98658. //parent-child relationship. Does this impostor has a parent impostor?
  98659. if (impostor.parent) {
  98660. if (impostor.physicsBody) {
  98661. this.removePhysicsBody(impostor);
  98662. //TODO is that needed?
  98663. impostor.forceUpdate();
  98664. }
  98665. return;
  98666. }
  98667. //should a new body be created for this impostor?
  98668. if (impostor.isBodyInitRequired()) {
  98669. var shape = this._createShape(impostor);
  98670. //unregister events, if body is being changed
  98671. var oldBody = impostor.physicsBody;
  98672. if (oldBody) {
  98673. this.removePhysicsBody(impostor);
  98674. }
  98675. //create the body and material
  98676. var material = this._addMaterial("mat-" + impostor.uniqueId, impostor.getParam("friction"), impostor.getParam("restitution"));
  98677. var bodyCreationObject = {
  98678. mass: impostor.getParam("mass"),
  98679. material: material
  98680. };
  98681. // A simple extend, in case native options were used.
  98682. var nativeOptions = impostor.getParam("nativeOptions");
  98683. for (var key in nativeOptions) {
  98684. if (nativeOptions.hasOwnProperty(key)) {
  98685. bodyCreationObject[key] = nativeOptions[key];
  98686. }
  98687. }
  98688. impostor.physicsBody = new this.BJSCANNON.Body(bodyCreationObject);
  98689. impostor.physicsBody.addEventListener("collide", impostor.onCollide);
  98690. this.world.addEventListener("preStep", impostor.beforeStep);
  98691. this.world.addEventListener("postStep", impostor.afterStep);
  98692. impostor.physicsBody.addShape(shape);
  98693. this.world.add(impostor.physicsBody);
  98694. //try to keep the body moving in the right direction by taking old properties.
  98695. //Should be tested!
  98696. if (oldBody) {
  98697. ['force', 'torque', 'velocity', 'angularVelocity'].forEach(function (param) {
  98698. impostor.physicsBody[param].copy(oldBody[param]);
  98699. });
  98700. }
  98701. this._processChildMeshes(impostor);
  98702. }
  98703. //now update the body's transformation
  98704. this._updatePhysicsBodyTransformation(impostor);
  98705. };
  98706. CannonJSPlugin.prototype._processChildMeshes = function (mainImpostor) {
  98707. var _this = this;
  98708. var meshChildren = mainImpostor.object.getChildMeshes ? mainImpostor.object.getChildMeshes(true) : [];
  98709. var currentRotation = mainImpostor.object.rotationQuaternion;
  98710. if (meshChildren.length) {
  98711. var processMesh = function (localPosition, mesh) {
  98712. if (!currentRotation || !mesh.rotationQuaternion) {
  98713. return;
  98714. }
  98715. var childImpostor = mesh.getPhysicsImpostor();
  98716. if (childImpostor) {
  98717. var parent = childImpostor.parent;
  98718. if (parent !== mainImpostor) {
  98719. var pPosition = mesh.getAbsolutePosition().subtract(mainImpostor.object.getAbsolutePosition());
  98720. var localRotation = mesh.rotationQuaternion.multiply(BABYLON.Quaternion.Inverse(currentRotation));
  98721. if (childImpostor.physicsBody) {
  98722. _this.removePhysicsBody(childImpostor);
  98723. childImpostor.physicsBody = null;
  98724. }
  98725. childImpostor.parent = mainImpostor;
  98726. childImpostor.resetUpdateFlags();
  98727. 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));
  98728. //Add the mass of the children.
  98729. mainImpostor.physicsBody.mass += childImpostor.getParam("mass");
  98730. }
  98731. }
  98732. currentRotation.multiplyInPlace(mesh.rotationQuaternion);
  98733. mesh.getChildMeshes(true).filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(_this, mesh.getAbsolutePosition()));
  98734. };
  98735. meshChildren.filter(function (m) { return !!m.physicsImpostor; }).forEach(processMesh.bind(this, mainImpostor.object.getAbsolutePosition()));
  98736. }
  98737. };
  98738. CannonJSPlugin.prototype.removePhysicsBody = function (impostor) {
  98739. impostor.physicsBody.removeEventListener("collide", impostor.onCollide);
  98740. this.world.removeEventListener("preStep", impostor.beforeStep);
  98741. this.world.removeEventListener("postStep", impostor.afterStep);
  98742. this.world.remove(impostor.physicsBody);
  98743. };
  98744. CannonJSPlugin.prototype.generateJoint = function (impostorJoint) {
  98745. var mainBody = impostorJoint.mainImpostor.physicsBody;
  98746. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  98747. if (!mainBody || !connectedBody) {
  98748. return;
  98749. }
  98750. var constraint;
  98751. var jointData = impostorJoint.joint.jointData;
  98752. //TODO - https://github.com/schteppe/this.BJSCANNON.js/blob/gh-pages/demos/collisionFilter.html
  98753. var constraintData = {
  98754. pivotA: jointData.mainPivot ? new this.BJSCANNON.Vec3().copy(jointData.mainPivot) : null,
  98755. pivotB: jointData.connectedPivot ? new this.BJSCANNON.Vec3().copy(jointData.connectedPivot) : null,
  98756. axisA: jointData.mainAxis ? new this.BJSCANNON.Vec3().copy(jointData.mainAxis) : null,
  98757. axisB: jointData.connectedAxis ? new this.BJSCANNON.Vec3().copy(jointData.connectedAxis) : null,
  98758. maxForce: jointData.nativeParams.maxForce,
  98759. collideConnected: !!jointData.collision
  98760. };
  98761. switch (impostorJoint.joint.type) {
  98762. case BABYLON.PhysicsJoint.HingeJoint:
  98763. case BABYLON.PhysicsJoint.Hinge2Joint:
  98764. constraint = new this.BJSCANNON.HingeConstraint(mainBody, connectedBody, constraintData);
  98765. break;
  98766. case BABYLON.PhysicsJoint.DistanceJoint:
  98767. constraint = new this.BJSCANNON.DistanceConstraint(mainBody, connectedBody, jointData.maxDistance || 2);
  98768. break;
  98769. case BABYLON.PhysicsJoint.SpringJoint:
  98770. var springData = jointData;
  98771. constraint = new this.BJSCANNON.Spring(mainBody, connectedBody, {
  98772. restLength: springData.length,
  98773. stiffness: springData.stiffness,
  98774. damping: springData.damping,
  98775. localAnchorA: constraintData.pivotA,
  98776. localAnchorB: constraintData.pivotB
  98777. });
  98778. break;
  98779. case BABYLON.PhysicsJoint.LockJoint:
  98780. constraint = new this.BJSCANNON.LockConstraint(mainBody, connectedBody, constraintData);
  98781. break;
  98782. case BABYLON.PhysicsJoint.PointToPointJoint:
  98783. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  98784. default:
  98785. constraint = new this.BJSCANNON.PointToPointConstraint(mainBody, constraintData.pivotA, connectedBody, constraintData.pivotA, constraintData.maxForce);
  98786. break;
  98787. }
  98788. //set the collideConnected flag after the creation, since DistanceJoint ignores it.
  98789. constraint.collideConnected = !!jointData.collision;
  98790. impostorJoint.joint.physicsJoint = constraint;
  98791. //don't add spring as constraint, as it is not one.
  98792. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98793. this.world.addConstraint(constraint);
  98794. }
  98795. else {
  98796. impostorJoint.joint.jointData.forceApplicationCallback = impostorJoint.joint.jointData.forceApplicationCallback || function () {
  98797. constraint.applyForce();
  98798. };
  98799. impostorJoint.mainImpostor.registerAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98800. }
  98801. };
  98802. CannonJSPlugin.prototype.removeJoint = function (impostorJoint) {
  98803. if (impostorJoint.joint.type !== BABYLON.PhysicsJoint.SpringJoint) {
  98804. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  98805. }
  98806. else {
  98807. impostorJoint.mainImpostor.unregisterAfterPhysicsStep(impostorJoint.joint.jointData.forceApplicationCallback);
  98808. }
  98809. };
  98810. CannonJSPlugin.prototype._addMaterial = function (name, friction, restitution) {
  98811. var index;
  98812. var mat;
  98813. for (index = 0; index < this._physicsMaterials.length; index++) {
  98814. mat = this._physicsMaterials[index];
  98815. if (mat.friction === friction && mat.restitution === restitution) {
  98816. return mat;
  98817. }
  98818. }
  98819. var currentMat = new this.BJSCANNON.Material(name);
  98820. currentMat.friction = friction;
  98821. currentMat.restitution = restitution;
  98822. this._physicsMaterials.push(currentMat);
  98823. return currentMat;
  98824. };
  98825. CannonJSPlugin.prototype._checkWithEpsilon = function (value) {
  98826. return value < BABYLON.PhysicsEngine.Epsilon ? BABYLON.PhysicsEngine.Epsilon : value;
  98827. };
  98828. CannonJSPlugin.prototype._createShape = function (impostor) {
  98829. var object = impostor.object;
  98830. var returnValue;
  98831. var extendSize = impostor.getObjectExtendSize();
  98832. switch (impostor.type) {
  98833. case BABYLON.PhysicsImpostor.SphereImpostor:
  98834. var radiusX = extendSize.x;
  98835. var radiusY = extendSize.y;
  98836. var radiusZ = extendSize.z;
  98837. returnValue = new this.BJSCANNON.Sphere(Math.max(this._checkWithEpsilon(radiusX), this._checkWithEpsilon(radiusY), this._checkWithEpsilon(radiusZ)) / 2);
  98838. break;
  98839. //TMP also for cylinder - TODO Cannon supports cylinder natively.
  98840. case BABYLON.PhysicsImpostor.CylinderImpostor:
  98841. returnValue = new this.BJSCANNON.Cylinder(this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.x) / 2, this._checkWithEpsilon(extendSize.y), 16);
  98842. break;
  98843. case BABYLON.PhysicsImpostor.BoxImpostor:
  98844. var box = extendSize.scale(0.5);
  98845. returnValue = new this.BJSCANNON.Box(new this.BJSCANNON.Vec3(this._checkWithEpsilon(box.x), this._checkWithEpsilon(box.y), this._checkWithEpsilon(box.z)));
  98846. break;
  98847. case BABYLON.PhysicsImpostor.PlaneImpostor:
  98848. BABYLON.Tools.Warn("Attention, PlaneImposter might not behave as you expect. Consider using BoxImposter instead");
  98849. returnValue = new this.BJSCANNON.Plane();
  98850. break;
  98851. case BABYLON.PhysicsImpostor.MeshImpostor:
  98852. // should transform the vertex data to world coordinates!!
  98853. var rawVerts = object.getVerticesData ? object.getVerticesData(BABYLON.VertexBuffer.PositionKind) : [];
  98854. var rawFaces = object.getIndices ? object.getIndices() : [];
  98855. if (!rawVerts) {
  98856. return;
  98857. }
  98858. // get only scale! so the object could transform correctly.
  98859. var oldPosition = object.position.clone();
  98860. var oldRotation = object.rotation && object.rotation.clone();
  98861. var oldQuaternion = object.rotationQuaternion && object.rotationQuaternion.clone();
  98862. object.position.copyFromFloats(0, 0, 0);
  98863. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98864. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98865. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98866. var transform = object.computeWorldMatrix(true);
  98867. // convert rawVerts to object space
  98868. var temp = new Array();
  98869. var index;
  98870. for (index = 0; index < rawVerts.length; index += 3) {
  98871. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(rawVerts, index), transform).toArray(temp, index);
  98872. }
  98873. BABYLON.Tools.Warn("MeshImpostor only collides against spheres.");
  98874. returnValue = new this.BJSCANNON.Trimesh(temp, rawFaces);
  98875. //now set back the transformation!
  98876. object.position.copyFrom(oldPosition);
  98877. oldRotation && object.rotation && object.rotation.copyFrom(oldRotation);
  98878. oldQuaternion && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion);
  98879. break;
  98880. case BABYLON.PhysicsImpostor.HeightmapImpostor:
  98881. var oldPosition2 = object.position.clone();
  98882. var oldRotation2 = object.rotation && object.rotation.clone();
  98883. var oldQuaternion2 = object.rotationQuaternion && object.rotationQuaternion.clone();
  98884. object.position.copyFromFloats(0, 0, 0);
  98885. object.rotation && object.rotation.copyFromFloats(0, 0, 0);
  98886. object.rotationQuaternion && object.rotationQuaternion.copyFrom(impostor.getParentsRotation());
  98887. object.rotationQuaternion && object.parent && object.rotationQuaternion.conjugateInPlace();
  98888. object.rotationQuaternion && object.rotationQuaternion.multiplyInPlace(this._minus90X);
  98889. returnValue = this._createHeightmap(object);
  98890. object.position.copyFrom(oldPosition2);
  98891. oldRotation2 && object.rotation && object.rotation.copyFrom(oldRotation2);
  98892. oldQuaternion2 && object.rotationQuaternion && object.rotationQuaternion.copyFrom(oldQuaternion2);
  98893. object.computeWorldMatrix(true);
  98894. break;
  98895. case BABYLON.PhysicsImpostor.ParticleImpostor:
  98896. returnValue = new this.BJSCANNON.Particle();
  98897. break;
  98898. }
  98899. return returnValue;
  98900. };
  98901. CannonJSPlugin.prototype._createHeightmap = function (object, pointDepth) {
  98902. var pos = (object.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  98903. var transform = object.computeWorldMatrix(true);
  98904. // convert rawVerts to object space
  98905. var temp = new Array();
  98906. var index;
  98907. for (index = 0; index < pos.length; index += 3) {
  98908. BABYLON.Vector3.TransformCoordinates(BABYLON.Vector3.FromArray(pos, index), transform).toArray(temp, index);
  98909. }
  98910. pos = temp;
  98911. var matrix = new Array();
  98912. //For now pointDepth will not be used and will be automatically calculated.
  98913. //Future reference - try and find the best place to add a reference to the pointDepth variable.
  98914. var arraySize = pointDepth || ~~(Math.sqrt(pos.length / 3) - 1);
  98915. var boundingInfo = object.getBoundingInfo();
  98916. var dim = Math.min(boundingInfo.boundingBox.extendSizeWorld.x, boundingInfo.boundingBox.extendSizeWorld.y);
  98917. var minY = boundingInfo.boundingBox.extendSizeWorld.z;
  98918. var elementSize = dim * 2 / arraySize;
  98919. for (var i = 0; i < pos.length; i = i + 3) {
  98920. var x = Math.round((pos[i + 0]) / elementSize + arraySize / 2);
  98921. var z = Math.round(((pos[i + 1]) / elementSize - arraySize / 2) * -1);
  98922. var y = -pos[i + 2] + minY;
  98923. if (!matrix[x]) {
  98924. matrix[x] = [];
  98925. }
  98926. if (!matrix[x][z]) {
  98927. matrix[x][z] = y;
  98928. }
  98929. matrix[x][z] = Math.max(y, matrix[x][z]);
  98930. }
  98931. for (var x = 0; x <= arraySize; ++x) {
  98932. if (!matrix[x]) {
  98933. var loc = 1;
  98934. while (!matrix[(x + loc) % arraySize]) {
  98935. loc++;
  98936. }
  98937. matrix[x] = matrix[(x + loc) % arraySize].slice();
  98938. //console.log("missing x", x);
  98939. }
  98940. for (var z = 0; z <= arraySize; ++z) {
  98941. if (!matrix[x][z]) {
  98942. var loc = 1;
  98943. var newValue;
  98944. while (newValue === undefined) {
  98945. newValue = matrix[x][(z + loc++) % arraySize];
  98946. }
  98947. matrix[x][z] = newValue;
  98948. }
  98949. }
  98950. }
  98951. var shape = new this.BJSCANNON.Heightfield(matrix, {
  98952. elementSize: elementSize
  98953. });
  98954. //For future reference, needed for body transformation
  98955. shape.minY = minY;
  98956. return shape;
  98957. };
  98958. CannonJSPlugin.prototype._updatePhysicsBodyTransformation = function (impostor) {
  98959. var object = impostor.object;
  98960. //make sure it is updated...
  98961. object.computeWorldMatrix && object.computeWorldMatrix(true);
  98962. // The delta between the mesh position and the mesh bounding box center
  98963. var bInfo = object.getBoundingInfo();
  98964. if (!bInfo) {
  98965. return;
  98966. }
  98967. var center = impostor.getObjectCenter();
  98968. //m.getAbsolutePosition().subtract(m.getBoundingInfo().boundingBox.centerWorld)
  98969. this._tmpDeltaPosition.copyFrom(object.getAbsolutePivotPoint().subtract(center));
  98970. this._tmpDeltaPosition.divideInPlace(impostor.object.scaling);
  98971. this._tmpPosition.copyFrom(center);
  98972. var quaternion = object.rotationQuaternion;
  98973. if (!quaternion) {
  98974. return;
  98975. }
  98976. //is shape is a plane or a heightmap, it must be rotated 90 degs in the X axis.
  98977. if (impostor.type === BABYLON.PhysicsImpostor.PlaneImpostor || impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor || impostor.type === BABYLON.PhysicsImpostor.CylinderImpostor) {
  98978. //-90 DEG in X, precalculated
  98979. quaternion = quaternion.multiply(this._minus90X);
  98980. //Invert! (Precalculated, 90 deg in X)
  98981. //No need to clone. this will never change.
  98982. impostor.setDeltaRotation(this._plus90X);
  98983. }
  98984. //If it is a heightfield, if should be centered.
  98985. if (impostor.type === BABYLON.PhysicsImpostor.HeightmapImpostor) {
  98986. var mesh = object;
  98987. var boundingInfo = mesh.getBoundingInfo();
  98988. //calculate the correct body position:
  98989. var rotationQuaternion = mesh.rotationQuaternion;
  98990. mesh.rotationQuaternion = this._tmpUnityRotation;
  98991. mesh.computeWorldMatrix(true);
  98992. //get original center with no rotation
  98993. var c = center.clone();
  98994. var oldPivot = mesh.getPivotMatrix();
  98995. if (oldPivot) {
  98996. // create a copy the pivot Matrix as it is modified in place
  98997. oldPivot = oldPivot.clone();
  98998. }
  98999. else {
  99000. oldPivot = BABYLON.Matrix.Identity();
  99001. }
  99002. //calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
  99003. var p = BABYLON.Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
  99004. mesh.setPreTransformMatrix(p);
  99005. mesh.computeWorldMatrix(true);
  99006. //calculate the translation
  99007. var translation = boundingInfo.boundingBox.centerWorld.subtract(center).subtract(mesh.position).negate();
  99008. this._tmpPosition.copyFromFloats(translation.x, translation.y - boundingInfo.boundingBox.extendSizeWorld.y, translation.z);
  99009. //add it inverted to the delta
  99010. this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
  99011. this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
  99012. //rotation is back
  99013. mesh.rotationQuaternion = rotationQuaternion;
  99014. mesh.setPreTransformMatrix(oldPivot);
  99015. mesh.computeWorldMatrix(true);
  99016. }
  99017. else if (impostor.type === BABYLON.PhysicsImpostor.MeshImpostor) {
  99018. this._tmpDeltaPosition.copyFromFloats(0, 0, 0);
  99019. //this._tmpPosition.copyFrom(object.position);
  99020. }
  99021. impostor.setDeltaPosition(this._tmpDeltaPosition);
  99022. //Now update the impostor object
  99023. impostor.physicsBody.position.copy(this._tmpPosition);
  99024. impostor.physicsBody.quaternion.copy(quaternion);
  99025. };
  99026. CannonJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99027. impostor.object.position.copyFrom(impostor.physicsBody.position);
  99028. if (impostor.object.rotationQuaternion) {
  99029. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.quaternion);
  99030. }
  99031. };
  99032. CannonJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99033. impostor.physicsBody.position.copy(newPosition);
  99034. impostor.physicsBody.quaternion.copy(newRotation);
  99035. };
  99036. CannonJSPlugin.prototype.isSupported = function () {
  99037. return this.BJSCANNON !== undefined;
  99038. };
  99039. CannonJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99040. impostor.physicsBody.velocity.copy(velocity);
  99041. };
  99042. CannonJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99043. impostor.physicsBody.angularVelocity.copy(velocity);
  99044. };
  99045. CannonJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99046. var v = impostor.physicsBody.velocity;
  99047. if (!v) {
  99048. return null;
  99049. }
  99050. return new BABYLON.Vector3(v.x, v.y, v.z);
  99051. };
  99052. CannonJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99053. var v = impostor.physicsBody.angularVelocity;
  99054. if (!v) {
  99055. return null;
  99056. }
  99057. return new BABYLON.Vector3(v.x, v.y, v.z);
  99058. };
  99059. CannonJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99060. impostor.physicsBody.mass = mass;
  99061. impostor.physicsBody.updateMassProperties();
  99062. };
  99063. CannonJSPlugin.prototype.getBodyMass = function (impostor) {
  99064. return impostor.physicsBody.mass;
  99065. };
  99066. CannonJSPlugin.prototype.getBodyFriction = function (impostor) {
  99067. return impostor.physicsBody.material.friction;
  99068. };
  99069. CannonJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99070. impostor.physicsBody.material.friction = friction;
  99071. };
  99072. CannonJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99073. return impostor.physicsBody.material.restitution;
  99074. };
  99075. CannonJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99076. impostor.physicsBody.material.restitution = restitution;
  99077. };
  99078. CannonJSPlugin.prototype.sleepBody = function (impostor) {
  99079. impostor.physicsBody.sleep();
  99080. };
  99081. CannonJSPlugin.prototype.wakeUpBody = function (impostor) {
  99082. impostor.physicsBody.wakeUp();
  99083. };
  99084. CannonJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99085. joint.physicsJoint.distance = maxDistance;
  99086. };
  99087. // private enableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99088. // if (!motorIndex) {
  99089. // joint.physicsJoint.enableMotor();
  99090. // }
  99091. // }
  99092. // private disableMotor(joint: IMotorEnabledJoint, motorIndex?: number) {
  99093. // if (!motorIndex) {
  99094. // joint.physicsJoint.disableMotor();
  99095. // }
  99096. // }
  99097. CannonJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99098. if (!motorIndex) {
  99099. joint.physicsJoint.enableMotor();
  99100. joint.physicsJoint.setMotorSpeed(speed);
  99101. if (maxForce) {
  99102. this.setLimit(joint, maxForce);
  99103. }
  99104. }
  99105. };
  99106. CannonJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99107. joint.physicsJoint.motorEquation.maxForce = upperLimit;
  99108. joint.physicsJoint.motorEquation.minForce = lowerLimit === void 0 ? -upperLimit : lowerLimit;
  99109. };
  99110. CannonJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99111. var body = impostor.physicsBody;
  99112. mesh.position.x = body.position.x;
  99113. mesh.position.y = body.position.y;
  99114. mesh.position.z = body.position.z;
  99115. if (mesh.rotationQuaternion) {
  99116. mesh.rotationQuaternion.x = body.quaternion.x;
  99117. mesh.rotationQuaternion.y = body.quaternion.y;
  99118. mesh.rotationQuaternion.z = body.quaternion.z;
  99119. mesh.rotationQuaternion.w = body.quaternion.w;
  99120. }
  99121. };
  99122. CannonJSPlugin.prototype.getRadius = function (impostor) {
  99123. var shape = impostor.physicsBody.shapes[0];
  99124. return shape.boundingSphereRadius;
  99125. };
  99126. CannonJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99127. var shape = impostor.physicsBody.shapes[0];
  99128. result.x = shape.halfExtents.x * 2;
  99129. result.y = shape.halfExtents.y * 2;
  99130. result.z = shape.halfExtents.z * 2;
  99131. };
  99132. CannonJSPlugin.prototype.dispose = function () {
  99133. };
  99134. CannonJSPlugin.prototype._extendNamespace = function () {
  99135. //this will force cannon to execute at least one step when using interpolation
  99136. var step_tmp1 = new this.BJSCANNON.Vec3();
  99137. var Engine = this.BJSCANNON;
  99138. this.BJSCANNON.World.prototype.step = function (dt, timeSinceLastCalled, maxSubSteps) {
  99139. maxSubSteps = maxSubSteps || 10;
  99140. timeSinceLastCalled = timeSinceLastCalled || 0;
  99141. if (timeSinceLastCalled === 0) {
  99142. this.internalStep(dt);
  99143. this.time += dt;
  99144. }
  99145. else {
  99146. var internalSteps = Math.floor((this.time + timeSinceLastCalled) / dt) - Math.floor(this.time / dt);
  99147. internalSteps = Math.min(internalSteps, maxSubSteps) || 1;
  99148. var t0 = performance.now();
  99149. for (var i = 0; i !== internalSteps; i++) {
  99150. this.internalStep(dt);
  99151. if (performance.now() - t0 > dt * 1000) {
  99152. break;
  99153. }
  99154. }
  99155. this.time += timeSinceLastCalled;
  99156. var h = this.time % dt;
  99157. var h_div_dt = h / dt;
  99158. var interpvelo = step_tmp1;
  99159. var bodies = this.bodies;
  99160. for (var j = 0; j !== bodies.length; j++) {
  99161. var b = bodies[j];
  99162. if (b.type !== Engine.Body.STATIC && b.sleepState !== Engine.Body.SLEEPING) {
  99163. b.position.vsub(b.previousPosition, interpvelo);
  99164. interpvelo.scale(h_div_dt, interpvelo);
  99165. b.position.vadd(interpvelo, b.interpolatedPosition);
  99166. }
  99167. else {
  99168. b.interpolatedPosition.copy(b.position);
  99169. b.interpolatedQuaternion.copy(b.quaternion);
  99170. }
  99171. }
  99172. }
  99173. };
  99174. };
  99175. return CannonJSPlugin;
  99176. }());
  99177. BABYLON.CannonJSPlugin = CannonJSPlugin;
  99178. })(BABYLON || (BABYLON = {}));
  99179. //# sourceMappingURL=babylon.cannonJSPlugin.js.map
  99180. var BABYLON;
  99181. (function (BABYLON) {
  99182. /**
  99183. * AmmoJS Physics plugin
  99184. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  99185. * @see https://github.com/kripken/ammo.js/
  99186. */
  99187. var AmmoJSPlugin = /** @class */ (function () {
  99188. /**
  99189. * Initializes the ammoJS plugin
  99190. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  99191. */
  99192. function AmmoJSPlugin(_useDeltaForWorldStep) {
  99193. if (_useDeltaForWorldStep === void 0) { _useDeltaForWorldStep = true; }
  99194. var _this = this;
  99195. this._useDeltaForWorldStep = _useDeltaForWorldStep;
  99196. /**
  99197. * Name of the plugin
  99198. */
  99199. this.name = "AmmoJSPlugin";
  99200. this._timeStep = 1 / 60;
  99201. this._fixedTimeStep = 1 / 60;
  99202. this._maxSteps = 5;
  99203. this._tmpQuaternion = new BABYLON.Quaternion();
  99204. this._tmpContactCallbackResult = false;
  99205. if (typeof Ammo === "function") {
  99206. Ammo();
  99207. }
  99208. this.bjsAMMO = Ammo;
  99209. if (!this.isSupported()) {
  99210. BABYLON.Tools.Error("AmmoJS is not available. Please make sure you included the js file.");
  99211. return;
  99212. }
  99213. // Initialize the physics world
  99214. this._collisionConfiguration = new this.bjsAMMO.btDefaultCollisionConfiguration();
  99215. this._dispatcher = new this.bjsAMMO.btCollisionDispatcher(this._collisionConfiguration);
  99216. this._overlappingPairCache = new this.bjsAMMO.btDbvtBroadphase();
  99217. this._solver = new this.bjsAMMO.btSequentialImpulseConstraintSolver();
  99218. this.world = new this.bjsAMMO.btDiscreteDynamicsWorld(this._dispatcher, this._overlappingPairCache, this._solver, this._collisionConfiguration);
  99219. this._tmpAmmoConcreteContactResultCallback = new this.bjsAMMO.ConcreteContactResultCallback();
  99220. this._tmpAmmoConcreteContactResultCallback.addSingleResult = function () { _this._tmpContactCallbackResult = true; };
  99221. // Create temp ammo variables
  99222. this._tmpAmmoTransform = new this.bjsAMMO.btTransform();
  99223. this._tmpAmmoTransform.setIdentity();
  99224. this._tmpAmmoQuaternion = new this.bjsAMMO.btQuaternion(0, 0, 0, 1);
  99225. this._tmpAmmoVectorA = new this.bjsAMMO.btVector3(0, 0, 0);
  99226. this._tmpAmmoVectorB = new this.bjsAMMO.btVector3(0, 0, 0);
  99227. this._tmpAmmoVectorC = new this.bjsAMMO.btVector3(0, 0, 0);
  99228. }
  99229. /**
  99230. * Sets the gravity of the physics world (m/(s^2))
  99231. * @param gravity Gravity to set
  99232. */
  99233. AmmoJSPlugin.prototype.setGravity = function (gravity) {
  99234. this._tmpAmmoVectorA.setValue(gravity.x, gravity.y, gravity.z);
  99235. this.world.setGravity(this._tmpAmmoVectorA);
  99236. };
  99237. /**
  99238. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  99239. * @param timeStep timestep to use in seconds
  99240. */
  99241. AmmoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99242. this._timeStep = timeStep;
  99243. };
  99244. /**
  99245. * Increment to step forward in the physics engine (If timeStep is set to 1/60 and fixedTimeStep is set to 1/120 the physics engine should run 2 steps per frame) (Default: 1/60)
  99246. * @param fixedTimeStep fixedTimeStep to use in seconds
  99247. */
  99248. AmmoJSPlugin.prototype.setFixedTimeStep = function (fixedTimeStep) {
  99249. this._fixedTimeStep = fixedTimeStep;
  99250. };
  99251. /**
  99252. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  99253. * @param maxSteps the maximum number of steps by the physics engine per frame
  99254. */
  99255. AmmoJSPlugin.prototype.setMaxSteps = function (maxSteps) {
  99256. this._maxSteps = maxSteps;
  99257. };
  99258. /**
  99259. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  99260. * @returns the current timestep in seconds
  99261. */
  99262. AmmoJSPlugin.prototype.getTimeStep = function () {
  99263. return this._timeStep;
  99264. };
  99265. // Ammo's contactTest and contactPairTest take a callback that runs synchronously, wrap them so that they are easier to consume
  99266. AmmoJSPlugin.prototype._isImpostorInContact = function (impostor) {
  99267. this._tmpContactCallbackResult = false;
  99268. this.world.contactTest(impostor.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99269. return this._tmpContactCallbackResult;
  99270. };
  99271. // Ammo's collision events have some weird quirks
  99272. // contactPairTest fires too many events as it fires events even when objects are close together but contactTest does not
  99273. // so only fire event if both contactTest and contactPairTest have a hit
  99274. AmmoJSPlugin.prototype._isImpostorPairInContact = function (impostorA, impostorB) {
  99275. this._tmpContactCallbackResult = false;
  99276. this.world.contactPairTest(impostorA.physicsBody, impostorB.physicsBody, this._tmpAmmoConcreteContactResultCallback);
  99277. return this._tmpContactCallbackResult;
  99278. };
  99279. // Ammo's behavior when maxSteps > 0 does not behave as described in docs
  99280. // @see http://www.bulletphysics.org/mediawiki-1.5.8/index.php/Stepping_The_World
  99281. //
  99282. // When maxSteps is 0 do the entire simulation in one step
  99283. // When maxSteps is > 0, run up to maxStep times, if on the last step the (remaining step - fixedTimeStep) is < fixedTimeStep, the remainder will be used for the step. (eg. if remainder is 1.001 and fixedTimeStep is 1 the last step will be 1.001, if instead it did 2 steps (1, 0.001) issues occuered when having a tiny step in ammo)
  99284. // Note: To get deterministic physics, timeStep would always need to be divisible by fixedTimeStep
  99285. AmmoJSPlugin.prototype._stepSimulation = function (timeStep, maxSteps, fixedTimeStep) {
  99286. if (timeStep === void 0) { timeStep = 1 / 60; }
  99287. if (maxSteps === void 0) { maxSteps = 10; }
  99288. if (fixedTimeStep === void 0) { fixedTimeStep = 1 / 60; }
  99289. if (maxSteps == 0) {
  99290. this.world.stepSimulation(timeStep, 0);
  99291. }
  99292. else {
  99293. while (maxSteps > 0 && timeStep > 0) {
  99294. if (timeStep - fixedTimeStep < fixedTimeStep) {
  99295. this.world.stepSimulation(timeStep, 0);
  99296. timeStep = 0;
  99297. }
  99298. else {
  99299. timeStep -= fixedTimeStep;
  99300. this.world.stepSimulation(fixedTimeStep, 0);
  99301. }
  99302. maxSteps--;
  99303. }
  99304. }
  99305. };
  99306. /**
  99307. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  99308. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  99309. * After the step the babylon meshes are set to the position of the physics imposters
  99310. * @param delta amount of time to step forward
  99311. * @param impostors array of imposters to update before/after the step
  99312. */
  99313. AmmoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99314. for (var _i = 0, impostors_1 = impostors; _i < impostors_1.length; _i++) {
  99315. var impostor = impostors_1[_i];
  99316. // Update physics world objects to match babylon world
  99317. impostor.beforeStep();
  99318. }
  99319. this._stepSimulation(this._useDeltaForWorldStep ? delta : this._timeStep, this._maxSteps, this._fixedTimeStep);
  99320. for (var _a = 0, impostors_2 = impostors; _a < impostors_2.length; _a++) {
  99321. var mainImpostor = impostors_2[_a];
  99322. // After physics update make babylon world objects match physics world objects
  99323. mainImpostor.afterStep();
  99324. // Handle collision event
  99325. if (mainImpostor._onPhysicsCollideCallbacks.length > 0) {
  99326. if (this._isImpostorInContact(mainImpostor)) {
  99327. for (var _b = 0, _c = mainImpostor._onPhysicsCollideCallbacks; _b < _c.length; _b++) {
  99328. var collideCallback = _c[_b];
  99329. for (var _d = 0, _e = collideCallback.otherImpostors; _d < _e.length; _d++) {
  99330. var otherImpostor = _e[_d];
  99331. if (mainImpostor.physicsBody.isActive() || otherImpostor.physicsBody.isActive()) {
  99332. if (this._isImpostorPairInContact(mainImpostor, otherImpostor)) {
  99333. mainImpostor.onCollide({ body: otherImpostor.physicsBody });
  99334. otherImpostor.onCollide({ body: mainImpostor.physicsBody });
  99335. }
  99336. }
  99337. }
  99338. }
  99339. }
  99340. }
  99341. }
  99342. };
  99343. /**
  99344. * Applies an implulse on the imposter
  99345. * @param impostor imposter to apply impulse
  99346. * @param force amount of force to be applied to the imposter
  99347. * @param contactPoint the location to apply the impulse on the imposter
  99348. */
  99349. AmmoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99350. var worldPoint = this._tmpAmmoVectorA;
  99351. var impulse = this._tmpAmmoVectorB;
  99352. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99353. impulse.setValue(force.x, force.y, force.z);
  99354. impostor.physicsBody.applyImpulse(impulse, worldPoint);
  99355. };
  99356. /**
  99357. * Applies a force on the imposter
  99358. * @param impostor imposter to apply force
  99359. * @param force amount of force to be applied to the imposter
  99360. * @param contactPoint the location to apply the force on the imposter
  99361. */
  99362. AmmoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99363. var worldPoint = this._tmpAmmoVectorA;
  99364. var impulse = this._tmpAmmoVectorB;
  99365. worldPoint.setValue(contactPoint.x, contactPoint.y, contactPoint.z);
  99366. impulse.setValue(force.x, force.y, force.z);
  99367. impostor.physicsBody.applyForce(impulse, worldPoint);
  99368. };
  99369. /**
  99370. * Creates a physics body using the plugin
  99371. * @param impostor the imposter to create the physics body on
  99372. */
  99373. AmmoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99374. impostor._pluginData = { toDispose: [] };
  99375. //parent-child relationship
  99376. if (impostor.parent) {
  99377. if (impostor.physicsBody) {
  99378. this.removePhysicsBody(impostor);
  99379. impostor.forceUpdate();
  99380. }
  99381. return;
  99382. }
  99383. if (impostor.isBodyInitRequired()) {
  99384. var colShape = this._createShape(impostor);
  99385. var mass = impostor.getParam("mass");
  99386. impostor._pluginData.mass = mass;
  99387. var localInertia = new Ammo.btVector3(0, 0, 0);
  99388. var startTransform = new Ammo.btTransform();
  99389. startTransform.setIdentity();
  99390. if (mass !== 0) {
  99391. colShape.calculateLocalInertia(mass, localInertia);
  99392. }
  99393. this._tmpAmmoVectorA.setValue(impostor.object.position.x, impostor.object.position.y, impostor.object.position.z);
  99394. this._tmpAmmoQuaternion.setValue(impostor.object.rotationQuaternion.x, impostor.object.rotationQuaternion.y, impostor.object.rotationQuaternion.z, impostor.object.rotationQuaternion.w);
  99395. startTransform.setOrigin(this._tmpAmmoVectorA);
  99396. startTransform.setRotation(this._tmpAmmoQuaternion);
  99397. var myMotionState = new Ammo.btDefaultMotionState(startTransform);
  99398. var rbInfo = new Ammo.btRigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
  99399. var body = new Ammo.btRigidBody(rbInfo);
  99400. // Make objects kinematic if it's mass is 0
  99401. if (mass === 0) {
  99402. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.KINEMATIC_FLAG);
  99403. body.setActivationState(AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG);
  99404. }
  99405. // Disable collision if NoImpostor, but keep collision if shape is btCompoundShape
  99406. if (impostor.type == BABYLON.PhysicsImpostor.NoImpostor && !colShape.getChildShape) {
  99407. body.setCollisionFlags(body.getCollisionFlags() | AmmoJSPlugin.DISABLE_COLLISION_FLAG);
  99408. }
  99409. body.setRestitution(impostor.getParam("restitution"));
  99410. this.world.addRigidBody(body);
  99411. impostor.physicsBody = body;
  99412. impostor._pluginData.toDispose.concat([body, rbInfo, myMotionState, startTransform, localInertia, colShape]);
  99413. }
  99414. };
  99415. /**
  99416. * Removes the physics body from the imposter and disposes of the body's memory
  99417. * @param impostor imposter to remove the physics body from
  99418. */
  99419. AmmoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  99420. var _this = this;
  99421. if (this.world) {
  99422. this.world.removeRigidBody(impostor.physicsBody);
  99423. impostor._pluginData.toDispose.forEach(function (d) {
  99424. _this.bjsAMMO.destroy(d);
  99425. });
  99426. }
  99427. };
  99428. /**
  99429. * Generates a joint
  99430. * @param impostorJoint the imposter joint to create the joint with
  99431. */
  99432. AmmoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  99433. var mainBody = impostorJoint.mainImpostor.physicsBody;
  99434. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  99435. if (!mainBody || !connectedBody) {
  99436. return;
  99437. }
  99438. var jointData = impostorJoint.joint.jointData;
  99439. if (!jointData.mainPivot) {
  99440. jointData.mainPivot = new BABYLON.Vector3(0, 0, 0);
  99441. }
  99442. if (!jointData.connectedPivot) {
  99443. jointData.connectedPivot = new BABYLON.Vector3(0, 0, 0);
  99444. }
  99445. var joint;
  99446. switch (impostorJoint.joint.type) {
  99447. case BABYLON.PhysicsJoint.DistanceJoint:
  99448. var distance = jointData.maxDistance;
  99449. if (distance) {
  99450. jointData.mainPivot = new BABYLON.Vector3(0, -distance / 2, 0);
  99451. jointData.connectedPivot = new BABYLON.Vector3(0, distance / 2, 0);
  99452. }
  99453. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99454. break;
  99455. case BABYLON.PhysicsJoint.HingeJoint:
  99456. if (!jointData.mainAxis) {
  99457. jointData.mainAxis = new BABYLON.Vector3(0, 0, 0);
  99458. }
  99459. if (!jointData.connectedAxis) {
  99460. jointData.connectedAxis = new BABYLON.Vector3(0, 0, 0);
  99461. }
  99462. var mainAxis = new Ammo.btVector3(jointData.mainAxis.x, jointData.mainAxis.y, jointData.mainAxis.z);
  99463. var connectedAxis = new Ammo.btVector3(jointData.connectedAxis.x, jointData.connectedAxis.y, jointData.connectedAxis.z);
  99464. joint = new Ammo.btHingeConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z), mainAxis, connectedAxis);
  99465. break;
  99466. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  99467. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99468. break;
  99469. default:
  99470. BABYLON.Tools.Warn("JointType not currently supported by the Ammo plugin, falling back to PhysicsJoint.BallAndSocketJoint");
  99471. joint = new Ammo.btPoint2PointConstraint(mainBody, connectedBody, new Ammo.btVector3(jointData.mainPivot.x, jointData.mainPivot.y, jointData.mainPivot.z), new Ammo.btVector3(jointData.connectedPivot.x, jointData.connectedPivot.y, jointData.connectedPivot.z));
  99472. break;
  99473. }
  99474. this.world.addConstraint(joint, true);
  99475. impostorJoint.joint.physicsJoint = joint;
  99476. };
  99477. /**
  99478. * Removes a joint
  99479. * @param impostorJoint the imposter joint to remove the joint from
  99480. */
  99481. AmmoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  99482. if (this.world) {
  99483. this.world.removeConstraint(impostorJoint.joint.physicsJoint);
  99484. }
  99485. };
  99486. // adds all verticies (including child verticies) to the triangle mesh
  99487. AmmoJSPlugin.prototype._addMeshVerts = function (btTriangleMesh, topLevelObject, object) {
  99488. var _this = this;
  99489. var triangleCount = 0;
  99490. if (object && object.getIndices && object.getWorldMatrix && object.getChildMeshes) {
  99491. var indices = object.getIndices();
  99492. if (!indices) {
  99493. indices = [];
  99494. }
  99495. var vertexPositions = object.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  99496. if (!vertexPositions) {
  99497. vertexPositions = [];
  99498. }
  99499. object.computeWorldMatrix(false);
  99500. var faceCount = indices.length / 3;
  99501. for (var i = 0; i < faceCount; i++) {
  99502. var triPoints = [];
  99503. for (var point = 0; point < 3; point++) {
  99504. var v = new BABYLON.Vector3(vertexPositions[(indices[(i * 3) + point] * 3) + 0], vertexPositions[(indices[(i * 3) + point] * 3) + 1], vertexPositions[(indices[(i * 3) + point] * 3) + 2]);
  99505. v = BABYLON.Vector3.TransformCoordinates(v, object.getWorldMatrix());
  99506. v.subtractInPlace(topLevelObject.position);
  99507. var vec;
  99508. if (point == 0) {
  99509. vec = this._tmpAmmoVectorA;
  99510. }
  99511. else if (point == 1) {
  99512. vec = this._tmpAmmoVectorB;
  99513. }
  99514. else {
  99515. vec = this._tmpAmmoVectorC;
  99516. }
  99517. vec.setValue(v.x, v.y, v.z);
  99518. triPoints.push(vec);
  99519. }
  99520. btTriangleMesh.addTriangle(triPoints[0], triPoints[1], triPoints[2]);
  99521. triangleCount++;
  99522. }
  99523. object.getChildMeshes().forEach(function (m) {
  99524. triangleCount += _this._addMeshVerts(btTriangleMesh, topLevelObject, m);
  99525. });
  99526. }
  99527. return triangleCount;
  99528. };
  99529. AmmoJSPlugin.prototype._createShape = function (impostor, ignoreChildren) {
  99530. var _this = this;
  99531. if (ignoreChildren === void 0) { ignoreChildren = false; }
  99532. var object = impostor.object;
  99533. var returnValue;
  99534. var extendSize = impostor.getObjectExtendSize();
  99535. if (!ignoreChildren) {
  99536. var meshChildren = impostor.object.getChildMeshes ? impostor.object.getChildMeshes(true) : [];
  99537. returnValue = new Ammo.btCompoundShape();
  99538. // Add shape of all children to the compound shape
  99539. var childrenAdded = 0;
  99540. meshChildren.forEach(function (childMesh) {
  99541. var childImpostor = childMesh.getPhysicsImpostor();
  99542. if (childImpostor) {
  99543. var shape = _this._createShape(childImpostor);
  99544. // Position needs to be scaled based on parent's scaling
  99545. var parentMat = childMesh.parent.getWorldMatrix().clone();
  99546. var s = new BABYLON.Vector3();
  99547. parentMat.decompose(s);
  99548. _this._tmpAmmoTransform.getOrigin().setValue(childMesh.position.x * s.x, childMesh.position.y * s.y, childMesh.position.z * s.z);
  99549. _this._tmpAmmoQuaternion.setValue(childMesh.rotationQuaternion.x, childMesh.rotationQuaternion.y, childMesh.rotationQuaternion.z, childMesh.rotationQuaternion.w);
  99550. _this._tmpAmmoTransform.setRotation(_this._tmpAmmoQuaternion);
  99551. returnValue.addChildShape(_this._tmpAmmoTransform, shape);
  99552. childImpostor.dispose();
  99553. childrenAdded++;
  99554. }
  99555. });
  99556. if (childrenAdded > 0) {
  99557. // Add parents shape as a child if present
  99558. if (impostor.type != BABYLON.PhysicsImpostor.NoImpostor) {
  99559. var shape = this._createShape(impostor, true);
  99560. if (shape) {
  99561. this._tmpAmmoTransform.getOrigin().setValue(0, 0, 0);
  99562. this._tmpAmmoQuaternion.setValue(0, 0, 0, 1);
  99563. this._tmpAmmoTransform.setRotation(this._tmpAmmoQuaternion);
  99564. returnValue.addChildShape(this._tmpAmmoTransform, shape);
  99565. }
  99566. }
  99567. return returnValue;
  99568. }
  99569. else {
  99570. // If no children with impostors create the actual shape below instead
  99571. Ammo.destroy(returnValue);
  99572. returnValue = null;
  99573. }
  99574. }
  99575. switch (impostor.type) {
  99576. case BABYLON.PhysicsImpostor.SphereImpostor:
  99577. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99578. break;
  99579. case BABYLON.PhysicsImpostor.CylinderImpostor:
  99580. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99581. returnValue = new Ammo.btCylinderShape(this._tmpAmmoVectorA);
  99582. break;
  99583. case BABYLON.PhysicsImpostor.PlaneImpostor:
  99584. case BABYLON.PhysicsImpostor.BoxImpostor:
  99585. this._tmpAmmoVectorA.setValue(extendSize.x / 2, extendSize.y / 2, extendSize.z / 2);
  99586. returnValue = new Ammo.btBoxShape(this._tmpAmmoVectorA);
  99587. break;
  99588. case BABYLON.PhysicsImpostor.MeshImpostor:
  99589. var tetraMesh = new Ammo.btTriangleMesh();
  99590. impostor._pluginData.toDispose.concat([tetraMesh]);
  99591. var triangeCount = this._addMeshVerts(tetraMesh, object, object);
  99592. if (triangeCount == 0) {
  99593. returnValue = new Ammo.btCompoundShape();
  99594. }
  99595. else {
  99596. returnValue = new Ammo.btBvhTriangleMeshShape(tetraMesh);
  99597. }
  99598. break;
  99599. case BABYLON.PhysicsImpostor.NoImpostor:
  99600. // Fill with sphere but collision is disabled on the rigid body in generatePhysicsBody, using an empty shape caused unexpected movement with joints
  99601. returnValue = new Ammo.btSphereShape(extendSize.x / 2);
  99602. break;
  99603. default:
  99604. BABYLON.Tools.Warn("The impostor type is not currently supported by the ammo plugin.");
  99605. break;
  99606. }
  99607. return returnValue;
  99608. };
  99609. /**
  99610. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  99611. * @param impostor imposter containing the physics body and babylon object
  99612. */
  99613. AmmoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  99614. impostor.physicsBody.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99615. impostor.object.position.set(this._tmpAmmoTransform.getOrigin().x(), this._tmpAmmoTransform.getOrigin().y(), this._tmpAmmoTransform.getOrigin().z());
  99616. if (!impostor.object.rotationQuaternion) {
  99617. if (impostor.object.rotation) {
  99618. this._tmpQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99619. this._tmpQuaternion.toEulerAnglesToRef(impostor.object.rotation);
  99620. }
  99621. }
  99622. else {
  99623. impostor.object.rotationQuaternion.set(this._tmpAmmoTransform.getRotation().x(), this._tmpAmmoTransform.getRotation().y(), this._tmpAmmoTransform.getRotation().z(), this._tmpAmmoTransform.getRotation().w());
  99624. }
  99625. };
  99626. /**
  99627. * Sets the babylon object's position/rotation from the physics body's position/rotation
  99628. * @param impostor imposter containing the physics body and babylon object
  99629. * @param newPosition new position
  99630. * @param newRotation new rotation
  99631. */
  99632. AmmoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  99633. var trans = impostor.physicsBody.getWorldTransform();
  99634. // If rotation/position has changed update and activate riged body
  99635. if (trans.getOrigin().x() != newPosition.x ||
  99636. trans.getOrigin().y() != newPosition.y ||
  99637. trans.getOrigin().z() != newPosition.z ||
  99638. trans.getRotation().x() != newRotation.x ||
  99639. trans.getRotation().y() != newRotation.y ||
  99640. trans.getRotation().z() != newRotation.z ||
  99641. trans.getRotation().w() != newRotation.w) {
  99642. this._tmpAmmoVectorA.setValue(newPosition.x, newPosition.y, newPosition.z);
  99643. trans.setOrigin(this._tmpAmmoVectorA);
  99644. this._tmpAmmoQuaternion.setValue(newRotation.x, newRotation.y, newRotation.z, newRotation.w);
  99645. trans.setRotation(this._tmpAmmoQuaternion);
  99646. impostor.physicsBody.setWorldTransform(trans);
  99647. if (impostor.mass == 0) {
  99648. // Kinematic objects must be updated using motion state
  99649. var motionState = impostor.physicsBody.getMotionState();
  99650. if (motionState) {
  99651. motionState.setWorldTransform(trans);
  99652. }
  99653. }
  99654. else {
  99655. impostor.physicsBody.activate();
  99656. }
  99657. }
  99658. };
  99659. /**
  99660. * If this plugin is supported
  99661. * @returns true if its supported
  99662. */
  99663. AmmoJSPlugin.prototype.isSupported = function () {
  99664. return this.bjsAMMO !== undefined;
  99665. };
  99666. /**
  99667. * Sets the linear velocity of the physics body
  99668. * @param impostor imposter to set the velocity on
  99669. * @param velocity velocity to set
  99670. */
  99671. AmmoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  99672. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99673. impostor.physicsBody.setLinearVelocity(this._tmpAmmoVectorA);
  99674. };
  99675. /**
  99676. * Sets the angular velocity of the physics body
  99677. * @param impostor imposter to set the velocity on
  99678. * @param velocity velocity to set
  99679. */
  99680. AmmoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  99681. this._tmpAmmoVectorA.setValue(velocity.x, velocity.y, velocity.z);
  99682. impostor.physicsBody.setAngularVelocity(this._tmpAmmoVectorA);
  99683. };
  99684. /**
  99685. * gets the linear velocity
  99686. * @param impostor imposter to get linear velocity from
  99687. * @returns linear velocity
  99688. */
  99689. AmmoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  99690. var v = impostor.physicsBody.getLinearVelocity();
  99691. if (!v) {
  99692. return null;
  99693. }
  99694. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99695. };
  99696. /**
  99697. * gets the angular velocity
  99698. * @param impostor imposter to get angular velocity from
  99699. * @returns angular velocity
  99700. */
  99701. AmmoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  99702. var v = impostor.physicsBody.getAngularVelocity();
  99703. if (!v) {
  99704. return null;
  99705. }
  99706. return new BABYLON.Vector3(v.x(), v.y(), v.z());
  99707. };
  99708. /**
  99709. * Sets the mass of physics body
  99710. * @param impostor imposter to set the mass on
  99711. * @param mass mass to set
  99712. */
  99713. AmmoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  99714. impostor.physicsBody.setMassProps(mass);
  99715. impostor._pluginData.mass = mass;
  99716. };
  99717. /**
  99718. * Gets the mass of the physics body
  99719. * @param impostor imposter to get the mass from
  99720. * @returns mass
  99721. */
  99722. AmmoJSPlugin.prototype.getBodyMass = function (impostor) {
  99723. return impostor._pluginData.mass;
  99724. };
  99725. /**
  99726. * Gets friction of the impostor
  99727. * @param impostor impostor to get friction from
  99728. * @returns friction value
  99729. */
  99730. AmmoJSPlugin.prototype.getBodyFriction = function (impostor) {
  99731. return impostor.physicsBody.getFriction();
  99732. };
  99733. /**
  99734. * Sets friction of the impostor
  99735. * @param impostor impostor to set friction on
  99736. * @param friction friction value
  99737. */
  99738. AmmoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  99739. impostor.physicsBody.setFriction(friction);
  99740. };
  99741. /**
  99742. * Gets restitution of the impostor
  99743. * @param impostor impostor to get restitution from
  99744. * @returns restitution value
  99745. */
  99746. AmmoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  99747. return impostor.physicsBody.getRestitution();
  99748. };
  99749. /**
  99750. * Sets resitution of the impostor
  99751. * @param impostor impostor to set resitution on
  99752. * @param restitution resitution value
  99753. */
  99754. AmmoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  99755. impostor.physicsBody.setRestitution(restitution);
  99756. };
  99757. /**
  99758. * Sleeps the physics body and stops it from being active
  99759. * @param impostor impostor to sleep
  99760. */
  99761. AmmoJSPlugin.prototype.sleepBody = function (impostor) {
  99762. BABYLON.Tools.Warn("sleepBody is not currently supported by the Ammo physics plugin");
  99763. };
  99764. /**
  99765. * Activates the physics body
  99766. * @param impostor impostor to activate
  99767. */
  99768. AmmoJSPlugin.prototype.wakeUpBody = function (impostor) {
  99769. impostor.physicsBody.activate();
  99770. };
  99771. /**
  99772. * Updates the distance parameters of the joint
  99773. * @param joint joint to update
  99774. * @param maxDistance maximum distance of the joint
  99775. * @param minDistance minimum distance of the joint
  99776. */
  99777. AmmoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  99778. BABYLON.Tools.Warn("updateDistanceJoint is not currently supported by the Ammo physics plugin");
  99779. };
  99780. /**
  99781. * Sets a motor on the joint
  99782. * @param joint joint to set motor on
  99783. * @param speed speed of the motor
  99784. * @param maxForce maximum force of the motor
  99785. * @param motorIndex index of the motor
  99786. */
  99787. AmmoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  99788. joint.physicsJoint.enableAngularMotor(true, speed, maxForce);
  99789. };
  99790. /**
  99791. * Sets the motors limit
  99792. * @param joint joint to set limit on
  99793. * @param upperLimit upper limit
  99794. * @param lowerLimit lower limit
  99795. */
  99796. AmmoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit) {
  99797. BABYLON.Tools.Warn("setLimit is not currently supported by the Ammo physics plugin");
  99798. };
  99799. /**
  99800. * Syncs the position and rotation of a mesh with the impostor
  99801. * @param mesh mesh to sync
  99802. * @param impostor impostor to update the mesh with
  99803. */
  99804. AmmoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  99805. var body = impostor.physicsBody;
  99806. body.getMotionState().getWorldTransform(this._tmpAmmoTransform);
  99807. mesh.position.x = this._tmpAmmoTransform.getOrigin().x();
  99808. mesh.position.y = this._tmpAmmoTransform.getOrigin().y();
  99809. mesh.position.z = this._tmpAmmoTransform.getOrigin().z();
  99810. if (mesh.rotationQuaternion) {
  99811. mesh.rotationQuaternion.x = this._tmpAmmoTransform.getRotation().x();
  99812. mesh.rotationQuaternion.y = this._tmpAmmoTransform.getRotation().y();
  99813. mesh.rotationQuaternion.z = this._tmpAmmoTransform.getRotation().z();
  99814. mesh.rotationQuaternion.w = this._tmpAmmoTransform.getRotation().w();
  99815. }
  99816. };
  99817. /**
  99818. * Gets the radius of the impostor
  99819. * @param impostor impostor to get radius from
  99820. * @returns the radius
  99821. */
  99822. AmmoJSPlugin.prototype.getRadius = function (impostor) {
  99823. var exntend = impostor.getObjectExtendSize();
  99824. return exntend.x / 2;
  99825. };
  99826. /**
  99827. * Gets the box size of the impostor
  99828. * @param impostor impostor to get box size from
  99829. * @param result the resulting box size
  99830. */
  99831. AmmoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  99832. var exntend = impostor.getObjectExtendSize();
  99833. result.x = exntend.x;
  99834. result.y = exntend.y;
  99835. result.z = exntend.z;
  99836. };
  99837. /**
  99838. * Disposes of the impostor
  99839. */
  99840. AmmoJSPlugin.prototype.dispose = function () {
  99841. // Dispose of world
  99842. Ammo.destroy(this.world);
  99843. Ammo.destroy(this._solver);
  99844. Ammo.destroy(this._overlappingPairCache);
  99845. Ammo.destroy(this._dispatcher);
  99846. Ammo.destroy(this._collisionConfiguration);
  99847. // Dispose of tmp variables
  99848. Ammo.destroy(this._tmpAmmoVectorA);
  99849. Ammo.destroy(this._tmpAmmoVectorB);
  99850. Ammo.destroy(this._tmpAmmoVectorC);
  99851. Ammo.destroy(this._tmpAmmoTransform);
  99852. Ammo.destroy(this._tmpAmmoQuaternion);
  99853. Ammo.destroy(this._tmpAmmoConcreteContactResultCallback);
  99854. this.world = null;
  99855. };
  99856. AmmoJSPlugin.DISABLE_COLLISION_FLAG = 4;
  99857. AmmoJSPlugin.KINEMATIC_FLAG = 2;
  99858. AmmoJSPlugin.DISABLE_DEACTIVATION_FLAG = 4;
  99859. return AmmoJSPlugin;
  99860. }());
  99861. BABYLON.AmmoJSPlugin = AmmoJSPlugin;
  99862. })(BABYLON || (BABYLON = {}));
  99863. //# sourceMappingURL=babylon.ammoJSPlugin.js.map
  99864. var BABYLON;
  99865. (function (BABYLON) {
  99866. /** @hidden */
  99867. var OimoJSPlugin = /** @class */ (function () {
  99868. function OimoJSPlugin(iterations) {
  99869. this.name = "OimoJSPlugin";
  99870. this._tmpImpostorsArray = [];
  99871. this._tmpPositionVector = BABYLON.Vector3.Zero();
  99872. this.BJSOIMO = OIMO;
  99873. this.world = new this.BJSOIMO.World({
  99874. iterations: iterations
  99875. });
  99876. this.world.clear();
  99877. }
  99878. OimoJSPlugin.prototype.setGravity = function (gravity) {
  99879. this.world.gravity.copy(gravity);
  99880. };
  99881. OimoJSPlugin.prototype.setTimeStep = function (timeStep) {
  99882. this.world.timeStep = timeStep;
  99883. };
  99884. OimoJSPlugin.prototype.getTimeStep = function () {
  99885. return this.world.timeStep;
  99886. };
  99887. OimoJSPlugin.prototype.executeStep = function (delta, impostors) {
  99888. var _this = this;
  99889. impostors.forEach(function (impostor) {
  99890. impostor.beforeStep();
  99891. });
  99892. this.world.step();
  99893. impostors.forEach(function (impostor) {
  99894. impostor.afterStep();
  99895. //update the ordered impostors array
  99896. _this._tmpImpostorsArray[impostor.uniqueId] = impostor;
  99897. });
  99898. //check for collisions
  99899. var contact = this.world.contacts;
  99900. while (contact !== null) {
  99901. if (contact.touching && !contact.body1.sleeping && !contact.body2.sleeping) {
  99902. contact = contact.next;
  99903. continue;
  99904. }
  99905. //is this body colliding with any other? get the impostor
  99906. var mainImpostor = this._tmpImpostorsArray[+contact.body1.name];
  99907. var collidingImpostor = this._tmpImpostorsArray[+contact.body2.name];
  99908. if (!mainImpostor || !collidingImpostor) {
  99909. contact = contact.next;
  99910. continue;
  99911. }
  99912. mainImpostor.onCollide({ body: collidingImpostor.physicsBody });
  99913. collidingImpostor.onCollide({ body: mainImpostor.physicsBody });
  99914. contact = contact.next;
  99915. }
  99916. };
  99917. OimoJSPlugin.prototype.applyImpulse = function (impostor, force, contactPoint) {
  99918. var mass = impostor.physicsBody.mass;
  99919. impostor.physicsBody.applyImpulse(contactPoint.scale(this.world.invScale), force.scale(this.world.invScale * mass));
  99920. };
  99921. OimoJSPlugin.prototype.applyForce = function (impostor, force, contactPoint) {
  99922. BABYLON.Tools.Warn("Oimo doesn't support applying force. Using impule instead.");
  99923. this.applyImpulse(impostor, force, contactPoint);
  99924. };
  99925. OimoJSPlugin.prototype.generatePhysicsBody = function (impostor) {
  99926. var _this = this;
  99927. //parent-child relationship. Does this impostor has a parent impostor?
  99928. if (impostor.parent) {
  99929. if (impostor.physicsBody) {
  99930. this.removePhysicsBody(impostor);
  99931. //TODO is that needed?
  99932. impostor.forceUpdate();
  99933. }
  99934. return;
  99935. }
  99936. if (impostor.isBodyInitRequired()) {
  99937. var bodyConfig = {
  99938. name: impostor.uniqueId,
  99939. //Oimo must have mass, also for static objects.
  99940. config: [impostor.getParam("mass") || 1, impostor.getParam("friction"), impostor.getParam("restitution")],
  99941. size: [],
  99942. type: [],
  99943. pos: [],
  99944. posShape: [],
  99945. rot: [],
  99946. rotShape: [],
  99947. move: impostor.getParam("mass") !== 0,
  99948. density: impostor.getParam("mass"),
  99949. friction: impostor.getParam("friction"),
  99950. restitution: impostor.getParam("restitution"),
  99951. //Supporting older versions of Oimo
  99952. world: this.world
  99953. };
  99954. var impostors = [impostor];
  99955. var addToArray = function (parent) {
  99956. if (!parent.getChildMeshes) {
  99957. return;
  99958. }
  99959. parent.getChildMeshes().forEach(function (m) {
  99960. if (m.physicsImpostor) {
  99961. impostors.push(m.physicsImpostor);
  99962. //m.physicsImpostor._init();
  99963. }
  99964. });
  99965. };
  99966. addToArray(impostor.object);
  99967. var checkWithEpsilon_1 = function (value) {
  99968. return Math.max(value, BABYLON.PhysicsEngine.Epsilon);
  99969. };
  99970. var globalQuaternion_1 = new BABYLON.Quaternion();
  99971. impostors.forEach(function (i) {
  99972. if (!i.object.rotationQuaternion) {
  99973. return;
  99974. }
  99975. //get the correct bounding box
  99976. var oldQuaternion = i.object.rotationQuaternion;
  99977. globalQuaternion_1 = oldQuaternion.clone();
  99978. var rot = oldQuaternion.toEulerAngles();
  99979. var extendSize = i.getObjectExtendSize();
  99980. var radToDeg = 57.295779513082320876;
  99981. if (i === impostor) {
  99982. var center = impostor.getObjectCenter();
  99983. impostor.object.getAbsolutePivotPoint().subtractToRef(center, _this._tmpPositionVector);
  99984. _this._tmpPositionVector.divideInPlace(impostor.object.scaling);
  99985. //Can also use Array.prototype.push.apply
  99986. bodyConfig.pos.push(center.x);
  99987. bodyConfig.pos.push(center.y);
  99988. bodyConfig.pos.push(center.z);
  99989. bodyConfig.posShape.push(0, 0, 0);
  99990. bodyConfig.rotShape.push(0, 0, 0);
  99991. }
  99992. else {
  99993. var localPosition = i.object.getAbsolutePosition().subtract(impostor.object.getAbsolutePosition());
  99994. bodyConfig.posShape.push(localPosition.x);
  99995. bodyConfig.posShape.push(localPosition.y);
  99996. bodyConfig.posShape.push(localPosition.z);
  99997. bodyConfig.pos.push(0, 0, 0);
  99998. bodyConfig.rotShape.push(rot.x * radToDeg);
  99999. bodyConfig.rotShape.push(rot.y * radToDeg);
  100000. bodyConfig.rotShape.push(rot.z * radToDeg);
  100001. }
  100002. // register mesh
  100003. switch (i.type) {
  100004. case BABYLON.PhysicsImpostor.ParticleImpostor:
  100005. BABYLON.Tools.Warn("No Particle support in OIMO.js. using SphereImpostor instead");
  100006. case BABYLON.PhysicsImpostor.SphereImpostor:
  100007. var radiusX = extendSize.x;
  100008. var radiusY = extendSize.y;
  100009. var radiusZ = extendSize.z;
  100010. var size = Math.max(checkWithEpsilon_1(radiusX), checkWithEpsilon_1(radiusY), checkWithEpsilon_1(radiusZ)) / 2;
  100011. bodyConfig.type.push('sphere');
  100012. //due to the way oimo works with compounds, add 3 times
  100013. bodyConfig.size.push(size);
  100014. bodyConfig.size.push(size);
  100015. bodyConfig.size.push(size);
  100016. break;
  100017. case BABYLON.PhysicsImpostor.CylinderImpostor:
  100018. var sizeX = checkWithEpsilon_1(extendSize.x) / 2;
  100019. var sizeY = checkWithEpsilon_1(extendSize.y);
  100020. bodyConfig.type.push('cylinder');
  100021. bodyConfig.size.push(sizeX);
  100022. bodyConfig.size.push(sizeY);
  100023. //due to the way oimo works with compounds, add one more value.
  100024. bodyConfig.size.push(sizeY);
  100025. break;
  100026. case BABYLON.PhysicsImpostor.PlaneImpostor:
  100027. case BABYLON.PhysicsImpostor.BoxImpostor:
  100028. default:
  100029. var sizeX = checkWithEpsilon_1(extendSize.x);
  100030. var sizeY = checkWithEpsilon_1(extendSize.y);
  100031. var sizeZ = checkWithEpsilon_1(extendSize.z);
  100032. bodyConfig.type.push('box');
  100033. //if (i === impostor) {
  100034. bodyConfig.size.push(sizeX);
  100035. bodyConfig.size.push(sizeY);
  100036. bodyConfig.size.push(sizeZ);
  100037. //} else {
  100038. // bodyConfig.size.push(0,0,0);
  100039. //}
  100040. break;
  100041. }
  100042. //actually not needed, but hey...
  100043. i.object.rotationQuaternion = oldQuaternion;
  100044. });
  100045. impostor.physicsBody = this.world.add(bodyConfig);
  100046. // set the quaternion, ignoring the previously defined (euler) rotation
  100047. impostor.physicsBody.resetQuaternion(globalQuaternion_1);
  100048. // update with delta 0, so the body will reveive the new rotation.
  100049. impostor.physicsBody.updatePosition(0);
  100050. }
  100051. else {
  100052. this._tmpPositionVector.copyFromFloats(0, 0, 0);
  100053. }
  100054. impostor.setDeltaPosition(this._tmpPositionVector);
  100055. //this._tmpPositionVector.addInPlace(impostor.mesh.getBoundingInfo().boundingBox.center);
  100056. //this.setPhysicsBodyTransformation(impostor, this._tmpPositionVector, impostor.mesh.rotationQuaternion);
  100057. };
  100058. OimoJSPlugin.prototype.removePhysicsBody = function (impostor) {
  100059. //impostor.physicsBody.dispose();
  100060. //Same as : (older oimo versions)
  100061. this.world.removeRigidBody(impostor.physicsBody);
  100062. };
  100063. OimoJSPlugin.prototype.generateJoint = function (impostorJoint) {
  100064. var mainBody = impostorJoint.mainImpostor.physicsBody;
  100065. var connectedBody = impostorJoint.connectedImpostor.physicsBody;
  100066. if (!mainBody || !connectedBody) {
  100067. return;
  100068. }
  100069. var jointData = impostorJoint.joint.jointData;
  100070. var options = jointData.nativeParams || {};
  100071. var type;
  100072. var nativeJointData = {
  100073. body1: mainBody,
  100074. body2: connectedBody,
  100075. axe1: options.axe1 || (jointData.mainAxis ? jointData.mainAxis.asArray() : null),
  100076. axe2: options.axe2 || (jointData.connectedAxis ? jointData.connectedAxis.asArray() : null),
  100077. pos1: options.pos1 || (jointData.mainPivot ? jointData.mainPivot.asArray() : null),
  100078. pos2: options.pos2 || (jointData.connectedPivot ? jointData.connectedPivot.asArray() : null),
  100079. min: options.min,
  100080. max: options.max,
  100081. collision: options.collision || jointData.collision,
  100082. spring: options.spring,
  100083. //supporting older version of Oimo
  100084. world: this.world
  100085. };
  100086. switch (impostorJoint.joint.type) {
  100087. case BABYLON.PhysicsJoint.BallAndSocketJoint:
  100088. type = "jointBall";
  100089. break;
  100090. case BABYLON.PhysicsJoint.SpringJoint:
  100091. BABYLON.Tools.Warn("OIMO.js doesn't support Spring Constraint. Simulating using DistanceJoint instead");
  100092. var springData = jointData;
  100093. nativeJointData.min = springData.length || nativeJointData.min;
  100094. //Max should also be set, just make sure it is at least min
  100095. nativeJointData.max = Math.max(nativeJointData.min, nativeJointData.max);
  100096. case BABYLON.PhysicsJoint.DistanceJoint:
  100097. type = "jointDistance";
  100098. nativeJointData.max = jointData.maxDistance;
  100099. break;
  100100. case BABYLON.PhysicsJoint.PrismaticJoint:
  100101. type = "jointPrisme";
  100102. break;
  100103. case BABYLON.PhysicsJoint.SliderJoint:
  100104. type = "jointSlide";
  100105. break;
  100106. case BABYLON.PhysicsJoint.WheelJoint:
  100107. type = "jointWheel";
  100108. break;
  100109. case BABYLON.PhysicsJoint.HingeJoint:
  100110. default:
  100111. type = "jointHinge";
  100112. break;
  100113. }
  100114. nativeJointData.type = type;
  100115. impostorJoint.joint.physicsJoint = this.world.add(nativeJointData);
  100116. };
  100117. OimoJSPlugin.prototype.removeJoint = function (impostorJoint) {
  100118. //Bug in Oimo prevents us from disposing a joint in the playground
  100119. //joint.joint.physicsJoint.dispose();
  100120. //So we will bruteforce it!
  100121. try {
  100122. this.world.removeJoint(impostorJoint.joint.physicsJoint);
  100123. }
  100124. catch (e) {
  100125. BABYLON.Tools.Warn(e);
  100126. }
  100127. };
  100128. OimoJSPlugin.prototype.isSupported = function () {
  100129. return this.BJSOIMO !== undefined;
  100130. };
  100131. OimoJSPlugin.prototype.setTransformationFromPhysicsBody = function (impostor) {
  100132. if (!impostor.physicsBody.sleeping) {
  100133. //TODO check that
  100134. /*if (impostor.physicsBody.shapes.next) {
  100135. var parentShape = this._getLastShape(impostor.physicsBody);
  100136. impostor.object.position.copyFrom(parentShape.position);
  100137. console.log(parentShape.position);
  100138. } else {*/
  100139. impostor.object.position.copyFrom(impostor.physicsBody.getPosition());
  100140. //}
  100141. if (impostor.object.rotationQuaternion) {
  100142. impostor.object.rotationQuaternion.copyFrom(impostor.physicsBody.getQuaternion());
  100143. }
  100144. }
  100145. };
  100146. OimoJSPlugin.prototype.setPhysicsBodyTransformation = function (impostor, newPosition, newRotation) {
  100147. var body = impostor.physicsBody;
  100148. body.position.copy(newPosition);
  100149. body.orientation.copy(newRotation);
  100150. body.syncShapes();
  100151. body.awake();
  100152. };
  100153. /*private _getLastShape(body: any): any {
  100154. var lastShape = body.shapes;
  100155. while (lastShape.next) {
  100156. lastShape = lastShape.next;
  100157. }
  100158. return lastShape;
  100159. }*/
  100160. OimoJSPlugin.prototype.setLinearVelocity = function (impostor, velocity) {
  100161. impostor.physicsBody.linearVelocity.copy(velocity);
  100162. };
  100163. OimoJSPlugin.prototype.setAngularVelocity = function (impostor, velocity) {
  100164. impostor.physicsBody.angularVelocity.copy(velocity);
  100165. };
  100166. OimoJSPlugin.prototype.getLinearVelocity = function (impostor) {
  100167. var v = impostor.physicsBody.linearVelocity;
  100168. if (!v) {
  100169. return null;
  100170. }
  100171. return new BABYLON.Vector3(v.x, v.y, v.z);
  100172. };
  100173. OimoJSPlugin.prototype.getAngularVelocity = function (impostor) {
  100174. var v = impostor.physicsBody.angularVelocity;
  100175. if (!v) {
  100176. return null;
  100177. }
  100178. return new BABYLON.Vector3(v.x, v.y, v.z);
  100179. };
  100180. OimoJSPlugin.prototype.setBodyMass = function (impostor, mass) {
  100181. var staticBody = mass === 0;
  100182. //this will actually set the body's density and not its mass.
  100183. //But this is how oimo treats the mass variable.
  100184. impostor.physicsBody.shapes.density = staticBody ? 1 : mass;
  100185. impostor.physicsBody.setupMass(staticBody ? 0x2 : 0x1);
  100186. };
  100187. OimoJSPlugin.prototype.getBodyMass = function (impostor) {
  100188. return impostor.physicsBody.shapes.density;
  100189. };
  100190. OimoJSPlugin.prototype.getBodyFriction = function (impostor) {
  100191. return impostor.physicsBody.shapes.friction;
  100192. };
  100193. OimoJSPlugin.prototype.setBodyFriction = function (impostor, friction) {
  100194. impostor.physicsBody.shapes.friction = friction;
  100195. };
  100196. OimoJSPlugin.prototype.getBodyRestitution = function (impostor) {
  100197. return impostor.physicsBody.shapes.restitution;
  100198. };
  100199. OimoJSPlugin.prototype.setBodyRestitution = function (impostor, restitution) {
  100200. impostor.physicsBody.shapes.restitution = restitution;
  100201. };
  100202. OimoJSPlugin.prototype.sleepBody = function (impostor) {
  100203. impostor.physicsBody.sleep();
  100204. };
  100205. OimoJSPlugin.prototype.wakeUpBody = function (impostor) {
  100206. impostor.physicsBody.awake();
  100207. };
  100208. OimoJSPlugin.prototype.updateDistanceJoint = function (joint, maxDistance, minDistance) {
  100209. joint.physicsJoint.limitMotor.upperLimit = maxDistance;
  100210. if (minDistance !== void 0) {
  100211. joint.physicsJoint.limitMotor.lowerLimit = minDistance;
  100212. }
  100213. };
  100214. OimoJSPlugin.prototype.setMotor = function (joint, speed, maxForce, motorIndex) {
  100215. //TODO separate rotational and transational motors.
  100216. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100217. if (motor) {
  100218. motor.setMotor(speed, maxForce);
  100219. }
  100220. };
  100221. OimoJSPlugin.prototype.setLimit = function (joint, upperLimit, lowerLimit, motorIndex) {
  100222. //TODO separate rotational and transational motors.
  100223. var motor = motorIndex ? joint.physicsJoint.rotationalLimitMotor2 : joint.physicsJoint.rotationalLimitMotor1 || joint.physicsJoint.rotationalLimitMotor || joint.physicsJoint.limitMotor;
  100224. if (motor) {
  100225. motor.setLimit(upperLimit, lowerLimit === void 0 ? -upperLimit : lowerLimit);
  100226. }
  100227. };
  100228. OimoJSPlugin.prototype.syncMeshWithImpostor = function (mesh, impostor) {
  100229. var body = impostor.physicsBody;
  100230. mesh.position.x = body.position.x;
  100231. mesh.position.y = body.position.y;
  100232. mesh.position.z = body.position.z;
  100233. if (mesh.rotationQuaternion) {
  100234. mesh.rotationQuaternion.x = body.orientation.x;
  100235. mesh.rotationQuaternion.y = body.orientation.y;
  100236. mesh.rotationQuaternion.z = body.orientation.z;
  100237. mesh.rotationQuaternion.w = body.orientation.s;
  100238. }
  100239. };
  100240. OimoJSPlugin.prototype.getRadius = function (impostor) {
  100241. return impostor.physicsBody.shapes.radius;
  100242. };
  100243. OimoJSPlugin.prototype.getBoxSizeToRef = function (impostor, result) {
  100244. var shape = impostor.physicsBody.shapes;
  100245. result.x = shape.halfWidth * 2;
  100246. result.y = shape.halfHeight * 2;
  100247. result.z = shape.halfDepth * 2;
  100248. };
  100249. OimoJSPlugin.prototype.dispose = function () {
  100250. this.world.clear();
  100251. };
  100252. return OimoJSPlugin;
  100253. }());
  100254. BABYLON.OimoJSPlugin = OimoJSPlugin;
  100255. })(BABYLON || (BABYLON = {}));
  100256. //# sourceMappingURL=babylon.oimoJSPlugin.js.map
  100257. var BABYLON;
  100258. (function (BABYLON) {
  100259. /**
  100260. * Gets the current physics engine
  100261. * @returns a IPhysicsEngine or null if none attached
  100262. */
  100263. BABYLON.Scene.prototype.getPhysicsEngine = function () {
  100264. return this._physicsEngine;
  100265. };
  100266. /**
  100267. * Enables physics to the current scene
  100268. * @param gravity defines the scene's gravity for the physics engine
  100269. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  100270. * @return a boolean indicating if the physics engine was initialized
  100271. */
  100272. BABYLON.Scene.prototype.enablePhysics = function (gravity, plugin) {
  100273. if (gravity === void 0) { gravity = null; }
  100274. if (this._physicsEngine) {
  100275. return true;
  100276. }
  100277. // Register the component to the scene
  100278. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE);
  100279. if (!component) {
  100280. component = new PhysicsEngineSceneComponent(this);
  100281. this._addComponent(component);
  100282. }
  100283. try {
  100284. this._physicsEngine = new BABYLON.PhysicsEngine(gravity, plugin);
  100285. return true;
  100286. }
  100287. catch (e) {
  100288. BABYLON.Tools.Error(e.message);
  100289. return false;
  100290. }
  100291. };
  100292. /**
  100293. * Disables and disposes the physics engine associated with the scene
  100294. */
  100295. BABYLON.Scene.prototype.disablePhysicsEngine = function () {
  100296. if (!this._physicsEngine) {
  100297. return;
  100298. }
  100299. this._physicsEngine.dispose();
  100300. this._physicsEngine = null;
  100301. };
  100302. /**
  100303. * Gets a boolean indicating if there is an active physics engine
  100304. * @returns a boolean indicating if there is an active physics engine
  100305. */
  100306. BABYLON.Scene.prototype.isPhysicsEnabled = function () {
  100307. return this._physicsEngine !== undefined;
  100308. };
  100309. /**
  100310. * Deletes a physics compound impostor
  100311. * @param compound defines the compound to delete
  100312. */
  100313. BABYLON.Scene.prototype.deleteCompoundImpostor = function (compound) {
  100314. var mesh = compound.parts[0].mesh;
  100315. if (mesh.physicsImpostor) {
  100316. mesh.physicsImpostor.dispose( /*true*/);
  100317. mesh.physicsImpostor = null;
  100318. }
  100319. };
  100320. /** @hidden */
  100321. BABYLON.Scene.prototype._advancePhysicsEngineStep = function (step) {
  100322. if (this._physicsEngine) {
  100323. this.onBeforePhysicsObservable.notifyObservers(this);
  100324. this._physicsEngine._step(step / 1000);
  100325. this.onAfterPhysicsObservable.notifyObservers(this);
  100326. }
  100327. };
  100328. Object.defineProperty(BABYLON.AbstractMesh.prototype, "physicsImpostor", {
  100329. get: function () {
  100330. return this._physicsImpostor;
  100331. },
  100332. set: function (value) {
  100333. var _this = this;
  100334. if (this._physicsImpostor === value) {
  100335. return;
  100336. }
  100337. if (this._disposePhysicsObserver) {
  100338. this.onDisposeObservable.remove(this._disposePhysicsObserver);
  100339. }
  100340. this._physicsImpostor = value;
  100341. if (value) {
  100342. this._disposePhysicsObserver = this.onDisposeObservable.add(function () {
  100343. // Physics
  100344. if (_this.physicsImpostor) {
  100345. _this.physicsImpostor.dispose( /*!doNotRecurse*/);
  100346. _this.physicsImpostor = null;
  100347. }
  100348. });
  100349. }
  100350. },
  100351. enumerable: true,
  100352. configurable: true
  100353. });
  100354. /**
  100355. * Gets the current physics impostor
  100356. * @see http://doc.babylonjs.com/features/physics_engine
  100357. * @returns a physics impostor or null
  100358. */
  100359. BABYLON.AbstractMesh.prototype.getPhysicsImpostor = function () {
  100360. return this.physicsImpostor;
  100361. };
  100362. /**
  100363. * Apply a physic impulse to the mesh
  100364. * @param force defines the force to apply
  100365. * @param contactPoint defines where to apply the force
  100366. * @returns the current mesh
  100367. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  100368. */
  100369. BABYLON.AbstractMesh.prototype.applyImpulse = function (force, contactPoint) {
  100370. if (!this.physicsImpostor) {
  100371. return this;
  100372. }
  100373. this.physicsImpostor.applyImpulse(force, contactPoint);
  100374. return this;
  100375. };
  100376. /**
  100377. * Creates a physic joint between two meshes
  100378. * @param otherMesh defines the other mesh to use
  100379. * @param pivot1 defines the pivot to use on this mesh
  100380. * @param pivot2 defines the pivot to use on the other mesh
  100381. * @param options defines additional options (can be plugin dependent)
  100382. * @returns the current mesh
  100383. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  100384. */
  100385. BABYLON.AbstractMesh.prototype.setPhysicsLinkWith = function (otherMesh, pivot1, pivot2, options) {
  100386. if (!this.physicsImpostor || !otherMesh.physicsImpostor) {
  100387. return this;
  100388. }
  100389. this.physicsImpostor.createJoint(otherMesh.physicsImpostor, BABYLON.PhysicsJoint.HingeJoint, {
  100390. mainPivot: pivot1,
  100391. connectedPivot: pivot2,
  100392. nativeParams: options
  100393. });
  100394. return this;
  100395. };
  100396. /**
  100397. * Defines the physics engine scene component responsible to manage a physics engine
  100398. */
  100399. var PhysicsEngineSceneComponent = /** @class */ (function () {
  100400. /**
  100401. * Creates a new instance of the component for the given scene
  100402. * @param scene Defines the scene to register the component in
  100403. */
  100404. function PhysicsEngineSceneComponent(scene) {
  100405. var _this = this;
  100406. /**
  100407. * The component name helpful to identify the component in the list of scene components.
  100408. */
  100409. this.name = BABYLON.SceneComponentConstants.NAME_PHYSICSENGINE;
  100410. this.scene = scene;
  100411. this.scene.onBeforePhysicsObservable = new BABYLON.Observable();
  100412. this.scene.onAfterPhysicsObservable = new BABYLON.Observable();
  100413. // Replace the function used to get the deterministic frame time
  100414. this.scene.getDeterministicFrameTime = function () {
  100415. if (_this.scene._physicsEngine) {
  100416. return _this.scene._physicsEngine.getTimeStep() * 1000;
  100417. }
  100418. return 1000.0 / 60.0;
  100419. };
  100420. }
  100421. /**
  100422. * Registers the component in a given scene
  100423. */
  100424. PhysicsEngineSceneComponent.prototype.register = function () {
  100425. };
  100426. /**
  100427. * Rebuilds the elements related to this component in case of
  100428. * context lost for instance.
  100429. */
  100430. PhysicsEngineSceneComponent.prototype.rebuild = function () {
  100431. // Nothing to do for this component
  100432. };
  100433. /**
  100434. * Disposes the component and the associated ressources
  100435. */
  100436. PhysicsEngineSceneComponent.prototype.dispose = function () {
  100437. this.scene.onBeforePhysicsObservable.clear();
  100438. this.scene.onAfterPhysicsObservable.clear();
  100439. if (this.scene._physicsEngine) {
  100440. this.scene.disablePhysicsEngine();
  100441. }
  100442. };
  100443. return PhysicsEngineSceneComponent;
  100444. }());
  100445. BABYLON.PhysicsEngineSceneComponent = PhysicsEngineSceneComponent;
  100446. })(BABYLON || (BABYLON = {}));
  100447. //# sourceMappingURL=babylon.physicsEngineComponent.js.map
  100448. var BABYLON;
  100449. (function (BABYLON) {
  100450. // Based on demo done by Brandon Jones - http://media.tojicode.com/webgl-samples/dds.html
  100451. // All values and structures referenced from:
  100452. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  100453. var DDS_MAGIC = 0x20534444;
  100454. var
  100455. //DDSD_CAPS = 0x1,
  100456. //DDSD_HEIGHT = 0x2,
  100457. //DDSD_WIDTH = 0x4,
  100458. //DDSD_PITCH = 0x8,
  100459. //DDSD_PIXELFORMAT = 0x1000,
  100460. DDSD_MIPMAPCOUNT = 0x20000;
  100461. //DDSD_LINEARSIZE = 0x80000,
  100462. //DDSD_DEPTH = 0x800000;
  100463. // var DDSCAPS_COMPLEX = 0x8,
  100464. // DDSCAPS_MIPMAP = 0x400000,
  100465. // DDSCAPS_TEXTURE = 0x1000;
  100466. var DDSCAPS2_CUBEMAP = 0x200;
  100467. // DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  100468. // DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  100469. // DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  100470. // DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  100471. // DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  100472. // DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  100473. // DDSCAPS2_VOLUME = 0x200000;
  100474. var
  100475. //DDPF_ALPHAPIXELS = 0x1,
  100476. //DDPF_ALPHA = 0x2,
  100477. DDPF_FOURCC = 0x4, DDPF_RGB = 0x40,
  100478. //DDPF_YUV = 0x200,
  100479. DDPF_LUMINANCE = 0x20000;
  100480. function FourCCToInt32(value) {
  100481. return value.charCodeAt(0) +
  100482. (value.charCodeAt(1) << 8) +
  100483. (value.charCodeAt(2) << 16) +
  100484. (value.charCodeAt(3) << 24);
  100485. }
  100486. function Int32ToFourCC(value) {
  100487. return String.fromCharCode(value & 0xff, (value >> 8) & 0xff, (value >> 16) & 0xff, (value >> 24) & 0xff);
  100488. }
  100489. var FOURCC_DXT1 = FourCCToInt32("DXT1");
  100490. var FOURCC_DXT3 = FourCCToInt32("DXT3");
  100491. var FOURCC_DXT5 = FourCCToInt32("DXT5");
  100492. var FOURCC_DX10 = FourCCToInt32("DX10");
  100493. var FOURCC_D3DFMT_R16G16B16A16F = 113;
  100494. var FOURCC_D3DFMT_R32G32B32A32F = 116;
  100495. var DXGI_FORMAT_R16G16B16A16_FLOAT = 10;
  100496. var DXGI_FORMAT_B8G8R8X8_UNORM = 88;
  100497. var headerLengthInt = 31; // The header length in 32 bit ints
  100498. // Offsets into the header array
  100499. var off_magic = 0;
  100500. var off_size = 1;
  100501. var off_flags = 2;
  100502. var off_height = 3;
  100503. var off_width = 4;
  100504. var off_mipmapCount = 7;
  100505. var off_pfFlags = 20;
  100506. var off_pfFourCC = 21;
  100507. var off_RGBbpp = 22;
  100508. var off_RMask = 23;
  100509. var off_GMask = 24;
  100510. var off_BMask = 25;
  100511. var off_AMask = 26;
  100512. // var off_caps1 = 27;
  100513. var off_caps2 = 28;
  100514. // var off_caps3 = 29;
  100515. // var off_caps4 = 30;
  100516. var off_dxgiFormat = 32;
  100517. /**
  100518. * Class used to provide DDS decompression tools
  100519. */
  100520. var DDSTools = /** @class */ (function () {
  100521. function DDSTools() {
  100522. }
  100523. /**
  100524. * Gets DDS information from an array buffer
  100525. * @param arrayBuffer defines the array buffer to read data from
  100526. * @returns the DDS information
  100527. */
  100528. DDSTools.GetDDSInfo = function (arrayBuffer) {
  100529. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100530. var extendedHeader = new Int32Array(arrayBuffer, 0, headerLengthInt + 4);
  100531. var mipmapCount = 1;
  100532. if (header[off_flags] & DDSD_MIPMAPCOUNT) {
  100533. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100534. }
  100535. var fourCC = header[off_pfFourCC];
  100536. var dxgiFormat = (fourCC === FOURCC_DX10) ? extendedHeader[off_dxgiFormat] : 0;
  100537. var textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100538. switch (fourCC) {
  100539. case FOURCC_D3DFMT_R16G16B16A16F:
  100540. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100541. break;
  100542. case FOURCC_D3DFMT_R32G32B32A32F:
  100543. textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100544. break;
  100545. case FOURCC_DX10:
  100546. if (dxgiFormat === DXGI_FORMAT_R16G16B16A16_FLOAT) {
  100547. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100548. break;
  100549. }
  100550. }
  100551. return {
  100552. width: header[off_width],
  100553. height: header[off_height],
  100554. mipmapCount: mipmapCount,
  100555. isFourCC: (header[off_pfFlags] & DDPF_FOURCC) === DDPF_FOURCC,
  100556. isRGB: (header[off_pfFlags] & DDPF_RGB) === DDPF_RGB,
  100557. isLuminance: (header[off_pfFlags] & DDPF_LUMINANCE) === DDPF_LUMINANCE,
  100558. isCube: (header[off_caps2] & DDSCAPS2_CUBEMAP) === DDSCAPS2_CUBEMAP,
  100559. isCompressed: (fourCC === FOURCC_DXT1 || fourCC === FOURCC_DXT3 || fourCC === FOURCC_DXT5),
  100560. dxgiFormat: dxgiFormat,
  100561. textureType: textureType
  100562. };
  100563. };
  100564. DDSTools._ToHalfFloat = function (value) {
  100565. if (!DDSTools._FloatView) {
  100566. DDSTools._FloatView = new Float32Array(1);
  100567. DDSTools._Int32View = new Int32Array(DDSTools._FloatView.buffer);
  100568. }
  100569. DDSTools._FloatView[0] = value;
  100570. var x = DDSTools._Int32View[0];
  100571. var bits = (x >> 16) & 0x8000; /* Get the sign */
  100572. var m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */
  100573. var e = (x >> 23) & 0xff; /* Using int is faster here */
  100574. /* If zero, or denormal, or exponent underflows too much for a denormal
  100575. * half, return signed zero. */
  100576. if (e < 103) {
  100577. return bits;
  100578. }
  100579. /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */
  100580. if (e > 142) {
  100581. bits |= 0x7c00;
  100582. /* If exponent was 0xff and one mantissa bit was set, it means NaN,
  100583. * not Inf, so make sure we set one mantissa bit too. */
  100584. bits |= ((e == 255) ? 0 : 1) && (x & 0x007fffff);
  100585. return bits;
  100586. }
  100587. /* If exponent underflows but not too much, return a denormal */
  100588. if (e < 113) {
  100589. m |= 0x0800;
  100590. /* Extra rounding may overflow and set mantissa to 0 and exponent
  100591. * to 1, which is OK. */
  100592. bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1);
  100593. return bits;
  100594. }
  100595. bits |= ((e - 112) << 10) | (m >> 1);
  100596. bits += m & 1;
  100597. return bits;
  100598. };
  100599. DDSTools._FromHalfFloat = function (value) {
  100600. var s = (value & 0x8000) >> 15;
  100601. var e = (value & 0x7C00) >> 10;
  100602. var f = value & 0x03FF;
  100603. if (e === 0) {
  100604. return (s ? -1 : 1) * Math.pow(2, -14) * (f / Math.pow(2, 10));
  100605. }
  100606. else if (e == 0x1F) {
  100607. return f ? NaN : ((s ? -1 : 1) * Infinity);
  100608. }
  100609. return (s ? -1 : 1) * Math.pow(2, e - 15) * (1 + (f / Math.pow(2, 10)));
  100610. };
  100611. DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100612. var destArray = new Float32Array(dataLength);
  100613. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100614. var index = 0;
  100615. for (var y = 0; y < height; y++) {
  100616. for (var x = 0; x < width; x++) {
  100617. var srcPos = (x + y * width) * 4;
  100618. destArray[index] = DDSTools._FromHalfFloat(srcData[srcPos]);
  100619. destArray[index + 1] = DDSTools._FromHalfFloat(srcData[srcPos + 1]);
  100620. destArray[index + 2] = DDSTools._FromHalfFloat(srcData[srcPos + 2]);
  100621. if (DDSTools.StoreLODInAlphaChannel) {
  100622. destArray[index + 3] = lod;
  100623. }
  100624. else {
  100625. destArray[index + 3] = DDSTools._FromHalfFloat(srcData[srcPos + 3]);
  100626. }
  100627. index += 4;
  100628. }
  100629. }
  100630. return destArray;
  100631. };
  100632. DDSTools._GetHalfFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100633. if (DDSTools.StoreLODInAlphaChannel) {
  100634. var destArray = new Uint16Array(dataLength);
  100635. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100636. var index = 0;
  100637. for (var y = 0; y < height; y++) {
  100638. for (var x = 0; x < width; x++) {
  100639. var srcPos = (x + y * width) * 4;
  100640. destArray[index] = srcData[srcPos];
  100641. destArray[index + 1] = srcData[srcPos + 1];
  100642. destArray[index + 2] = srcData[srcPos + 2];
  100643. destArray[index + 3] = DDSTools._ToHalfFloat(lod);
  100644. index += 4;
  100645. }
  100646. }
  100647. return destArray;
  100648. }
  100649. return new Uint16Array(arrayBuffer, dataOffset, dataLength);
  100650. };
  100651. DDSTools._GetFloatRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100652. if (DDSTools.StoreLODInAlphaChannel) {
  100653. var destArray = new Float32Array(dataLength);
  100654. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100655. var index = 0;
  100656. for (var y = 0; y < height; y++) {
  100657. for (var x = 0; x < width; x++) {
  100658. var srcPos = (x + y * width) * 4;
  100659. destArray[index] = srcData[srcPos];
  100660. destArray[index + 1] = srcData[srcPos + 1];
  100661. destArray[index + 2] = srcData[srcPos + 2];
  100662. destArray[index + 3] = lod;
  100663. index += 4;
  100664. }
  100665. }
  100666. return destArray;
  100667. }
  100668. return new Float32Array(arrayBuffer, dataOffset, dataLength);
  100669. };
  100670. DDSTools._GetFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100671. var destArray = new Uint8Array(dataLength);
  100672. var srcData = new Float32Array(arrayBuffer, dataOffset);
  100673. var index = 0;
  100674. for (var y = 0; y < height; y++) {
  100675. for (var x = 0; x < width; x++) {
  100676. var srcPos = (x + y * width) * 4;
  100677. destArray[index] = BABYLON.Scalar.Clamp(srcData[srcPos]) * 255;
  100678. destArray[index + 1] = BABYLON.Scalar.Clamp(srcData[srcPos + 1]) * 255;
  100679. destArray[index + 2] = BABYLON.Scalar.Clamp(srcData[srcPos + 2]) * 255;
  100680. if (DDSTools.StoreLODInAlphaChannel) {
  100681. destArray[index + 3] = lod;
  100682. }
  100683. else {
  100684. destArray[index + 3] = BABYLON.Scalar.Clamp(srcData[srcPos + 3]) * 255;
  100685. }
  100686. index += 4;
  100687. }
  100688. }
  100689. return destArray;
  100690. };
  100691. DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, lod) {
  100692. var destArray = new Uint8Array(dataLength);
  100693. var srcData = new Uint16Array(arrayBuffer, dataOffset);
  100694. var index = 0;
  100695. for (var y = 0; y < height; y++) {
  100696. for (var x = 0; x < width; x++) {
  100697. var srcPos = (x + y * width) * 4;
  100698. destArray[index] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos])) * 255;
  100699. destArray[index + 1] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 1])) * 255;
  100700. destArray[index + 2] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 2])) * 255;
  100701. if (DDSTools.StoreLODInAlphaChannel) {
  100702. destArray[index + 3] = lod;
  100703. }
  100704. else {
  100705. destArray[index + 3] = BABYLON.Scalar.Clamp(DDSTools._FromHalfFloat(srcData[srcPos + 3])) * 255;
  100706. }
  100707. index += 4;
  100708. }
  100709. }
  100710. return destArray;
  100711. };
  100712. DDSTools._GetRGBAArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset) {
  100713. var byteArray = new Uint8Array(dataLength);
  100714. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100715. var index = 0;
  100716. for (var y = 0; y < height; y++) {
  100717. for (var x = 0; x < width; x++) {
  100718. var srcPos = (x + y * width) * 4;
  100719. byteArray[index] = srcData[srcPos + rOffset];
  100720. byteArray[index + 1] = srcData[srcPos + gOffset];
  100721. byteArray[index + 2] = srcData[srcPos + bOffset];
  100722. byteArray[index + 3] = srcData[srcPos + aOffset];
  100723. index += 4;
  100724. }
  100725. }
  100726. return byteArray;
  100727. };
  100728. DDSTools._ExtractLongWordOrder = function (value) {
  100729. if (value === 0 || value === 255 || value === -16777216) {
  100730. return 0;
  100731. }
  100732. return 1 + DDSTools._ExtractLongWordOrder(value >> 8);
  100733. };
  100734. DDSTools._GetRGBArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset) {
  100735. var byteArray = new Uint8Array(dataLength);
  100736. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100737. var index = 0;
  100738. for (var y = 0; y < height; y++) {
  100739. for (var x = 0; x < width; x++) {
  100740. var srcPos = (x + y * width) * 3;
  100741. byteArray[index] = srcData[srcPos + rOffset];
  100742. byteArray[index + 1] = srcData[srcPos + gOffset];
  100743. byteArray[index + 2] = srcData[srcPos + bOffset];
  100744. index += 3;
  100745. }
  100746. }
  100747. return byteArray;
  100748. };
  100749. DDSTools._GetLuminanceArrayBuffer = function (width, height, dataOffset, dataLength, arrayBuffer) {
  100750. var byteArray = new Uint8Array(dataLength);
  100751. var srcData = new Uint8Array(arrayBuffer, dataOffset);
  100752. var index = 0;
  100753. for (var y = 0; y < height; y++) {
  100754. for (var x = 0; x < width; x++) {
  100755. var srcPos = (x + y * width);
  100756. byteArray[index] = srcData[srcPos];
  100757. index++;
  100758. }
  100759. }
  100760. return byteArray;
  100761. };
  100762. /**
  100763. * Uploads DDS Levels to a Babylon Texture
  100764. * @hidden
  100765. */
  100766. DDSTools.UploadDDSLevels = function (engine, texture, arrayBuffer, info, loadMipmaps, faces, lodIndex, currentFace) {
  100767. if (lodIndex === void 0) { lodIndex = -1; }
  100768. var sphericalPolynomialFaces = null;
  100769. if (info.sphericalPolynomial) {
  100770. sphericalPolynomialFaces = new Array();
  100771. }
  100772. var ext = engine.getCaps().s3tc;
  100773. var header = new Int32Array(arrayBuffer, 0, headerLengthInt);
  100774. var fourCC, width, height, dataLength = 0, dataOffset;
  100775. var byteArray, mipmapCount, mip;
  100776. var internalCompressedFormat = 0;
  100777. var blockBytes = 1;
  100778. if (header[off_magic] !== DDS_MAGIC) {
  100779. BABYLON.Tools.Error("Invalid magic number in DDS header");
  100780. return;
  100781. }
  100782. if (!info.isFourCC && !info.isRGB && !info.isLuminance) {
  100783. BABYLON.Tools.Error("Unsupported format, must contain a FourCC, RGB or LUMINANCE code");
  100784. return;
  100785. }
  100786. if (info.isCompressed && !ext) {
  100787. BABYLON.Tools.Error("Compressed textures are not supported on this platform.");
  100788. return;
  100789. }
  100790. var bpp = header[off_RGBbpp];
  100791. dataOffset = header[off_size] + 4;
  100792. var computeFormats = false;
  100793. if (info.isFourCC) {
  100794. fourCC = header[off_pfFourCC];
  100795. switch (fourCC) {
  100796. case FOURCC_DXT1:
  100797. blockBytes = 8;
  100798. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  100799. break;
  100800. case FOURCC_DXT3:
  100801. blockBytes = 16;
  100802. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  100803. break;
  100804. case FOURCC_DXT5:
  100805. blockBytes = 16;
  100806. internalCompressedFormat = ext.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  100807. break;
  100808. case FOURCC_D3DFMT_R16G16B16A16F:
  100809. computeFormats = true;
  100810. break;
  100811. case FOURCC_D3DFMT_R32G32B32A32F:
  100812. computeFormats = true;
  100813. break;
  100814. case FOURCC_DX10:
  100815. // There is an additionnal header so dataOffset need to be changed
  100816. dataOffset += 5 * 4; // 5 uints
  100817. var supported = false;
  100818. switch (info.dxgiFormat) {
  100819. case DXGI_FORMAT_R16G16B16A16_FLOAT:
  100820. computeFormats = true;
  100821. supported = true;
  100822. break;
  100823. case DXGI_FORMAT_B8G8R8X8_UNORM:
  100824. info.isRGB = true;
  100825. info.isFourCC = false;
  100826. bpp = 32;
  100827. supported = true;
  100828. break;
  100829. }
  100830. if (supported) {
  100831. break;
  100832. }
  100833. default:
  100834. console.error("Unsupported FourCC code:", Int32ToFourCC(fourCC));
  100835. return;
  100836. }
  100837. }
  100838. var rOffset = DDSTools._ExtractLongWordOrder(header[off_RMask]);
  100839. var gOffset = DDSTools._ExtractLongWordOrder(header[off_GMask]);
  100840. var bOffset = DDSTools._ExtractLongWordOrder(header[off_BMask]);
  100841. var aOffset = DDSTools._ExtractLongWordOrder(header[off_AMask]);
  100842. if (computeFormats) {
  100843. internalCompressedFormat = engine._getRGBABufferInternalSizedFormat(info.textureType);
  100844. }
  100845. mipmapCount = 1;
  100846. if (header[off_flags] & DDSD_MIPMAPCOUNT && loadMipmaps !== false) {
  100847. mipmapCount = Math.max(1, header[off_mipmapCount]);
  100848. }
  100849. for (var face = 0; face < faces; face++) {
  100850. width = header[off_width];
  100851. height = header[off_height];
  100852. for (mip = 0; mip < mipmapCount; ++mip) {
  100853. if (lodIndex === -1 || lodIndex === mip) {
  100854. // In case of fixed LOD, if the lod has just been uploaded, early exit.
  100855. var i = (lodIndex === -1) ? mip : 0;
  100856. if (!info.isCompressed && info.isFourCC) {
  100857. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100858. dataLength = width * height * 4;
  100859. var floatArray = null;
  100860. if (engine._badOS || engine._badDesktopOS || (!engine.getCaps().textureHalfFloat && !engine.getCaps().textureFloat)) { // Required because iOS has many issues with float and half float generation
  100861. if (bpp === 128) {
  100862. floatArray = DDSTools._GetFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100863. if (sphericalPolynomialFaces && i == 0) {
  100864. sphericalPolynomialFaces.push(DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100865. }
  100866. }
  100867. else if (bpp === 64) {
  100868. floatArray = DDSTools._GetHalfFloatAsUIntRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100869. if (sphericalPolynomialFaces && i == 0) {
  100870. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100871. }
  100872. }
  100873. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100874. }
  100875. else {
  100876. if (bpp === 128) {
  100877. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100878. floatArray = DDSTools._GetFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100879. if (sphericalPolynomialFaces && i == 0) {
  100880. sphericalPolynomialFaces.push(floatArray);
  100881. }
  100882. }
  100883. else if (bpp === 64 && !engine.getCaps().textureHalfFloat) {
  100884. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  100885. floatArray = DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100886. if (sphericalPolynomialFaces && i == 0) {
  100887. sphericalPolynomialFaces.push(floatArray);
  100888. }
  100889. }
  100890. else { // 64
  100891. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  100892. floatArray = DDSTools._GetHalfFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i);
  100893. if (sphericalPolynomialFaces && i == 0) {
  100894. sphericalPolynomialFaces.push(DDSTools._GetHalfFloatAsFloatRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, i));
  100895. }
  100896. }
  100897. }
  100898. if (floatArray) {
  100899. engine._uploadDataToTextureDirectly(texture, floatArray, face, i);
  100900. }
  100901. }
  100902. else if (info.isRGB) {
  100903. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100904. if (bpp === 24) {
  100905. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGB;
  100906. dataLength = width * height * 3;
  100907. byteArray = DDSTools._GetRGBArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset);
  100908. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100909. }
  100910. else { // 32
  100911. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  100912. dataLength = width * height * 4;
  100913. byteArray = DDSTools._GetRGBAArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer, rOffset, gOffset, bOffset, aOffset);
  100914. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100915. }
  100916. }
  100917. else if (info.isLuminance) {
  100918. var unpackAlignment = engine._getUnpackAlignement();
  100919. var unpaddedRowSize = width;
  100920. var paddedRowSize = Math.floor((width + unpackAlignment - 1) / unpackAlignment) * unpackAlignment;
  100921. dataLength = paddedRowSize * (height - 1) + unpaddedRowSize;
  100922. byteArray = DDSTools._GetLuminanceArrayBuffer(width, height, dataOffset, dataLength, arrayBuffer);
  100923. texture.format = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
  100924. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100925. engine._uploadDataToTextureDirectly(texture, byteArray, face, i);
  100926. }
  100927. else {
  100928. dataLength = Math.max(4, width) / 4 * Math.max(4, height) / 4 * blockBytes;
  100929. byteArray = new Uint8Array(arrayBuffer, dataOffset, dataLength);
  100930. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  100931. engine._uploadCompressedDataToTextureDirectly(texture, internalCompressedFormat, width, height, byteArray, face, i);
  100932. }
  100933. }
  100934. dataOffset += bpp ? (width * height * (bpp / 8)) : dataLength;
  100935. width *= 0.5;
  100936. height *= 0.5;
  100937. width = Math.max(1.0, width);
  100938. height = Math.max(1.0, height);
  100939. }
  100940. if (currentFace !== undefined) {
  100941. // Loading a single face
  100942. break;
  100943. }
  100944. }
  100945. if (sphericalPolynomialFaces && sphericalPolynomialFaces.length > 0) {
  100946. info.sphericalPolynomial = BABYLON.CubeMapToSphericalPolynomialTools.ConvertCubeMapToSphericalPolynomial({
  100947. size: header[off_width],
  100948. right: sphericalPolynomialFaces[0],
  100949. left: sphericalPolynomialFaces[1],
  100950. up: sphericalPolynomialFaces[2],
  100951. down: sphericalPolynomialFaces[3],
  100952. front: sphericalPolynomialFaces[4],
  100953. back: sphericalPolynomialFaces[5],
  100954. format: BABYLON.Engine.TEXTUREFORMAT_RGBA,
  100955. type: BABYLON.Engine.TEXTURETYPE_FLOAT,
  100956. gammaSpace: false,
  100957. });
  100958. }
  100959. else {
  100960. info.sphericalPolynomial = undefined;
  100961. }
  100962. };
  100963. /**
  100964. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  100965. */
  100966. DDSTools.StoreLODInAlphaChannel = false;
  100967. return DDSTools;
  100968. }());
  100969. BABYLON.DDSTools = DDSTools;
  100970. })(BABYLON || (BABYLON = {}));
  100971. //# sourceMappingURL=babylon.dds.js.map
  100972. var BABYLON;
  100973. (function (BABYLON) {
  100974. /**
  100975. * Implementation of the DDS Texture Loader.
  100976. */
  100977. var DDSTextureLoader = /** @class */ (function () {
  100978. function DDSTextureLoader() {
  100979. /**
  100980. * Defines wether the loader supports cascade loading the different faces.
  100981. */
  100982. this.supportCascades = true;
  100983. }
  100984. /**
  100985. * This returns if the loader support the current file information.
  100986. * @param extension defines the file extension of the file being loaded
  100987. * @param textureFormatInUse defines the current compressed format in use iun the engine
  100988. * @param fallback defines the fallback internal texture if any
  100989. * @param isBase64 defines whether the texture is encoded as a base64
  100990. * @param isBuffer defines whether the texture data are stored as a buffer
  100991. * @returns true if the loader can load the specified file
  100992. */
  100993. DDSTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  100994. return extension.indexOf(".dds") === 0;
  100995. };
  100996. /**
  100997. * Transform the url before loading if required.
  100998. * @param rootUrl the url of the texture
  100999. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101000. * @returns the transformed texture
  101001. */
  101002. DDSTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101003. return rootUrl;
  101004. };
  101005. /**
  101006. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101007. * @param rootUrl the url of the texture
  101008. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101009. * @returns the fallback texture
  101010. */
  101011. DDSTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101012. return null;
  101013. };
  101014. /**
  101015. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101016. * @param data contains the texture data
  101017. * @param texture defines the BabylonJS internal texture
  101018. * @param createPolynomials will be true if polynomials have been requested
  101019. * @param onLoad defines the callback to trigger once the texture is ready
  101020. * @param onError defines the callback to trigger in case of error
  101021. */
  101022. DDSTextureLoader.prototype.loadCubeData = function (imgs, texture, createPolynomials, onLoad, onError) {
  101023. var engine = texture.getEngine();
  101024. var info;
  101025. var loadMipmap = false;
  101026. if (Array.isArray(imgs)) {
  101027. for (var index = 0; index < imgs.length; index++) {
  101028. var data_1 = imgs[index];
  101029. info = BABYLON.DDSTools.GetDDSInfo(data_1);
  101030. texture.width = info.width;
  101031. texture.height = info.height;
  101032. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101033. engine._unpackFlipY(info.isCompressed);
  101034. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data_1, info, loadMipmap, 6, -1, index);
  101035. if (!info.isFourCC && info.mipmapCount === 1) {
  101036. engine.generateMipMapsForCubemap(texture);
  101037. }
  101038. }
  101039. }
  101040. else {
  101041. var data = imgs;
  101042. info = BABYLON.DDSTools.GetDDSInfo(data);
  101043. texture.width = info.width;
  101044. texture.height = info.height;
  101045. if (createPolynomials) {
  101046. info.sphericalPolynomial = new BABYLON.SphericalPolynomial();
  101047. }
  101048. loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps;
  101049. engine._unpackFlipY(info.isCompressed);
  101050. BABYLON.DDSTools.UploadDDSLevels(engine, texture, data, info, loadMipmap, 6);
  101051. if (!info.isFourCC && info.mipmapCount === 1) {
  101052. engine.generateMipMapsForCubemap(texture);
  101053. }
  101054. }
  101055. engine._setCubeMapTextureParams(loadMipmap);
  101056. texture.isReady = true;
  101057. if (onLoad) {
  101058. onLoad({ isDDS: true, width: texture.width, info: info, data: imgs, texture: texture });
  101059. }
  101060. };
  101061. /**
  101062. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101063. * @param data contains the texture data
  101064. * @param texture defines the BabylonJS internal texture
  101065. * @param callback defines the method to call once ready to upload
  101066. */
  101067. DDSTextureLoader.prototype.loadData = function (data, texture, callback) {
  101068. var info = BABYLON.DDSTools.GetDDSInfo(data);
  101069. var loadMipmap = (info.isRGB || info.isLuminance || info.mipmapCount > 1) && texture.generateMipMaps && ((info.width >> (info.mipmapCount - 1)) === 1);
  101070. callback(info.width, info.height, loadMipmap, info.isFourCC, function () {
  101071. BABYLON.DDSTools.UploadDDSLevels(texture.getEngine(), texture, data, info, loadMipmap, 1);
  101072. });
  101073. };
  101074. return DDSTextureLoader;
  101075. }());
  101076. // Register the loader.
  101077. BABYLON.Engine._TextureLoaders.push(new DDSTextureLoader());
  101078. })(BABYLON || (BABYLON = {}));
  101079. //# sourceMappingURL=babylon.ddsTextureLoader.js.map
  101080. var BABYLON;
  101081. (function (BABYLON) {
  101082. /**
  101083. * Based on jsTGALoader - Javascript loader for TGA file
  101084. * By Vincent Thibault
  101085. * @see http://blog.robrowser.com/javascript-tga-loader.html
  101086. */
  101087. var TGATools = /** @class */ (function () {
  101088. function TGATools() {
  101089. }
  101090. /**
  101091. * Gets the header of a TGA file
  101092. * @param data defines the TGA data
  101093. * @returns the header
  101094. */
  101095. TGATools.GetTGAHeader = function (data) {
  101096. var offset = 0;
  101097. var header = {
  101098. id_length: data[offset++],
  101099. colormap_type: data[offset++],
  101100. image_type: data[offset++],
  101101. colormap_index: data[offset++] | data[offset++] << 8,
  101102. colormap_length: data[offset++] | data[offset++] << 8,
  101103. colormap_size: data[offset++],
  101104. origin: [
  101105. data[offset++] | data[offset++] << 8,
  101106. data[offset++] | data[offset++] << 8
  101107. ],
  101108. width: data[offset++] | data[offset++] << 8,
  101109. height: data[offset++] | data[offset++] << 8,
  101110. pixel_size: data[offset++],
  101111. flags: data[offset++]
  101112. };
  101113. return header;
  101114. };
  101115. /**
  101116. * Uploads TGA content to a Babylon Texture
  101117. * @hidden
  101118. */
  101119. TGATools.UploadContent = function (texture, data) {
  101120. // Not enough data to contain header ?
  101121. if (data.length < 19) {
  101122. BABYLON.Tools.Error("Unable to load TGA file - Not enough data to contain header");
  101123. return;
  101124. }
  101125. // Read Header
  101126. var offset = 18;
  101127. var header = TGATools.GetTGAHeader(data);
  101128. // Assume it's a valid Targa file.
  101129. if (header.id_length + offset > data.length) {
  101130. BABYLON.Tools.Error("Unable to load TGA file - Not enough data");
  101131. return;
  101132. }
  101133. // Skip not needed data
  101134. offset += header.id_length;
  101135. var use_rle = false;
  101136. var use_pal = false;
  101137. var use_grey = false;
  101138. // Get some informations.
  101139. switch (header.image_type) {
  101140. case TGATools._TYPE_RLE_INDEXED:
  101141. use_rle = true;
  101142. case TGATools._TYPE_INDEXED:
  101143. use_pal = true;
  101144. break;
  101145. case TGATools._TYPE_RLE_RGB:
  101146. use_rle = true;
  101147. case TGATools._TYPE_RGB:
  101148. // use_rgb = true;
  101149. break;
  101150. case TGATools._TYPE_RLE_GREY:
  101151. use_rle = true;
  101152. case TGATools._TYPE_GREY:
  101153. use_grey = true;
  101154. break;
  101155. }
  101156. var pixel_data;
  101157. // var numAlphaBits = header.flags & 0xf;
  101158. var pixel_size = header.pixel_size >> 3;
  101159. var pixel_total = header.width * header.height * pixel_size;
  101160. // Read palettes
  101161. var palettes;
  101162. if (use_pal) {
  101163. palettes = data.subarray(offset, offset += header.colormap_length * (header.colormap_size >> 3));
  101164. }
  101165. // Read LRE
  101166. if (use_rle) {
  101167. pixel_data = new Uint8Array(pixel_total);
  101168. var c, count, i;
  101169. var localOffset = 0;
  101170. var pixels = new Uint8Array(pixel_size);
  101171. while (offset < pixel_total && localOffset < pixel_total) {
  101172. c = data[offset++];
  101173. count = (c & 0x7f) + 1;
  101174. // RLE pixels
  101175. if (c & 0x80) {
  101176. // Bind pixel tmp array
  101177. for (i = 0; i < pixel_size; ++i) {
  101178. pixels[i] = data[offset++];
  101179. }
  101180. // Copy pixel array
  101181. for (i = 0; i < count; ++i) {
  101182. pixel_data.set(pixels, localOffset + i * pixel_size);
  101183. }
  101184. localOffset += pixel_size * count;
  101185. }
  101186. // Raw pixels
  101187. else {
  101188. count *= pixel_size;
  101189. for (i = 0; i < count; ++i) {
  101190. pixel_data[localOffset + i] = data[offset++];
  101191. }
  101192. localOffset += count;
  101193. }
  101194. }
  101195. }
  101196. // RAW Pixels
  101197. else {
  101198. pixel_data = data.subarray(offset, offset += (use_pal ? header.width * header.height : pixel_total));
  101199. }
  101200. // Load to texture
  101201. var x_start, y_start, x_step, y_step, y_end, x_end;
  101202. switch ((header.flags & TGATools._ORIGIN_MASK) >> TGATools._ORIGIN_SHIFT) {
  101203. default:
  101204. case TGATools._ORIGIN_UL:
  101205. x_start = 0;
  101206. x_step = 1;
  101207. x_end = header.width;
  101208. y_start = 0;
  101209. y_step = 1;
  101210. y_end = header.height;
  101211. break;
  101212. case TGATools._ORIGIN_BL:
  101213. x_start = 0;
  101214. x_step = 1;
  101215. x_end = header.width;
  101216. y_start = header.height - 1;
  101217. y_step = -1;
  101218. y_end = -1;
  101219. break;
  101220. case TGATools._ORIGIN_UR:
  101221. x_start = header.width - 1;
  101222. x_step = -1;
  101223. x_end = -1;
  101224. y_start = 0;
  101225. y_step = 1;
  101226. y_end = header.height;
  101227. break;
  101228. case TGATools._ORIGIN_BR:
  101229. x_start = header.width - 1;
  101230. x_step = -1;
  101231. x_end = -1;
  101232. y_start = header.height - 1;
  101233. y_step = -1;
  101234. y_end = -1;
  101235. break;
  101236. }
  101237. // Load the specify method
  101238. var func = '_getImageData' + (use_grey ? 'Grey' : '') + (header.pixel_size) + 'bits';
  101239. var imageData = TGATools[func](header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end);
  101240. var engine = texture.getEngine();
  101241. engine._uploadDataToTextureDirectly(texture, imageData);
  101242. };
  101243. /** @hidden */
  101244. TGATools._getImageData8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101245. var image = pixel_data, colormap = palettes;
  101246. var width = header.width, height = header.height;
  101247. var color, i = 0, x, y;
  101248. var imageData = new Uint8Array(width * height * 4);
  101249. for (y = y_start; y !== y_end; y += y_step) {
  101250. for (x = x_start; x !== x_end; x += x_step, i++) {
  101251. color = image[i];
  101252. imageData[(x + width * y) * 4 + 3] = 255;
  101253. imageData[(x + width * y) * 4 + 2] = colormap[(color * 3) + 0];
  101254. imageData[(x + width * y) * 4 + 1] = colormap[(color * 3) + 1];
  101255. imageData[(x + width * y) * 4 + 0] = colormap[(color * 3) + 2];
  101256. }
  101257. }
  101258. return imageData;
  101259. };
  101260. /** @hidden */
  101261. TGATools._getImageData16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101262. var image = pixel_data;
  101263. var width = header.width, height = header.height;
  101264. var color, i = 0, x, y;
  101265. var imageData = new Uint8Array(width * height * 4);
  101266. for (y = y_start; y !== y_end; y += y_step) {
  101267. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101268. color = image[i + 0] + (image[i + 1] << 8); // Inversed ?
  101269. var r = (((color & 0x7C00) >> 10) * 255) / 0x1F | 0;
  101270. var g = (((color & 0x03E0) >> 5) * 255) / 0x1F | 0;
  101271. var b = ((color & 0x001F) * 255) / 0x1F | 0;
  101272. imageData[(x + width * y) * 4 + 0] = r;
  101273. imageData[(x + width * y) * 4 + 1] = g;
  101274. imageData[(x + width * y) * 4 + 2] = b;
  101275. imageData[(x + width * y) * 4 + 3] = (color & 0x8000) ? 0 : 255;
  101276. }
  101277. }
  101278. return imageData;
  101279. };
  101280. /** @hidden */
  101281. TGATools._getImageData24bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101282. var image = pixel_data;
  101283. var width = header.width, height = header.height;
  101284. var i = 0, x, y;
  101285. var imageData = new Uint8Array(width * height * 4);
  101286. for (y = y_start; y !== y_end; y += y_step) {
  101287. for (x = x_start; x !== x_end; x += x_step, i += 3) {
  101288. imageData[(x + width * y) * 4 + 3] = 255;
  101289. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101290. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101291. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101292. }
  101293. }
  101294. return imageData;
  101295. };
  101296. /** @hidden */
  101297. TGATools._getImageData32bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101298. var image = pixel_data;
  101299. var width = header.width, height = header.height;
  101300. var i = 0, x, y;
  101301. var imageData = new Uint8Array(width * height * 4);
  101302. for (y = y_start; y !== y_end; y += y_step) {
  101303. for (x = x_start; x !== x_end; x += x_step, i += 4) {
  101304. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101305. imageData[(x + width * y) * 4 + 1] = image[i + 1];
  101306. imageData[(x + width * y) * 4 + 0] = image[i + 2];
  101307. imageData[(x + width * y) * 4 + 3] = image[i + 3];
  101308. }
  101309. }
  101310. return imageData;
  101311. };
  101312. /** @hidden */
  101313. TGATools._getImageDataGrey8bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101314. var image = pixel_data;
  101315. var width = header.width, height = header.height;
  101316. var color, i = 0, x, y;
  101317. var imageData = new Uint8Array(width * height * 4);
  101318. for (y = y_start; y !== y_end; y += y_step) {
  101319. for (x = x_start; x !== x_end; x += x_step, i++) {
  101320. color = image[i];
  101321. imageData[(x + width * y) * 4 + 0] = color;
  101322. imageData[(x + width * y) * 4 + 1] = color;
  101323. imageData[(x + width * y) * 4 + 2] = color;
  101324. imageData[(x + width * y) * 4 + 3] = 255;
  101325. }
  101326. }
  101327. return imageData;
  101328. };
  101329. /** @hidden */
  101330. TGATools._getImageDataGrey16bits = function (header, palettes, pixel_data, y_start, y_step, y_end, x_start, x_step, x_end) {
  101331. var image = pixel_data;
  101332. var width = header.width, height = header.height;
  101333. var i = 0, x, y;
  101334. var imageData = new Uint8Array(width * height * 4);
  101335. for (y = y_start; y !== y_end; y += y_step) {
  101336. for (x = x_start; x !== x_end; x += x_step, i += 2) {
  101337. imageData[(x + width * y) * 4 + 0] = image[i + 0];
  101338. imageData[(x + width * y) * 4 + 1] = image[i + 0];
  101339. imageData[(x + width * y) * 4 + 2] = image[i + 0];
  101340. imageData[(x + width * y) * 4 + 3] = image[i + 1];
  101341. }
  101342. }
  101343. return imageData;
  101344. };
  101345. //private static _TYPE_NO_DATA = 0;
  101346. TGATools._TYPE_INDEXED = 1;
  101347. TGATools._TYPE_RGB = 2;
  101348. TGATools._TYPE_GREY = 3;
  101349. TGATools._TYPE_RLE_INDEXED = 9;
  101350. TGATools._TYPE_RLE_RGB = 10;
  101351. TGATools._TYPE_RLE_GREY = 11;
  101352. TGATools._ORIGIN_MASK = 0x30;
  101353. TGATools._ORIGIN_SHIFT = 0x04;
  101354. TGATools._ORIGIN_BL = 0x00;
  101355. TGATools._ORIGIN_BR = 0x01;
  101356. TGATools._ORIGIN_UL = 0x02;
  101357. TGATools._ORIGIN_UR = 0x03;
  101358. return TGATools;
  101359. }());
  101360. BABYLON.TGATools = TGATools;
  101361. })(BABYLON || (BABYLON = {}));
  101362. //# sourceMappingURL=babylon.tga.js.map
  101363. var BABYLON;
  101364. (function (BABYLON) {
  101365. /**
  101366. * Implementation of the TGA Texture Loader.
  101367. */
  101368. var TGATextureLoader = /** @class */ (function () {
  101369. function TGATextureLoader() {
  101370. /**
  101371. * Defines wether the loader supports cascade loading the different faces.
  101372. */
  101373. this.supportCascades = false;
  101374. }
  101375. /**
  101376. * This returns if the loader support the current file information.
  101377. * @param extension defines the file extension of the file being loaded
  101378. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101379. * @param fallback defines the fallback internal texture if any
  101380. * @param isBase64 defines whether the texture is encoded as a base64
  101381. * @param isBuffer defines whether the texture data are stored as a buffer
  101382. * @returns true if the loader can load the specified file
  101383. */
  101384. TGATextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101385. return extension.indexOf(".tga") === 0;
  101386. };
  101387. /**
  101388. * Transform the url before loading if required.
  101389. * @param rootUrl the url of the texture
  101390. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101391. * @returns the transformed texture
  101392. */
  101393. TGATextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101394. return rootUrl;
  101395. };
  101396. /**
  101397. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101398. * @param rootUrl the url of the texture
  101399. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101400. * @returns the fallback texture
  101401. */
  101402. TGATextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101403. return null;
  101404. };
  101405. /**
  101406. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101407. * @param data contains the texture data
  101408. * @param texture defines the BabylonJS internal texture
  101409. * @param createPolynomials will be true if polynomials have been requested
  101410. * @param onLoad defines the callback to trigger once the texture is ready
  101411. * @param onError defines the callback to trigger in case of error
  101412. */
  101413. TGATextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101414. throw ".env not supported in Cube.";
  101415. };
  101416. /**
  101417. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101418. * @param data contains the texture data
  101419. * @param texture defines the BabylonJS internal texture
  101420. * @param callback defines the method to call once ready to upload
  101421. */
  101422. TGATextureLoader.prototype.loadData = function (data, texture, callback) {
  101423. var uintData = new Uint8Array(data);
  101424. var header = BABYLON.TGATools.GetTGAHeader(uintData);
  101425. callback(header.width, header.height, texture.generateMipMaps, false, function () {
  101426. BABYLON.TGATools.UploadContent(texture, uintData);
  101427. });
  101428. };
  101429. return TGATextureLoader;
  101430. }());
  101431. // Register the loader.
  101432. BABYLON.Engine._TextureLoaders.push(new TGATextureLoader());
  101433. })(BABYLON || (BABYLON = {}));
  101434. //# sourceMappingURL=babylon.tgaTextureLoader.js.map
  101435. var BABYLON;
  101436. (function (BABYLON) {
  101437. /**
  101438. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  101439. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  101440. */
  101441. var KhronosTextureContainer = /** @class */ (function () {
  101442. /**
  101443. * Creates a new KhronosTextureContainer
  101444. * @param arrayBuffer contents of the KTX container file
  101445. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  101446. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  101447. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  101448. */
  101449. function KhronosTextureContainer(
  101450. /** contents of the KTX container file */
  101451. arrayBuffer, facesExpected, threeDExpected, textureArrayExpected) {
  101452. this.arrayBuffer = arrayBuffer;
  101453. /**
  101454. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  101455. */
  101456. this.isInvalid = false;
  101457. // Test that it is a ktx formatted file, based on the first 12 bytes, character representation is:
  101458. // '�', 'K', 'T', 'X', ' ', '1', '1', '�', '\r', '\n', '\x1A', '\n'
  101459. // 0xAB, 0x4B, 0x54, 0x58, 0x20, 0x31, 0x31, 0xBB, 0x0D, 0x0A, 0x1A, 0x0A
  101460. var identifier = new Uint8Array(this.arrayBuffer, 0, 12);
  101461. if (identifier[0] !== 0xAB || identifier[1] !== 0x4B || identifier[2] !== 0x54 || identifier[3] !== 0x58 || identifier[4] !== 0x20 || identifier[5] !== 0x31 ||
  101462. identifier[6] !== 0x31 || identifier[7] !== 0xBB || identifier[8] !== 0x0D || identifier[9] !== 0x0A || identifier[10] !== 0x1A || identifier[11] !== 0x0A) {
  101463. this.isInvalid = true;
  101464. BABYLON.Tools.Error("texture missing KTX identifier");
  101465. return;
  101466. }
  101467. // load the reset of the header in native 32 bit int
  101468. var header = new Int32Array(this.arrayBuffer, 12, 13);
  101469. // determine of the remaining header values are recorded in the opposite endianness & require conversion
  101470. var oppositeEndianess = header[0] === 0x01020304;
  101471. // read all the header elements in order they exist in the file, without modification (sans endainness)
  101472. this.glType = oppositeEndianess ? this.switchEndianness(header[1]) : header[1]; // must be 0 for compressed textures
  101473. this.glTypeSize = oppositeEndianess ? this.switchEndianness(header[2]) : header[2]; // must be 1 for compressed textures
  101474. this.glFormat = oppositeEndianess ? this.switchEndianness(header[3]) : header[3]; // must be 0 for compressed textures
  101475. this.glInternalFormat = oppositeEndianess ? this.switchEndianness(header[4]) : header[4]; // the value of arg passed to gl.compressedTexImage2D(,,x,,,,)
  101476. this.glBaseInternalFormat = oppositeEndianess ? this.switchEndianness(header[5]) : header[5]; // specify GL_RGB, GL_RGBA, GL_ALPHA, etc (un-compressed only)
  101477. this.pixelWidth = oppositeEndianess ? this.switchEndianness(header[6]) : header[6]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,x,,,)
  101478. this.pixelHeight = oppositeEndianess ? this.switchEndianness(header[7]) : header[7]; // level 0 value of arg passed to gl.compressedTexImage2D(,,,,x,,)
  101479. this.pixelDepth = oppositeEndianess ? this.switchEndianness(header[8]) : header[8]; // level 0 value of arg passed to gl.compressedTexImage3D(,,,,,x,,)
  101480. this.numberOfArrayElements = oppositeEndianess ? this.switchEndianness(header[9]) : header[9]; // used for texture arrays
  101481. this.numberOfFaces = oppositeEndianess ? this.switchEndianness(header[10]) : header[10]; // used for cubemap textures, should either be 1 or 6
  101482. this.numberOfMipmapLevels = oppositeEndianess ? this.switchEndianness(header[11]) : header[11]; // number of levels; disregard possibility of 0 for compressed textures
  101483. this.bytesOfKeyValueData = oppositeEndianess ? this.switchEndianness(header[12]) : header[12]; // the amount of space after the header for meta-data
  101484. // Make sure we have a compressed type. Not only reduces work, but probably better to let dev know they are not compressing.
  101485. if (this.glType !== 0) {
  101486. BABYLON.Tools.Error("only compressed formats currently supported");
  101487. return;
  101488. }
  101489. else {
  101490. // value of zero is an indication to generate mipmaps @ runtime. Not usually allowed for compressed, so disregard.
  101491. this.numberOfMipmapLevels = Math.max(1, this.numberOfMipmapLevels);
  101492. }
  101493. if (this.pixelHeight === 0 || this.pixelDepth !== 0) {
  101494. BABYLON.Tools.Error("only 2D textures currently supported");
  101495. return;
  101496. }
  101497. if (this.numberOfArrayElements !== 0) {
  101498. BABYLON.Tools.Error("texture arrays not currently supported");
  101499. return;
  101500. }
  101501. if (this.numberOfFaces !== facesExpected) {
  101502. BABYLON.Tools.Error("number of faces expected" + facesExpected + ", but found " + this.numberOfFaces);
  101503. return;
  101504. }
  101505. // we now have a completely validated file, so could use existence of loadType as success
  101506. // would need to make this more elaborate & adjust checks above to support more than one load type
  101507. this.loadType = KhronosTextureContainer.COMPRESSED_2D;
  101508. }
  101509. //
  101510. /**
  101511. * Revert the endianness of a value.
  101512. * Not as fast hardware based, but will probably never need to use
  101513. * @param val defines the value to convert
  101514. * @returns the new value
  101515. */
  101516. KhronosTextureContainer.prototype.switchEndianness = function (val) {
  101517. return ((val & 0xFF) << 24)
  101518. | ((val & 0xFF00) << 8)
  101519. | ((val >> 8) & 0xFF00)
  101520. | ((val >> 24) & 0xFF);
  101521. };
  101522. /**
  101523. * Uploads KTX content to a Babylon Texture.
  101524. * It is assumed that the texture has already been created & is currently bound
  101525. * @hidden
  101526. */
  101527. KhronosTextureContainer.prototype.uploadLevels = function (texture, loadMipmaps) {
  101528. switch (this.loadType) {
  101529. case KhronosTextureContainer.COMPRESSED_2D:
  101530. this._upload2DCompressedLevels(texture, loadMipmaps);
  101531. break;
  101532. case KhronosTextureContainer.TEX_2D:
  101533. case KhronosTextureContainer.COMPRESSED_3D:
  101534. case KhronosTextureContainer.TEX_3D:
  101535. }
  101536. };
  101537. KhronosTextureContainer.prototype._upload2DCompressedLevels = function (texture, loadMipmaps) {
  101538. // initialize width & height for level 1
  101539. var dataOffset = KhronosTextureContainer.HEADER_LEN + this.bytesOfKeyValueData;
  101540. var width = this.pixelWidth;
  101541. var height = this.pixelHeight;
  101542. var mipmapCount = loadMipmaps ? this.numberOfMipmapLevels : 1;
  101543. for (var level = 0; level < mipmapCount; level++) {
  101544. var imageSize = new Int32Array(this.arrayBuffer, dataOffset, 1)[0]; // size per face, since not supporting array cubemaps
  101545. dataOffset += 4; //image data starts from next multiple of 4 offset. Each face refers to same imagesize field above.
  101546. for (var face = 0; face < this.numberOfFaces; face++) {
  101547. var byteArray = new Uint8Array(this.arrayBuffer, dataOffset, imageSize);
  101548. var engine = texture.getEngine();
  101549. engine._uploadCompressedDataToTextureDirectly(texture, this.glInternalFormat, width, height, byteArray, face, level);
  101550. dataOffset += imageSize; // add size of the image for the next face/mipmap
  101551. dataOffset += 3 - ((imageSize + 3) % 4); // add padding for odd sized image
  101552. }
  101553. width = Math.max(1.0, width * 0.5);
  101554. height = Math.max(1.0, height * 0.5);
  101555. }
  101556. };
  101557. KhronosTextureContainer.HEADER_LEN = 12 + (13 * 4); // identifier + header elements (not including key value meta-data pairs)
  101558. // load types
  101559. KhronosTextureContainer.COMPRESSED_2D = 0; // uses a gl.compressedTexImage2D()
  101560. KhronosTextureContainer.COMPRESSED_3D = 1; // uses a gl.compressedTexImage3D()
  101561. KhronosTextureContainer.TEX_2D = 2; // uses a gl.texImage2D()
  101562. KhronosTextureContainer.TEX_3D = 3; // uses a gl.texImage3D()
  101563. return KhronosTextureContainer;
  101564. }());
  101565. BABYLON.KhronosTextureContainer = KhronosTextureContainer;
  101566. })(BABYLON || (BABYLON = {}));
  101567. //# sourceMappingURL=babylon.khronosTextureContainer.js.map
  101568. var BABYLON;
  101569. (function (BABYLON) {
  101570. /**
  101571. * Implementation of the KTX Texture Loader.
  101572. */
  101573. var KTXTextureLoader = /** @class */ (function () {
  101574. function KTXTextureLoader() {
  101575. /**
  101576. * Defines wether the loader supports cascade loading the different faces.
  101577. */
  101578. this.supportCascades = false;
  101579. }
  101580. /**
  101581. * This returns if the loader support the current file information.
  101582. * @param extension defines the file extension of the file being loaded
  101583. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101584. * @param fallback defines the fallback internal texture if any
  101585. * @param isBase64 defines whether the texture is encoded as a base64
  101586. * @param isBuffer defines whether the texture data are stored as a buffer
  101587. * @returns true if the loader can load the specified file
  101588. */
  101589. KTXTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  101590. if (textureFormatInUse && !isBase64 && !fallback && !isBuffer) {
  101591. return true;
  101592. }
  101593. return false;
  101594. };
  101595. /**
  101596. * Transform the url before loading if required.
  101597. * @param rootUrl the url of the texture
  101598. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101599. * @returns the transformed texture
  101600. */
  101601. KTXTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  101602. var lastDot = rootUrl.lastIndexOf('.');
  101603. if (lastDot != -1 && rootUrl.substring(lastDot + 1) == "ktx") {
  101604. // Already transformed
  101605. return rootUrl;
  101606. }
  101607. return (lastDot > -1 ? rootUrl.substring(0, lastDot) : rootUrl) + textureFormatInUse;
  101608. };
  101609. /**
  101610. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  101611. * @param rootUrl the url of the texture
  101612. * @param textureFormatInUse defines the current compressed format in use iun the engine
  101613. * @returns the fallback texture
  101614. */
  101615. KTXTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  101616. // remove the format appended to the rootUrl in the original createCubeTexture call.
  101617. var exp = new RegExp("" + textureFormatInUse + "$");
  101618. return rootUrl.replace(exp, "");
  101619. };
  101620. /**
  101621. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  101622. * @param data contains the texture data
  101623. * @param texture defines the BabylonJS internal texture
  101624. * @param createPolynomials will be true if polynomials have been requested
  101625. * @param onLoad defines the callback to trigger once the texture is ready
  101626. * @param onError defines the callback to trigger in case of error
  101627. */
  101628. KTXTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  101629. if (Array.isArray(data)) {
  101630. return;
  101631. }
  101632. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101633. texture._invertVScale = !texture.invertY;
  101634. var engine = texture.getEngine();
  101635. var ktx = new BABYLON.KhronosTextureContainer(data, 6);
  101636. var loadMipmap = ktx.numberOfMipmapLevels > 1 && texture.generateMipMaps;
  101637. engine._unpackFlipY(true);
  101638. ktx.uploadLevels(texture, texture.generateMipMaps);
  101639. texture.width = ktx.pixelWidth;
  101640. texture.height = ktx.pixelHeight;
  101641. engine._setCubeMapTextureParams(loadMipmap);
  101642. texture.isReady = true;
  101643. };
  101644. /**
  101645. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  101646. * @param data contains the texture data
  101647. * @param texture defines the BabylonJS internal texture
  101648. * @param callback defines the method to call once ready to upload
  101649. */
  101650. KTXTextureLoader.prototype.loadData = function (data, texture, callback) {
  101651. // Need to invert vScale as invertY via UNPACK_FLIP_Y_WEBGL is not supported by compressed texture
  101652. texture._invertVScale = !texture.invertY;
  101653. var ktx = new BABYLON.KhronosTextureContainer(data, 1);
  101654. callback(ktx.pixelWidth, ktx.pixelHeight, false, true, function () {
  101655. ktx.uploadLevels(texture, texture.generateMipMaps);
  101656. }, ktx.isInvalid);
  101657. };
  101658. return KTXTextureLoader;
  101659. }());
  101660. // Register the loader.
  101661. BABYLON.Engine._TextureLoaders.unshift(new KTXTextureLoader());
  101662. })(BABYLON || (BABYLON = {}));
  101663. //# sourceMappingURL=babylon.ktxTextureLoader.js.map
  101664. var BABYLON;
  101665. (function (BABYLON) {
  101666. /**
  101667. * Sets of helpers addressing the serialization and deserialization of environment texture
  101668. * stored in a BabylonJS env file.
  101669. * Those files are usually stored as .env files.
  101670. */
  101671. var EnvironmentTextureTools = /** @class */ (function () {
  101672. function EnvironmentTextureTools() {
  101673. }
  101674. /**
  101675. * Gets the environment info from an env file.
  101676. * @param data The array buffer containing the .env bytes.
  101677. * @returns the environment file info (the json header) if successfully parsed.
  101678. */
  101679. EnvironmentTextureTools.GetEnvInfo = function (data) {
  101680. var dataView = new DataView(data);
  101681. var pos = 0;
  101682. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101683. if (dataView.getUint8(pos++) !== EnvironmentTextureTools._MagicBytes[i]) {
  101684. BABYLON.Tools.Error('Not a babylon environment map');
  101685. return null;
  101686. }
  101687. }
  101688. // Read json manifest - collect characters up to null terminator
  101689. var manifestString = '';
  101690. var charCode = 0x00;
  101691. while ((charCode = dataView.getUint8(pos++))) {
  101692. manifestString += String.fromCharCode(charCode);
  101693. }
  101694. var manifest = JSON.parse(manifestString);
  101695. if (manifest.specular) {
  101696. // Extend the header with the position of the payload.
  101697. manifest.specular.specularDataPosition = pos;
  101698. // Fallback to 0.8 exactly if lodGenerationScale is not defined for backward compatibility.
  101699. manifest.specular.lodGenerationScale = manifest.specular.lodGenerationScale || 0.8;
  101700. }
  101701. return manifest;
  101702. };
  101703. /**
  101704. * Creates an environment texture from a loaded cube texture.
  101705. * @param texture defines the cube texture to convert in env file
  101706. * @return a promise containing the environment data if succesfull.
  101707. */
  101708. EnvironmentTextureTools.CreateEnvTextureAsync = function (texture) {
  101709. var _this = this;
  101710. var internalTexture = texture.getInternalTexture();
  101711. if (!internalTexture) {
  101712. return Promise.reject("The cube texture is invalid.");
  101713. }
  101714. if (!texture._prefiltered) {
  101715. return Promise.reject("The cube texture is invalid (not prefiltered).");
  101716. }
  101717. var engine = internalTexture.getEngine();
  101718. if (engine && engine.premultipliedAlpha) {
  101719. return Promise.reject("Env texture can only be created when the engine is created with the premultipliedAlpha option set to false.");
  101720. }
  101721. if (texture.textureType === BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT) {
  101722. return Promise.reject("The cube texture should allow HDR (Full Float or Half Float).");
  101723. }
  101724. var canvas = engine.getRenderingCanvas();
  101725. if (!canvas) {
  101726. return Promise.reject("Env texture can only be created when the engine is associated to a canvas.");
  101727. }
  101728. var textureType = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101729. if (!engine.getCaps().textureFloatRender) {
  101730. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101731. if (!engine.getCaps().textureHalfFloatRender) {
  101732. return Promise.reject("Env texture can only be created when the browser supports half float or full float rendering.");
  101733. }
  101734. }
  101735. var cubeWidth = internalTexture.width;
  101736. var hostingScene = new BABYLON.Scene(engine);
  101737. var specularTextures = {};
  101738. var promises = [];
  101739. // Read and collect all mipmaps data from the cube.
  101740. var mipmapsCount = BABYLON.Scalar.Log2(internalTexture.width);
  101741. mipmapsCount = Math.round(mipmapsCount);
  101742. var _loop_1 = function (i) {
  101743. var faceWidth = Math.pow(2, mipmapsCount - i);
  101744. var _loop_2 = function (face) {
  101745. var data = texture.readPixels(face, i);
  101746. // Creates a temp texture with the face data.
  101747. var tempTexture = engine.createRawTexture(data, faceWidth, faceWidth, BABYLON.Engine.TEXTUREFORMAT_RGBA, false, false, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, textureType);
  101748. // And rgbdEncode them.
  101749. var promise = new Promise(function (resolve, reject) {
  101750. 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);
  101751. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  101752. rgbdPostProcess.onApply = function (effect) {
  101753. effect._bindTexture("textureSampler", tempTexture);
  101754. };
  101755. // As the process needs to happen on the main canvas, keep track of the current size
  101756. var currentW = engine.getRenderWidth();
  101757. var currentH = engine.getRenderHeight();
  101758. // Set the desired size for the texture
  101759. engine.setSize(faceWidth, faceWidth);
  101760. hostingScene.postProcessManager.directRender([rgbdPostProcess], null);
  101761. // Reading datas from WebGL
  101762. BABYLON.Tools.ToBlob(canvas, function (blob) {
  101763. var fileReader = new FileReader();
  101764. fileReader.onload = function (event) {
  101765. var arrayBuffer = event.target.result;
  101766. specularTextures[i * 6 + face] = arrayBuffer;
  101767. resolve();
  101768. };
  101769. fileReader.readAsArrayBuffer(blob);
  101770. });
  101771. // Reapply the previous canvas size
  101772. engine.setSize(currentW, currentH);
  101773. });
  101774. });
  101775. promises.push(promise);
  101776. };
  101777. // All faces of the cube.
  101778. for (var face = 0; face < 6; face++) {
  101779. _loop_2(face);
  101780. }
  101781. };
  101782. for (var i = 0; i <= mipmapsCount; i++) {
  101783. _loop_1(i);
  101784. }
  101785. // Once all the textures haves been collected as RGBD stored in PNGs
  101786. return Promise.all(promises).then(function () {
  101787. // We can delete the hosting scene keeping track of all the creation objects
  101788. hostingScene.dispose();
  101789. // Creates the json header for the env texture
  101790. var info = {
  101791. version: 1,
  101792. width: cubeWidth,
  101793. irradiance: _this._CreateEnvTextureIrradiance(texture),
  101794. specular: {
  101795. mipmaps: [],
  101796. lodGenerationScale: texture.lodGenerationScale
  101797. }
  101798. };
  101799. // Sets the specular image data information
  101800. var position = 0;
  101801. for (var i = 0; i <= mipmapsCount; i++) {
  101802. for (var face = 0; face < 6; face++) {
  101803. var byteLength = specularTextures[i * 6 + face].byteLength;
  101804. info.specular.mipmaps.push({
  101805. length: byteLength,
  101806. position: position
  101807. });
  101808. position += byteLength;
  101809. }
  101810. }
  101811. // Encode the JSON as an array buffer
  101812. var infoString = JSON.stringify(info);
  101813. var infoBuffer = new ArrayBuffer(infoString.length + 1);
  101814. var infoView = new Uint8Array(infoBuffer); // Limited to ascii subset matching unicode.
  101815. for (var i = 0, strLen = infoString.length; i < strLen; i++) {
  101816. infoView[i] = infoString.charCodeAt(i);
  101817. }
  101818. // Ends up with a null terminator for easier parsing
  101819. infoView[infoString.length] = 0x00;
  101820. // Computes the final required size and creates the storage
  101821. var totalSize = EnvironmentTextureTools._MagicBytes.length + position + infoBuffer.byteLength;
  101822. var finalBuffer = new ArrayBuffer(totalSize);
  101823. var finalBufferView = new Uint8Array(finalBuffer);
  101824. var dataView = new DataView(finalBuffer);
  101825. // Copy the magic bytes identifying the file in
  101826. var pos = 0;
  101827. for (var i = 0; i < EnvironmentTextureTools._MagicBytes.length; i++) {
  101828. dataView.setUint8(pos++, EnvironmentTextureTools._MagicBytes[i]);
  101829. }
  101830. // Add the json info
  101831. finalBufferView.set(new Uint8Array(infoBuffer), pos);
  101832. pos += infoBuffer.byteLength;
  101833. // Finally inserts the texture data
  101834. for (var i = 0; i <= mipmapsCount; i++) {
  101835. for (var face = 0; face < 6; face++) {
  101836. var dataBuffer = specularTextures[i * 6 + face];
  101837. finalBufferView.set(new Uint8Array(dataBuffer), pos);
  101838. pos += dataBuffer.byteLength;
  101839. }
  101840. }
  101841. // Voila
  101842. return finalBuffer;
  101843. });
  101844. };
  101845. /**
  101846. * Creates a JSON representation of the spherical data.
  101847. * @param texture defines the texture containing the polynomials
  101848. * @return the JSON representation of the spherical info
  101849. */
  101850. EnvironmentTextureTools._CreateEnvTextureIrradiance = function (texture) {
  101851. var polynmials = texture.sphericalPolynomial;
  101852. if (polynmials == null) {
  101853. return null;
  101854. }
  101855. return {
  101856. x: [polynmials.x.x, polynmials.x.y, polynmials.x.z],
  101857. y: [polynmials.y.x, polynmials.y.y, polynmials.y.z],
  101858. z: [polynmials.z.x, polynmials.z.y, polynmials.z.z],
  101859. xx: [polynmials.xx.x, polynmials.xx.y, polynmials.xx.z],
  101860. yy: [polynmials.yy.x, polynmials.yy.y, polynmials.yy.z],
  101861. zz: [polynmials.zz.x, polynmials.zz.y, polynmials.zz.z],
  101862. yz: [polynmials.yz.x, polynmials.yz.y, polynmials.yz.z],
  101863. zx: [polynmials.zx.x, polynmials.zx.y, polynmials.zx.z],
  101864. xy: [polynmials.xy.x, polynmials.xy.y, polynmials.xy.z]
  101865. };
  101866. };
  101867. /**
  101868. * Uploads the texture info contained in the env file to the GPU.
  101869. * @param texture defines the internal texture to upload to
  101870. * @param arrayBuffer defines the buffer cotaining the data to load
  101871. * @param info defines the texture info retrieved through the GetEnvInfo method
  101872. * @returns a promise
  101873. */
  101874. EnvironmentTextureTools.UploadEnvLevelsAsync = function (texture, arrayBuffer, info) {
  101875. if (info.version !== 1) {
  101876. throw new Error("Unsupported babylon environment map version \"" + info.version + "\"");
  101877. }
  101878. var specularInfo = info.specular;
  101879. if (!specularInfo) {
  101880. // Nothing else parsed so far
  101881. return Promise.resolve();
  101882. }
  101883. // Double checks the enclosed info
  101884. var mipmapsCount = BABYLON.Scalar.Log2(info.width);
  101885. mipmapsCount = Math.round(mipmapsCount) + 1;
  101886. if (specularInfo.mipmaps.length !== 6 * mipmapsCount) {
  101887. throw new Error("Unsupported specular mipmaps number \"" + specularInfo.mipmaps.length + "\"");
  101888. }
  101889. texture._lodGenerationScale = specularInfo.lodGenerationScale;
  101890. var imageData = new Array(mipmapsCount);
  101891. for (var i = 0; i < mipmapsCount; i++) {
  101892. imageData[i] = new Array(6);
  101893. for (var face = 0; face < 6; face++) {
  101894. var imageInfo = specularInfo.mipmaps[i * 6 + face];
  101895. imageData[i][face] = new Uint8Array(arrayBuffer, specularInfo.specularDataPosition + imageInfo.position, imageInfo.length);
  101896. }
  101897. }
  101898. return EnvironmentTextureTools.UploadLevelsAsync(texture, imageData);
  101899. };
  101900. /**
  101901. * Uploads the levels of image data to the GPU.
  101902. * @param texture defines the internal texture to upload to
  101903. * @param imageData defines the array buffer views of image data [mipmap][face]
  101904. * @returns a promise
  101905. */
  101906. EnvironmentTextureTools.UploadLevelsAsync = function (texture, imageData) {
  101907. if (!BABYLON.Tools.IsExponentOfTwo(texture.width)) {
  101908. throw new Error("Texture size must be a power of two");
  101909. }
  101910. var mipmapsCount = Math.round(BABYLON.Scalar.Log2(texture.width)) + 1;
  101911. // Gets everything ready.
  101912. var engine = texture.getEngine();
  101913. var expandTexture = false;
  101914. var generateNonLODTextures = false;
  101915. var rgbdPostProcess = null;
  101916. var cubeRtt = null;
  101917. var lodTextures = null;
  101918. var caps = engine.getCaps();
  101919. texture.format = BABYLON.Engine.TEXTUREFORMAT_RGBA;
  101920. texture.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  101921. texture.generateMipMaps = true;
  101922. engine.updateTextureSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE, texture);
  101923. // Add extra process if texture lod is not supported
  101924. if (!caps.textureLOD) {
  101925. expandTexture = false;
  101926. generateNonLODTextures = true;
  101927. lodTextures = {};
  101928. }
  101929. // in webgl 1 there are no ways to either render or copy lod level information for float textures.
  101930. else if (engine.webGLVersion < 2) {
  101931. expandTexture = false;
  101932. }
  101933. // If half float available we can uncompress the texture
  101934. else if (caps.textureHalfFloatRender && caps.textureHalfFloatLinearFiltering) {
  101935. expandTexture = true;
  101936. texture.type = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  101937. }
  101938. // If full float available we can uncompress the texture
  101939. else if (caps.textureFloatRender && caps.textureFloatLinearFiltering) {
  101940. expandTexture = true;
  101941. texture.type = BABYLON.Engine.TEXTURETYPE_FLOAT;
  101942. }
  101943. // Expand the texture if possible
  101944. if (expandTexture) {
  101945. // Simply run through the decode PP
  101946. rgbdPostProcess = new BABYLON.PostProcess("rgbdDecode", "rgbdDecode", null, null, 1, null, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, engine, false, undefined, texture.type, undefined, null, false);
  101947. texture._isRGBD = false;
  101948. texture.invertY = false;
  101949. cubeRtt = engine.createRenderTargetCubeTexture(texture.width, {
  101950. generateDepthBuffer: false,
  101951. generateMipMaps: true,
  101952. generateStencilBuffer: false,
  101953. samplingMode: BABYLON.Texture.TRILINEAR_SAMPLINGMODE,
  101954. type: texture.type,
  101955. format: BABYLON.Engine.TEXTUREFORMAT_RGBA
  101956. });
  101957. }
  101958. else {
  101959. texture._isRGBD = true;
  101960. texture.invertY = true;
  101961. // In case of missing support, applies the same patch than DDS files.
  101962. if (generateNonLODTextures) {
  101963. var mipSlices = 3;
  101964. var scale = texture._lodGenerationScale;
  101965. var offset = texture._lodGenerationOffset;
  101966. for (var i = 0; i < mipSlices; i++) {
  101967. //compute LOD from even spacing in smoothness (matching shader calculation)
  101968. var smoothness = i / (mipSlices - 1);
  101969. var roughness = 1 - smoothness;
  101970. var minLODIndex = offset; // roughness = 0
  101971. var maxLODIndex = (mipmapsCount - 1) * scale + offset; // roughness = 1 (mipmaps start from 0)
  101972. var lodIndex = minLODIndex + (maxLODIndex - minLODIndex) * roughness;
  101973. var mipmapIndex = Math.round(Math.min(Math.max(lodIndex, 0), maxLODIndex));
  101974. var glTextureFromLod = new BABYLON.InternalTexture(engine, BABYLON.InternalTexture.DATASOURCE_TEMP);
  101975. glTextureFromLod.isCube = true;
  101976. glTextureFromLod.invertY = true;
  101977. glTextureFromLod.generateMipMaps = false;
  101978. engine.updateTextureSamplingMode(BABYLON.Texture.LINEAR_LINEAR, glTextureFromLod);
  101979. // Wrap in a base texture for easy binding.
  101980. var lodTexture = new BABYLON.BaseTexture(null);
  101981. lodTexture.isCube = true;
  101982. lodTexture._texture = glTextureFromLod;
  101983. lodTextures[mipmapIndex] = lodTexture;
  101984. switch (i) {
  101985. case 0:
  101986. texture._lodTextureLow = lodTexture;
  101987. break;
  101988. case 1:
  101989. texture._lodTextureMid = lodTexture;
  101990. break;
  101991. case 2:
  101992. texture._lodTextureHigh = lodTexture;
  101993. break;
  101994. }
  101995. }
  101996. }
  101997. }
  101998. var promises = [];
  101999. var _loop_3 = function (i) {
  102000. var _loop_4 = function (face) {
  102001. // Constructs an image element from image data
  102002. var bytes = imageData[i][face];
  102003. var blob = new Blob([bytes], { type: 'image/png' });
  102004. var url = URL.createObjectURL(blob);
  102005. var image = new Image();
  102006. image.src = url;
  102007. // Enqueue promise to upload to the texture.
  102008. var promise = new Promise(function (resolve, reject) {
  102009. image.onload = function () {
  102010. if (expandTexture) {
  102011. var tempTexture_1 = engine.createTexture(null, true, true, null, BABYLON.Texture.NEAREST_SAMPLINGMODE, null, function (message) {
  102012. reject(message);
  102013. }, image);
  102014. rgbdPostProcess.getEffect().executeWhenCompiled(function () {
  102015. // Uncompress the data to a RTT
  102016. rgbdPostProcess.onApply = function (effect) {
  102017. effect._bindTexture("textureSampler", tempTexture_1);
  102018. effect.setFloat2("scale", 1, 1);
  102019. };
  102020. engine.scenes[0].postProcessManager.directRender([rgbdPostProcess], cubeRtt, true, face, i);
  102021. // Cleanup
  102022. engine.restoreDefaultFramebuffer();
  102023. tempTexture_1.dispose();
  102024. window.URL.revokeObjectURL(url);
  102025. resolve();
  102026. });
  102027. }
  102028. else {
  102029. engine._uploadImageToTexture(texture, image, face, i);
  102030. // Upload the face to the non lod texture support
  102031. if (generateNonLODTextures) {
  102032. var lodTexture = lodTextures[i];
  102033. if (lodTexture) {
  102034. engine._uploadImageToTexture(lodTexture._texture, image, face, 0);
  102035. }
  102036. }
  102037. resolve();
  102038. }
  102039. };
  102040. image.onerror = function (error) {
  102041. reject(error);
  102042. };
  102043. });
  102044. promises.push(promise);
  102045. };
  102046. // All faces
  102047. for (var face = 0; face < 6; face++) {
  102048. _loop_4(face);
  102049. }
  102050. };
  102051. // All mipmaps up to provided number of images
  102052. for (var i = 0; i < imageData.length; i++) {
  102053. _loop_3(i);
  102054. }
  102055. // Fill remaining mipmaps with black textures.
  102056. if (imageData.length < mipmapsCount) {
  102057. var data = void 0;
  102058. var size = Math.pow(2, mipmapsCount - 1 - imageData.length);
  102059. var dataLength = size * size * 4;
  102060. switch (texture.type) {
  102061. case BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT: {
  102062. data = new Uint8Array(dataLength);
  102063. break;
  102064. }
  102065. case BABYLON.Engine.TEXTURETYPE_HALF_FLOAT: {
  102066. data = new Uint16Array(dataLength);
  102067. break;
  102068. }
  102069. case BABYLON.Engine.TEXTURETYPE_FLOAT: {
  102070. data = new Float32Array(dataLength);
  102071. break;
  102072. }
  102073. }
  102074. for (var i = imageData.length; i < mipmapsCount; i++) {
  102075. for (var face = 0; face < 6; face++) {
  102076. engine._uploadArrayBufferViewToTexture(texture, data, face, i);
  102077. }
  102078. }
  102079. }
  102080. // Once all done, finishes the cleanup and return
  102081. return Promise.all(promises).then(function () {
  102082. // Release temp RTT.
  102083. if (cubeRtt) {
  102084. engine._releaseFramebufferObjects(cubeRtt);
  102085. cubeRtt._swapAndDie(texture);
  102086. }
  102087. // Release temp Post Process.
  102088. if (rgbdPostProcess) {
  102089. rgbdPostProcess.dispose();
  102090. }
  102091. // Flag internal texture as ready in case they are in use.
  102092. if (generateNonLODTextures) {
  102093. if (texture._lodTextureHigh && texture._lodTextureHigh._texture) {
  102094. texture._lodTextureHigh._texture.isReady = true;
  102095. }
  102096. if (texture._lodTextureMid && texture._lodTextureMid._texture) {
  102097. texture._lodTextureMid._texture.isReady = true;
  102098. }
  102099. if (texture._lodTextureLow && texture._lodTextureLow._texture) {
  102100. texture._lodTextureLow._texture.isReady = true;
  102101. }
  102102. }
  102103. });
  102104. };
  102105. /**
  102106. * Uploads spherical polynomials information to the texture.
  102107. * @param texture defines the texture we are trying to upload the information to
  102108. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  102109. */
  102110. EnvironmentTextureTools.UploadEnvSpherical = function (texture, info) {
  102111. if (info.version !== 1) {
  102112. BABYLON.Tools.Warn('Unsupported babylon environment map version "' + info.version + '"');
  102113. }
  102114. var irradianceInfo = info.irradiance;
  102115. if (!irradianceInfo) {
  102116. return;
  102117. }
  102118. var sp = new BABYLON.SphericalPolynomial();
  102119. BABYLON.Vector3.FromArrayToRef(irradianceInfo.x, 0, sp.x);
  102120. BABYLON.Vector3.FromArrayToRef(irradianceInfo.y, 0, sp.y);
  102121. BABYLON.Vector3.FromArrayToRef(irradianceInfo.z, 0, sp.z);
  102122. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xx, 0, sp.xx);
  102123. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yy, 0, sp.yy);
  102124. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zz, 0, sp.zz);
  102125. BABYLON.Vector3.FromArrayToRef(irradianceInfo.yz, 0, sp.yz);
  102126. BABYLON.Vector3.FromArrayToRef(irradianceInfo.zx, 0, sp.zx);
  102127. BABYLON.Vector3.FromArrayToRef(irradianceInfo.xy, 0, sp.xy);
  102128. texture._sphericalPolynomial = sp;
  102129. };
  102130. /**
  102131. * Magic number identifying the env file.
  102132. */
  102133. EnvironmentTextureTools._MagicBytes = [0x86, 0x16, 0x87, 0x96, 0xf6, 0xd6, 0x96, 0x36];
  102134. return EnvironmentTextureTools;
  102135. }());
  102136. BABYLON.EnvironmentTextureTools = EnvironmentTextureTools;
  102137. })(BABYLON || (BABYLON = {}));
  102138. //# sourceMappingURL=babylon.environmentTextureTools.js.map
  102139. var BABYLON;
  102140. (function (BABYLON) {
  102141. /**
  102142. * Implementation of the ENV Texture Loader.
  102143. */
  102144. var ENVTextureLoader = /** @class */ (function () {
  102145. function ENVTextureLoader() {
  102146. /**
  102147. * Defines wether the loader supports cascade loading the different faces.
  102148. */
  102149. this.supportCascades = false;
  102150. }
  102151. /**
  102152. * This returns if the loader support the current file information.
  102153. * @param extension defines the file extension of the file being loaded
  102154. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102155. * @param fallback defines the fallback internal texture if any
  102156. * @param isBase64 defines whether the texture is encoded as a base64
  102157. * @param isBuffer defines whether the texture data are stored as a buffer
  102158. * @returns true if the loader can load the specified file
  102159. */
  102160. ENVTextureLoader.prototype.canLoad = function (extension, textureFormatInUse, fallback, isBase64, isBuffer) {
  102161. return extension.indexOf(".env") === 0;
  102162. };
  102163. /**
  102164. * Transform the url before loading if required.
  102165. * @param rootUrl the url of the texture
  102166. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102167. * @returns the transformed texture
  102168. */
  102169. ENVTextureLoader.prototype.transformUrl = function (rootUrl, textureFormatInUse) {
  102170. return rootUrl;
  102171. };
  102172. /**
  102173. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  102174. * @param rootUrl the url of the texture
  102175. * @param textureFormatInUse defines the current compressed format in use iun the engine
  102176. * @returns the fallback texture
  102177. */
  102178. ENVTextureLoader.prototype.getFallbackTextureUrl = function (rootUrl, textureFormatInUse) {
  102179. return null;
  102180. };
  102181. /**
  102182. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  102183. * @param data contains the texture data
  102184. * @param texture defines the BabylonJS internal texture
  102185. * @param createPolynomials will be true if polynomials have been requested
  102186. * @param onLoad defines the callback to trigger once the texture is ready
  102187. * @param onError defines the callback to trigger in case of error
  102188. */
  102189. ENVTextureLoader.prototype.loadCubeData = function (data, texture, createPolynomials, onLoad, onError) {
  102190. if (Array.isArray(data)) {
  102191. return;
  102192. }
  102193. data = data;
  102194. var info = BABYLON.EnvironmentTextureTools.GetEnvInfo(data);
  102195. if (info) {
  102196. texture.width = info.width;
  102197. texture.height = info.width;
  102198. BABYLON.EnvironmentTextureTools.UploadEnvSpherical(texture, info);
  102199. BABYLON.EnvironmentTextureTools.UploadEnvLevelsAsync(texture, data, info).then(function () {
  102200. texture.isReady = true;
  102201. if (onLoad) {
  102202. onLoad();
  102203. }
  102204. });
  102205. }
  102206. else if (onError) {
  102207. onError("Can not parse the environment file", null);
  102208. }
  102209. };
  102210. /**
  102211. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  102212. * @param data contains the texture data
  102213. * @param texture defines the BabylonJS internal texture
  102214. * @param callback defines the method to call once ready to upload
  102215. */
  102216. ENVTextureLoader.prototype.loadData = function (data, texture, callback) {
  102217. throw ".env not supported in 2d.";
  102218. };
  102219. return ENVTextureLoader;
  102220. }());
  102221. // Register the loader.
  102222. BABYLON.Engine._TextureLoaders.push(new ENVTextureLoader());
  102223. })(BABYLON || (BABYLON = {}));
  102224. //# sourceMappingURL=babylon.envTextureLoader.js.map
  102225. var BABYLON;
  102226. (function (BABYLON) {
  102227. /**
  102228. * Renders a layer on top of an existing scene
  102229. */
  102230. var UtilityLayerRenderer = /** @class */ (function () {
  102231. /**
  102232. * Instantiates a UtilityLayerRenderer
  102233. * @param originalScene the original scene that will be rendered on top of
  102234. * @param handleEvents boolean indicating if the utility layer should handle events
  102235. */
  102236. function UtilityLayerRenderer(
  102237. /** the original scene that will be rendered on top of */
  102238. originalScene, handleEvents) {
  102239. if (handleEvents === void 0) { handleEvents = true; }
  102240. var _this = this;
  102241. this.originalScene = originalScene;
  102242. this._pointerCaptures = {};
  102243. this._lastPointerEvents = {};
  102244. /**
  102245. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  102246. */
  102247. this.pickUtilitySceneFirst = true;
  102248. /**
  102249. * If the utility layer should automatically be rendered on top of existing scene
  102250. */
  102251. this.shouldRender = true;
  102252. /**
  102253. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  102254. */
  102255. this.onlyCheckPointerDownEvents = true;
  102256. /**
  102257. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  102258. */
  102259. this.processAllEvents = false;
  102260. /**
  102261. * Observable raised when the pointer move from the utility layer scene to the main scene
  102262. */
  102263. this.onPointerOutObservable = new BABYLON.Observable();
  102264. // Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
  102265. this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());
  102266. this.utilityLayerScene.useRightHandedSystem = originalScene.useRightHandedSystem;
  102267. this.utilityLayerScene._allowPostProcessClearColor = false;
  102268. originalScene.getEngine().scenes.pop();
  102269. // Detach controls on utility scene, events will be fired by logic below to handle picking priority
  102270. this.utilityLayerScene.detachControl();
  102271. if (handleEvents) {
  102272. this._originalPointerObserver = originalScene.onPrePointerObservable.add(function (prePointerInfo, eventState) {
  102273. if (!_this.utilityLayerScene.activeCamera) {
  102274. return;
  102275. }
  102276. if (!_this.processAllEvents) {
  102277. if (prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERMOVE
  102278. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERUP
  102279. && prePointerInfo.type !== BABYLON.PointerEventTypes.POINTERDOWN) {
  102280. return;
  102281. }
  102282. }
  102283. var pointerEvent = (prePointerInfo.event);
  102284. if (originalScene.isPointerCaptured(pointerEvent.pointerId)) {
  102285. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102286. return;
  102287. }
  102288. var utilityScenePick = prePointerInfo.ray ? _this.utilityLayerScene.pickWithRay(prePointerInfo.ray) : _this.utilityLayerScene.pick(originalScene.pointerX, originalScene.pointerY);
  102289. if (!prePointerInfo.ray && utilityScenePick) {
  102290. prePointerInfo.ray = utilityScenePick.ray;
  102291. }
  102292. // always fire the prepointer oversvable
  102293. _this.utilityLayerScene.onPrePointerObservable.notifyObservers(prePointerInfo);
  102294. // allow every non pointer down event to flow to the utility layer
  102295. if (_this.onlyCheckPointerDownEvents && prePointerInfo.type != BABYLON.PointerEventTypes.POINTERDOWN) {
  102296. if (!prePointerInfo.skipOnPointerObservable) {
  102297. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102298. }
  102299. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent.pointerId]) {
  102300. _this._pointerCaptures[pointerEvent.pointerId] = false;
  102301. }
  102302. return;
  102303. }
  102304. if (_this.utilityLayerScene.autoClearDepthAndStencil || _this.pickUtilitySceneFirst) {
  102305. // If this layer is an overlay, check if this layer was hit and if so, skip pointer events for the main scene
  102306. if (utilityScenePick && utilityScenePick.hit) {
  102307. if (!prePointerInfo.skipOnPointerObservable) {
  102308. _this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, utilityScenePick));
  102309. }
  102310. prePointerInfo.skipOnPointerObservable = true;
  102311. }
  102312. }
  102313. else {
  102314. var originalScenePick = prePointerInfo.ray ? originalScene.pickWithRay(prePointerInfo.ray) : originalScene.pick(originalScene.pointerX, originalScene.pointerY);
  102315. var pointerEvent_1 = (prePointerInfo.event);
  102316. // If the layer can be occluded by the original scene, only fire pointer events to the first layer that hit they ray
  102317. if (originalScenePick && utilityScenePick) {
  102318. // No pick in utility scene
  102319. if (utilityScenePick.distance === 0 && originalScenePick.pickedMesh) {
  102320. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102321. // We touched an utility mesh present in the main scene
  102322. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102323. prePointerInfo.skipOnPointerObservable = true;
  102324. }
  102325. else if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  102326. _this._pointerCaptures[pointerEvent_1.pointerId] = true;
  102327. }
  102328. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102329. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102330. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102331. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102332. }
  102333. }
  102334. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance < originalScenePick.distance || originalScenePick.distance === 0)) {
  102335. // We pick something in utility scene or the pick in utility is closer than the one in main scene
  102336. _this._notifyObservers(prePointerInfo, utilityScenePick, pointerEvent_1);
  102337. // If a previous utility layer set this, do not unset this
  102338. if (!prePointerInfo.skipOnPointerObservable) {
  102339. prePointerInfo.skipOnPointerObservable = utilityScenePick.distance > 0;
  102340. }
  102341. }
  102342. else if (!_this._pointerCaptures[pointerEvent_1.pointerId] && (utilityScenePick.distance > originalScenePick.distance)) {
  102343. // We have a pick in both scenes but main is closer than utility
  102344. // We touched an utility mesh present in the main scene
  102345. if (_this.mainSceneTrackerPredicate && _this.mainSceneTrackerPredicate(originalScenePick.pickedMesh)) {
  102346. _this._notifyObservers(prePointerInfo, originalScenePick, pointerEvent_1);
  102347. prePointerInfo.skipOnPointerObservable = true;
  102348. }
  102349. else if (_this._lastPointerEvents[pointerEvent_1.pointerId]) {
  102350. // We need to send a last pointerup to the utilityLayerScene to make sure animations can complete
  102351. _this.onPointerOutObservable.notifyObservers(pointerEvent_1.pointerId);
  102352. delete _this._lastPointerEvents[pointerEvent_1.pointerId];
  102353. }
  102354. }
  102355. if (prePointerInfo.type === BABYLON.PointerEventTypes.POINTERUP && _this._pointerCaptures[pointerEvent_1.pointerId]) {
  102356. _this._pointerCaptures[pointerEvent_1.pointerId] = false;
  102357. }
  102358. }
  102359. }
  102360. });
  102361. }
  102362. // Render directly on top of existing scene without clearing
  102363. this.utilityLayerScene.autoClear = false;
  102364. this._afterRenderObserver = this.originalScene.onAfterRenderObservable.add(function () {
  102365. if (_this.shouldRender) {
  102366. _this.render();
  102367. }
  102368. });
  102369. this._sceneDisposeObserver = this.originalScene.onDisposeObservable.add(function () {
  102370. _this.dispose();
  102371. });
  102372. this._updateCamera();
  102373. }
  102374. Object.defineProperty(UtilityLayerRenderer, "DefaultUtilityLayer", {
  102375. /**
  102376. * 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)
  102377. */
  102378. get: function () {
  102379. if (UtilityLayerRenderer._DefaultUtilityLayer == null) {
  102380. UtilityLayerRenderer._DefaultUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102381. UtilityLayerRenderer._DefaultUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102382. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102383. });
  102384. }
  102385. return UtilityLayerRenderer._DefaultUtilityLayer;
  102386. },
  102387. enumerable: true,
  102388. configurable: true
  102389. });
  102390. Object.defineProperty(UtilityLayerRenderer, "DefaultKeepDepthUtilityLayer", {
  102391. /**
  102392. * 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)
  102393. */
  102394. get: function () {
  102395. if (UtilityLayerRenderer._DefaultKeepDepthUtilityLayer == null) {
  102396. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = new UtilityLayerRenderer(BABYLON.Engine.LastCreatedScene);
  102397. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  102398. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer.originalScene.onDisposeObservable.addOnce(function () {
  102399. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102400. });
  102401. }
  102402. return UtilityLayerRenderer._DefaultKeepDepthUtilityLayer;
  102403. },
  102404. enumerable: true,
  102405. configurable: true
  102406. });
  102407. UtilityLayerRenderer.prototype._notifyObservers = function (prePointerInfo, pickInfo, pointerEvent) {
  102408. if (!prePointerInfo.skipOnPointerObservable) {
  102409. this.utilityLayerScene.onPointerObservable.notifyObservers(new BABYLON.PointerInfo(prePointerInfo.type, prePointerInfo.event, pickInfo));
  102410. this._lastPointerEvents[pointerEvent.pointerId] = true;
  102411. }
  102412. };
  102413. /**
  102414. * Renders the utility layers scene on top of the original scene
  102415. */
  102416. UtilityLayerRenderer.prototype.render = function () {
  102417. this._updateCamera();
  102418. if (this.utilityLayerScene.activeCamera) {
  102419. // Set the camera's scene to utility layers scene
  102420. var oldScene = this.utilityLayerScene.activeCamera.getScene();
  102421. var camera = this.utilityLayerScene.activeCamera;
  102422. camera._scene = this.utilityLayerScene;
  102423. if (camera.leftCamera) {
  102424. camera.leftCamera._scene = this.utilityLayerScene;
  102425. }
  102426. if (camera.rightCamera) {
  102427. camera.rightCamera._scene = this.utilityLayerScene;
  102428. }
  102429. this.utilityLayerScene.render(false);
  102430. // Reset camera's scene back to original
  102431. camera._scene = oldScene;
  102432. if (camera.leftCamera) {
  102433. camera.leftCamera._scene = oldScene;
  102434. }
  102435. if (camera.rightCamera) {
  102436. camera.rightCamera._scene = oldScene;
  102437. }
  102438. }
  102439. };
  102440. /**
  102441. * Disposes of the renderer
  102442. */
  102443. UtilityLayerRenderer.prototype.dispose = function () {
  102444. this.onPointerOutObservable.clear();
  102445. if (this._afterRenderObserver) {
  102446. this.originalScene.onAfterRenderObservable.remove(this._afterRenderObserver);
  102447. }
  102448. if (this._sceneDisposeObserver) {
  102449. this.originalScene.onDisposeObservable.remove(this._sceneDisposeObserver);
  102450. }
  102451. if (this._originalPointerObserver) {
  102452. this.originalScene.onPrePointerObservable.remove(this._originalPointerObserver);
  102453. }
  102454. this.utilityLayerScene.dispose();
  102455. };
  102456. UtilityLayerRenderer.prototype._updateCamera = function () {
  102457. if (this.originalScene.activeCameras.length > 1) {
  102458. this.utilityLayerScene.activeCamera = this.originalScene.activeCameras[0];
  102459. }
  102460. else {
  102461. this.utilityLayerScene.activeCamera = this.originalScene.activeCamera;
  102462. }
  102463. };
  102464. UtilityLayerRenderer._DefaultUtilityLayer = null;
  102465. UtilityLayerRenderer._DefaultKeepDepthUtilityLayer = null;
  102466. return UtilityLayerRenderer;
  102467. }());
  102468. BABYLON.UtilityLayerRenderer = UtilityLayerRenderer;
  102469. })(BABYLON || (BABYLON = {}));
  102470. //# sourceMappingURL=babylon.utilityLayerRenderer.js.map
  102471. //# sourceMappingURL=babylon.behavior.js.map
  102472. var BABYLON;
  102473. (function (BABYLON) {
  102474. /**
  102475. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  102476. */
  102477. var PointerDragBehavior = /** @class */ (function () {
  102478. /**
  102479. * Creates a pointer drag behavior that can be attached to a mesh
  102480. * @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)
  102481. */
  102482. function PointerDragBehavior(options) {
  102483. /**
  102484. * 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)
  102485. */
  102486. this.maxDragAngle = 0;
  102487. /**
  102488. * @hidden
  102489. */
  102490. this._useAlternatePickedPointAboveMaxDragAngle = false;
  102491. /**
  102492. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102493. */
  102494. this.currentDraggingPointerID = -1;
  102495. /**
  102496. * If the behavior is currently in a dragging state
  102497. */
  102498. this.dragging = false;
  102499. /**
  102500. * 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)
  102501. */
  102502. this.dragDeltaRatio = 0.2;
  102503. /**
  102504. * If the drag plane orientation should be updated during the dragging (Default: true)
  102505. */
  102506. this.updateDragPlane = true;
  102507. // Debug mode will display drag planes to help visualize behavior
  102508. this._debugMode = false;
  102509. this._moving = false;
  102510. /**
  102511. * Fires each time the attached mesh is dragged with the pointer
  102512. * * delta between last drag position and current drag position in world space
  102513. * * dragDistance along the drag axis
  102514. * * dragPlaneNormal normal of the current drag plane used during the drag
  102515. * * dragPlanePoint in world space where the drag intersects the drag plane
  102516. */
  102517. this.onDragObservable = new BABYLON.Observable();
  102518. /**
  102519. * Fires each time a drag begins (eg. mouse down on mesh)
  102520. */
  102521. this.onDragStartObservable = new BABYLON.Observable();
  102522. /**
  102523. * Fires each time a drag ends (eg. mouse release after drag)
  102524. */
  102525. this.onDragEndObservable = new BABYLON.Observable();
  102526. /**
  102527. * If the attached mesh should be moved when dragged
  102528. */
  102529. this.moveAttached = true;
  102530. /**
  102531. * If the drag behavior will react to drag events (Default: true)
  102532. */
  102533. this.enabled = true;
  102534. /**
  102535. * If camera controls should be detached during the drag
  102536. */
  102537. this.detachCameraControls = true;
  102538. /**
  102539. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  102540. */
  102541. this.useObjectOrienationForDragging = true;
  102542. this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  102543. this._alternatePickedPoint = new BABYLON.Vector3(0, 0, 0);
  102544. this._worldDragAxis = new BABYLON.Vector3(0, 0, 0);
  102545. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102546. this._attachedElement = null;
  102547. this._startDragRay = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102548. this._lastPointerRay = {};
  102549. this._dragDelta = new BABYLON.Vector3();
  102550. // Variables to avoid instantiation in the below method
  102551. this._pointA = new BABYLON.Vector3(0, 0, 0);
  102552. this._pointB = new BABYLON.Vector3(0, 0, 0);
  102553. this._pointC = new BABYLON.Vector3(0, 0, 0);
  102554. this._lineA = new BABYLON.Vector3(0, 0, 0);
  102555. this._lineB = new BABYLON.Vector3(0, 0, 0);
  102556. this._localAxis = new BABYLON.Vector3(0, 0, 0);
  102557. this._lookAt = new BABYLON.Vector3(0, 0, 0);
  102558. this._options = options ? options : {};
  102559. var optionCount = 0;
  102560. if (this._options.dragAxis) {
  102561. optionCount++;
  102562. }
  102563. if (this._options.dragPlaneNormal) {
  102564. optionCount++;
  102565. }
  102566. if (optionCount > 1) {
  102567. throw "Multiple drag modes specified in dragBehavior options. Only one expected";
  102568. }
  102569. }
  102570. Object.defineProperty(PointerDragBehavior.prototype, "name", {
  102571. /**
  102572. * The name of the behavior
  102573. */
  102574. get: function () {
  102575. return "PointerDrag";
  102576. },
  102577. enumerable: true,
  102578. configurable: true
  102579. });
  102580. /**
  102581. * Initializes the behavior
  102582. */
  102583. PointerDragBehavior.prototype.init = function () { };
  102584. /**
  102585. * Attaches the drag behavior the passed in mesh
  102586. * @param ownerNode The mesh that will be dragged around once attached
  102587. */
  102588. PointerDragBehavior.prototype.attach = function (ownerNode) {
  102589. var _this = this;
  102590. this._scene = ownerNode.getScene();
  102591. this._attachedNode = ownerNode;
  102592. // Initialize drag plane to not interfere with existing scene
  102593. if (!PointerDragBehavior._planeScene) {
  102594. if (this._debugMode) {
  102595. PointerDragBehavior._planeScene = this._scene;
  102596. }
  102597. else {
  102598. PointerDragBehavior._planeScene = new BABYLON.Scene(this._scene.getEngine());
  102599. PointerDragBehavior._planeScene.detachControl();
  102600. this._scene.getEngine().scenes.pop();
  102601. this._scene.onDisposeObservable.addOnce(function () {
  102602. PointerDragBehavior._planeScene.dispose();
  102603. PointerDragBehavior._planeScene = null;
  102604. });
  102605. }
  102606. }
  102607. this._dragPlane = BABYLON.Mesh.CreatePlane("pointerDragPlane", this._debugMode ? 1 : 10000, PointerDragBehavior._planeScene, false, BABYLON.Mesh.DOUBLESIDE);
  102608. // State of the drag
  102609. this.lastDragPosition = new BABYLON.Vector3(0, 0, 0);
  102610. var pickPredicate = function (m) {
  102611. return _this._attachedNode == m || m.isDescendantOf(_this._attachedNode);
  102612. };
  102613. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  102614. if (!_this.enabled) {
  102615. return;
  102616. }
  102617. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  102618. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.pickedPoint && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  102619. _this._startDrag(pointerInfo.event.pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);
  102620. }
  102621. }
  102622. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  102623. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  102624. _this.releaseDrag();
  102625. }
  102626. }
  102627. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  102628. var pointerId = pointerInfo.event.pointerId;
  102629. // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved
  102630. if (_this.currentDraggingPointerID === PointerDragBehavior._AnyMouseID && pointerId !== PointerDragBehavior._AnyMouseID && pointerInfo.event.pointerType == "mouse") {
  102631. if (_this._lastPointerRay[_this.currentDraggingPointerID]) {
  102632. _this._lastPointerRay[pointerId] = _this._lastPointerRay[_this.currentDraggingPointerID];
  102633. delete _this._lastPointerRay[_this.currentDraggingPointerID];
  102634. }
  102635. _this.currentDraggingPointerID = pointerId;
  102636. }
  102637. // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()
  102638. if (!_this._lastPointerRay[pointerId]) {
  102639. _this._lastPointerRay[pointerId] = new BABYLON.Ray(new BABYLON.Vector3(), new BABYLON.Vector3());
  102640. }
  102641. if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {
  102642. _this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);
  102643. _this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);
  102644. if (_this.currentDraggingPointerID == pointerId && _this.dragging) {
  102645. _this._moveDrag(pointerInfo.pickInfo.ray);
  102646. }
  102647. }
  102648. }
  102649. });
  102650. this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  102651. if (_this._moving && _this.moveAttached) {
  102652. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(_this._attachedNode);
  102653. // Slowly move mesh to avoid jitter
  102654. _this._targetPosition.subtractToRef((_this._attachedNode).absolutePosition, _this._tmpVector);
  102655. _this._tmpVector.scaleInPlace(_this.dragDeltaRatio);
  102656. (_this._attachedNode).getAbsolutePosition().addToRef(_this._tmpVector, _this._tmpVector);
  102657. (_this._attachedNode).setAbsolutePosition(_this._tmpVector);
  102658. BABYLON.BoundingBoxGizmo._RestorePivotPoint(_this._attachedNode);
  102659. }
  102660. });
  102661. };
  102662. /**
  102663. * Force relase the drag action by code.
  102664. */
  102665. PointerDragBehavior.prototype.releaseDrag = function () {
  102666. this.dragging = false;
  102667. this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerID });
  102668. this.currentDraggingPointerID = -1;
  102669. this._moving = false;
  102670. // Reattach camera controls
  102671. if (this.detachCameraControls && this._attachedElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102672. this._scene.activeCamera.attachControl(this._attachedElement, true);
  102673. }
  102674. };
  102675. /**
  102676. * Simulates the start of a pointer drag event on the behavior
  102677. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  102678. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  102679. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  102680. */
  102681. PointerDragBehavior.prototype.startDrag = function (pointerId, fromRay, startPickedPoint) {
  102682. if (pointerId === void 0) { pointerId = PointerDragBehavior._AnyMouseID; }
  102683. this._startDrag(pointerId, fromRay, startPickedPoint);
  102684. var lastRay = this._lastPointerRay[pointerId];
  102685. if (pointerId === PointerDragBehavior._AnyMouseID) {
  102686. lastRay = this._lastPointerRay[Object.keys(this._lastPointerRay)[0]];
  102687. }
  102688. if (lastRay) {
  102689. // if there was a last pointer ray drag the object there
  102690. this._moveDrag(lastRay);
  102691. }
  102692. };
  102693. PointerDragBehavior.prototype._startDrag = function (pointerId, fromRay, startPickedPoint) {
  102694. if (!this._scene.activeCamera || this.dragging || !this._attachedNode) {
  102695. return;
  102696. }
  102697. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(this._attachedNode);
  102698. // Create start ray from the camera to the object
  102699. if (fromRay) {
  102700. this._startDragRay.direction.copyFrom(fromRay.direction);
  102701. this._startDragRay.origin.copyFrom(fromRay.origin);
  102702. }
  102703. else {
  102704. this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);
  102705. this._attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);
  102706. this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);
  102707. }
  102708. this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);
  102709. var pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);
  102710. if (pickedPoint) {
  102711. this.dragging = true;
  102712. this.currentDraggingPointerID = pointerId;
  102713. this.lastDragPosition.copyFrom(pickedPoint);
  102714. this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerID });
  102715. this._targetPosition.copyFrom((this._attachedNode).absolutePosition);
  102716. // Detatch camera controls
  102717. if (this.detachCameraControls && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {
  102718. if (this._scene.activeCamera.inputs.attachedElement) {
  102719. this._attachedElement = this._scene.activeCamera.inputs.attachedElement;
  102720. this._scene.activeCamera.detachControl(this._scene.activeCamera.inputs.attachedElement);
  102721. }
  102722. else {
  102723. this._attachedElement = null;
  102724. }
  102725. }
  102726. }
  102727. BABYLON.BoundingBoxGizmo._RestorePivotPoint(this._attachedNode);
  102728. };
  102729. PointerDragBehavior.prototype._moveDrag = function (ray) {
  102730. this._moving = true;
  102731. var pickedPoint = this._pickWithRayOnDragPlane(ray);
  102732. if (pickedPoint) {
  102733. if (this.updateDragPlane) {
  102734. this._updateDragPlanePosition(ray, pickedPoint);
  102735. }
  102736. var dragLength = 0;
  102737. // depending on the drag mode option drag accordingly
  102738. if (this._options.dragAxis) {
  102739. // Convert local drag axis to world
  102740. BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis);
  102741. // Project delta drag from the drag plane onto the drag axis
  102742. pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
  102743. dragLength = BABYLON.Vector3.Dot(this._tmpVector, this._worldDragAxis);
  102744. this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
  102745. }
  102746. else {
  102747. dragLength = this._dragDelta.length();
  102748. pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);
  102749. }
  102750. this._targetPosition.addInPlace(this._dragDelta);
  102751. this.onDragObservable.notifyObservers({ dragDistance: dragLength, delta: this._dragDelta, dragPlanePoint: pickedPoint, dragPlaneNormal: this._dragPlane.forward, pointerId: this.currentDraggingPointerID });
  102752. this.lastDragPosition.copyFrom(pickedPoint);
  102753. }
  102754. };
  102755. PointerDragBehavior.prototype._pickWithRayOnDragPlane = function (ray) {
  102756. var _this = this;
  102757. if (!ray) {
  102758. return null;
  102759. }
  102760. // Calculate angle between plane normal and ray
  102761. var angle = Math.acos(BABYLON.Vector3.Dot(this._dragPlane.forward, ray.direction));
  102762. // Correct if ray is casted from oposite side
  102763. if (angle > Math.PI / 2) {
  102764. angle = Math.PI - angle;
  102765. }
  102766. // If the angle is too perpendicular to the plane pick another point on the plane where it is looking
  102767. if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {
  102768. if (this._useAlternatePickedPointAboveMaxDragAngle) {
  102769. // Invert ray direction along the towards object axis
  102770. this._tmpVector.copyFrom(ray.direction);
  102771. (this._attachedNode).absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);
  102772. this._alternatePickedPoint.normalize();
  102773. this._alternatePickedPoint.scaleInPlace(-2 * BABYLON.Vector3.Dot(this._alternatePickedPoint, this._tmpVector));
  102774. this._tmpVector.addInPlace(this._alternatePickedPoint);
  102775. // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point
  102776. var dot = BABYLON.Vector3.Dot(this._dragPlane.forward, this._tmpVector);
  102777. this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);
  102778. this._alternatePickedPoint.addInPlace(this._tmpVector);
  102779. this._alternatePickedPoint.addInPlace((this._attachedNode).absolutePosition);
  102780. return this._alternatePickedPoint;
  102781. }
  102782. else {
  102783. return null;
  102784. }
  102785. }
  102786. var pickResult = PointerDragBehavior._planeScene.pickWithRay(ray, function (m) { return m == _this._dragPlane; });
  102787. if (pickResult && pickResult.hit && pickResult.pickedMesh && pickResult.pickedPoint) {
  102788. return pickResult.pickedPoint;
  102789. }
  102790. else {
  102791. return null;
  102792. }
  102793. };
  102794. // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera
  102795. PointerDragBehavior.prototype._updateDragPlanePosition = function (ray, dragPlanePosition) {
  102796. this._pointA.copyFrom(dragPlanePosition);
  102797. if (this._options.dragAxis) {
  102798. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragAxis, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragAxis);
  102799. // Calculate plane normal in direction of camera but perpendicular to drag axis
  102800. this._pointA.addToRef(this._localAxis, this._pointB); // towards drag axis
  102801. ray.origin.subtractToRef(this._pointA, this._pointC);
  102802. this._pointA.addToRef(this._pointC.normalize(), this._pointC); // towards camera
  102803. // Get perpendicular line from direction to camera and drag axis
  102804. this._pointB.subtractToRef(this._pointA, this._lineA);
  102805. this._pointC.subtractToRef(this._pointA, this._lineB);
  102806. BABYLON.Vector3.CrossToRef(this._lineA, this._lineB, this._lookAt);
  102807. // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendiculat to camera
  102808. BABYLON.Vector3.CrossToRef(this._lineA, this._lookAt, this._lookAt);
  102809. this._lookAt.normalize();
  102810. this._dragPlane.position.copyFrom(this._pointA);
  102811. this._pointA.addToRef(this._lookAt, this._lookAt);
  102812. this._dragPlane.lookAt(this._lookAt);
  102813. }
  102814. else if (this._options.dragPlaneNormal) {
  102815. this.useObjectOrienationForDragging ? BABYLON.Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this._attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis) : this._localAxis.copyFrom(this._options.dragPlaneNormal);
  102816. this._dragPlane.position.copyFrom(this._pointA);
  102817. this._pointA.addToRef(this._localAxis, this._lookAt);
  102818. this._dragPlane.lookAt(this._lookAt);
  102819. }
  102820. else {
  102821. this._dragPlane.position.copyFrom(this._pointA);
  102822. this._dragPlane.lookAt(ray.origin);
  102823. }
  102824. this._dragPlane.computeWorldMatrix(true);
  102825. };
  102826. /**
  102827. * Detaches the behavior from the mesh
  102828. */
  102829. PointerDragBehavior.prototype.detach = function () {
  102830. if (this._pointerObserver) {
  102831. this._scene.onPointerObservable.remove(this._pointerObserver);
  102832. }
  102833. if (this._beforeRenderObserver) {
  102834. this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  102835. }
  102836. };
  102837. PointerDragBehavior._AnyMouseID = -2;
  102838. return PointerDragBehavior;
  102839. }());
  102840. BABYLON.PointerDragBehavior = PointerDragBehavior;
  102841. })(BABYLON || (BABYLON = {}));
  102842. //# sourceMappingURL=babylon.pointerDragBehavior.js.map
  102843. var BABYLON;
  102844. (function (BABYLON) {
  102845. /**
  102846. * A behavior that when attached to a mesh will allow the mesh to be scaled
  102847. */
  102848. var MultiPointerScaleBehavior = /** @class */ (function () {
  102849. /**
  102850. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  102851. */
  102852. function MultiPointerScaleBehavior() {
  102853. this._startDistance = 0;
  102854. this._initialScale = new BABYLON.Vector3(0, 0, 0);
  102855. this._targetScale = new BABYLON.Vector3(0, 0, 0);
  102856. this._sceneRenderObserver = null;
  102857. this._dragBehaviorA = new BABYLON.PointerDragBehavior({});
  102858. this._dragBehaviorA.moveAttached = false;
  102859. this._dragBehaviorB = new BABYLON.PointerDragBehavior({});
  102860. this._dragBehaviorB.moveAttached = false;
  102861. }
  102862. Object.defineProperty(MultiPointerScaleBehavior.prototype, "name", {
  102863. /**
  102864. * The name of the behavior
  102865. */
  102866. get: function () {
  102867. return "MultiPointerScale";
  102868. },
  102869. enumerable: true,
  102870. configurable: true
  102871. });
  102872. /**
  102873. * Initializes the behavior
  102874. */
  102875. MultiPointerScaleBehavior.prototype.init = function () { };
  102876. MultiPointerScaleBehavior.prototype._getCurrentDistance = function () {
  102877. return this._dragBehaviorA.lastDragPosition.subtract(this._dragBehaviorB.lastDragPosition).length();
  102878. };
  102879. /**
  102880. * Attaches the scale behavior the passed in mesh
  102881. * @param ownerNode The mesh that will be scaled around once attached
  102882. */
  102883. MultiPointerScaleBehavior.prototype.attach = function (ownerNode) {
  102884. var _this = this;
  102885. this._ownerNode = ownerNode;
  102886. // Create 2 drag behaviors such that each will only be triggered by a separate pointer
  102887. this._dragBehaviorA.onDragStartObservable.add(function (e) {
  102888. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102889. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102890. _this._dragBehaviorA.releaseDrag();
  102891. }
  102892. else {
  102893. _this._initialScale.copyFrom(ownerNode.scaling);
  102894. _this._startDistance = _this._getCurrentDistance();
  102895. }
  102896. }
  102897. });
  102898. this._dragBehaviorB.onDragStartObservable.add(function (e) {
  102899. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102900. if (_this._dragBehaviorA.currentDraggingPointerID == _this._dragBehaviorB.currentDraggingPointerID) {
  102901. _this._dragBehaviorB.releaseDrag();
  102902. }
  102903. else {
  102904. _this._initialScale.copyFrom(ownerNode.scaling);
  102905. _this._startDistance = _this._getCurrentDistance();
  102906. }
  102907. }
  102908. });
  102909. // Once both drag behaviors are active scale based on the distance between the two pointers
  102910. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102911. behavior.onDragObservable.add(function () {
  102912. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102913. var ratio = _this._getCurrentDistance() / _this._startDistance;
  102914. _this._initialScale.scaleToRef(ratio, _this._targetScale);
  102915. }
  102916. });
  102917. });
  102918. ownerNode.addBehavior(this._dragBehaviorA);
  102919. ownerNode.addBehavior(this._dragBehaviorB);
  102920. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  102921. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  102922. if (_this._dragBehaviorA.dragging && _this._dragBehaviorB.dragging) {
  102923. var change = _this._targetScale.subtract(ownerNode.scaling).scaleInPlace(0.1);
  102924. if (change.length() > 0.01) {
  102925. ownerNode.scaling.addInPlace(change);
  102926. }
  102927. }
  102928. });
  102929. };
  102930. /**
  102931. * Detaches the behavior from the mesh
  102932. */
  102933. MultiPointerScaleBehavior.prototype.detach = function () {
  102934. var _this = this;
  102935. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  102936. [this._dragBehaviorA, this._dragBehaviorB].forEach(function (behavior) {
  102937. behavior.onDragStartObservable.clear();
  102938. behavior.onDragObservable.clear();
  102939. _this._ownerNode.removeBehavior(behavior);
  102940. });
  102941. };
  102942. return MultiPointerScaleBehavior;
  102943. }());
  102944. BABYLON.MultiPointerScaleBehavior = MultiPointerScaleBehavior;
  102945. })(BABYLON || (BABYLON = {}));
  102946. //# sourceMappingURL=babylon.multiPointerScaleBehavior.js.map
  102947. var BABYLON;
  102948. (function (BABYLON) {
  102949. /**
  102950. * 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
  102951. */
  102952. var SixDofDragBehavior = /** @class */ (function () {
  102953. /**
  102954. * 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
  102955. */
  102956. function SixDofDragBehavior() {
  102957. this._sceneRenderObserver = null;
  102958. this._targetPosition = new BABYLON.Vector3(0, 0, 0);
  102959. this._moving = false;
  102960. this._startingOrientation = new BABYLON.Quaternion();
  102961. /**
  102962. * 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)
  102963. */
  102964. this.zDragFactor = 3;
  102965. /**
  102966. * If the object should rotate to face the drag origin
  102967. */
  102968. this.rotateDraggedObject = true;
  102969. /**
  102970. * If the behavior is currently in a dragging state
  102971. */
  102972. this.dragging = false;
  102973. /**
  102974. * 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)
  102975. */
  102976. this.dragDeltaRatio = 0.2;
  102977. /**
  102978. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  102979. */
  102980. this.currentDraggingPointerID = -1;
  102981. /**
  102982. * If camera controls should be detached during the drag
  102983. */
  102984. this.detachCameraControls = true;
  102985. /**
  102986. * Fires each time a drag starts
  102987. */
  102988. this.onDragStartObservable = new BABYLON.Observable();
  102989. /**
  102990. * Fires each time a drag ends (eg. mouse release after drag)
  102991. */
  102992. this.onDragEndObservable = new BABYLON.Observable();
  102993. }
  102994. Object.defineProperty(SixDofDragBehavior.prototype, "name", {
  102995. /**
  102996. * The name of the behavior
  102997. */
  102998. get: function () {
  102999. return "SixDofDrag";
  103000. },
  103001. enumerable: true,
  103002. configurable: true
  103003. });
  103004. /**
  103005. * Initializes the behavior
  103006. */
  103007. SixDofDragBehavior.prototype.init = function () { };
  103008. /**
  103009. * Attaches the scale behavior the passed in mesh
  103010. * @param ownerNode The mesh that will be scaled around once attached
  103011. */
  103012. SixDofDragBehavior.prototype.attach = function (ownerNode) {
  103013. var _this = this;
  103014. this._ownerNode = ownerNode;
  103015. this._scene = this._ownerNode.getScene();
  103016. if (!SixDofDragBehavior._virtualScene) {
  103017. SixDofDragBehavior._virtualScene = new BABYLON.Scene(this._scene.getEngine());
  103018. SixDofDragBehavior._virtualScene.detachControl();
  103019. this._scene.getEngine().scenes.pop();
  103020. }
  103021. var pickedMesh = null;
  103022. var lastSixDofOriginPosition = new BABYLON.Vector3(0, 0, 0);
  103023. // Setup virtual meshes to be used for dragging without dirtying the existing scene
  103024. this._virtualOriginMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103025. this._virtualOriginMesh.rotationQuaternion = new BABYLON.Quaternion();
  103026. this._virtualDragMesh = new BABYLON.AbstractMesh("", SixDofDragBehavior._virtualScene);
  103027. this._virtualDragMesh.rotationQuaternion = new BABYLON.Quaternion();
  103028. var pickPredicate = function (m) {
  103029. return _this._ownerNode == m || m.isDescendantOf(_this._ownerNode);
  103030. };
  103031. var attachedElement = null;
  103032. this._pointerObserver = this._scene.onPointerObservable.add(function (pointerInfo, eventState) {
  103033. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  103034. if (!_this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.hit && pointerInfo.pickInfo.pickedMesh && pointerInfo.pickInfo.ray && pickPredicate(pointerInfo.pickInfo.pickedMesh)) {
  103035. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103036. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103037. }
  103038. pickedMesh = _this._ownerNode;
  103039. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103040. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103041. // Set position and orientation of the controller
  103042. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103043. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103044. // Attach the virtual drag mesh to the virtual origin mesh so it can be dragged
  103045. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103046. pickedMesh.computeWorldMatrix();
  103047. _this._virtualDragMesh.position.copyFrom(pickedMesh.absolutePosition);
  103048. if (!pickedMesh.rotationQuaternion) {
  103049. pickedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(pickedMesh.rotation.y, pickedMesh.rotation.x, pickedMesh.rotation.z);
  103050. }
  103051. var oldParent = pickedMesh.parent;
  103052. pickedMesh.setParent(null);
  103053. _this._virtualDragMesh.rotationQuaternion.copyFrom(pickedMesh.rotationQuaternion);
  103054. pickedMesh.setParent(oldParent);
  103055. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103056. // Update state
  103057. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103058. _this.dragging = true;
  103059. _this.currentDraggingPointerID = pointerInfo.event.pointerId;
  103060. // Detatch camera controls
  103061. if (_this.detachCameraControls && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103062. if (_this._scene.activeCamera.inputs.attachedElement) {
  103063. attachedElement = _this._scene.activeCamera.inputs.attachedElement;
  103064. _this._scene.activeCamera.detachControl(_this._scene.activeCamera.inputs.attachedElement);
  103065. }
  103066. else {
  103067. attachedElement = null;
  103068. }
  103069. }
  103070. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103071. _this.onDragStartObservable.notifyObservers({});
  103072. }
  103073. }
  103074. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERUP) {
  103075. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId) {
  103076. _this.dragging = false;
  103077. _this._moving = false;
  103078. _this.currentDraggingPointerID = -1;
  103079. pickedMesh = null;
  103080. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103081. // Reattach camera controls
  103082. if (_this.detachCameraControls && attachedElement && _this._scene.activeCamera && !_this._scene.activeCamera.leftCamera) {
  103083. _this._scene.activeCamera.attachControl(attachedElement, true);
  103084. }
  103085. _this.onDragEndObservable.notifyObservers({});
  103086. }
  103087. }
  103088. else if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERMOVE) {
  103089. if (_this.currentDraggingPointerID == pointerInfo.event.pointerId && _this.dragging && pointerInfo.pickInfo && pointerInfo.pickInfo.ray && pickedMesh) {
  103090. var zDragFactor = _this.zDragFactor;
  103091. if (_this._scene.activeCamera && _this._scene.activeCamera.cameraRigMode == BABYLON.Camera.RIG_MODE_NONE) {
  103092. pointerInfo.pickInfo.ray.origin.copyFrom(_this._scene.activeCamera.globalPosition);
  103093. zDragFactor = 0;
  103094. }
  103095. // Calculate controller drag distance in controller space
  103096. var originDragDifference = pointerInfo.pickInfo.ray.origin.subtract(lastSixDofOriginPosition);
  103097. lastSixDofOriginPosition.copyFrom(pointerInfo.pickInfo.ray.origin);
  103098. var localOriginDragDifference = -BABYLON.Vector3.Dot(originDragDifference, pointerInfo.pickInfo.ray.direction);
  103099. _this._virtualOriginMesh.addChild(_this._virtualDragMesh);
  103100. // Determine how much the controller moved to/away towards the dragged object and use this to move the object further when its further away
  103101. _this._virtualDragMesh.position.z -= _this._virtualDragMesh.position.z < 1 ? localOriginDragDifference * _this.zDragFactor : localOriginDragDifference * zDragFactor * _this._virtualDragMesh.position.z;
  103102. if (_this._virtualDragMesh.position.z < 0) {
  103103. _this._virtualDragMesh.position.z = 0;
  103104. }
  103105. // Update the controller position
  103106. _this._virtualOriginMesh.position.copyFrom(pointerInfo.pickInfo.ray.origin);
  103107. _this._virtualOriginMesh.lookAt(pointerInfo.pickInfo.ray.origin.add(pointerInfo.pickInfo.ray.direction));
  103108. _this._virtualOriginMesh.removeChild(_this._virtualDragMesh);
  103109. // Move the virtualObjectsPosition into the picked mesh's space if needed
  103110. _this._targetPosition.copyFrom(_this._virtualDragMesh.absolutePosition);
  103111. if (pickedMesh.parent) {
  103112. BABYLON.Vector3.TransformCoordinatesToRef(_this._targetPosition, BABYLON.Matrix.Invert(pickedMesh.parent.getWorldMatrix()), _this._targetPosition);
  103113. }
  103114. if (!_this._moving) {
  103115. _this._startingOrientation.copyFrom(_this._virtualDragMesh.rotationQuaternion);
  103116. }
  103117. _this._moving = true;
  103118. }
  103119. }
  103120. });
  103121. var tmpQuaternion = new BABYLON.Quaternion();
  103122. // On every frame move towards target scaling to avoid jitter caused by vr controllers
  103123. this._sceneRenderObserver = ownerNode.getScene().onBeforeRenderObservable.add(function () {
  103124. if (_this.dragging && _this._moving && pickedMesh) {
  103125. BABYLON.BoundingBoxGizmo._RemoveAndStorePivotPoint(pickedMesh);
  103126. // Slowly move mesh to avoid jitter
  103127. pickedMesh.position.addInPlace(_this._targetPosition.subtract(pickedMesh.position).scale(_this.dragDeltaRatio));
  103128. if (_this.rotateDraggedObject) {
  103129. // Get change in rotation
  103130. tmpQuaternion.copyFrom(_this._startingOrientation);
  103131. tmpQuaternion.x = -tmpQuaternion.x;
  103132. tmpQuaternion.y = -tmpQuaternion.y;
  103133. tmpQuaternion.z = -tmpQuaternion.z;
  103134. _this._virtualDragMesh.rotationQuaternion.multiplyToRef(tmpQuaternion, tmpQuaternion);
  103135. // Convert change in rotation to only y axis rotation
  103136. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpQuaternion.toEulerAngles("xyz").y, 0, 0, tmpQuaternion);
  103137. tmpQuaternion.multiplyToRef(_this._startingOrientation, tmpQuaternion);
  103138. // Slowly move mesh to avoid jitter
  103139. var oldParent = pickedMesh.parent;
  103140. pickedMesh.setParent(null);
  103141. BABYLON.Quaternion.SlerpToRef(pickedMesh.rotationQuaternion, tmpQuaternion, _this.dragDeltaRatio, pickedMesh.rotationQuaternion);
  103142. pickedMesh.setParent(oldParent);
  103143. BABYLON.BoundingBoxGizmo._RestorePivotPoint(pickedMesh);
  103144. }
  103145. }
  103146. });
  103147. };
  103148. /**
  103149. * Detaches the behavior from the mesh
  103150. */
  103151. SixDofDragBehavior.prototype.detach = function () {
  103152. if (this._scene) {
  103153. this._scene.onPointerObservable.remove(this._pointerObserver);
  103154. }
  103155. if (this._ownerNode) {
  103156. this._ownerNode.getScene().onBeforeRenderObservable.remove(this._sceneRenderObserver);
  103157. }
  103158. if (this._virtualOriginMesh) {
  103159. this._virtualOriginMesh.dispose();
  103160. }
  103161. if (this._virtualDragMesh) {
  103162. this._virtualDragMesh.dispose();
  103163. }
  103164. this.onDragEndObservable.clear();
  103165. this.onDragStartObservable.clear();
  103166. };
  103167. return SixDofDragBehavior;
  103168. }());
  103169. BABYLON.SixDofDragBehavior = SixDofDragBehavior;
  103170. })(BABYLON || (BABYLON = {}));
  103171. //# sourceMappingURL=babylon.sixDofDragBehavior.js.map
  103172. var BABYLON;
  103173. (function (BABYLON) {
  103174. /**
  103175. * @hidden
  103176. */
  103177. var FaceDirectionInfo = /** @class */ (function () {
  103178. function FaceDirectionInfo(direction, rotatedDirection, diff, ignore) {
  103179. if (rotatedDirection === void 0) { rotatedDirection = new BABYLON.Vector3(); }
  103180. if (diff === void 0) { diff = 0; }
  103181. if (ignore === void 0) { ignore = false; }
  103182. this.direction = direction;
  103183. this.rotatedDirection = rotatedDirection;
  103184. this.diff = diff;
  103185. this.ignore = ignore;
  103186. }
  103187. return FaceDirectionInfo;
  103188. }());
  103189. /**
  103190. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  103191. */
  103192. var AttachToBoxBehavior = /** @class */ (function () {
  103193. /**
  103194. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  103195. * @param ui The transform node that should be attched to the mesh
  103196. */
  103197. function AttachToBoxBehavior(ui) {
  103198. this.ui = ui;
  103199. /**
  103200. * The name of the behavior
  103201. */
  103202. this.name = "AttachToBoxBehavior";
  103203. /**
  103204. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  103205. */
  103206. this.distanceAwayFromFace = 0.15;
  103207. /**
  103208. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  103209. */
  103210. this.distanceAwayFromBottomOfFace = 0.15;
  103211. 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))];
  103212. this._tmpMatrix = new BABYLON.Matrix();
  103213. this._tmpVector = new BABYLON.Vector3();
  103214. this._zeroVector = BABYLON.Vector3.Zero();
  103215. this._lookAtTmpMatrix = new BABYLON.Matrix();
  103216. /* Does nothing */
  103217. }
  103218. /**
  103219. * Initializes the behavior
  103220. */
  103221. AttachToBoxBehavior.prototype.init = function () {
  103222. /* Does nothing */
  103223. };
  103224. AttachToBoxBehavior.prototype._closestFace = function (targetDirection) {
  103225. var _this = this;
  103226. // Go over each face and calculate the angle between the face's normal and targetDirection
  103227. this._faceVectors.forEach(function (v) {
  103228. if (!_this._target.rotationQuaternion) {
  103229. _this._target.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._target.rotation.y, _this._target.rotation.x, _this._target.rotation.z);
  103230. }
  103231. _this._target.rotationQuaternion.toRotationMatrix(_this._tmpMatrix);
  103232. BABYLON.Vector3.TransformCoordinatesToRef(v.direction, _this._tmpMatrix, v.rotatedDirection);
  103233. v.diff = BABYLON.Vector3.GetAngleBetweenVectors(v.rotatedDirection, targetDirection, BABYLON.Vector3.Cross(v.rotatedDirection, targetDirection));
  103234. });
  103235. // Return the face information of the one with the normal closeset to target direction
  103236. return this._faceVectors.reduce(function (min, p) {
  103237. if (min.ignore) {
  103238. return p;
  103239. }
  103240. else if (p.ignore) {
  103241. return min;
  103242. }
  103243. else {
  103244. return min.diff < p.diff ? min : p;
  103245. }
  103246. }, this._faceVectors[0]);
  103247. };
  103248. AttachToBoxBehavior.prototype._lookAtToRef = function (pos, up, ref) {
  103249. if (up === void 0) { up = new BABYLON.Vector3(0, 1, 0); }
  103250. BABYLON.Matrix.LookAtLHToRef(this._zeroVector, pos, up, this._lookAtTmpMatrix);
  103251. this._lookAtTmpMatrix.invert();
  103252. BABYLON.Quaternion.FromRotationMatrixToRef(this._lookAtTmpMatrix, ref);
  103253. };
  103254. /**
  103255. * Attaches the AttachToBoxBehavior to the passed in mesh
  103256. * @param target The mesh that the specified node will be attached to
  103257. */
  103258. AttachToBoxBehavior.prototype.attach = function (target) {
  103259. var _this = this;
  103260. this._target = target;
  103261. this._scene = this._target.getScene();
  103262. // Every frame, update the app bars position
  103263. this._onRenderObserver = this._scene.onBeforeRenderObservable.add(function () {
  103264. if (!_this._scene.activeCamera) {
  103265. return;
  103266. }
  103267. // Find the face closest to the cameras position
  103268. var cameraPos = _this._scene.activeCamera.position;
  103269. if (_this._scene.activeCamera.devicePosition) {
  103270. cameraPos = _this._scene.activeCamera.devicePosition;
  103271. }
  103272. var facing = _this._closestFace(cameraPos.subtract(target.position));
  103273. if (_this._scene.activeCamera.leftCamera) {
  103274. _this._scene.activeCamera.leftCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103275. }
  103276. else {
  103277. _this._scene.activeCamera.computeWorldMatrix().getRotationMatrixToRef(_this._tmpMatrix);
  103278. }
  103279. // Get camera up direction
  103280. BABYLON.Vector3.TransformCoordinatesToRef(BABYLON.Vector3.Up(), _this._tmpMatrix, _this._tmpVector);
  103281. // Ignore faces to not select a parrelel face for the up vector of the UI
  103282. _this._faceVectors.forEach(function (v) {
  103283. if (facing.direction.x && v.direction.x) {
  103284. v.ignore = true;
  103285. }
  103286. if (facing.direction.y && v.direction.y) {
  103287. v.ignore = true;
  103288. }
  103289. if (facing.direction.z && v.direction.z) {
  103290. v.ignore = true;
  103291. }
  103292. });
  103293. var facingUp = _this._closestFace(_this._tmpVector);
  103294. // Unignore faces
  103295. _this._faceVectors.forEach(function (v) {
  103296. v.ignore = false;
  103297. });
  103298. // Position the app bar on that face
  103299. _this.ui.position.copyFrom(target.position);
  103300. if (facing.direction.x) {
  103301. facing.rotatedDirection.scaleToRef((target.scaling.x / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103302. _this.ui.position.addInPlace(_this._tmpVector);
  103303. }
  103304. if (facing.direction.y) {
  103305. facing.rotatedDirection.scaleToRef((target.scaling.y / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103306. _this.ui.position.addInPlace(_this._tmpVector);
  103307. }
  103308. if (facing.direction.z) {
  103309. facing.rotatedDirection.scaleToRef((target.scaling.z / 2) + _this.distanceAwayFromFace, _this._tmpVector);
  103310. _this.ui.position.addInPlace(_this._tmpVector);
  103311. }
  103312. // Rotate to be oriented properly to the camera
  103313. if (!_this.ui.rotationQuaternion) {
  103314. _this.ui.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.ui.rotation.y, _this.ui.rotation.x, _this.ui.rotation.z);
  103315. }
  103316. facing.rotatedDirection.scaleToRef(-1, _this._tmpVector);
  103317. _this._lookAtToRef(_this._tmpVector, facingUp.rotatedDirection, _this.ui.rotationQuaternion);
  103318. // Place ui the correct distance from the bottom of the mesh
  103319. if (facingUp.direction.x) {
  103320. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.x / 2, _this._tmpVector);
  103321. }
  103322. if (facingUp.direction.y) {
  103323. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.y / 2, _this._tmpVector);
  103324. }
  103325. if (facingUp.direction.z) {
  103326. _this.ui.up.scaleToRef(_this.distanceAwayFromBottomOfFace - target.scaling.z / 2, _this._tmpVector);
  103327. }
  103328. _this.ui.position.addInPlace(_this._tmpVector);
  103329. });
  103330. };
  103331. /**
  103332. * Detaches the behavior from the mesh
  103333. */
  103334. AttachToBoxBehavior.prototype.detach = function () {
  103335. this._scene.onBeforeRenderObservable.remove(this._onRenderObserver);
  103336. };
  103337. return AttachToBoxBehavior;
  103338. }());
  103339. BABYLON.AttachToBoxBehavior = AttachToBoxBehavior;
  103340. })(BABYLON || (BABYLON = {}));
  103341. //# sourceMappingURL=babylon.attachToBoxBehavior.js.map
  103342. var BABYLON;
  103343. (function (BABYLON) {
  103344. /**
  103345. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  103346. */
  103347. var FadeInOutBehavior = /** @class */ (function () {
  103348. /**
  103349. * Instatiates the FadeInOutBehavior
  103350. */
  103351. function FadeInOutBehavior() {
  103352. var _this = this;
  103353. /**
  103354. * Time in milliseconds to delay before fading in (Default: 0)
  103355. */
  103356. this.delay = 0;
  103357. /**
  103358. * Time in milliseconds for the mesh to fade in (Default: 300)
  103359. */
  103360. this.fadeInTime = 300;
  103361. this._millisecondsPerFrame = 1000 / 60;
  103362. this._hovered = false;
  103363. this._hoverValue = 0;
  103364. this._ownerNode = null;
  103365. this._update = function () {
  103366. if (_this._ownerNode) {
  103367. _this._hoverValue += _this._hovered ? _this._millisecondsPerFrame : -_this._millisecondsPerFrame;
  103368. _this._setAllVisibility(_this._ownerNode, (_this._hoverValue - _this.delay) / _this.fadeInTime);
  103369. if (_this._ownerNode.visibility > 1) {
  103370. _this._setAllVisibility(_this._ownerNode, 1);
  103371. _this._hoverValue = _this.fadeInTime + _this.delay;
  103372. return;
  103373. }
  103374. else if (_this._ownerNode.visibility < 0) {
  103375. _this._setAllVisibility(_this._ownerNode, 0);
  103376. if (_this._hoverValue < 0) {
  103377. _this._hoverValue = 0;
  103378. return;
  103379. }
  103380. }
  103381. setTimeout(_this._update, _this._millisecondsPerFrame);
  103382. }
  103383. };
  103384. }
  103385. Object.defineProperty(FadeInOutBehavior.prototype, "name", {
  103386. /**
  103387. * The name of the behavior
  103388. */
  103389. get: function () {
  103390. return "FadeInOut";
  103391. },
  103392. enumerable: true,
  103393. configurable: true
  103394. });
  103395. /**
  103396. * Initializes the behavior
  103397. */
  103398. FadeInOutBehavior.prototype.init = function () {
  103399. };
  103400. /**
  103401. * Attaches the fade behavior on the passed in mesh
  103402. * @param ownerNode The mesh that will be faded in/out once attached
  103403. */
  103404. FadeInOutBehavior.prototype.attach = function (ownerNode) {
  103405. this._ownerNode = ownerNode;
  103406. this._setAllVisibility(this._ownerNode, 0);
  103407. };
  103408. /**
  103409. * Detaches the behavior from the mesh
  103410. */
  103411. FadeInOutBehavior.prototype.detach = function () {
  103412. this._ownerNode = null;
  103413. };
  103414. /**
  103415. * Triggers the mesh to begin fading in or out
  103416. * @param value if the object should fade in or out (true to fade in)
  103417. */
  103418. FadeInOutBehavior.prototype.fadeIn = function (value) {
  103419. this._hovered = value;
  103420. this._update();
  103421. };
  103422. FadeInOutBehavior.prototype._setAllVisibility = function (mesh, value) {
  103423. var _this = this;
  103424. mesh.visibility = value;
  103425. mesh.getChildMeshes().forEach(function (c) {
  103426. _this._setAllVisibility(c, value);
  103427. });
  103428. };
  103429. return FadeInOutBehavior;
  103430. }());
  103431. BABYLON.FadeInOutBehavior = FadeInOutBehavior;
  103432. })(BABYLON || (BABYLON = {}));
  103433. //# sourceMappingURL=babylon.fadeInOutBehavior.js.map
  103434. var BABYLON;
  103435. (function (BABYLON) {
  103436. /**
  103437. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  103438. */
  103439. var Gizmo = /** @class */ (function () {
  103440. /**
  103441. * Creates a gizmo
  103442. * @param gizmoLayer The utility layer the gizmo will be added to
  103443. */
  103444. function Gizmo(
  103445. /** The utility layer the gizmo will be added to */
  103446. gizmoLayer) {
  103447. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103448. var _this = this;
  103449. this.gizmoLayer = gizmoLayer;
  103450. /**
  103451. * Ratio for the scale of the gizmo (Default: 1)
  103452. */
  103453. this.scaleRatio = 1;
  103454. this._tmpMatrix = new BABYLON.Matrix();
  103455. /**
  103456. * If a custom mesh has been set (Default: false)
  103457. */
  103458. this._customMeshSet = false;
  103459. /**
  103460. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  103461. */
  103462. this.updateGizmoRotationToMatchAttachedMesh = true;
  103463. /**
  103464. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  103465. */
  103466. this.updateGizmoPositionToMatchAttachedMesh = true;
  103467. /**
  103468. * When set, the gizmo will always appear the same size no matter where the camera is (default: false)
  103469. */
  103470. this._updateScale = true;
  103471. this._interactionsEnabled = true;
  103472. this._tempVector = new BABYLON.Vector3();
  103473. this._rootMesh = new BABYLON.Mesh("gizmoRootNode", gizmoLayer.utilityLayerScene);
  103474. this._beforeRenderObserver = this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.add(function () {
  103475. _this._update();
  103476. });
  103477. this.attachedMesh = null;
  103478. }
  103479. Object.defineProperty(Gizmo.prototype, "attachedMesh", {
  103480. /**
  103481. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  103482. * * When set, interactions will be enabled
  103483. */
  103484. get: function () {
  103485. return this._attachedMesh;
  103486. },
  103487. set: function (value) {
  103488. this._attachedMesh = value;
  103489. this._rootMesh.setEnabled(value ? true : false);
  103490. this._attachedMeshChanged(value);
  103491. },
  103492. enumerable: true,
  103493. configurable: true
  103494. });
  103495. /**
  103496. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103497. * @param mesh The mesh to replace the default mesh of the gizmo
  103498. */
  103499. Gizmo.prototype.setCustomMesh = function (mesh) {
  103500. if (mesh.getScene() != this.gizmoLayer.utilityLayerScene) {
  103501. throw "When setting a custom mesh on a gizmo, the custom meshes scene must be the same as the gizmos (eg. gizmo.gizmoLayer.utilityLayerScene)";
  103502. }
  103503. this._rootMesh.getChildMeshes().forEach(function (c) {
  103504. c.dispose();
  103505. });
  103506. mesh.parent = this._rootMesh;
  103507. this._customMeshSet = true;
  103508. };
  103509. Gizmo.prototype._attachedMeshChanged = function (value) {
  103510. };
  103511. /**
  103512. * @hidden
  103513. * Updates the gizmo to match the attached mesh's position/rotation
  103514. */
  103515. Gizmo.prototype._update = function () {
  103516. if (this.attachedMesh) {
  103517. if (this.updateGizmoRotationToMatchAttachedMesh) {
  103518. if (!this._rootMesh.rotationQuaternion) {
  103519. this._rootMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._rootMesh.rotation.y, this._rootMesh.rotation.x, this._rootMesh.rotation.z);
  103520. }
  103521. // Remove scaling before getting rotation matrix to get rotation matrix unmodified by scale
  103522. this._tempVector.copyFrom(this.attachedMesh.scaling);
  103523. if (this.attachedMesh.scaling.x < 0) {
  103524. this.attachedMesh.scaling.x *= -1;
  103525. }
  103526. if (this.attachedMesh.scaling.y < 0) {
  103527. this.attachedMesh.scaling.y *= -1;
  103528. }
  103529. if (this.attachedMesh.scaling.z < 0) {
  103530. this.attachedMesh.scaling.z *= -1;
  103531. }
  103532. this.attachedMesh.computeWorldMatrix().getRotationMatrixToRef(this._tmpMatrix);
  103533. this.attachedMesh.scaling.copyFrom(this._tempVector);
  103534. this.attachedMesh.computeWorldMatrix();
  103535. BABYLON.Quaternion.FromRotationMatrixToRef(this._tmpMatrix, this._rootMesh.rotationQuaternion);
  103536. }
  103537. else if (this._rootMesh.rotationQuaternion) {
  103538. this._rootMesh.rotationQuaternion.set(0, 0, 0, 1);
  103539. }
  103540. if (this.updateGizmoPositionToMatchAttachedMesh) {
  103541. this._rootMesh.position.copyFrom(this.attachedMesh.absolutePosition);
  103542. }
  103543. if (this._updateScale && this.gizmoLayer.utilityLayerScene.activeCamera && this.attachedMesh) {
  103544. var cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.globalPosition;
  103545. if (this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition) {
  103546. cameraPosition = this.gizmoLayer.utilityLayerScene.activeCamera.devicePosition;
  103547. }
  103548. this._rootMesh.position.subtractToRef(cameraPosition, this._tempVector);
  103549. var dist = this._tempVector.length() * this.scaleRatio;
  103550. this._rootMesh.scaling.set(dist, dist, dist);
  103551. }
  103552. }
  103553. };
  103554. /**
  103555. * Disposes of the gizmo
  103556. */
  103557. Gizmo.prototype.dispose = function () {
  103558. this._rootMesh.dispose();
  103559. if (this._beforeRenderObserver) {
  103560. this.gizmoLayer.utilityLayerScene.onBeforeRenderObservable.remove(this._beforeRenderObserver);
  103561. }
  103562. };
  103563. return Gizmo;
  103564. }());
  103565. BABYLON.Gizmo = Gizmo;
  103566. })(BABYLON || (BABYLON = {}));
  103567. //# sourceMappingURL=babylon.gizmo.js.map
  103568. var BABYLON;
  103569. (function (BABYLON) {
  103570. /**
  103571. * Single axis drag gizmo
  103572. */
  103573. var AxisDragGizmo = /** @class */ (function (_super) {
  103574. __extends(AxisDragGizmo, _super);
  103575. /**
  103576. * Creates an AxisDragGizmo
  103577. * @param gizmoLayer The utility layer the gizmo will be added to
  103578. * @param dragAxis The axis which the gizmo will be able to drag on
  103579. * @param color The color of the gizmo
  103580. */
  103581. function AxisDragGizmo(dragAxis, color, gizmoLayer) {
  103582. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103583. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103584. var _this = _super.call(this, gizmoLayer) || this;
  103585. _this._pointerObserver = null;
  103586. /**
  103587. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103588. */
  103589. _this.snapDistance = 0;
  103590. /**
  103591. * Event that fires each time the gizmo snaps to a new location.
  103592. * * snapDistance is the the change in distance
  103593. */
  103594. _this.onSnapObservable = new BABYLON.Observable();
  103595. // Create Material
  103596. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103597. coloredMaterial.disableLighting = true;
  103598. coloredMaterial.emissiveColor = color;
  103599. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103600. hoverMaterial.disableLighting = true;
  103601. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103602. // Build mesh on root node
  103603. var arrow = AxisDragGizmo._CreateArrow(gizmoLayer.utilityLayerScene, coloredMaterial);
  103604. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103605. arrow.scaling.scaleInPlace(1 / 3);
  103606. arrow.parent = _this._rootMesh;
  103607. var currentSnapDragDistance = 0;
  103608. var tmpVector = new BABYLON.Vector3();
  103609. var tmpSnapEvent = { snapDistance: 0 };
  103610. // Add drag behavior to handle events when the gizmo is dragged
  103611. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103612. _this.dragBehavior.moveAttached = false;
  103613. _this._rootMesh.addBehavior(_this.dragBehavior);
  103614. var localDelta = new BABYLON.Vector3();
  103615. var tmpMatrix = new BABYLON.Matrix();
  103616. _this.dragBehavior.onDragObservable.add(function (event) {
  103617. if (_this.attachedMesh) {
  103618. // Convert delta to local translation if it has a parent
  103619. if (_this.attachedMesh.parent) {
  103620. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103621. tmpMatrix.setTranslationFromFloats(0, 0, 0);
  103622. BABYLON.Vector3.TransformCoordinatesToRef(event.delta, tmpMatrix, localDelta);
  103623. }
  103624. else {
  103625. localDelta.copyFrom(event.delta);
  103626. }
  103627. // Snapping logic
  103628. if (_this.snapDistance == 0) {
  103629. _this.attachedMesh.position.addInPlace(localDelta);
  103630. }
  103631. else {
  103632. currentSnapDragDistance += event.dragDistance;
  103633. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103634. var dragSteps = Math.floor(Math.abs(currentSnapDragDistance) / _this.snapDistance);
  103635. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103636. localDelta.normalizeToRef(tmpVector);
  103637. tmpVector.scaleInPlace(_this.snapDistance * dragSteps);
  103638. _this.attachedMesh.position.addInPlace(tmpVector);
  103639. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103640. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103641. }
  103642. }
  103643. }
  103644. });
  103645. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103646. if (_this._customMeshSet) {
  103647. return;
  103648. }
  103649. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103650. var material = isHovered ? hoverMaterial : coloredMaterial;
  103651. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103652. m.material = material;
  103653. if (m.color) {
  103654. m.color = material.emissiveColor;
  103655. }
  103656. });
  103657. });
  103658. return _this;
  103659. }
  103660. /** @hidden */
  103661. AxisDragGizmo._CreateArrow = function (scene, material) {
  103662. var arrow = new BABYLON.TransformNode("arrow", scene);
  103663. var cylinder = BABYLON.MeshBuilder.CreateCylinder("cylinder", { diameterTop: 0, height: 1.5, diameterBottom: 0.75, tessellation: 96 }, scene);
  103664. var line = BABYLON.MeshBuilder.CreateLines("line", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, scene);
  103665. line.color = material.emissiveColor;
  103666. cylinder.parent = arrow;
  103667. line.parent = arrow;
  103668. // Position arrow pointing in its drag axis
  103669. cylinder.scaling.scaleInPlace(0.05);
  103670. cylinder.material = material;
  103671. cylinder.rotation.x = Math.PI / 2;
  103672. cylinder.position.z += 0.3;
  103673. line.scaling.scaleInPlace(0.26);
  103674. line.rotation.x = Math.PI / 2;
  103675. line.material = material;
  103676. return arrow;
  103677. };
  103678. /** @hidden */
  103679. AxisDragGizmo._CreateArrowInstance = function (scene, arrow) {
  103680. var instance = new BABYLON.TransformNode("arrow", scene);
  103681. for (var _i = 0, _a = arrow.getChildMeshes(); _i < _a.length; _i++) {
  103682. var mesh = _a[_i];
  103683. var childInstance = mesh.createInstance(mesh.name);
  103684. childInstance.parent = instance;
  103685. }
  103686. return instance;
  103687. };
  103688. AxisDragGizmo.prototype._attachedMeshChanged = function (value) {
  103689. if (this.dragBehavior) {
  103690. this.dragBehavior.enabled = value ? true : false;
  103691. }
  103692. };
  103693. /**
  103694. * Disposes of the gizmo
  103695. */
  103696. AxisDragGizmo.prototype.dispose = function () {
  103697. this.onSnapObservable.clear();
  103698. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103699. this.dragBehavior.detach();
  103700. _super.prototype.dispose.call(this);
  103701. };
  103702. return AxisDragGizmo;
  103703. }(BABYLON.Gizmo));
  103704. BABYLON.AxisDragGizmo = AxisDragGizmo;
  103705. })(BABYLON || (BABYLON = {}));
  103706. //# sourceMappingURL=babylon.axisDragGizmo.js.map
  103707. var BABYLON;
  103708. (function (BABYLON) {
  103709. /**
  103710. * Single axis scale gizmo
  103711. */
  103712. var AxisScaleGizmo = /** @class */ (function (_super) {
  103713. __extends(AxisScaleGizmo, _super);
  103714. /**
  103715. * Creates an AxisScaleGizmo
  103716. * @param gizmoLayer The utility layer the gizmo will be added to
  103717. * @param dragAxis The axis which the gizmo will be able to scale on
  103718. * @param color The color of the gizmo
  103719. */
  103720. function AxisScaleGizmo(dragAxis, color, gizmoLayer) {
  103721. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103722. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103723. var _this = _super.call(this, gizmoLayer) || this;
  103724. _this._pointerObserver = null;
  103725. /**
  103726. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  103727. */
  103728. _this.snapDistance = 0;
  103729. /**
  103730. * Event that fires each time the gizmo snaps to a new location.
  103731. * * snapDistance is the the change in distance
  103732. */
  103733. _this.onSnapObservable = new BABYLON.Observable();
  103734. /**
  103735. * If the scaling operation should be done on all axis (default: false)
  103736. */
  103737. _this.uniformScaling = false;
  103738. // Create Material
  103739. _this._coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103740. _this._coloredMaterial.disableLighting = true;
  103741. _this._coloredMaterial.emissiveColor = color;
  103742. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103743. hoverMaterial.disableLighting = true;
  103744. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103745. // Build mesh on root node
  103746. var arrow = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103747. var arrowMesh = BABYLON.MeshBuilder.CreateBox("yPosMesh", { size: 0.4 }, gizmoLayer.utilityLayerScene);
  103748. var arrowTail = BABYLON.MeshBuilder.CreateLines("yPosMesh", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 1.1, 0)] }, gizmoLayer.utilityLayerScene);
  103749. arrowTail.color = _this._coloredMaterial.emissiveColor;
  103750. arrow.addChild(arrowMesh);
  103751. arrow.addChild(arrowTail);
  103752. // Position arrow pointing in its drag axis
  103753. arrowMesh.scaling.scaleInPlace(0.1);
  103754. arrowMesh.material = _this._coloredMaterial;
  103755. arrowMesh.rotation.x = Math.PI / 2;
  103756. arrowMesh.position.z += 0.3;
  103757. arrowTail.scaling.scaleInPlace(0.26);
  103758. arrowTail.rotation.x = Math.PI / 2;
  103759. arrowTail.material = _this._coloredMaterial;
  103760. arrow.lookAt(_this._rootMesh.position.add(dragAxis));
  103761. _this._rootMesh.addChild(arrow);
  103762. arrow.scaling.scaleInPlace(1 / 3);
  103763. // Add drag behavior to handle events when the gizmo is dragged
  103764. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  103765. _this.dragBehavior.moveAttached = false;
  103766. _this._rootMesh.addBehavior(_this.dragBehavior);
  103767. var currentSnapDragDistance = 0;
  103768. var tmpVector = new BABYLON.Vector3();
  103769. var tmpSnapEvent = { snapDistance: 0 };
  103770. _this.dragBehavior.onDragObservable.add(function (event) {
  103771. if (_this.attachedMesh) {
  103772. // Snapping logic
  103773. var snapped = false;
  103774. var dragSteps = 0;
  103775. if (_this.uniformScaling) {
  103776. _this.attachedMesh.scaling.normalizeToRef(tmpVector);
  103777. if (tmpVector.y < 0) {
  103778. tmpVector.scaleInPlace(-1);
  103779. }
  103780. }
  103781. else {
  103782. tmpVector.copyFrom(dragAxis);
  103783. }
  103784. if (_this.snapDistance == 0) {
  103785. tmpVector.scaleToRef(event.dragDistance, tmpVector);
  103786. }
  103787. else {
  103788. currentSnapDragDistance += event.dragDistance;
  103789. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103790. dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103791. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103792. tmpVector.scaleToRef(_this.snapDistance * dragSteps, tmpVector);
  103793. snapped = true;
  103794. }
  103795. else {
  103796. tmpVector.scaleInPlace(0);
  103797. }
  103798. }
  103799. _this.attachedMesh.scaling.addInPlace(tmpVector);
  103800. if (snapped) {
  103801. tmpSnapEvent.snapDistance = _this.snapDistance * dragSteps;
  103802. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  103803. }
  103804. }
  103805. });
  103806. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  103807. if (_this._customMeshSet) {
  103808. return;
  103809. }
  103810. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  103811. var material = isHovered ? hoverMaterial : _this._coloredMaterial;
  103812. _this._rootMesh.getChildMeshes().forEach(function (m) {
  103813. m.material = material;
  103814. if (m.color) {
  103815. m.color = material.emissiveColor;
  103816. }
  103817. });
  103818. });
  103819. return _this;
  103820. }
  103821. AxisScaleGizmo.prototype._attachedMeshChanged = function (value) {
  103822. if (this.dragBehavior) {
  103823. this.dragBehavior.enabled = value ? true : false;
  103824. }
  103825. };
  103826. /**
  103827. * Disposes of the gizmo
  103828. */
  103829. AxisScaleGizmo.prototype.dispose = function () {
  103830. this.onSnapObservable.clear();
  103831. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  103832. this.dragBehavior.detach();
  103833. _super.prototype.dispose.call(this);
  103834. };
  103835. /**
  103836. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  103837. * @param mesh The mesh to replace the default mesh of the gizmo
  103838. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  103839. */
  103840. AxisScaleGizmo.prototype.setCustomMesh = function (mesh, useGizmoMaterial) {
  103841. var _this = this;
  103842. if (useGizmoMaterial === void 0) { useGizmoMaterial = false; }
  103843. _super.prototype.setCustomMesh.call(this, mesh);
  103844. if (useGizmoMaterial) {
  103845. this._rootMesh.getChildMeshes().forEach(function (m) {
  103846. m.material = _this._coloredMaterial;
  103847. if (m.color) {
  103848. m.color = _this._coloredMaterial.emissiveColor;
  103849. }
  103850. });
  103851. this._customMeshSet = false;
  103852. }
  103853. };
  103854. return AxisScaleGizmo;
  103855. }(BABYLON.Gizmo));
  103856. BABYLON.AxisScaleGizmo = AxisScaleGizmo;
  103857. })(BABYLON || (BABYLON = {}));
  103858. //# sourceMappingURL=babylon.axisScaleGizmo.js.map
  103859. var BABYLON;
  103860. (function (BABYLON) {
  103861. /**
  103862. * Single plane rotation gizmo
  103863. */
  103864. var PlaneRotationGizmo = /** @class */ (function (_super) {
  103865. __extends(PlaneRotationGizmo, _super);
  103866. /**
  103867. * Creates a PlaneRotationGizmo
  103868. * @param gizmoLayer The utility layer the gizmo will be added to
  103869. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  103870. * @param color The color of the gizmo
  103871. * @param tessellation Amount of tessellation to be used when creating rotation circles
  103872. */
  103873. function PlaneRotationGizmo(planeNormal, color, gizmoLayer, tessellation) {
  103874. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  103875. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  103876. if (tessellation === void 0) { tessellation = 32; }
  103877. var _this = _super.call(this, gizmoLayer) || this;
  103878. _this._pointerObserver = null;
  103879. /**
  103880. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  103881. */
  103882. _this.snapDistance = 0;
  103883. /**
  103884. * Event that fires each time the gizmo snaps to a new location.
  103885. * * snapDistance is the the change in distance
  103886. */
  103887. _this.onSnapObservable = new BABYLON.Observable();
  103888. // Create Material
  103889. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103890. coloredMaterial.disableLighting = true;
  103891. coloredMaterial.emissiveColor = color;
  103892. var hoverMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  103893. hoverMaterial.disableLighting = true;
  103894. hoverMaterial.emissiveColor = color.add(new BABYLON.Color3(0.3, 0.3, 0.3));
  103895. // Build mesh on root node
  103896. var parentMesh = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  103897. // Create circle out of lines
  103898. var radius = 0.8;
  103899. var points = new Array();
  103900. for (var i = 0; i < tessellation; i++) {
  103901. var radian = (2 * Math.PI) * (i / (tessellation - 1));
  103902. points.push(new BABYLON.Vector3(radius * Math.sin(radian), 0, radius * Math.cos(radian)));
  103903. }
  103904. var rotationMesh = BABYLON.Mesh.CreateLines("", points, gizmoLayer.utilityLayerScene);
  103905. rotationMesh.color = coloredMaterial.emissiveColor;
  103906. // Position arrow pointing in its drag axis
  103907. rotationMesh.scaling.scaleInPlace(0.26);
  103908. rotationMesh.material = coloredMaterial;
  103909. rotationMesh.rotation.x = Math.PI / 2;
  103910. parentMesh.addChild(rotationMesh);
  103911. parentMesh.lookAt(_this._rootMesh.position.add(planeNormal));
  103912. _this._rootMesh.addChild(parentMesh);
  103913. parentMesh.scaling.scaleInPlace(1 / 3);
  103914. // Add drag behavior to handle events when the gizmo is dragged
  103915. _this.dragBehavior = new BABYLON.PointerDragBehavior({ dragPlaneNormal: planeNormal });
  103916. _this.dragBehavior.moveAttached = false;
  103917. _this.dragBehavior.maxDragAngle = Math.PI * 9 / 20;
  103918. _this.dragBehavior._useAlternatePickedPointAboveMaxDragAngle = true;
  103919. _this._rootMesh.addBehavior(_this.dragBehavior);
  103920. var lastDragPosition = new BABYLON.Vector3();
  103921. _this.dragBehavior.onDragStartObservable.add(function (e) {
  103922. if (_this.attachedMesh) {
  103923. lastDragPosition.copyFrom(e.dragPlanePoint);
  103924. }
  103925. });
  103926. var rotationMatrix = new BABYLON.Matrix();
  103927. var planeNormalTowardsCamera = new BABYLON.Vector3();
  103928. var localPlaneNormalTowardsCamera = new BABYLON.Vector3();
  103929. var tmpSnapEvent = { snapDistance: 0 };
  103930. var currentSnapDragDistance = 0;
  103931. var tmpMatrix = new BABYLON.Matrix();
  103932. var tmpVector = new BABYLON.Vector3();
  103933. var amountToRotate = new BABYLON.Quaternion();
  103934. _this.dragBehavior.onDragObservable.add(function (event) {
  103935. if (_this.attachedMesh) {
  103936. if (!_this.attachedMesh.rotationQuaternion) {
  103937. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  103938. }
  103939. // Calc angle over full 360 degree (https://stackoverflow.com/questions/43493711/the-angle-between-two-3d-vectors-with-a-result-range-0-360)
  103940. var newVector = event.dragPlanePoint.subtract(_this.attachedMesh.absolutePosition).normalize();
  103941. var originalVector = lastDragPosition.subtract(_this.attachedMesh.absolutePosition).normalize();
  103942. var cross = BABYLON.Vector3.Cross(newVector, originalVector);
  103943. var dot = BABYLON.Vector3.Dot(newVector, originalVector);
  103944. var angle = Math.atan2(cross.length(), dot);
  103945. planeNormalTowardsCamera.copyFrom(planeNormal);
  103946. localPlaneNormalTowardsCamera.copyFrom(planeNormal);
  103947. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103948. _this.attachedMesh.rotationQuaternion.toRotationMatrix(rotationMatrix);
  103949. localPlaneNormalTowardsCamera = BABYLON.Vector3.TransformCoordinates(planeNormalTowardsCamera, rotationMatrix);
  103950. }
  103951. // Flip up vector depending on which side the camera is on
  103952. if (gizmoLayer.utilityLayerScene.activeCamera) {
  103953. var camVec = gizmoLayer.utilityLayerScene.activeCamera.position.subtract(_this.attachedMesh.position);
  103954. if (BABYLON.Vector3.Dot(camVec, localPlaneNormalTowardsCamera) > 0) {
  103955. planeNormalTowardsCamera.scaleInPlace(-1);
  103956. localPlaneNormalTowardsCamera.scaleInPlace(-1);
  103957. }
  103958. }
  103959. var halfCircleSide = BABYLON.Vector3.Dot(localPlaneNormalTowardsCamera, cross) > 0.0;
  103960. if (halfCircleSide) {
  103961. angle = -angle;
  103962. }
  103963. // Snapping logic
  103964. var snapped = false;
  103965. if (_this.snapDistance != 0) {
  103966. currentSnapDragDistance += angle;
  103967. if (Math.abs(currentSnapDragDistance) > _this.snapDistance) {
  103968. var dragSteps = Math.floor(currentSnapDragDistance / _this.snapDistance);
  103969. currentSnapDragDistance = currentSnapDragDistance % _this.snapDistance;
  103970. angle = _this.snapDistance * dragSteps;
  103971. snapped = true;
  103972. }
  103973. else {
  103974. angle = 0;
  103975. }
  103976. }
  103977. // If the mesh has a parent, convert needed world rotation to local rotation
  103978. tmpMatrix.reset();
  103979. if (_this.attachedMesh.parent) {
  103980. _this.attachedMesh.parent.computeWorldMatrix().invertToRef(tmpMatrix);
  103981. tmpMatrix.getRotationMatrixToRef(tmpMatrix);
  103982. BABYLON.Vector3.TransformCoordinatesToRef(planeNormalTowardsCamera, tmpMatrix, planeNormalTowardsCamera);
  103983. }
  103984. // Convert angle and axis to quaternion (http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm)
  103985. var quaternionCoefficient = Math.sin(angle / 2);
  103986. amountToRotate.set(planeNormalTowardsCamera.x * quaternionCoefficient, planeNormalTowardsCamera.y * quaternionCoefficient, planeNormalTowardsCamera.z * quaternionCoefficient, Math.cos(angle / 2));
  103987. // 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
  103988. if (tmpMatrix.determinant() > 0) {
  103989. amountToRotate.toEulerAnglesToRef(tmpVector);
  103990. BABYLON.Quaternion.RotationYawPitchRollToRef(tmpVector.y, -tmpVector.x, -tmpVector.z, amountToRotate);
  103991. }
  103992. if (_this.updateGizmoRotationToMatchAttachedMesh) {
  103993. // Rotate selected mesh quaternion over fixed axis
  103994. _this.attachedMesh.rotationQuaternion.multiplyToRef(amountToRotate, _this.attachedMesh.rotationQuaternion);
  103995. }
  103996. else {
  103997. // Rotate selected mesh quaternion over rotated axis
  103998. amountToRotate.multiplyToRef(_this.attachedMesh.rotationQuaternion, _this.attachedMesh.rotationQuaternion);
  103999. }
  104000. lastDragPosition.copyFrom(event.dragPlanePoint);
  104001. if (snapped) {
  104002. tmpSnapEvent.snapDistance = angle;
  104003. _this.onSnapObservable.notifyObservers(tmpSnapEvent);
  104004. }
  104005. }
  104006. });
  104007. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104008. if (_this._customMeshSet) {
  104009. return;
  104010. }
  104011. var isHovered = pointerInfo.pickInfo && (_this._rootMesh.getChildMeshes().indexOf(pointerInfo.pickInfo.pickedMesh) != -1);
  104012. var material = isHovered ? hoverMaterial : coloredMaterial;
  104013. _this._rootMesh.getChildMeshes().forEach(function (m) {
  104014. m.material = material;
  104015. if (m.color) {
  104016. m.color = material.emissiveColor;
  104017. }
  104018. });
  104019. });
  104020. return _this;
  104021. }
  104022. PlaneRotationGizmo.prototype._attachedMeshChanged = function (value) {
  104023. if (this.dragBehavior) {
  104024. this.dragBehavior.enabled = value ? true : false;
  104025. }
  104026. };
  104027. /**
  104028. * Disposes of the gizmo
  104029. */
  104030. PlaneRotationGizmo.prototype.dispose = function () {
  104031. this.onSnapObservable.clear();
  104032. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104033. this.dragBehavior.detach();
  104034. _super.prototype.dispose.call(this);
  104035. };
  104036. return PlaneRotationGizmo;
  104037. }(BABYLON.Gizmo));
  104038. BABYLON.PlaneRotationGizmo = PlaneRotationGizmo;
  104039. })(BABYLON || (BABYLON = {}));
  104040. //# sourceMappingURL=babylon.planeRotationGizmo.js.map
  104041. var BABYLON;
  104042. (function (BABYLON) {
  104043. /**
  104044. * Gizmo that enables dragging a mesh along 3 axis
  104045. */
  104046. var PositionGizmo = /** @class */ (function (_super) {
  104047. __extends(PositionGizmo, _super);
  104048. /**
  104049. * Creates a PositionGizmo
  104050. * @param gizmoLayer The utility layer the gizmo will be added to
  104051. */
  104052. function PositionGizmo(gizmoLayer) {
  104053. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104054. var _this = _super.call(this, gizmoLayer) || this;
  104055. /** Fires an event when any of it's sub gizmos are dragged */
  104056. _this.onDragStartObservable = new BABYLON.Observable();
  104057. /** Fires an event when any of it's sub gizmos are released from dragging */
  104058. _this.onDragEndObservable = new BABYLON.Observable();
  104059. _this.xGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104060. _this.yGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104061. _this.zGizmo = new BABYLON.AxisDragGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104062. // Relay drag events
  104063. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104064. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104065. _this.onDragStartObservable.notifyObservers({});
  104066. });
  104067. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104068. _this.onDragEndObservable.notifyObservers({});
  104069. });
  104070. });
  104071. _this.attachedMesh = null;
  104072. return _this;
  104073. }
  104074. Object.defineProperty(PositionGizmo.prototype, "attachedMesh", {
  104075. set: function (mesh) {
  104076. if (this.xGizmo) {
  104077. this.xGizmo.attachedMesh = mesh;
  104078. this.yGizmo.attachedMesh = mesh;
  104079. this.zGizmo.attachedMesh = mesh;
  104080. }
  104081. },
  104082. enumerable: true,
  104083. configurable: true
  104084. });
  104085. Object.defineProperty(PositionGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104086. get: function () {
  104087. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104088. },
  104089. set: function (value) {
  104090. if (this.xGizmo) {
  104091. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104092. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104093. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104094. }
  104095. },
  104096. enumerable: true,
  104097. configurable: true
  104098. });
  104099. Object.defineProperty(PositionGizmo.prototype, "snapDistance", {
  104100. get: function () {
  104101. return this.xGizmo.snapDistance;
  104102. },
  104103. /**
  104104. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104105. */
  104106. set: function (value) {
  104107. if (this.xGizmo) {
  104108. this.xGizmo.snapDistance = value;
  104109. this.yGizmo.snapDistance = value;
  104110. this.zGizmo.snapDistance = value;
  104111. }
  104112. },
  104113. enumerable: true,
  104114. configurable: true
  104115. });
  104116. Object.defineProperty(PositionGizmo.prototype, "scaleRatio", {
  104117. get: function () {
  104118. return this.xGizmo.scaleRatio;
  104119. },
  104120. /**
  104121. * Ratio for the scale of the gizmo (Default: 1)
  104122. */
  104123. set: function (value) {
  104124. if (this.xGizmo) {
  104125. this.xGizmo.scaleRatio = value;
  104126. this.yGizmo.scaleRatio = value;
  104127. this.zGizmo.scaleRatio = value;
  104128. }
  104129. },
  104130. enumerable: true,
  104131. configurable: true
  104132. });
  104133. /**
  104134. * Disposes of the gizmo
  104135. */
  104136. PositionGizmo.prototype.dispose = function () {
  104137. this.xGizmo.dispose();
  104138. this.yGizmo.dispose();
  104139. this.zGizmo.dispose();
  104140. this.onDragStartObservable.clear();
  104141. this.onDragEndObservable.clear();
  104142. };
  104143. /**
  104144. * CustomMeshes are not supported by this gizmo
  104145. * @param mesh The mesh to replace the default mesh of the gizmo
  104146. */
  104147. PositionGizmo.prototype.setCustomMesh = function (mesh) {
  104148. 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)");
  104149. };
  104150. return PositionGizmo;
  104151. }(BABYLON.Gizmo));
  104152. BABYLON.PositionGizmo = PositionGizmo;
  104153. })(BABYLON || (BABYLON = {}));
  104154. //# sourceMappingURL=babylon.positionGizmo.js.map
  104155. var BABYLON;
  104156. (function (BABYLON) {
  104157. /**
  104158. * Gizmo that enables rotating a mesh along 3 axis
  104159. */
  104160. var RotationGizmo = /** @class */ (function (_super) {
  104161. __extends(RotationGizmo, _super);
  104162. /**
  104163. * Creates a RotationGizmo
  104164. * @param gizmoLayer The utility layer the gizmo will be added to
  104165. * @param tessellation Amount of tessellation to be used when creating rotation circles
  104166. */
  104167. function RotationGizmo(gizmoLayer, tessellation) {
  104168. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104169. if (tessellation === void 0) { tessellation = 32; }
  104170. var _this = _super.call(this, gizmoLayer) || this;
  104171. /** Fires an event when any of it's sub gizmos are dragged */
  104172. _this.onDragStartObservable = new BABYLON.Observable();
  104173. /** Fires an event when any of it's sub gizmos are released from dragging */
  104174. _this.onDragEndObservable = new BABYLON.Observable();
  104175. _this.xGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer, tessellation);
  104176. _this.yGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer, tessellation);
  104177. _this.zGizmo = new BABYLON.PlaneRotationGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer, tessellation);
  104178. // Relay drag events
  104179. [_this.xGizmo, _this.yGizmo, _this.zGizmo].forEach(function (gizmo) {
  104180. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104181. _this.onDragStartObservable.notifyObservers({});
  104182. });
  104183. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104184. _this.onDragEndObservable.notifyObservers({});
  104185. });
  104186. });
  104187. _this.attachedMesh = null;
  104188. return _this;
  104189. }
  104190. Object.defineProperty(RotationGizmo.prototype, "attachedMesh", {
  104191. set: function (mesh) {
  104192. if (this.xGizmo) {
  104193. this.xGizmo.attachedMesh = mesh;
  104194. this.yGizmo.attachedMesh = mesh;
  104195. this.zGizmo.attachedMesh = mesh;
  104196. }
  104197. },
  104198. enumerable: true,
  104199. configurable: true
  104200. });
  104201. Object.defineProperty(RotationGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104202. get: function () {
  104203. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104204. },
  104205. set: function (value) {
  104206. if (this.xGizmo) {
  104207. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104208. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104209. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104210. }
  104211. },
  104212. enumerable: true,
  104213. configurable: true
  104214. });
  104215. Object.defineProperty(RotationGizmo.prototype, "snapDistance", {
  104216. get: function () {
  104217. return this.xGizmo.snapDistance;
  104218. },
  104219. /**
  104220. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104221. */
  104222. set: function (value) {
  104223. if (this.xGizmo) {
  104224. this.xGizmo.snapDistance = value;
  104225. this.yGizmo.snapDistance = value;
  104226. this.zGizmo.snapDistance = value;
  104227. }
  104228. },
  104229. enumerable: true,
  104230. configurable: true
  104231. });
  104232. Object.defineProperty(RotationGizmo.prototype, "scaleRatio", {
  104233. get: function () {
  104234. return this.xGizmo.scaleRatio;
  104235. },
  104236. /**
  104237. * Ratio for the scale of the gizmo (Default: 1)
  104238. */
  104239. set: function (value) {
  104240. if (this.xGizmo) {
  104241. this.xGizmo.scaleRatio = value;
  104242. this.yGizmo.scaleRatio = value;
  104243. this.zGizmo.scaleRatio = value;
  104244. }
  104245. },
  104246. enumerable: true,
  104247. configurable: true
  104248. });
  104249. /**
  104250. * Disposes of the gizmo
  104251. */
  104252. RotationGizmo.prototype.dispose = function () {
  104253. this.xGizmo.dispose();
  104254. this.yGizmo.dispose();
  104255. this.zGizmo.dispose();
  104256. this.onDragStartObservable.clear();
  104257. this.onDragEndObservable.clear();
  104258. };
  104259. /**
  104260. * CustomMeshes are not supported by this gizmo
  104261. * @param mesh The mesh to replace the default mesh of the gizmo
  104262. */
  104263. RotationGizmo.prototype.setCustomMesh = function (mesh) {
  104264. 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)");
  104265. };
  104266. return RotationGizmo;
  104267. }(BABYLON.Gizmo));
  104268. BABYLON.RotationGizmo = RotationGizmo;
  104269. })(BABYLON || (BABYLON = {}));
  104270. //# sourceMappingURL=babylon.rotationGizmo.js.map
  104271. var BABYLON;
  104272. (function (BABYLON) {
  104273. /**
  104274. * Gizmo that enables scaling a mesh along 3 axis
  104275. */
  104276. var ScaleGizmo = /** @class */ (function (_super) {
  104277. __extends(ScaleGizmo, _super);
  104278. /**
  104279. * Creates a ScaleGizmo
  104280. * @param gizmoLayer The utility layer the gizmo will be added to
  104281. */
  104282. function ScaleGizmo(gizmoLayer) {
  104283. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultUtilityLayer; }
  104284. var _this = _super.call(this, gizmoLayer) || this;
  104285. /** Fires an event when any of it's sub gizmos are dragged */
  104286. _this.onDragStartObservable = new BABYLON.Observable();
  104287. /** Fires an event when any of it's sub gizmos are released from dragging */
  104288. _this.onDragEndObservable = new BABYLON.Observable();
  104289. _this.xGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(1, 0, 0), BABYLON.Color3.Red().scale(0.5), gizmoLayer);
  104290. _this.yGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Green().scale(0.5), gizmoLayer);
  104291. _this.zGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 0, 1), BABYLON.Color3.Blue().scale(0.5), gizmoLayer);
  104292. // Create uniform scale gizmo
  104293. _this.uniformScaleGizmo = new BABYLON.AxisScaleGizmo(new BABYLON.Vector3(0, 1, 0), BABYLON.Color3.Yellow().scale(0.5), gizmoLayer);
  104294. _this.uniformScaleGizmo.updateGizmoRotationToMatchAttachedMesh = false;
  104295. _this.uniformScaleGizmo.uniformScaling = true;
  104296. var uniformScalingMesh = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104297. uniformScalingMesh.scaling.scaleInPlace(0.02);
  104298. uniformScalingMesh.visibility = 0;
  104299. var octahedron = BABYLON.Mesh.CreatePolyhedron("", { type: 1 }, _this.uniformScaleGizmo.gizmoLayer.utilityLayerScene);
  104300. octahedron.scaling.scaleInPlace(0.007);
  104301. uniformScalingMesh.addChild(octahedron);
  104302. _this.uniformScaleGizmo.setCustomMesh(uniformScalingMesh, true);
  104303. // Relay drag events
  104304. [_this.xGizmo, _this.yGizmo, _this.zGizmo, _this.uniformScaleGizmo].forEach(function (gizmo) {
  104305. gizmo.dragBehavior.onDragStartObservable.add(function () {
  104306. _this.onDragStartObservable.notifyObservers({});
  104307. });
  104308. gizmo.dragBehavior.onDragEndObservable.add(function () {
  104309. _this.onDragEndObservable.notifyObservers({});
  104310. });
  104311. });
  104312. _this.attachedMesh = null;
  104313. return _this;
  104314. }
  104315. Object.defineProperty(ScaleGizmo.prototype, "attachedMesh", {
  104316. set: function (mesh) {
  104317. if (this.xGizmo) {
  104318. this.xGizmo.attachedMesh = mesh;
  104319. this.yGizmo.attachedMesh = mesh;
  104320. this.zGizmo.attachedMesh = mesh;
  104321. this.uniformScaleGizmo.attachedMesh = mesh;
  104322. }
  104323. },
  104324. enumerable: true,
  104325. configurable: true
  104326. });
  104327. Object.defineProperty(ScaleGizmo.prototype, "updateGizmoRotationToMatchAttachedMesh", {
  104328. get: function () {
  104329. return this.xGizmo.updateGizmoRotationToMatchAttachedMesh;
  104330. },
  104331. set: function (value) {
  104332. if (!value) {
  104333. BABYLON.Tools.Warn("Setting updateGizmoRotationToMatchAttachedMesh = false on scaling gizmo is not supported.");
  104334. }
  104335. if (this.xGizmo) {
  104336. this.xGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104337. this.yGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104338. this.zGizmo.updateGizmoRotationToMatchAttachedMesh = value;
  104339. }
  104340. },
  104341. enumerable: true,
  104342. configurable: true
  104343. });
  104344. Object.defineProperty(ScaleGizmo.prototype, "snapDistance", {
  104345. get: function () {
  104346. return this.xGizmo.snapDistance;
  104347. },
  104348. /**
  104349. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  104350. */
  104351. set: function (value) {
  104352. if (this.xGizmo) {
  104353. this.xGizmo.snapDistance = value;
  104354. this.yGizmo.snapDistance = value;
  104355. this.zGizmo.snapDistance = value;
  104356. this.uniformScaleGizmo.snapDistance = value;
  104357. }
  104358. },
  104359. enumerable: true,
  104360. configurable: true
  104361. });
  104362. Object.defineProperty(ScaleGizmo.prototype, "scaleRatio", {
  104363. get: function () {
  104364. return this.xGizmo.scaleRatio;
  104365. },
  104366. /**
  104367. * Ratio for the scale of the gizmo (Default: 1)
  104368. */
  104369. set: function (value) {
  104370. if (this.xGizmo) {
  104371. this.xGizmo.scaleRatio = value;
  104372. this.yGizmo.scaleRatio = value;
  104373. this.zGizmo.scaleRatio = value;
  104374. this.uniformScaleGizmo.scaleRatio = value;
  104375. }
  104376. },
  104377. enumerable: true,
  104378. configurable: true
  104379. });
  104380. /**
  104381. * Disposes of the gizmo
  104382. */
  104383. ScaleGizmo.prototype.dispose = function () {
  104384. this.xGizmo.dispose();
  104385. this.yGizmo.dispose();
  104386. this.zGizmo.dispose();
  104387. this.uniformScaleGizmo.dispose();
  104388. this.onDragStartObservable.clear();
  104389. this.onDragEndObservable.clear();
  104390. };
  104391. return ScaleGizmo;
  104392. }(BABYLON.Gizmo));
  104393. BABYLON.ScaleGizmo = ScaleGizmo;
  104394. })(BABYLON || (BABYLON = {}));
  104395. //# sourceMappingURL=babylon.scaleGizmo.js.map
  104396. var BABYLON;
  104397. (function (BABYLON) {
  104398. /**
  104399. * Bounding box gizmo
  104400. */
  104401. var BoundingBoxGizmo = /** @class */ (function (_super) {
  104402. __extends(BoundingBoxGizmo, _super);
  104403. /**
  104404. * Creates an BoundingBoxGizmo
  104405. * @param gizmoLayer The utility layer the gizmo will be added to
  104406. * @param color The color of the gizmo
  104407. */
  104408. function BoundingBoxGizmo(color, gizmoLayer) {
  104409. if (color === void 0) { color = BABYLON.Color3.Gray(); }
  104410. if (gizmoLayer === void 0) { gizmoLayer = BABYLON.UtilityLayerRenderer.DefaultKeepDepthUtilityLayer; }
  104411. var _this = _super.call(this, gizmoLayer) || this;
  104412. _this._boundingDimensions = new BABYLON.Vector3(1, 1, 1);
  104413. _this._renderObserver = null;
  104414. _this._pointerObserver = null;
  104415. _this._scaleDragSpeed = 0.2;
  104416. _this._tmpQuaternion = new BABYLON.Quaternion();
  104417. _this._tmpVector = new BABYLON.Vector3(0, 0, 0);
  104418. _this._tmpRotationMatrix = new BABYLON.Matrix();
  104419. /**
  104420. * 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)
  104421. */
  104422. _this.ignoreChildren = false;
  104423. /**
  104424. * 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)
  104425. */
  104426. _this.includeChildPredicate = null;
  104427. /**
  104428. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  104429. */
  104430. _this.rotationSphereSize = 0.1;
  104431. /**
  104432. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  104433. */
  104434. _this.scaleBoxSize = 0.1;
  104435. /**
  104436. * 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)
  104437. */
  104438. _this.fixedDragMeshScreenSize = false;
  104439. /**
  104440. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  104441. */
  104442. _this.fixedDragMeshScreenSizeDistanceFactor = 10;
  104443. /**
  104444. * Fired when a rotation sphere or scale box is dragged
  104445. */
  104446. _this.onDragStartObservable = new BABYLON.Observable();
  104447. /**
  104448. * Fired when a scale box is dragged
  104449. */
  104450. _this.onScaleBoxDragObservable = new BABYLON.Observable();
  104451. /**
  104452. * Fired when a scale box drag is ended
  104453. */
  104454. _this.onScaleBoxDragEndObservable = new BABYLON.Observable();
  104455. /**
  104456. * Fired when a rotation sphere is dragged
  104457. */
  104458. _this.onRotationSphereDragObservable = new BABYLON.Observable();
  104459. /**
  104460. * Fired when a rotation sphere drag is ended
  104461. */
  104462. _this.onRotationSphereDragEndObservable = new BABYLON.Observable();
  104463. /**
  104464. * 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)
  104465. */
  104466. _this.scalePivot = null;
  104467. _this._existingMeshScale = new BABYLON.Vector3();
  104468. // Dragging
  104469. _this._dragMesh = null;
  104470. _this.pointerDragBehavior = new BABYLON.PointerDragBehavior();
  104471. // Do not update the gizmo's scale so it has a fixed size to the object its attached to
  104472. _this._updateScale = false;
  104473. _this._anchorMesh = new BABYLON.AbstractMesh("anchor", gizmoLayer.utilityLayerScene);
  104474. // Create Materials
  104475. var coloredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104476. coloredMaterial.disableLighting = true;
  104477. coloredMaterial.emissiveColor = color;
  104478. var hoverColoredMaterial = new BABYLON.StandardMaterial("", gizmoLayer.utilityLayerScene);
  104479. hoverColoredMaterial.disableLighting = true;
  104480. hoverColoredMaterial.emissiveColor = color.clone().add(new BABYLON.Color3(0.3, 0.3, 0.3));
  104481. // Build bounding box out of lines
  104482. _this._lineBoundingBox = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104483. _this._lineBoundingBox.rotationQuaternion = new BABYLON.Quaternion();
  104484. var lines = [];
  104485. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(_this._boundingDimensions.x, 0, 0)] }, gizmoLayer.utilityLayerScene));
  104486. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, _this._boundingDimensions.y, 0)] }, gizmoLayer.utilityLayerScene));
  104487. lines.push(BABYLON.MeshBuilder.CreateLines("lines", { points: [new BABYLON.Vector3(0, 0, 0), new BABYLON.Vector3(0, 0, _this._boundingDimensions.z)] }, gizmoLayer.utilityLayerScene));
  104488. 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));
  104489. 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));
  104490. 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));
  104491. 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));
  104492. 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));
  104493. 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));
  104494. 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));
  104495. 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));
  104496. 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));
  104497. lines.forEach(function (l) {
  104498. l.color = color;
  104499. l.position.addInPlace(new BABYLON.Vector3(-_this._boundingDimensions.x / 2, -_this._boundingDimensions.y / 2, -_this._boundingDimensions.z / 2));
  104500. l.isPickable = false;
  104501. _this._lineBoundingBox.addChild(l);
  104502. });
  104503. _this._rootMesh.addChild(_this._lineBoundingBox);
  104504. // Create rotation spheres
  104505. _this._rotateSpheresParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104506. _this._rotateSpheresParent.rotationQuaternion = new BABYLON.Quaternion();
  104507. var _loop_1 = function (i_1) {
  104508. var sphere = BABYLON.MeshBuilder.CreateSphere("", { diameter: 1 }, gizmoLayer.utilityLayerScene);
  104509. sphere.rotationQuaternion = new BABYLON.Quaternion();
  104510. sphere.material = coloredMaterial;
  104511. // Drag behavior
  104512. _dragBehavior = new BABYLON.PointerDragBehavior({});
  104513. _dragBehavior.moveAttached = false;
  104514. _dragBehavior.updateDragPlane = false;
  104515. sphere.addBehavior(_dragBehavior);
  104516. var startingTurnDirection = new BABYLON.Vector3(1, 0, 0);
  104517. var totalTurnAmountOfDrag = 0;
  104518. _dragBehavior.onDragStartObservable.add(function (event) {
  104519. startingTurnDirection.copyFrom(sphere.forward);
  104520. totalTurnAmountOfDrag = 0;
  104521. });
  104522. _dragBehavior.onDragObservable.add(function (event) {
  104523. _this.onRotationSphereDragObservable.notifyObservers({});
  104524. if (_this.attachedMesh) {
  104525. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104526. var worldDragDirection = startingTurnDirection;
  104527. // Project the world right on to the drag plane
  104528. var toSub = event.dragPlaneNormal.scale(BABYLON.Vector3.Dot(event.dragPlaneNormal, worldDragDirection));
  104529. var dragAxis = worldDragDirection.subtract(toSub).normalizeToNew();
  104530. // project drag delta on to the resulting drag axis and rotate based on that
  104531. var projectDist = BABYLON.Vector3.Dot(dragAxis, event.delta) < 0 ? Math.abs(event.delta.length()) : -Math.abs(event.delta.length());
  104532. // Make rotation relative to size of mesh.
  104533. projectDist = (projectDist / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104534. // Rotate based on axis
  104535. if (!_this.attachedMesh.rotationQuaternion) {
  104536. _this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this.attachedMesh.rotation.y, _this.attachedMesh.rotation.x, _this.attachedMesh.rotation.z);
  104537. }
  104538. if (!_this._anchorMesh.rotationQuaternion) {
  104539. _this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(_this._anchorMesh.rotation.y, _this._anchorMesh.rotation.x, _this._anchorMesh.rotation.z);
  104540. }
  104541. // Do not allow the object to turn more than a full circle
  104542. totalTurnAmountOfDrag += projectDist;
  104543. if (Math.abs(totalTurnAmountOfDrag) <= 2 * Math.PI) {
  104544. if (i_1 >= 8) {
  104545. BABYLON.Quaternion.RotationYawPitchRollToRef(0, 0, projectDist, _this._tmpQuaternion);
  104546. }
  104547. else if (i_1 >= 4) {
  104548. BABYLON.Quaternion.RotationYawPitchRollToRef(projectDist, 0, 0, _this._tmpQuaternion);
  104549. }
  104550. else {
  104551. BABYLON.Quaternion.RotationYawPitchRollToRef(0, projectDist, 0, _this._tmpQuaternion);
  104552. }
  104553. // Rotate around center of bounding box
  104554. _this._anchorMesh.addChild(_this.attachedMesh);
  104555. _this._anchorMesh.rotationQuaternion.multiplyToRef(_this._tmpQuaternion, _this._anchorMesh.rotationQuaternion);
  104556. _this._anchorMesh.removeChild(_this.attachedMesh);
  104557. }
  104558. _this.updateBoundingBox();
  104559. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104560. }
  104561. _this._updateDummy();
  104562. });
  104563. // Selection/deselection
  104564. _dragBehavior.onDragStartObservable.add(function () {
  104565. _this.onDragStartObservable.notifyObservers({});
  104566. _this._selectNode(sphere);
  104567. });
  104568. _dragBehavior.onDragEndObservable.add(function () {
  104569. _this.onRotationSphereDragEndObservable.notifyObservers({});
  104570. _this._selectNode(null);
  104571. _this._updateDummy();
  104572. });
  104573. this_1._rotateSpheresParent.addChild(sphere);
  104574. };
  104575. var this_1 = this, _dragBehavior;
  104576. for (var i_1 = 0; i_1 < 12; i_1++) {
  104577. _loop_1(i_1);
  104578. }
  104579. _this._rootMesh.addChild(_this._rotateSpheresParent);
  104580. // Create scale cubes
  104581. _this._scaleBoxesParent = new BABYLON.AbstractMesh("", gizmoLayer.utilityLayerScene);
  104582. _this._scaleBoxesParent.rotationQuaternion = new BABYLON.Quaternion();
  104583. for (var i = 0; i < 2; i++) {
  104584. for (var j = 0; j < 2; j++) {
  104585. var _loop_2 = function () {
  104586. var box = BABYLON.MeshBuilder.CreateBox("", { size: 1 }, gizmoLayer.utilityLayerScene);
  104587. box.material = coloredMaterial;
  104588. // Dragging logic
  104589. var dragAxis = new BABYLON.Vector3(i == 0 ? -1 : 1, j == 0 ? -1 : 1, k == 0 ? -1 : 1);
  104590. _dragBehavior = new BABYLON.PointerDragBehavior({ dragAxis: dragAxis });
  104591. _dragBehavior.moveAttached = false;
  104592. box.addBehavior(_dragBehavior);
  104593. _dragBehavior.onDragObservable.add(function (event) {
  104594. _this.onScaleBoxDragObservable.notifyObservers({});
  104595. if (_this.attachedMesh) {
  104596. BoundingBoxGizmo._RemoveAndStorePivotPoint(_this.attachedMesh);
  104597. var relativeDragDistance = (event.dragDistance / _this._boundingDimensions.length()) * _this._anchorMesh.scaling.length();
  104598. var deltaScale = new BABYLON.Vector3(relativeDragDistance, relativeDragDistance, relativeDragDistance);
  104599. deltaScale.scaleInPlace(_this._scaleDragSpeed);
  104600. _this.updateBoundingBox();
  104601. if (_this.scalePivot) {
  104602. _this.attachedMesh.getWorldMatrix().getRotationMatrixToRef(_this._tmpRotationMatrix);
  104603. // Move anchor to desired pivot point (Bottom left corner + dimension/2)
  104604. _this._boundingDimensions.scaleToRef(0.5, _this._tmpVector);
  104605. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104606. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104607. _this._boundingDimensions.multiplyToRef(_this.scalePivot, _this._tmpVector);
  104608. BABYLON.Vector3.TransformCoordinatesToRef(_this._tmpVector, _this._tmpRotationMatrix, _this._tmpVector);
  104609. _this._anchorMesh.position.addInPlace(_this._tmpVector);
  104610. }
  104611. else {
  104612. // Scale from the position of the opposite corner
  104613. box.absolutePosition.subtractToRef(_this._anchorMesh.position, _this._tmpVector);
  104614. _this._anchorMesh.position.subtractInPlace(_this._tmpVector);
  104615. }
  104616. _this._anchorMesh.addChild(_this.attachedMesh);
  104617. _this._anchorMesh.scaling.addInPlace(deltaScale);
  104618. if (_this._anchorMesh.scaling.x < 0 || _this._anchorMesh.scaling.y < 0 || _this._anchorMesh.scaling.z < 0) {
  104619. _this._anchorMesh.scaling.subtractInPlace(deltaScale);
  104620. }
  104621. _this._anchorMesh.removeChild(_this.attachedMesh);
  104622. BoundingBoxGizmo._RestorePivotPoint(_this.attachedMesh);
  104623. }
  104624. _this._updateDummy();
  104625. });
  104626. // Selection/deselection
  104627. _dragBehavior.onDragStartObservable.add(function () {
  104628. _this.onDragStartObservable.notifyObservers({});
  104629. _this._selectNode(box);
  104630. });
  104631. _dragBehavior.onDragEndObservable.add(function () {
  104632. _this.onScaleBoxDragEndObservable.notifyObservers({});
  104633. _this._selectNode(null);
  104634. _this._updateDummy();
  104635. });
  104636. this_2._scaleBoxesParent.addChild(box);
  104637. };
  104638. var this_2 = this, _dragBehavior;
  104639. for (var k = 0; k < 2; k++) {
  104640. _loop_2();
  104641. }
  104642. }
  104643. }
  104644. _this._rootMesh.addChild(_this._scaleBoxesParent);
  104645. // Hover color change
  104646. var pointerIds = new Array();
  104647. _this._pointerObserver = gizmoLayer.utilityLayerScene.onPointerObservable.add(function (pointerInfo, eventState) {
  104648. if (!pointerIds[pointerInfo.event.pointerId]) {
  104649. _this._rotateSpheresParent.getChildMeshes().concat(_this._scaleBoxesParent.getChildMeshes()).forEach(function (mesh) {
  104650. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh == mesh) {
  104651. pointerIds[pointerInfo.event.pointerId] = mesh;
  104652. mesh.material = hoverColoredMaterial;
  104653. }
  104654. });
  104655. }
  104656. else {
  104657. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh != pointerIds[pointerInfo.event.pointerId]) {
  104658. pointerIds[pointerInfo.event.pointerId].material = coloredMaterial;
  104659. delete pointerIds[pointerInfo.event.pointerId];
  104660. }
  104661. }
  104662. });
  104663. // Update bounding box positions
  104664. _this._renderObserver = _this.gizmoLayer.originalScene.onBeforeRenderObservable.add(function () {
  104665. // Only update the bouding box if scaling has changed
  104666. if (_this.attachedMesh && !_this._existingMeshScale.equals(_this.attachedMesh.scaling)) {
  104667. _this.updateBoundingBox();
  104668. }
  104669. else if (_this.fixedDragMeshScreenSize) {
  104670. _this._updateRotationSpheres();
  104671. _this._updateScaleBoxes();
  104672. }
  104673. // If dragg mesh is enabled and dragging, update the attached mesh pose to match the drag mesh
  104674. if (_this._dragMesh && _this.attachedMesh && _this.pointerDragBehavior.dragging) {
  104675. _this._lineBoundingBox.position.rotateByQuaternionToRef(_this._rootMesh.rotationQuaternion, _this._tmpVector);
  104676. _this.attachedMesh.setAbsolutePosition(_this._dragMesh.position.add(_this._tmpVector.scale(-1)));
  104677. }
  104678. });
  104679. _this.updateBoundingBox();
  104680. return _this;
  104681. }
  104682. /** @hidden */
  104683. BoundingBoxGizmo._RemoveAndStorePivotPoint = function (mesh) {
  104684. if (mesh && BoundingBoxGizmo._PivotCached === 0) {
  104685. // Save old pivot and set pivot to 0,0,0
  104686. mesh.getPivotPointToRef(BoundingBoxGizmo._OldPivotPoint);
  104687. if (!BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0)) {
  104688. mesh.setPivotMatrix(BABYLON.Matrix.IdentityReadOnly);
  104689. BoundingBoxGizmo._OldPivotPoint.subtractToRef(mesh.getPivotPoint(), BoundingBoxGizmo._PivotTranslation);
  104690. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104691. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104692. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104693. mesh.position.addInPlace(BoundingBoxGizmo._PivotTmpVector);
  104694. }
  104695. }
  104696. BoundingBoxGizmo._PivotCached++;
  104697. };
  104698. /** @hidden */
  104699. BoundingBoxGizmo._RestorePivotPoint = function (mesh) {
  104700. if (mesh && !BoundingBoxGizmo._OldPivotPoint.equalsToFloats(0, 0, 0) && BoundingBoxGizmo._PivotCached === 1) {
  104701. mesh.setPivotPoint(BoundingBoxGizmo._OldPivotPoint);
  104702. BoundingBoxGizmo._PivotTmpVector.copyFromFloats(1, 1, 1);
  104703. BoundingBoxGizmo._PivotTmpVector.subtractInPlace(mesh.scaling);
  104704. BoundingBoxGizmo._PivotTmpVector.multiplyInPlace(BoundingBoxGizmo._PivotTranslation);
  104705. mesh.position.subtractInPlace(BoundingBoxGizmo._PivotTmpVector);
  104706. }
  104707. this._PivotCached--;
  104708. };
  104709. BoundingBoxGizmo.prototype._attachedMeshChanged = function (value) {
  104710. var _this = this;
  104711. if (value) {
  104712. // Reset anchor mesh to match attached mesh's scale
  104713. // This is needed to avoid invalid box/sphere position on first drag
  104714. BoundingBoxGizmo._RemoveAndStorePivotPoint(value);
  104715. this._anchorMesh.addChild(value);
  104716. this._anchorMesh.removeChild(value);
  104717. BoundingBoxGizmo._RestorePivotPoint(value);
  104718. this.updateBoundingBox();
  104719. this.gizmoLayer.utilityLayerScene.onAfterRenderObservable.addOnce(function () {
  104720. _this._updateDummy();
  104721. });
  104722. }
  104723. };
  104724. BoundingBoxGizmo.prototype._selectNode = function (selectedMesh) {
  104725. this._rotateSpheresParent.getChildMeshes()
  104726. .concat(this._scaleBoxesParent.getChildMeshes()).forEach(function (m, i) {
  104727. m.isVisible = (!selectedMesh || m == selectedMesh);
  104728. });
  104729. };
  104730. /**
  104731. * Updates the bounding box information for the Gizmo
  104732. */
  104733. BoundingBoxGizmo.prototype.updateBoundingBox = function () {
  104734. if (this.attachedMesh) {
  104735. BoundingBoxGizmo._RemoveAndStorePivotPoint(this.attachedMesh);
  104736. this._update();
  104737. // Rotate based on axis
  104738. if (!this.attachedMesh.rotationQuaternion) {
  104739. this.attachedMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this.attachedMesh.rotation.y, this.attachedMesh.rotation.x, this.attachedMesh.rotation.z);
  104740. }
  104741. if (!this._anchorMesh.rotationQuaternion) {
  104742. this._anchorMesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._anchorMesh.rotation.y, this._anchorMesh.rotation.x, this._anchorMesh.rotation.z);
  104743. }
  104744. this._anchorMesh.rotationQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104745. // Store original position and reset mesh to origin before computing the bounding box
  104746. this._tmpQuaternion.copyFrom(this.attachedMesh.rotationQuaternion);
  104747. this._tmpVector.copyFrom(this.attachedMesh.position);
  104748. this.attachedMesh.rotationQuaternion.set(0, 0, 0, 1);
  104749. this.attachedMesh.position.set(0, 0, 0);
  104750. // Update bounding dimensions/positions
  104751. var boundingMinMax = this.attachedMesh.getHierarchyBoundingVectors(!this.ignoreChildren, this.includeChildPredicate);
  104752. boundingMinMax.max.subtractToRef(boundingMinMax.min, this._boundingDimensions);
  104753. // Update gizmo to match bounding box scaling and rotation
  104754. this._lineBoundingBox.scaling.copyFrom(this._boundingDimensions);
  104755. 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);
  104756. this._rotateSpheresParent.position.copyFrom(this._lineBoundingBox.position);
  104757. this._scaleBoxesParent.position.copyFrom(this._lineBoundingBox.position);
  104758. this._lineBoundingBox.computeWorldMatrix();
  104759. this._anchorMesh.position.copyFrom(this._lineBoundingBox.absolutePosition);
  104760. // restore position/rotation values
  104761. this.attachedMesh.rotationQuaternion.copyFrom(this._tmpQuaternion);
  104762. this.attachedMesh.position.copyFrom(this._tmpVector);
  104763. }
  104764. this._updateRotationSpheres();
  104765. this._updateScaleBoxes();
  104766. if (this.attachedMesh) {
  104767. this._existingMeshScale.copyFrom(this.attachedMesh.scaling);
  104768. BoundingBoxGizmo._RestorePivotPoint(this.attachedMesh);
  104769. }
  104770. };
  104771. BoundingBoxGizmo.prototype._updateRotationSpheres = function () {
  104772. var rotateSpheres = this._rotateSpheresParent.getChildMeshes();
  104773. for (var i = 0; i < 3; i++) {
  104774. for (var j = 0; j < 2; j++) {
  104775. for (var k = 0; k < 2; k++) {
  104776. var index = ((i * 4) + (j * 2)) + k;
  104777. if (i == 0) {
  104778. rotateSpheres[index].position.set(this._boundingDimensions.x / 2, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104779. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104780. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Right()).normalizeToNew().add(rotateSpheres[index].position));
  104781. }
  104782. if (i == 1) {
  104783. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y / 2, this._boundingDimensions.z * k);
  104784. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104785. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Up()).normalizeToNew().add(rotateSpheres[index].position));
  104786. }
  104787. if (i == 2) {
  104788. rotateSpheres[index].position.set(this._boundingDimensions.x * j, this._boundingDimensions.y * k, this._boundingDimensions.z / 2);
  104789. rotateSpheres[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104790. rotateSpheres[index].lookAt(BABYLON.Vector3.Cross(rotateSpheres[index].position.normalizeToNew(), BABYLON.Vector3.Forward()).normalizeToNew().add(rotateSpheres[index].position));
  104791. }
  104792. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104793. rotateSpheres[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104794. var distanceFromCamera = this.rotationSphereSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104795. rotateSpheres[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104796. }
  104797. else {
  104798. rotateSpheres[index].scaling.set(this.rotationSphereSize, this.rotationSphereSize, this.rotationSphereSize);
  104799. }
  104800. }
  104801. }
  104802. }
  104803. };
  104804. BoundingBoxGizmo.prototype._updateScaleBoxes = function () {
  104805. var scaleBoxes = this._scaleBoxesParent.getChildMeshes();
  104806. for (var i = 0; i < 2; i++) {
  104807. for (var j = 0; j < 2; j++) {
  104808. for (var k = 0; k < 2; k++) {
  104809. var index = ((i * 4) + (j * 2)) + k;
  104810. if (scaleBoxes[index]) {
  104811. scaleBoxes[index].position.set(this._boundingDimensions.x * i, this._boundingDimensions.y * j, this._boundingDimensions.z * k);
  104812. scaleBoxes[index].position.addInPlace(new BABYLON.Vector3(-this._boundingDimensions.x / 2, -this._boundingDimensions.y / 2, -this._boundingDimensions.z / 2));
  104813. if (this.fixedDragMeshScreenSize && this.gizmoLayer.utilityLayerScene.activeCamera) {
  104814. scaleBoxes[index].absolutePosition.subtractToRef(this.gizmoLayer.utilityLayerScene.activeCamera.position, this._tmpVector);
  104815. var distanceFromCamera = this.scaleBoxSize * this._tmpVector.length() / this.fixedDragMeshScreenSizeDistanceFactor;
  104816. scaleBoxes[index].scaling.set(distanceFromCamera, distanceFromCamera, distanceFromCamera);
  104817. }
  104818. else {
  104819. scaleBoxes[index].scaling.set(this.scaleBoxSize, this.scaleBoxSize, this.scaleBoxSize);
  104820. }
  104821. }
  104822. }
  104823. }
  104824. }
  104825. };
  104826. /**
  104827. * Enables rotation on the specified axis and disables rotation on the others
  104828. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  104829. */
  104830. BoundingBoxGizmo.prototype.setEnabledRotationAxis = function (axis) {
  104831. this._rotateSpheresParent.getChildMeshes().forEach(function (m, i) {
  104832. if (i < 4) {
  104833. m.setEnabled(axis.indexOf("x") != -1);
  104834. }
  104835. else if (i < 8) {
  104836. m.setEnabled(axis.indexOf("y") != -1);
  104837. }
  104838. else {
  104839. m.setEnabled(axis.indexOf("z") != -1);
  104840. }
  104841. });
  104842. };
  104843. BoundingBoxGizmo.prototype._updateDummy = function () {
  104844. if (this._dragMesh) {
  104845. this._dragMesh.position.copyFrom(this._lineBoundingBox.getAbsolutePosition());
  104846. this._dragMesh.scaling.copyFrom(this._lineBoundingBox.scaling);
  104847. this._dragMesh.rotationQuaternion.copyFrom(this._rootMesh.rotationQuaternion);
  104848. }
  104849. };
  104850. /**
  104851. * Enables a pointer drag behavior on the bounding box of the gizmo
  104852. */
  104853. BoundingBoxGizmo.prototype.enableDragBehavior = function () {
  104854. this._dragMesh = BABYLON.Mesh.CreateBox("dummy", 1, this.gizmoLayer.utilityLayerScene);
  104855. this._dragMesh.visibility = 0;
  104856. this._dragMesh.rotationQuaternion = new BABYLON.Quaternion();
  104857. this.pointerDragBehavior.useObjectOrienationForDragging = false;
  104858. this._dragMesh.addBehavior(this.pointerDragBehavior);
  104859. };
  104860. /**
  104861. * Disposes of the gizmo
  104862. */
  104863. BoundingBoxGizmo.prototype.dispose = function () {
  104864. this.gizmoLayer.utilityLayerScene.onPointerObservable.remove(this._pointerObserver);
  104865. this.gizmoLayer.originalScene.onBeforeRenderObservable.remove(this._renderObserver);
  104866. this._lineBoundingBox.dispose();
  104867. this._rotateSpheresParent.dispose();
  104868. this._scaleBoxesParent.dispose();
  104869. if (this._dragMesh) {
  104870. this._dragMesh.dispose();
  104871. }
  104872. _super.prototype.dispose.call(this);
  104873. };
  104874. /**
  104875. * 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)
  104876. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  104877. * @returns the bounding box mesh with the passed in mesh as a child
  104878. */
  104879. BoundingBoxGizmo.MakeNotPickableAndWrapInBoundingBox = function (mesh) {
  104880. var makeNotPickable = function (root) {
  104881. root.isPickable = false;
  104882. root.getChildMeshes().forEach(function (c) {
  104883. makeNotPickable(c);
  104884. });
  104885. };
  104886. makeNotPickable(mesh);
  104887. // Reset position to get boudning box from origin with no rotation
  104888. if (!mesh.rotationQuaternion) {
  104889. mesh.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(mesh.rotation.y, mesh.rotation.x, mesh.rotation.z);
  104890. }
  104891. var oldPos = mesh.position.clone();
  104892. var oldRot = mesh.rotationQuaternion.clone();
  104893. mesh.rotationQuaternion.set(0, 0, 0, 1);
  104894. mesh.position.set(0, 0, 0);
  104895. // Update bounding dimensions/positions
  104896. var box = BABYLON.MeshBuilder.CreateBox("box", { size: 1 }, mesh.getScene());
  104897. var boundingMinMax = mesh.getHierarchyBoundingVectors();
  104898. boundingMinMax.max.subtractToRef(boundingMinMax.min, box.scaling);
  104899. // Adjust scale to avoid undefined behavior when adding child
  104900. if (box.scaling.y === 0) {
  104901. box.scaling.y = BABYLON.Epsilon;
  104902. }
  104903. if (box.scaling.x === 0) {
  104904. box.scaling.x = BABYLON.Epsilon;
  104905. }
  104906. if (box.scaling.z === 0) {
  104907. box.scaling.z = BABYLON.Epsilon;
  104908. }
  104909. box.position.set((boundingMinMax.max.x + boundingMinMax.min.x) / 2, (boundingMinMax.max.y + boundingMinMax.min.y) / 2, (boundingMinMax.max.z + boundingMinMax.min.z) / 2);
  104910. // Restore original positions
  104911. mesh.addChild(box);
  104912. mesh.rotationQuaternion.copyFrom(oldRot);
  104913. mesh.position.copyFrom(oldPos);
  104914. // Reverse parenting
  104915. mesh.removeChild(box);
  104916. box.addChild(mesh);
  104917. box.visibility = 0;
  104918. return box;
  104919. };
  104920. /**
  104921. * CustomMeshes are not supported by this gizmo
  104922. * @param mesh The mesh to replace the default mesh of the gizmo
  104923. */
  104924. BoundingBoxGizmo.prototype.setCustomMesh = function (mesh) {
  104925. BABYLON.Tools.Error("Custom meshes are not supported on this gizmo");
  104926. };
  104927. // Stores the state of the pivot cache (_oldPivotPoint, _pivotTranslation)
  104928. // store/remove pivot point should only be applied during their outermost calls
  104929. BoundingBoxGizmo._PivotCached = 0;
  104930. BoundingBoxGizmo._OldPivotPoint = new BABYLON.Vector3();
  104931. BoundingBoxGizmo._PivotTranslation = new BABYLON.Vector3();
  104932. BoundingBoxGizmo._PivotTmpVector = new BABYLON.Vector3();
  104933. return BoundingBoxGizmo;
  104934. }(BABYLON.Gizmo));
  104935. BABYLON.BoundingBoxGizmo = BoundingBoxGizmo;
  104936. })(BABYLON || (BABYLON = {}));
  104937. //# sourceMappingURL=babylon.boundingBoxGizmo.js.map
  104938. var BABYLON;
  104939. (function (BABYLON) {
  104940. /**
  104941. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  104942. */
  104943. var GizmoManager = /** @class */ (function () {
  104944. /**
  104945. * Instatiates a gizmo manager
  104946. * @param scene the scene to overlay the gizmos on top of
  104947. */
  104948. function GizmoManager(scene) {
  104949. var _this = this;
  104950. this.scene = scene;
  104951. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  104952. this.clearGizmoOnEmptyPointerEvent = false;
  104953. /** Fires an event when the manager is attached to a mesh */
  104954. this.onAttachedToMeshObservable = new BABYLON.Observable();
  104955. this._gizmosEnabled = { positionGizmo: false, rotationGizmo: false, scaleGizmo: false, boundingBoxGizmo: false };
  104956. this._pointerObserver = null;
  104957. this._attachedMesh = null;
  104958. this._boundingBoxColor = BABYLON.Color3.FromHexString("#0984e3");
  104959. /**
  104960. * When bounding box gizmo is enabled, this can be used to track drag/end events
  104961. */
  104962. this.boundingBoxDragBehavior = new BABYLON.SixDofDragBehavior();
  104963. /**
  104964. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  104965. */
  104966. this.attachableMeshes = null;
  104967. /**
  104968. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  104969. */
  104970. this.usePointerToAttachGizmos = true;
  104971. this._defaultKeepDepthUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104972. this._defaultKeepDepthUtilityLayer.utilityLayerScene.autoClearDepthAndStencil = false;
  104973. this._defaultUtilityLayer = new BABYLON.UtilityLayerRenderer(scene);
  104974. this.gizmos = { positionGizmo: null, rotationGizmo: null, scaleGizmo: null, boundingBoxGizmo: null };
  104975. // Instatiate/dispose gizmos based on pointer actions
  104976. this._pointerObserver = scene.onPointerObservable.add(function (pointerInfo, state) {
  104977. if (!_this.usePointerToAttachGizmos) {
  104978. return;
  104979. }
  104980. if (pointerInfo.type == BABYLON.PointerEventTypes.POINTERDOWN) {
  104981. if (pointerInfo.pickInfo && pointerInfo.pickInfo.pickedMesh) {
  104982. var node = pointerInfo.pickInfo.pickedMesh;
  104983. if (_this.attachableMeshes == null) {
  104984. // Attach to the most parent node
  104985. while (node && node.parent != null) {
  104986. node = node.parent;
  104987. }
  104988. }
  104989. else {
  104990. // Attach to the parent node that is an attachableMesh
  104991. var found = false;
  104992. _this.attachableMeshes.forEach(function (mesh) {
  104993. if (node && (node == mesh || node.isDescendantOf(mesh))) {
  104994. node = mesh;
  104995. found = true;
  104996. }
  104997. });
  104998. if (!found) {
  104999. node = null;
  105000. }
  105001. }
  105002. if (node instanceof BABYLON.AbstractMesh) {
  105003. if (_this._attachedMesh != node) {
  105004. _this.attachToMesh(node);
  105005. }
  105006. }
  105007. else {
  105008. if (_this.clearGizmoOnEmptyPointerEvent) {
  105009. _this.attachToMesh(null);
  105010. }
  105011. }
  105012. }
  105013. else {
  105014. if (_this.clearGizmoOnEmptyPointerEvent) {
  105015. _this.attachToMesh(null);
  105016. }
  105017. }
  105018. }
  105019. });
  105020. }
  105021. /**
  105022. * Attaches a set of gizmos to the specified mesh
  105023. * @param mesh The mesh the gizmo's should be attached to
  105024. */
  105025. GizmoManager.prototype.attachToMesh = function (mesh) {
  105026. if (this._attachedMesh) {
  105027. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105028. }
  105029. this._attachedMesh = mesh;
  105030. for (var key in this.gizmos) {
  105031. var gizmo = (this.gizmos[key]);
  105032. if (gizmo && this._gizmosEnabled[key]) {
  105033. gizmo.attachedMesh = mesh;
  105034. }
  105035. }
  105036. if (this.boundingBoxGizmoEnabled && this._attachedMesh) {
  105037. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105038. }
  105039. this.onAttachedToMeshObservable.notifyObservers(mesh);
  105040. };
  105041. Object.defineProperty(GizmoManager.prototype, "positionGizmoEnabled", {
  105042. get: function () {
  105043. return this._gizmosEnabled.positionGizmo;
  105044. },
  105045. /**
  105046. * If the position gizmo is enabled
  105047. */
  105048. set: function (value) {
  105049. if (value) {
  105050. if (!this.gizmos.positionGizmo) {
  105051. this.gizmos.positionGizmo = new BABYLON.PositionGizmo(this._defaultUtilityLayer);
  105052. }
  105053. this.gizmos.positionGizmo.attachedMesh = this._attachedMesh;
  105054. }
  105055. else if (this.gizmos.positionGizmo) {
  105056. this.gizmos.positionGizmo.attachedMesh = null;
  105057. }
  105058. this._gizmosEnabled.positionGizmo = value;
  105059. },
  105060. enumerable: true,
  105061. configurable: true
  105062. });
  105063. Object.defineProperty(GizmoManager.prototype, "rotationGizmoEnabled", {
  105064. get: function () {
  105065. return this._gizmosEnabled.rotationGizmo;
  105066. },
  105067. /**
  105068. * If the rotation gizmo is enabled
  105069. */
  105070. set: function (value) {
  105071. if (value) {
  105072. if (!this.gizmos.rotationGizmo) {
  105073. this.gizmos.rotationGizmo = new BABYLON.RotationGizmo(this._defaultUtilityLayer);
  105074. }
  105075. this.gizmos.rotationGizmo.attachedMesh = this._attachedMesh;
  105076. }
  105077. else if (this.gizmos.rotationGizmo) {
  105078. this.gizmos.rotationGizmo.attachedMesh = null;
  105079. }
  105080. this._gizmosEnabled.rotationGizmo = value;
  105081. },
  105082. enumerable: true,
  105083. configurable: true
  105084. });
  105085. Object.defineProperty(GizmoManager.prototype, "scaleGizmoEnabled", {
  105086. get: function () {
  105087. return this._gizmosEnabled.scaleGizmo;
  105088. },
  105089. /**
  105090. * If the scale gizmo is enabled
  105091. */
  105092. set: function (value) {
  105093. if (value) {
  105094. this.gizmos.scaleGizmo = this.gizmos.scaleGizmo || new BABYLON.ScaleGizmo(this._defaultUtilityLayer);
  105095. this.gizmos.scaleGizmo.attachedMesh = this._attachedMesh;
  105096. }
  105097. else if (this.gizmos.scaleGizmo) {
  105098. this.gizmos.scaleGizmo.attachedMesh = null;
  105099. }
  105100. this._gizmosEnabled.scaleGizmo = value;
  105101. },
  105102. enumerable: true,
  105103. configurable: true
  105104. });
  105105. Object.defineProperty(GizmoManager.prototype, "boundingBoxGizmoEnabled", {
  105106. get: function () {
  105107. return this._gizmosEnabled.boundingBoxGizmo;
  105108. },
  105109. /**
  105110. * If the boundingBox gizmo is enabled
  105111. */
  105112. set: function (value) {
  105113. if (value) {
  105114. this.gizmos.boundingBoxGizmo = this.gizmos.boundingBoxGizmo || new BABYLON.BoundingBoxGizmo(this._boundingBoxColor, this._defaultKeepDepthUtilityLayer);
  105115. this.gizmos.boundingBoxGizmo.attachedMesh = this._attachedMesh;
  105116. if (this._attachedMesh) {
  105117. this._attachedMesh.removeBehavior(this.boundingBoxDragBehavior);
  105118. this._attachedMesh.addBehavior(this.boundingBoxDragBehavior);
  105119. }
  105120. }
  105121. else if (this.gizmos.boundingBoxGizmo) {
  105122. this.gizmos.boundingBoxGizmo.attachedMesh = null;
  105123. }
  105124. this._gizmosEnabled.boundingBoxGizmo = value;
  105125. },
  105126. enumerable: true,
  105127. configurable: true
  105128. });
  105129. /**
  105130. * Disposes of the gizmo manager
  105131. */
  105132. GizmoManager.prototype.dispose = function () {
  105133. this.scene.onPointerObservable.remove(this._pointerObserver);
  105134. for (var key in this.gizmos) {
  105135. var gizmo = (this.gizmos[key]);
  105136. if (gizmo) {
  105137. gizmo.dispose();
  105138. }
  105139. }
  105140. this._defaultKeepDepthUtilityLayer.dispose();
  105141. this._defaultUtilityLayer.dispose();
  105142. this.boundingBoxDragBehavior.detach();
  105143. this.onAttachedToMeshObservable.clear();
  105144. };
  105145. return GizmoManager;
  105146. }());
  105147. BABYLON.GizmoManager = GizmoManager;
  105148. })(BABYLON || (BABYLON = {}));
  105149. //# sourceMappingURL=babylon.gizmoManager.js.map
  105150. var BABYLON;
  105151. (function (BABYLON) {
  105152. /**
  105153. * Defines a target to use with MorphTargetManager
  105154. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105155. */
  105156. var MorphTarget = /** @class */ (function () {
  105157. /**
  105158. * Creates a new MorphTarget
  105159. * @param name defines the name of the target
  105160. * @param influence defines the influence to use
  105161. */
  105162. function MorphTarget(
  105163. /** defines the name of the target */
  105164. name, influence, scene) {
  105165. if (influence === void 0) { influence = 0; }
  105166. if (scene === void 0) { scene = null; }
  105167. this.name = name;
  105168. /**
  105169. * Gets or sets the list of animations
  105170. */
  105171. this.animations = new Array();
  105172. this._positions = null;
  105173. this._normals = null;
  105174. this._tangents = null;
  105175. /**
  105176. * Observable raised when the influence changes
  105177. */
  105178. this.onInfluenceChanged = new BABYLON.Observable();
  105179. /** @hidden */
  105180. this._onDataLayoutChanged = new BABYLON.Observable();
  105181. this._animationPropertiesOverride = null;
  105182. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  105183. this.influence = influence;
  105184. }
  105185. Object.defineProperty(MorphTarget.prototype, "influence", {
  105186. /**
  105187. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  105188. */
  105189. get: function () {
  105190. return this._influence;
  105191. },
  105192. set: function (influence) {
  105193. if (this._influence === influence) {
  105194. return;
  105195. }
  105196. var previous = this._influence;
  105197. this._influence = influence;
  105198. if (this.onInfluenceChanged.hasObservers) {
  105199. this.onInfluenceChanged.notifyObservers(previous === 0 || influence === 0);
  105200. }
  105201. },
  105202. enumerable: true,
  105203. configurable: true
  105204. });
  105205. Object.defineProperty(MorphTarget.prototype, "animationPropertiesOverride", {
  105206. /**
  105207. * Gets or sets the animation properties override
  105208. */
  105209. get: function () {
  105210. if (!this._animationPropertiesOverride && this._scene) {
  105211. return this._scene.animationPropertiesOverride;
  105212. }
  105213. return this._animationPropertiesOverride;
  105214. },
  105215. set: function (value) {
  105216. this._animationPropertiesOverride = value;
  105217. },
  105218. enumerable: true,
  105219. configurable: true
  105220. });
  105221. Object.defineProperty(MorphTarget.prototype, "hasPositions", {
  105222. /**
  105223. * Gets a boolean defining if the target contains position data
  105224. */
  105225. get: function () {
  105226. return !!this._positions;
  105227. },
  105228. enumerable: true,
  105229. configurable: true
  105230. });
  105231. Object.defineProperty(MorphTarget.prototype, "hasNormals", {
  105232. /**
  105233. * Gets a boolean defining if the target contains normal data
  105234. */
  105235. get: function () {
  105236. return !!this._normals;
  105237. },
  105238. enumerable: true,
  105239. configurable: true
  105240. });
  105241. Object.defineProperty(MorphTarget.prototype, "hasTangents", {
  105242. /**
  105243. * Gets a boolean defining if the target contains tangent data
  105244. */
  105245. get: function () {
  105246. return !!this._tangents;
  105247. },
  105248. enumerable: true,
  105249. configurable: true
  105250. });
  105251. /**
  105252. * Affects position data to this target
  105253. * @param data defines the position data to use
  105254. */
  105255. MorphTarget.prototype.setPositions = function (data) {
  105256. var hadPositions = this.hasPositions;
  105257. this._positions = data;
  105258. if (hadPositions !== this.hasPositions) {
  105259. this._onDataLayoutChanged.notifyObservers(undefined);
  105260. }
  105261. };
  105262. /**
  105263. * Gets the position data stored in this target
  105264. * @returns a FloatArray containing the position data (or null if not present)
  105265. */
  105266. MorphTarget.prototype.getPositions = function () {
  105267. return this._positions;
  105268. };
  105269. /**
  105270. * Affects normal data to this target
  105271. * @param data defines the normal data to use
  105272. */
  105273. MorphTarget.prototype.setNormals = function (data) {
  105274. var hadNormals = this.hasNormals;
  105275. this._normals = data;
  105276. if (hadNormals !== this.hasNormals) {
  105277. this._onDataLayoutChanged.notifyObservers(undefined);
  105278. }
  105279. };
  105280. /**
  105281. * Gets the normal data stored in this target
  105282. * @returns a FloatArray containing the normal data (or null if not present)
  105283. */
  105284. MorphTarget.prototype.getNormals = function () {
  105285. return this._normals;
  105286. };
  105287. /**
  105288. * Affects tangent data to this target
  105289. * @param data defines the tangent data to use
  105290. */
  105291. MorphTarget.prototype.setTangents = function (data) {
  105292. var hadTangents = this.hasTangents;
  105293. this._tangents = data;
  105294. if (hadTangents !== this.hasTangents) {
  105295. this._onDataLayoutChanged.notifyObservers(undefined);
  105296. }
  105297. };
  105298. /**
  105299. * Gets the tangent data stored in this target
  105300. * @returns a FloatArray containing the tangent data (or null if not present)
  105301. */
  105302. MorphTarget.prototype.getTangents = function () {
  105303. return this._tangents;
  105304. };
  105305. /**
  105306. * Serializes the current target into a Serialization object
  105307. * @returns the serialized object
  105308. */
  105309. MorphTarget.prototype.serialize = function () {
  105310. var serializationObject = {};
  105311. serializationObject.name = this.name;
  105312. serializationObject.influence = this.influence;
  105313. serializationObject.positions = Array.prototype.slice.call(this.getPositions());
  105314. if (this.id != null) {
  105315. serializationObject.id = this.id;
  105316. }
  105317. if (this.hasNormals) {
  105318. serializationObject.normals = Array.prototype.slice.call(this.getNormals());
  105319. }
  105320. if (this.hasTangents) {
  105321. serializationObject.tangents = Array.prototype.slice.call(this.getTangents());
  105322. }
  105323. // Animations
  105324. BABYLON.Animation.AppendSerializedAnimations(this, serializationObject);
  105325. return serializationObject;
  105326. };
  105327. /**
  105328. * Returns the string "MorphTarget"
  105329. * @returns "MorphTarget"
  105330. */
  105331. MorphTarget.prototype.getClassName = function () {
  105332. return "MorphTarget";
  105333. };
  105334. // Statics
  105335. /**
  105336. * Creates a new target from serialized data
  105337. * @param serializationObject defines the serialized data to use
  105338. * @returns a new MorphTarget
  105339. */
  105340. MorphTarget.Parse = function (serializationObject) {
  105341. var result = new MorphTarget(serializationObject.name, serializationObject.influence);
  105342. result.setPositions(serializationObject.positions);
  105343. if (serializationObject.id != null) {
  105344. result.id = serializationObject.id;
  105345. }
  105346. if (serializationObject.normals) {
  105347. result.setNormals(serializationObject.normals);
  105348. }
  105349. if (serializationObject.tangents) {
  105350. result.setTangents(serializationObject.tangents);
  105351. }
  105352. // Animations
  105353. if (serializationObject.animations) {
  105354. for (var animationIndex = 0; animationIndex < serializationObject.animations.length; animationIndex++) {
  105355. var parsedAnimation = serializationObject.animations[animationIndex];
  105356. result.animations.push(BABYLON.Animation.Parse(parsedAnimation));
  105357. }
  105358. }
  105359. return result;
  105360. };
  105361. /**
  105362. * Creates a MorphTarget from mesh data
  105363. * @param mesh defines the source mesh
  105364. * @param name defines the name to use for the new target
  105365. * @param influence defines the influence to attach to the target
  105366. * @returns a new MorphTarget
  105367. */
  105368. MorphTarget.FromMesh = function (mesh, name, influence) {
  105369. if (!name) {
  105370. name = mesh.name;
  105371. }
  105372. var result = new MorphTarget(name, influence, mesh.getScene());
  105373. result.setPositions(mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind));
  105374. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  105375. result.setNormals(mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind));
  105376. }
  105377. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.TangentKind)) {
  105378. result.setTangents(mesh.getVerticesData(BABYLON.VertexBuffer.TangentKind));
  105379. }
  105380. return result;
  105381. };
  105382. __decorate([
  105383. BABYLON.serialize()
  105384. ], MorphTarget.prototype, "id", void 0);
  105385. return MorphTarget;
  105386. }());
  105387. BABYLON.MorphTarget = MorphTarget;
  105388. })(BABYLON || (BABYLON = {}));
  105389. //# sourceMappingURL=babylon.morphTarget.js.map
  105390. var BABYLON;
  105391. (function (BABYLON) {
  105392. /**
  105393. * This class is used to deform meshes using morphing between different targets
  105394. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  105395. */
  105396. var MorphTargetManager = /** @class */ (function () {
  105397. /**
  105398. * Creates a new MorphTargetManager
  105399. * @param scene defines the current scene
  105400. */
  105401. function MorphTargetManager(scene) {
  105402. if (scene === void 0) { scene = null; }
  105403. this._targets = new Array();
  105404. this._targetInfluenceChangedObservers = new Array();
  105405. this._targetDataLayoutChangedObservers = new Array();
  105406. this._activeTargets = new BABYLON.SmartArray(16);
  105407. this._supportsNormals = false;
  105408. this._supportsTangents = false;
  105409. this._vertexCount = 0;
  105410. this._uniqueId = 0;
  105411. this._tempInfluences = new Array();
  105412. if (!scene) {
  105413. scene = BABYLON.Engine.LastCreatedScene;
  105414. }
  105415. this._scene = scene;
  105416. if (this._scene) {
  105417. this._scene.morphTargetManagers.push(this);
  105418. this._uniqueId = this._scene.getUniqueId();
  105419. }
  105420. }
  105421. Object.defineProperty(MorphTargetManager.prototype, "uniqueId", {
  105422. /**
  105423. * Gets the unique ID of this manager
  105424. */
  105425. get: function () {
  105426. return this._uniqueId;
  105427. },
  105428. enumerable: true,
  105429. configurable: true
  105430. });
  105431. Object.defineProperty(MorphTargetManager.prototype, "vertexCount", {
  105432. /**
  105433. * Gets the number of vertices handled by this manager
  105434. */
  105435. get: function () {
  105436. return this._vertexCount;
  105437. },
  105438. enumerable: true,
  105439. configurable: true
  105440. });
  105441. Object.defineProperty(MorphTargetManager.prototype, "supportsNormals", {
  105442. /**
  105443. * Gets a boolean indicating if this manager supports morphing of normals
  105444. */
  105445. get: function () {
  105446. return this._supportsNormals;
  105447. },
  105448. enumerable: true,
  105449. configurable: true
  105450. });
  105451. Object.defineProperty(MorphTargetManager.prototype, "supportsTangents", {
  105452. /**
  105453. * Gets a boolean indicating if this manager supports morphing of tangents
  105454. */
  105455. get: function () {
  105456. return this._supportsTangents;
  105457. },
  105458. enumerable: true,
  105459. configurable: true
  105460. });
  105461. Object.defineProperty(MorphTargetManager.prototype, "numTargets", {
  105462. /**
  105463. * Gets the number of targets stored in this manager
  105464. */
  105465. get: function () {
  105466. return this._targets.length;
  105467. },
  105468. enumerable: true,
  105469. configurable: true
  105470. });
  105471. Object.defineProperty(MorphTargetManager.prototype, "numInfluencers", {
  105472. /**
  105473. * Gets the number of influencers (ie. the number of targets with influences > 0)
  105474. */
  105475. get: function () {
  105476. return this._activeTargets.length;
  105477. },
  105478. enumerable: true,
  105479. configurable: true
  105480. });
  105481. Object.defineProperty(MorphTargetManager.prototype, "influences", {
  105482. /**
  105483. * Gets the list of influences (one per target)
  105484. */
  105485. get: function () {
  105486. return this._influences;
  105487. },
  105488. enumerable: true,
  105489. configurable: true
  105490. });
  105491. /**
  105492. * Gets the active target at specified index. An active target is a target with an influence > 0
  105493. * @param index defines the index to check
  105494. * @returns the requested target
  105495. */
  105496. MorphTargetManager.prototype.getActiveTarget = function (index) {
  105497. return this._activeTargets.data[index];
  105498. };
  105499. /**
  105500. * Gets the target at specified index
  105501. * @param index defines the index to check
  105502. * @returns the requested target
  105503. */
  105504. MorphTargetManager.prototype.getTarget = function (index) {
  105505. return this._targets[index];
  105506. };
  105507. /**
  105508. * Add a new target to this manager
  105509. * @param target defines the target to add
  105510. */
  105511. MorphTargetManager.prototype.addTarget = function (target) {
  105512. var _this = this;
  105513. this._targets.push(target);
  105514. this._targetInfluenceChangedObservers.push(target.onInfluenceChanged.add(function (needUpdate) {
  105515. _this._syncActiveTargets(needUpdate);
  105516. }));
  105517. this._targetDataLayoutChangedObservers.push(target._onDataLayoutChanged.add(function () {
  105518. _this._syncActiveTargets(true);
  105519. }));
  105520. this._syncActiveTargets(true);
  105521. };
  105522. /**
  105523. * Removes a target from the manager
  105524. * @param target defines the target to remove
  105525. */
  105526. MorphTargetManager.prototype.removeTarget = function (target) {
  105527. var index = this._targets.indexOf(target);
  105528. if (index >= 0) {
  105529. this._targets.splice(index, 1);
  105530. target.onInfluenceChanged.remove(this._targetInfluenceChangedObservers.splice(index, 1)[0]);
  105531. target._onDataLayoutChanged.remove(this._targetDataLayoutChangedObservers.splice(index, 1)[0]);
  105532. this._syncActiveTargets(true);
  105533. }
  105534. };
  105535. /**
  105536. * Serializes the current manager into a Serialization object
  105537. * @returns the serialized object
  105538. */
  105539. MorphTargetManager.prototype.serialize = function () {
  105540. var serializationObject = {};
  105541. serializationObject.id = this.uniqueId;
  105542. serializationObject.targets = [];
  105543. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105544. var target = _a[_i];
  105545. serializationObject.targets.push(target.serialize());
  105546. }
  105547. return serializationObject;
  105548. };
  105549. MorphTargetManager.prototype._syncActiveTargets = function (needUpdate) {
  105550. var influenceCount = 0;
  105551. this._activeTargets.reset();
  105552. this._supportsNormals = true;
  105553. this._supportsTangents = true;
  105554. this._vertexCount = 0;
  105555. for (var _i = 0, _a = this._targets; _i < _a.length; _i++) {
  105556. var target = _a[_i];
  105557. if (target.influence === 0) {
  105558. continue;
  105559. }
  105560. this._activeTargets.push(target);
  105561. this._tempInfluences[influenceCount++] = target.influence;
  105562. this._supportsNormals = this._supportsNormals && target.hasNormals;
  105563. this._supportsTangents = this._supportsTangents && target.hasTangents;
  105564. var positions = target.getPositions();
  105565. if (positions) {
  105566. var vertexCount = positions.length / 3;
  105567. if (this._vertexCount === 0) {
  105568. this._vertexCount = vertexCount;
  105569. }
  105570. else if (this._vertexCount !== vertexCount) {
  105571. BABYLON.Tools.Error("Incompatible target. Targets must all have the same vertices count.");
  105572. return;
  105573. }
  105574. }
  105575. }
  105576. if (!this._influences || this._influences.length !== influenceCount) {
  105577. this._influences = new Float32Array(influenceCount);
  105578. }
  105579. for (var index = 0; index < influenceCount; index++) {
  105580. this._influences[index] = this._tempInfluences[index];
  105581. }
  105582. if (needUpdate) {
  105583. this.synchronize();
  105584. }
  105585. };
  105586. /**
  105587. * Syncrhonize the targets with all the meshes using this morph target manager
  105588. */
  105589. MorphTargetManager.prototype.synchronize = function () {
  105590. if (!this._scene) {
  105591. return;
  105592. }
  105593. // Flag meshes as dirty to resync with the active targets
  105594. for (var _i = 0, _a = this._scene.meshes; _i < _a.length; _i++) {
  105595. var mesh = _a[_i];
  105596. if (mesh.morphTargetManager === this) {
  105597. mesh._syncGeometryWithMorphTargetManager();
  105598. }
  105599. }
  105600. };
  105601. // Statics
  105602. /**
  105603. * Creates a new MorphTargetManager from serialized data
  105604. * @param serializationObject defines the serialized data
  105605. * @param scene defines the hosting scene
  105606. * @returns the new MorphTargetManager
  105607. */
  105608. MorphTargetManager.Parse = function (serializationObject, scene) {
  105609. var result = new MorphTargetManager(scene);
  105610. result._uniqueId = serializationObject.id;
  105611. for (var _i = 0, _a = serializationObject.targets; _i < _a.length; _i++) {
  105612. var targetData = _a[_i];
  105613. result.addTarget(BABYLON.MorphTarget.Parse(targetData));
  105614. }
  105615. return result;
  105616. };
  105617. return MorphTargetManager;
  105618. }());
  105619. BABYLON.MorphTargetManager = MorphTargetManager;
  105620. })(BABYLON || (BABYLON = {}));
  105621. //# sourceMappingURL=babylon.morphTargetManager.js.map
  105622. var BABYLON;
  105623. (function (BABYLON) {
  105624. /**
  105625. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  105626. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105627. */
  105628. var Octree = /** @class */ (function () {
  105629. /**
  105630. * Creates a octree
  105631. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105632. * @param creationFunc function to be used to instatiate the octree
  105633. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  105634. * @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.)
  105635. */
  105636. function Octree(creationFunc, maxBlockCapacity,
  105637. /** 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.) */
  105638. maxDepth) {
  105639. if (maxDepth === void 0) { maxDepth = 2; }
  105640. this.maxDepth = maxDepth;
  105641. /**
  105642. * Content stored in the octree
  105643. */
  105644. this.dynamicContent = new Array();
  105645. this._maxBlockCapacity = maxBlockCapacity || 64;
  105646. this._selectionContent = new BABYLON.SmartArrayNoDuplicate(1024);
  105647. this._creationFunc = creationFunc;
  105648. }
  105649. // Methods
  105650. /**
  105651. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  105652. * @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);
  105653. * @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);
  105654. * @param entries meshes to be added to the octree blocks
  105655. */
  105656. Octree.prototype.update = function (worldMin, worldMax, entries) {
  105657. Octree._CreateBlocks(worldMin, worldMax, entries, this._maxBlockCapacity, 0, this.maxDepth, this, this._creationFunc);
  105658. };
  105659. /**
  105660. * Adds a mesh to the octree
  105661. * @param entry Mesh to add to the octree
  105662. */
  105663. Octree.prototype.addMesh = function (entry) {
  105664. for (var index = 0; index < this.blocks.length; index++) {
  105665. var block = this.blocks[index];
  105666. block.addEntry(entry);
  105667. }
  105668. };
  105669. /**
  105670. * Selects an array of meshes within the frustum
  105671. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  105672. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  105673. * @returns array of meshes within the frustum
  105674. */
  105675. Octree.prototype.select = function (frustumPlanes, allowDuplicate) {
  105676. this._selectionContent.reset();
  105677. for (var index = 0; index < this.blocks.length; index++) {
  105678. var block = this.blocks[index];
  105679. block.select(frustumPlanes, this._selectionContent, allowDuplicate);
  105680. }
  105681. if (allowDuplicate) {
  105682. this._selectionContent.concat(this.dynamicContent);
  105683. }
  105684. else {
  105685. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105686. }
  105687. return this._selectionContent;
  105688. };
  105689. /**
  105690. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  105691. * @param sphereCenter defines the bounding sphere center
  105692. * @param sphereRadius defines the bounding sphere radius
  105693. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105694. * @returns an array of objects that intersect the sphere
  105695. */
  105696. Octree.prototype.intersects = function (sphereCenter, sphereRadius, allowDuplicate) {
  105697. this._selectionContent.reset();
  105698. for (var index = 0; index < this.blocks.length; index++) {
  105699. var block = this.blocks[index];
  105700. block.intersects(sphereCenter, sphereRadius, this._selectionContent, allowDuplicate);
  105701. }
  105702. if (allowDuplicate) {
  105703. this._selectionContent.concat(this.dynamicContent);
  105704. }
  105705. else {
  105706. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105707. }
  105708. return this._selectionContent;
  105709. };
  105710. /**
  105711. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  105712. * @param ray defines the ray to test with
  105713. * @returns array of intersected objects
  105714. */
  105715. Octree.prototype.intersectsRay = function (ray) {
  105716. this._selectionContent.reset();
  105717. for (var index = 0; index < this.blocks.length; index++) {
  105718. var block = this.blocks[index];
  105719. block.intersectsRay(ray, this._selectionContent);
  105720. }
  105721. this._selectionContent.concatWithNoDuplicate(this.dynamicContent);
  105722. return this._selectionContent;
  105723. };
  105724. /**
  105725. * @hidden
  105726. */
  105727. Octree._CreateBlocks = function (worldMin, worldMax, entries, maxBlockCapacity, currentDepth, maxDepth, target, creationFunc) {
  105728. target.blocks = new Array();
  105729. var blockSize = new BABYLON.Vector3((worldMax.x - worldMin.x) / 2, (worldMax.y - worldMin.y) / 2, (worldMax.z - worldMin.z) / 2);
  105730. // Segmenting space
  105731. for (var x = 0; x < 2; x++) {
  105732. for (var y = 0; y < 2; y++) {
  105733. for (var z = 0; z < 2; z++) {
  105734. var localMin = worldMin.add(blockSize.multiplyByFloats(x, y, z));
  105735. var localMax = worldMin.add(blockSize.multiplyByFloats(x + 1, y + 1, z + 1));
  105736. var block = new BABYLON.OctreeBlock(localMin, localMax, maxBlockCapacity, currentDepth + 1, maxDepth, creationFunc);
  105737. block.addEntries(entries);
  105738. target.blocks.push(block);
  105739. }
  105740. }
  105741. }
  105742. };
  105743. /**
  105744. * Adds a mesh into the octree block if it intersects the block
  105745. */
  105746. Octree.CreationFuncForMeshes = function (entry, block) {
  105747. var boundingInfo = entry.getBoundingInfo();
  105748. if (!entry.isBlocked && boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105749. block.entries.push(entry);
  105750. }
  105751. };
  105752. /**
  105753. * Adds a submesh into the octree block if it intersects the block
  105754. */
  105755. Octree.CreationFuncForSubMeshes = function (entry, block) {
  105756. var boundingInfo = entry.getBoundingInfo();
  105757. if (boundingInfo.boundingBox.intersectsMinMax(block.minPoint, block.maxPoint)) {
  105758. block.entries.push(entry);
  105759. }
  105760. };
  105761. return Octree;
  105762. }());
  105763. BABYLON.Octree = Octree;
  105764. })(BABYLON || (BABYLON = {}));
  105765. //# sourceMappingURL=babylon.octree.js.map
  105766. var BABYLON;
  105767. (function (BABYLON) {
  105768. /**
  105769. * Class used to store a cell in an octree
  105770. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105771. */
  105772. var OctreeBlock = /** @class */ (function () {
  105773. /**
  105774. * Creates a new block
  105775. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  105776. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  105777. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105778. * @param depth defines the current depth of this block in the octree
  105779. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  105780. * @param creationFunc defines a callback to call when an element is added to the block
  105781. */
  105782. function OctreeBlock(minPoint, maxPoint, capacity, depth, maxDepth, creationFunc) {
  105783. /**
  105784. * Gets the content of the current block
  105785. */
  105786. this.entries = new Array();
  105787. this._boundingVectors = new Array();
  105788. this._capacity = capacity;
  105789. this._depth = depth;
  105790. this._maxDepth = maxDepth;
  105791. this._creationFunc = creationFunc;
  105792. this._minPoint = minPoint;
  105793. this._maxPoint = maxPoint;
  105794. this._boundingVectors.push(minPoint.clone());
  105795. this._boundingVectors.push(maxPoint.clone());
  105796. this._boundingVectors.push(minPoint.clone());
  105797. this._boundingVectors[2].x = maxPoint.x;
  105798. this._boundingVectors.push(minPoint.clone());
  105799. this._boundingVectors[3].y = maxPoint.y;
  105800. this._boundingVectors.push(minPoint.clone());
  105801. this._boundingVectors[4].z = maxPoint.z;
  105802. this._boundingVectors.push(maxPoint.clone());
  105803. this._boundingVectors[5].z = minPoint.z;
  105804. this._boundingVectors.push(maxPoint.clone());
  105805. this._boundingVectors[6].x = minPoint.x;
  105806. this._boundingVectors.push(maxPoint.clone());
  105807. this._boundingVectors[7].y = minPoint.y;
  105808. }
  105809. Object.defineProperty(OctreeBlock.prototype, "capacity", {
  105810. // Property
  105811. /**
  105812. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  105813. */
  105814. get: function () {
  105815. return this._capacity;
  105816. },
  105817. enumerable: true,
  105818. configurable: true
  105819. });
  105820. Object.defineProperty(OctreeBlock.prototype, "minPoint", {
  105821. /**
  105822. * Gets the minimum vector (in world space) of the block's bounding box
  105823. */
  105824. get: function () {
  105825. return this._minPoint;
  105826. },
  105827. enumerable: true,
  105828. configurable: true
  105829. });
  105830. Object.defineProperty(OctreeBlock.prototype, "maxPoint", {
  105831. /**
  105832. * Gets the maximum vector (in world space) of the block's bounding box
  105833. */
  105834. get: function () {
  105835. return this._maxPoint;
  105836. },
  105837. enumerable: true,
  105838. configurable: true
  105839. });
  105840. // Methods
  105841. /**
  105842. * Add a new element to this block
  105843. * @param entry defines the element to add
  105844. */
  105845. OctreeBlock.prototype.addEntry = function (entry) {
  105846. if (this.blocks) {
  105847. for (var index = 0; index < this.blocks.length; index++) {
  105848. var block = this.blocks[index];
  105849. block.addEntry(entry);
  105850. }
  105851. return;
  105852. }
  105853. this._creationFunc(entry, this);
  105854. if (this.entries.length > this.capacity && this._depth < this._maxDepth) {
  105855. this.createInnerBlocks();
  105856. }
  105857. };
  105858. /**
  105859. * Add an array of elements to this block
  105860. * @param entries defines the array of elements to add
  105861. */
  105862. OctreeBlock.prototype.addEntries = function (entries) {
  105863. for (var index = 0; index < entries.length; index++) {
  105864. var mesh = entries[index];
  105865. this.addEntry(mesh);
  105866. }
  105867. };
  105868. /**
  105869. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  105870. * @param frustumPlanes defines the frustum planes to test
  105871. * @param selection defines the array to store current content if selection is positive
  105872. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105873. */
  105874. OctreeBlock.prototype.select = function (frustumPlanes, selection, allowDuplicate) {
  105875. if (BABYLON.BoundingBox.IsInFrustum(this._boundingVectors, frustumPlanes)) {
  105876. if (this.blocks) {
  105877. for (var index = 0; index < this.blocks.length; index++) {
  105878. var block = this.blocks[index];
  105879. block.select(frustumPlanes, selection, allowDuplicate);
  105880. }
  105881. return;
  105882. }
  105883. if (allowDuplicate) {
  105884. selection.concat(this.entries);
  105885. }
  105886. else {
  105887. selection.concatWithNoDuplicate(this.entries);
  105888. }
  105889. }
  105890. };
  105891. /**
  105892. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  105893. * @param sphereCenter defines the bounding sphere center
  105894. * @param sphereRadius defines the bounding sphere radius
  105895. * @param selection defines the array to store current content if selection is positive
  105896. * @param allowDuplicate defines if the selection array can contains duplicated entries
  105897. */
  105898. OctreeBlock.prototype.intersects = function (sphereCenter, sphereRadius, selection, allowDuplicate) {
  105899. if (BABYLON.BoundingBox.IntersectsSphere(this._minPoint, this._maxPoint, sphereCenter, sphereRadius)) {
  105900. if (this.blocks) {
  105901. for (var index = 0; index < this.blocks.length; index++) {
  105902. var block = this.blocks[index];
  105903. block.intersects(sphereCenter, sphereRadius, selection, allowDuplicate);
  105904. }
  105905. return;
  105906. }
  105907. if (allowDuplicate) {
  105908. selection.concat(this.entries);
  105909. }
  105910. else {
  105911. selection.concatWithNoDuplicate(this.entries);
  105912. }
  105913. }
  105914. };
  105915. /**
  105916. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  105917. * @param ray defines the ray to test with
  105918. * @param selection defines the array to store current content if selection is positive
  105919. */
  105920. OctreeBlock.prototype.intersectsRay = function (ray, selection) {
  105921. if (ray.intersectsBoxMinMax(this._minPoint, this._maxPoint)) {
  105922. if (this.blocks) {
  105923. for (var index = 0; index < this.blocks.length; index++) {
  105924. var block = this.blocks[index];
  105925. block.intersectsRay(ray, selection);
  105926. }
  105927. return;
  105928. }
  105929. selection.concatWithNoDuplicate(this.entries);
  105930. }
  105931. };
  105932. /**
  105933. * Subdivide the content into child blocks (this block will then be empty)
  105934. */
  105935. OctreeBlock.prototype.createInnerBlocks = function () {
  105936. BABYLON.Octree._CreateBlocks(this._minPoint, this._maxPoint, this.entries, this._capacity, this._depth, this._maxDepth, this, this._creationFunc);
  105937. };
  105938. return OctreeBlock;
  105939. }());
  105940. BABYLON.OctreeBlock = OctreeBlock;
  105941. })(BABYLON || (BABYLON = {}));
  105942. //# sourceMappingURL=babylon.octreeBlock.js.map
  105943. var BABYLON;
  105944. (function (BABYLON) {
  105945. BABYLON.Scene.prototype.createOrUpdateSelectionOctree = function (maxCapacity, maxDepth) {
  105946. if (maxCapacity === void 0) { maxCapacity = 64; }
  105947. if (maxDepth === void 0) { maxDepth = 2; }
  105948. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105949. if (!component) {
  105950. component = new OctreeSceneComponent(this);
  105951. this._addComponent(component);
  105952. }
  105953. if (!this._selectionOctree) {
  105954. this._selectionOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForMeshes, maxCapacity, maxDepth);
  105955. }
  105956. var worldExtends = this.getWorldExtends();
  105957. // Update octree
  105958. this._selectionOctree.update(worldExtends.min, worldExtends.max, this.meshes);
  105959. return this._selectionOctree;
  105960. };
  105961. Object.defineProperty(BABYLON.Scene.prototype, "selectionOctree", {
  105962. get: function () {
  105963. return this._selectionOctree;
  105964. },
  105965. enumerable: true,
  105966. configurable: true
  105967. });
  105968. /**
  105969. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  105970. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  105971. * @param maxCapacity defines the maximum size of each block (64 by default)
  105972. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  105973. * @returns the new octree
  105974. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  105975. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  105976. */
  105977. BABYLON.AbstractMesh.prototype.createOrUpdateSubmeshesOctree = function (maxCapacity, maxDepth) {
  105978. if (maxCapacity === void 0) { maxCapacity = 64; }
  105979. if (maxDepth === void 0) { maxDepth = 2; }
  105980. var scene = this.getScene();
  105981. var component = scene._getComponent(BABYLON.SceneComponentConstants.NAME_OCTREE);
  105982. if (!component) {
  105983. component = new OctreeSceneComponent(scene);
  105984. scene._addComponent(component);
  105985. }
  105986. if (!this._submeshesOctree) {
  105987. this._submeshesOctree = new BABYLON.Octree(BABYLON.Octree.CreationFuncForSubMeshes, maxCapacity, maxDepth);
  105988. }
  105989. this.computeWorldMatrix(true);
  105990. var boundingInfo = this.getBoundingInfo();
  105991. // Update octree
  105992. var bbox = boundingInfo.boundingBox;
  105993. this._submeshesOctree.update(bbox.minimumWorld, bbox.maximumWorld, this.subMeshes);
  105994. return this._submeshesOctree;
  105995. };
  105996. /**
  105997. * Defines the octree scene component responsible to manage any octrees
  105998. * in a given scene.
  105999. */
  106000. var OctreeSceneComponent = /** @class */ (function () {
  106001. /**
  106002. * Creates a new instance of the component for the given scene
  106003. * @param scene Defines the scene to register the component in
  106004. */
  106005. function OctreeSceneComponent(scene) {
  106006. /**
  106007. * The component name helpfull to identify the component in the list of scene components.
  106008. */
  106009. this.name = BABYLON.SceneComponentConstants.NAME_OCTREE;
  106010. /**
  106011. * Indicates if the meshes have been checked to make sure they are isEnabled()
  106012. */
  106013. this.checksIsEnabled = true;
  106014. this._tempRay = new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(1, 1, 1));
  106015. this.scene = scene;
  106016. this.scene.getActiveMeshCandidates = this.getActiveMeshCandidates.bind(this);
  106017. this.scene.getActiveSubMeshCandidates = this.getActiveSubMeshCandidates.bind(this);
  106018. this.scene.getCollidingSubMeshCandidates = this.getCollidingSubMeshCandidates.bind(this);
  106019. this.scene.getIntersectingSubMeshCandidates = this.getIntersectingSubMeshCandidates.bind(this);
  106020. }
  106021. /**
  106022. * Registers the component in a given scene
  106023. */
  106024. OctreeSceneComponent.prototype.register = function () {
  106025. var _this = this;
  106026. this.scene.onMeshRemovedObservable.add(function (mesh) {
  106027. var sceneOctree = _this.scene.selectionOctree;
  106028. if (sceneOctree !== undefined && sceneOctree !== null) {
  106029. var index = sceneOctree.dynamicContent.indexOf(mesh);
  106030. if (index !== -1) {
  106031. sceneOctree.dynamicContent.splice(index, 1);
  106032. }
  106033. }
  106034. });
  106035. this.scene.onMeshImportedObservable.add(function (mesh) {
  106036. var sceneOctree = _this.scene.selectionOctree;
  106037. if (sceneOctree !== undefined && sceneOctree !== null) {
  106038. sceneOctree.addMesh(mesh);
  106039. }
  106040. });
  106041. };
  106042. /**
  106043. * Return the list of active meshes
  106044. * @returns the list of active meshes
  106045. */
  106046. OctreeSceneComponent.prototype.getActiveMeshCandidates = function () {
  106047. if (this.scene._selectionOctree) {
  106048. var selection = this.scene._selectionOctree.select(this.scene.frustumPlanes);
  106049. return selection;
  106050. }
  106051. return this.scene._getDefaultMeshCandidates();
  106052. };
  106053. /**
  106054. * Return the list of active sub meshes
  106055. * @param mesh The mesh to get the candidates sub meshes from
  106056. * @returns the list of active sub meshes
  106057. */
  106058. OctreeSceneComponent.prototype.getActiveSubMeshCandidates = function (mesh) {
  106059. if (mesh._submeshesOctree && mesh.useOctreeForRenderingSelection) {
  106060. var intersections = mesh._submeshesOctree.select(this.scene.frustumPlanes);
  106061. return intersections;
  106062. }
  106063. return this.scene._getDefaultSubMeshCandidates(mesh);
  106064. };
  106065. /**
  106066. * Return the list of sub meshes intersecting with a given local ray
  106067. * @param mesh defines the mesh to find the submesh for
  106068. * @param localRay defines the ray in local space
  106069. * @returns the list of intersecting sub meshes
  106070. */
  106071. OctreeSceneComponent.prototype.getIntersectingSubMeshCandidates = function (mesh, localRay) {
  106072. if (mesh._submeshesOctree && mesh.useOctreeForPicking) {
  106073. BABYLON.Ray.TransformToRef(localRay, mesh.getWorldMatrix(), this._tempRay);
  106074. var intersections = mesh._submeshesOctree.intersectsRay(this._tempRay);
  106075. return intersections;
  106076. }
  106077. return this.scene._getDefaultSubMeshCandidates(mesh);
  106078. };
  106079. /**
  106080. * Return the list of sub meshes colliding with a collider
  106081. * @param mesh defines the mesh to find the submesh for
  106082. * @param collider defines the collider to evaluate the collision against
  106083. * @returns the list of colliding sub meshes
  106084. */
  106085. OctreeSceneComponent.prototype.getCollidingSubMeshCandidates = function (mesh, collider) {
  106086. if (mesh._submeshesOctree && mesh.useOctreeForCollisions) {
  106087. var radius = collider._velocityWorldLength + Math.max(collider._radius.x, collider._radius.y, collider._radius.z);
  106088. var intersections = mesh._submeshesOctree.intersects(collider._basePointWorld, radius);
  106089. return intersections;
  106090. }
  106091. return this.scene._getDefaultSubMeshCandidates(mesh);
  106092. };
  106093. /**
  106094. * Rebuilds the elements related to this component in case of
  106095. * context lost for instance.
  106096. */
  106097. OctreeSceneComponent.prototype.rebuild = function () {
  106098. // Nothing to do here.
  106099. };
  106100. /**
  106101. * Disposes the component and the associated ressources.
  106102. */
  106103. OctreeSceneComponent.prototype.dispose = function () {
  106104. // Nothing to do here.
  106105. };
  106106. return OctreeSceneComponent;
  106107. }());
  106108. BABYLON.OctreeSceneComponent = OctreeSceneComponent;
  106109. })(BABYLON || (BABYLON = {}));
  106110. //# sourceMappingURL=babylon.octreeSceneComponent.js.map
  106111. var BABYLON;
  106112. (function (BABYLON) {
  106113. /**
  106114. * Postprocess used to generate anaglyphic rendering
  106115. */
  106116. var AnaglyphPostProcess = /** @class */ (function (_super) {
  106117. __extends(AnaglyphPostProcess, _super);
  106118. /**
  106119. * Creates a new AnaglyphPostProcess
  106120. * @param name defines postprocess name
  106121. * @param options defines creation options or target ratio scale
  106122. * @param rigCameras defines cameras using this postprocess
  106123. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  106124. * @param engine defines hosting engine
  106125. * @param reusable defines if the postprocess will be reused multiple times per frame
  106126. */
  106127. function AnaglyphPostProcess(name, options, rigCameras, samplingMode, engine, reusable) {
  106128. var _this = _super.call(this, name, "anaglyph", null, ["leftSampler"], options, rigCameras[1], samplingMode, engine, reusable) || this;
  106129. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106130. _this.onApplyObservable.add(function (effect) {
  106131. effect.setTextureFromPostProcess("leftSampler", _this._passedProcess);
  106132. });
  106133. return _this;
  106134. }
  106135. return AnaglyphPostProcess;
  106136. }(BABYLON.PostProcess));
  106137. BABYLON.AnaglyphPostProcess = AnaglyphPostProcess;
  106138. })(BABYLON || (BABYLON = {}));
  106139. //# sourceMappingURL=babylon.anaglyphPostProcess.js.map
  106140. var BABYLON;
  106141. (function (BABYLON) {
  106142. BABYLON.Node.AddNodeConstructor("AnaglyphArcRotateCamera", function (name, scene, options) {
  106143. return function () { return new AnaglyphArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106144. });
  106145. /**
  106146. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  106147. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106148. */
  106149. var AnaglyphArcRotateCamera = /** @class */ (function (_super) {
  106150. __extends(AnaglyphArcRotateCamera, _super);
  106151. /**
  106152. * Creates a new AnaglyphArcRotateCamera
  106153. * @param name defines camera name
  106154. * @param alpha defines alpha angle (in radians)
  106155. * @param beta defines beta angle (in radians)
  106156. * @param radius defines radius
  106157. * @param target defines camera target
  106158. * @param interaxialDistance defines distance between each color axis
  106159. * @param scene defines the hosting scene
  106160. */
  106161. function AnaglyphArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, scene) {
  106162. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106163. _this.interaxialDistance = interaxialDistance;
  106164. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106165. return _this;
  106166. }
  106167. /**
  106168. * Gets camera class name
  106169. * @returns AnaglyphArcRotateCamera
  106170. */
  106171. AnaglyphArcRotateCamera.prototype.getClassName = function () {
  106172. return "AnaglyphArcRotateCamera";
  106173. };
  106174. return AnaglyphArcRotateCamera;
  106175. }(BABYLON.ArcRotateCamera));
  106176. BABYLON.AnaglyphArcRotateCamera = AnaglyphArcRotateCamera;
  106177. })(BABYLON || (BABYLON = {}));
  106178. //# sourceMappingURL=babylon.anaglyphArcRotateCamera.js.map
  106179. var BABYLON;
  106180. (function (BABYLON) {
  106181. BABYLON.Node.AddNodeConstructor("AnaglyphFreeCamera", function (name, scene, options) {
  106182. return function () { return new AnaglyphFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106183. });
  106184. /**
  106185. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  106186. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106187. */
  106188. var AnaglyphFreeCamera = /** @class */ (function (_super) {
  106189. __extends(AnaglyphFreeCamera, _super);
  106190. /**
  106191. * Creates a new AnaglyphFreeCamera
  106192. * @param name defines camera name
  106193. * @param position defines initial position
  106194. * @param interaxialDistance defines distance between each color axis
  106195. * @param scene defines the hosting scene
  106196. */
  106197. function AnaglyphFreeCamera(name, position, interaxialDistance, scene) {
  106198. var _this = _super.call(this, name, position, scene) || this;
  106199. _this.interaxialDistance = interaxialDistance;
  106200. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106201. return _this;
  106202. }
  106203. /**
  106204. * Gets camera class name
  106205. * @returns AnaglyphFreeCamera
  106206. */
  106207. AnaglyphFreeCamera.prototype.getClassName = function () {
  106208. return "AnaglyphFreeCamera";
  106209. };
  106210. return AnaglyphFreeCamera;
  106211. }(BABYLON.FreeCamera));
  106212. BABYLON.AnaglyphFreeCamera = AnaglyphFreeCamera;
  106213. })(BABYLON || (BABYLON = {}));
  106214. //# sourceMappingURL=babylon.anaglyphFreeCamera.js.map
  106215. var BABYLON;
  106216. (function (BABYLON) {
  106217. BABYLON.Node.AddNodeConstructor("AnaglyphGamepadCamera", function (name, scene, options) {
  106218. return function () { return new AnaglyphGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106219. });
  106220. /**
  106221. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  106222. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106223. */
  106224. var AnaglyphGamepadCamera = /** @class */ (function (_super) {
  106225. __extends(AnaglyphGamepadCamera, _super);
  106226. /**
  106227. * Creates a new AnaglyphGamepadCamera
  106228. * @param name defines camera name
  106229. * @param position defines initial position
  106230. * @param interaxialDistance defines distance between each color axis
  106231. * @param scene defines the hosting scene
  106232. */
  106233. function AnaglyphGamepadCamera(name, position, interaxialDistance, scene) {
  106234. var _this = _super.call(this, name, position, scene) || this;
  106235. _this.interaxialDistance = interaxialDistance;
  106236. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106237. return _this;
  106238. }
  106239. /**
  106240. * Gets camera class name
  106241. * @returns AnaglyphGamepadCamera
  106242. */
  106243. AnaglyphGamepadCamera.prototype.getClassName = function () {
  106244. return "AnaglyphGamepadCamera";
  106245. };
  106246. return AnaglyphGamepadCamera;
  106247. }(BABYLON.GamepadCamera));
  106248. BABYLON.AnaglyphGamepadCamera = AnaglyphGamepadCamera;
  106249. })(BABYLON || (BABYLON = {}));
  106250. //# sourceMappingURL=babylon.anaglyphGamepadCamera.js.map
  106251. var BABYLON;
  106252. (function (BABYLON) {
  106253. BABYLON.Node.AddNodeConstructor("AnaglyphUniversalCamera", function (name, scene, options) {
  106254. return function () { return new AnaglyphUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, scene); };
  106255. });
  106256. /**
  106257. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  106258. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  106259. */
  106260. var AnaglyphUniversalCamera = /** @class */ (function (_super) {
  106261. __extends(AnaglyphUniversalCamera, _super);
  106262. /**
  106263. * Creates a new AnaglyphUniversalCamera
  106264. * @param name defines camera name
  106265. * @param position defines initial position
  106266. * @param interaxialDistance defines distance between each color axis
  106267. * @param scene defines the hosting scene
  106268. */
  106269. function AnaglyphUniversalCamera(name, position, interaxialDistance, scene) {
  106270. var _this = _super.call(this, name, position, scene) || this;
  106271. _this.interaxialDistance = interaxialDistance;
  106272. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });
  106273. return _this;
  106274. }
  106275. /**
  106276. * Gets camera class name
  106277. * @returns AnaglyphUniversalCamera
  106278. */
  106279. AnaglyphUniversalCamera.prototype.getClassName = function () {
  106280. return "AnaglyphUniversalCamera";
  106281. };
  106282. return AnaglyphUniversalCamera;
  106283. }(BABYLON.UniversalCamera));
  106284. BABYLON.AnaglyphUniversalCamera = AnaglyphUniversalCamera;
  106285. })(BABYLON || (BABYLON = {}));
  106286. //# sourceMappingURL=babylon.anaglyphUniversalCamera.js.map
  106287. var BABYLON;
  106288. (function (BABYLON) {
  106289. /**
  106290. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  106291. */
  106292. var StereoscopicInterlacePostProcess = /** @class */ (function (_super) {
  106293. __extends(StereoscopicInterlacePostProcess, _super);
  106294. /**
  106295. * Initializes a StereoscopicInterlacePostProcess
  106296. * @param name The name of the effect.
  106297. * @param rigCameras The rig cameras to be appled to the post process
  106298. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  106299. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  106300. * @param engine The engine which the post process will be applied. (default: current engine)
  106301. * @param reusable If the post process can be reused on the same frame. (default: false)
  106302. */
  106303. function StereoscopicInterlacePostProcess(name, rigCameras, isStereoscopicHoriz, samplingMode, engine, reusable) {
  106304. var _this = _super.call(this, name, "stereoscopicInterlace", ['stepSize'], ['camASampler'], 1, rigCameras[1], samplingMode, engine, reusable, isStereoscopicHoriz ? "#define IS_STEREOSCOPIC_HORIZ 1" : undefined) || this;
  106305. _this._passedProcess = rigCameras[0]._rigPostProcess;
  106306. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106307. _this.onSizeChangedObservable.add(function () {
  106308. _this._stepSize = new BABYLON.Vector2(1 / _this.width, 1 / _this.height);
  106309. });
  106310. _this.onApplyObservable.add(function (effect) {
  106311. effect.setTextureFromPostProcess("camASampler", _this._passedProcess);
  106312. effect.setFloat2("stepSize", _this._stepSize.x, _this._stepSize.y);
  106313. });
  106314. return _this;
  106315. }
  106316. return StereoscopicInterlacePostProcess;
  106317. }(BABYLON.PostProcess));
  106318. BABYLON.StereoscopicInterlacePostProcess = StereoscopicInterlacePostProcess;
  106319. })(BABYLON || (BABYLON = {}));
  106320. //# sourceMappingURL=babylon.stereoscopicInterlacePostProcess.js.map
  106321. var BABYLON;
  106322. (function (BABYLON) {
  106323. BABYLON.Node.AddNodeConstructor("StereoscopicArcRotateCamera", function (name, scene, options) {
  106324. return function () { return new StereoscopicArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106325. });
  106326. /**
  106327. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  106328. * @see http://doc.babylonjs.com/features/cameras
  106329. */
  106330. var StereoscopicArcRotateCamera = /** @class */ (function (_super) {
  106331. __extends(StereoscopicArcRotateCamera, _super);
  106332. /**
  106333. * Creates a new StereoscopicArcRotateCamera
  106334. * @param name defines camera name
  106335. * @param alpha defines alpha angle (in radians)
  106336. * @param beta defines beta angle (in radians)
  106337. * @param radius defines radius
  106338. * @param target defines camera target
  106339. * @param interaxialDistance defines distance between each color axis
  106340. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106341. * @param scene defines the hosting scene
  106342. */
  106343. function StereoscopicArcRotateCamera(name, alpha, beta, radius, target, interaxialDistance, isStereoscopicSideBySide, scene) {
  106344. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  106345. _this.interaxialDistance = interaxialDistance;
  106346. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106347. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106348. return _this;
  106349. }
  106350. /**
  106351. * Gets camera class name
  106352. * @returns StereoscopicArcRotateCamera
  106353. */
  106354. StereoscopicArcRotateCamera.prototype.getClassName = function () {
  106355. return "StereoscopicArcRotateCamera";
  106356. };
  106357. return StereoscopicArcRotateCamera;
  106358. }(BABYLON.ArcRotateCamera));
  106359. BABYLON.StereoscopicArcRotateCamera = StereoscopicArcRotateCamera;
  106360. })(BABYLON || (BABYLON = {}));
  106361. //# sourceMappingURL=babylon.stereoscopicArcRotateCamera.js.map
  106362. var BABYLON;
  106363. (function (BABYLON) {
  106364. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106365. return function () { return new StereoscopicFreeCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106366. });
  106367. /**
  106368. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  106369. * @see http://doc.babylonjs.com/features/cameras
  106370. */
  106371. var StereoscopicFreeCamera = /** @class */ (function (_super) {
  106372. __extends(StereoscopicFreeCamera, _super);
  106373. /**
  106374. * Creates a new StereoscopicFreeCamera
  106375. * @param name defines camera name
  106376. * @param position defines initial position
  106377. * @param interaxialDistance defines distance between each color axis
  106378. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106379. * @param scene defines the hosting scene
  106380. */
  106381. function StereoscopicFreeCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106382. var _this = _super.call(this, name, position, scene) || this;
  106383. _this.interaxialDistance = interaxialDistance;
  106384. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106385. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106386. return _this;
  106387. }
  106388. /**
  106389. * Gets camera class name
  106390. * @returns StereoscopicFreeCamera
  106391. */
  106392. StereoscopicFreeCamera.prototype.getClassName = function () {
  106393. return "StereoscopicFreeCamera";
  106394. };
  106395. return StereoscopicFreeCamera;
  106396. }(BABYLON.FreeCamera));
  106397. BABYLON.StereoscopicFreeCamera = StereoscopicFreeCamera;
  106398. })(BABYLON || (BABYLON = {}));
  106399. //# sourceMappingURL=babylon.stereoscopicFreeCamera.js.map
  106400. var BABYLON;
  106401. (function (BABYLON) {
  106402. BABYLON.Node.AddNodeConstructor("StereoscopicGamepadCamera", function (name, scene, options) {
  106403. return function () { return new StereoscopicGamepadCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106404. });
  106405. /**
  106406. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  106407. * @see http://doc.babylonjs.com/features/cameras
  106408. */
  106409. var StereoscopicGamepadCamera = /** @class */ (function (_super) {
  106410. __extends(StereoscopicGamepadCamera, _super);
  106411. /**
  106412. * Creates a new StereoscopicGamepadCamera
  106413. * @param name defines camera name
  106414. * @param position defines initial position
  106415. * @param interaxialDistance defines distance between each color axis
  106416. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106417. * @param scene defines the hosting scene
  106418. */
  106419. function StereoscopicGamepadCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106420. var _this = _super.call(this, name, position, scene) || this;
  106421. _this.interaxialDistance = interaxialDistance;
  106422. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106423. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106424. return _this;
  106425. }
  106426. /**
  106427. * Gets camera class name
  106428. * @returns StereoscopicGamepadCamera
  106429. */
  106430. StereoscopicGamepadCamera.prototype.getClassName = function () {
  106431. return "StereoscopicGamepadCamera";
  106432. };
  106433. return StereoscopicGamepadCamera;
  106434. }(BABYLON.GamepadCamera));
  106435. BABYLON.StereoscopicGamepadCamera = StereoscopicGamepadCamera;
  106436. })(BABYLON || (BABYLON = {}));
  106437. //# sourceMappingURL=babylon.stereoscopicGamepadCamera.js.map
  106438. var BABYLON;
  106439. (function (BABYLON) {
  106440. BABYLON.Node.AddNodeConstructor("StereoscopicFreeCamera", function (name, scene, options) {
  106441. return function () { return new StereoscopicUniversalCamera(name, BABYLON.Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene); };
  106442. });
  106443. /**
  106444. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  106445. * @see http://doc.babylonjs.com/features/cameras
  106446. */
  106447. var StereoscopicUniversalCamera = /** @class */ (function (_super) {
  106448. __extends(StereoscopicUniversalCamera, _super);
  106449. /**
  106450. * Creates a new StereoscopicUniversalCamera
  106451. * @param name defines camera name
  106452. * @param position defines initial position
  106453. * @param interaxialDistance defines distance between each color axis
  106454. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  106455. * @param scene defines the hosting scene
  106456. */
  106457. function StereoscopicUniversalCamera(name, position, interaxialDistance, isStereoscopicSideBySide, scene) {
  106458. var _this = _super.call(this, name, position, scene) || this;
  106459. _this.interaxialDistance = interaxialDistance;
  106460. _this.isStereoscopicSideBySide = isStereoscopicSideBySide;
  106461. _this.setCameraRigMode(isStereoscopicSideBySide ? BABYLON.Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : BABYLON.Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, { interaxialDistance: interaxialDistance });
  106462. return _this;
  106463. }
  106464. /**
  106465. * Gets camera class name
  106466. * @returns StereoscopicUniversalCamera
  106467. */
  106468. StereoscopicUniversalCamera.prototype.getClassName = function () {
  106469. return "StereoscopicUniversalCamera";
  106470. };
  106471. return StereoscopicUniversalCamera;
  106472. }(BABYLON.UniversalCamera));
  106473. BABYLON.StereoscopicUniversalCamera = StereoscopicUniversalCamera;
  106474. })(BABYLON || (BABYLON = {}));
  106475. //# sourceMappingURL=babylon.stereoscopicUniversalCamera.js.map
  106476. var BABYLON;
  106477. (function (BABYLON) {
  106478. /**
  106479. * VRDistortionCorrectionPostProcess used for mobile VR
  106480. */
  106481. var VRDistortionCorrectionPostProcess = /** @class */ (function (_super) {
  106482. __extends(VRDistortionCorrectionPostProcess, _super);
  106483. /**
  106484. * Initializes the VRDistortionCorrectionPostProcess
  106485. * @param name The name of the effect.
  106486. * @param camera The camera to apply the render pass to.
  106487. * @param isRightEye If this is for the right eye distortion
  106488. * @param vrMetrics All the required metrics for the VR camera
  106489. */
  106490. function VRDistortionCorrectionPostProcess(name, camera, isRightEye, vrMetrics) {
  106491. var _this = _super.call(this, name, "vrDistortionCorrection", [
  106492. 'LensCenter',
  106493. 'Scale',
  106494. 'ScaleIn',
  106495. 'HmdWarpParam'
  106496. ], null, vrMetrics.postProcessScaleFactor, camera, BABYLON.Texture.BILINEAR_SAMPLINGMODE) || this;
  106497. _this._isRightEye = isRightEye;
  106498. _this._distortionFactors = vrMetrics.distortionK;
  106499. _this._postProcessScaleFactor = vrMetrics.postProcessScaleFactor;
  106500. _this._lensCenterOffset = vrMetrics.lensCenterOffset;
  106501. _this.adaptScaleToCurrentViewport = true;
  106502. _this.onSizeChangedObservable.add(function () {
  106503. _this._scaleIn = new BABYLON.Vector2(2, 2 / _this.aspectRatio);
  106504. _this._scaleFactor = new BABYLON.Vector2(.5 * (1 / _this._postProcessScaleFactor), .5 * (1 / _this._postProcessScaleFactor) * _this.aspectRatio);
  106505. _this._lensCenter = new BABYLON.Vector2(_this._isRightEye ? 0.5 - _this._lensCenterOffset * 0.5 : 0.5 + _this._lensCenterOffset * 0.5, 0.5);
  106506. });
  106507. _this.onApplyObservable.add(function (effect) {
  106508. effect.setFloat2("LensCenter", _this._lensCenter.x, _this._lensCenter.y);
  106509. effect.setFloat2("Scale", _this._scaleFactor.x, _this._scaleFactor.y);
  106510. effect.setFloat2("ScaleIn", _this._scaleIn.x, _this._scaleIn.y);
  106511. effect.setFloat4("HmdWarpParam", _this._distortionFactors[0], _this._distortionFactors[1], _this._distortionFactors[2], _this._distortionFactors[3]);
  106512. });
  106513. return _this;
  106514. }
  106515. return VRDistortionCorrectionPostProcess;
  106516. }(BABYLON.PostProcess));
  106517. BABYLON.VRDistortionCorrectionPostProcess = VRDistortionCorrectionPostProcess;
  106518. })(BABYLON || (BABYLON = {}));
  106519. //# sourceMappingURL=babylon.vrDistortionCorrectionPostProcess.js.map
  106520. var BABYLON;
  106521. (function (BABYLON) {
  106522. /**
  106523. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106524. * Screen rotation is taken into account.
  106525. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106526. */
  106527. var FreeCameraDeviceOrientationInput = /** @class */ (function () {
  106528. /**
  106529. * Instantiates a new input
  106530. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106531. */
  106532. function FreeCameraDeviceOrientationInput() {
  106533. var _this = this;
  106534. this._screenOrientationAngle = 0;
  106535. this._screenQuaternion = new BABYLON.Quaternion();
  106536. this._alpha = 0;
  106537. this._beta = 0;
  106538. this._gamma = 0;
  106539. this._orientationChanged = function () {
  106540. _this._screenOrientationAngle = (window.orientation !== undefined ? +window.orientation : (window.screen.orientation && (window.screen.orientation)['angle'] ? (window.screen.orientation).angle : 0));
  106541. _this._screenOrientationAngle = -BABYLON.Tools.ToRadians(_this._screenOrientationAngle / 2);
  106542. _this._screenQuaternion.copyFromFloats(0, Math.sin(_this._screenOrientationAngle), 0, Math.cos(_this._screenOrientationAngle));
  106543. };
  106544. this._deviceOrientation = function (evt) {
  106545. _this._alpha = evt.alpha !== null ? evt.alpha : 0;
  106546. _this._beta = evt.beta !== null ? evt.beta : 0;
  106547. _this._gamma = evt.gamma !== null ? evt.gamma : 0;
  106548. };
  106549. this._constantTranform = new BABYLON.Quaternion(-Math.sqrt(0.5), 0, 0, Math.sqrt(0.5));
  106550. this._orientationChanged();
  106551. }
  106552. Object.defineProperty(FreeCameraDeviceOrientationInput.prototype, "camera", {
  106553. /**
  106554. * Define the camera controlled by the input.
  106555. */
  106556. get: function () {
  106557. return this._camera;
  106558. },
  106559. set: function (camera) {
  106560. this._camera = camera;
  106561. if (this._camera != null && !this._camera.rotationQuaternion) {
  106562. this._camera.rotationQuaternion = new BABYLON.Quaternion();
  106563. }
  106564. },
  106565. enumerable: true,
  106566. configurable: true
  106567. });
  106568. /**
  106569. * Attach the input controls to a specific dom element to get the input from.
  106570. * @param element Defines the element the controls should be listened from
  106571. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106572. */
  106573. FreeCameraDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106574. window.addEventListener("orientationchange", this._orientationChanged);
  106575. window.addEventListener("deviceorientation", this._deviceOrientation);
  106576. //In certain cases, the attach control is called AFTER orientation was changed,
  106577. //So this is needed.
  106578. this._orientationChanged();
  106579. };
  106580. /**
  106581. * Detach the current controls from the specified dom element.
  106582. * @param element Defines the element to stop listening the inputs from
  106583. */
  106584. FreeCameraDeviceOrientationInput.prototype.detachControl = function (element) {
  106585. window.removeEventListener("orientationchange", this._orientationChanged);
  106586. window.removeEventListener("deviceorientation", this._deviceOrientation);
  106587. };
  106588. /**
  106589. * Update the current camera state depending on the inputs that have been used this frame.
  106590. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106591. */
  106592. FreeCameraDeviceOrientationInput.prototype.checkInputs = function () {
  106593. //if no device orientation provided, don't update the rotation.
  106594. //Only testing against alpha under the assumption thatnorientation will never be so exact when set.
  106595. if (!this._alpha) {
  106596. return;
  106597. }
  106598. BABYLON.Quaternion.RotationYawPitchRollToRef(BABYLON.Tools.ToRadians(this._alpha), BABYLON.Tools.ToRadians(this._beta), -BABYLON.Tools.ToRadians(this._gamma), this.camera.rotationQuaternion);
  106599. this._camera.rotationQuaternion.multiplyInPlace(this._screenQuaternion);
  106600. this._camera.rotationQuaternion.multiplyInPlace(this._constantTranform);
  106601. //Mirror on XY Plane
  106602. this._camera.rotationQuaternion.z *= -1;
  106603. this._camera.rotationQuaternion.w *= -1;
  106604. };
  106605. /**
  106606. * Gets the class name of the current intput.
  106607. * @returns the class name
  106608. */
  106609. FreeCameraDeviceOrientationInput.prototype.getClassName = function () {
  106610. return "FreeCameraDeviceOrientationInput";
  106611. };
  106612. /**
  106613. * Get the friendly name associated with the input class.
  106614. * @returns the input friendly name
  106615. */
  106616. FreeCameraDeviceOrientationInput.prototype.getSimpleName = function () {
  106617. return "deviceOrientation";
  106618. };
  106619. return FreeCameraDeviceOrientationInput;
  106620. }());
  106621. BABYLON.FreeCameraDeviceOrientationInput = FreeCameraDeviceOrientationInput;
  106622. BABYLON.CameraInputTypes["FreeCameraDeviceOrientationInput"] = FreeCameraDeviceOrientationInput;
  106623. })(BABYLON || (BABYLON = {}));
  106624. //# sourceMappingURL=babylon.freeCameraDeviceOrientationInput.js.map
  106625. var BABYLON;
  106626. (function (BABYLON) {
  106627. /**
  106628. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  106629. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106630. */
  106631. var ArcRotateCameraVRDeviceOrientationInput = /** @class */ (function () {
  106632. /**
  106633. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  106634. */
  106635. function ArcRotateCameraVRDeviceOrientationInput() {
  106636. /**
  106637. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  106638. */
  106639. this.alphaCorrection = 1;
  106640. /**
  106641. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  106642. */
  106643. this.gammaCorrection = 1;
  106644. this._alpha = 0;
  106645. this._gamma = 0;
  106646. this._dirty = false;
  106647. this._deviceOrientationHandler = this._onOrientationEvent.bind(this);
  106648. }
  106649. /**
  106650. * Attach the input controls to a specific dom element to get the input from.
  106651. * @param element Defines the element the controls should be listened from
  106652. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106653. */
  106654. ArcRotateCameraVRDeviceOrientationInput.prototype.attachControl = function (element, noPreventDefault) {
  106655. this.camera.attachControl(element, noPreventDefault);
  106656. window.addEventListener("deviceorientation", this._deviceOrientationHandler);
  106657. };
  106658. /** @hidden */
  106659. ArcRotateCameraVRDeviceOrientationInput.prototype._onOrientationEvent = function (evt) {
  106660. if (evt.alpha !== null) {
  106661. this._alpha = (+evt.alpha | 0) * this.alphaCorrection;
  106662. }
  106663. if (evt.gamma !== null) {
  106664. this._gamma = (+evt.gamma | 0) * this.gammaCorrection;
  106665. }
  106666. this._dirty = true;
  106667. };
  106668. /**
  106669. * Update the current camera state depending on the inputs that have been used this frame.
  106670. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106671. */
  106672. ArcRotateCameraVRDeviceOrientationInput.prototype.checkInputs = function () {
  106673. if (this._dirty) {
  106674. this._dirty = false;
  106675. if (this._gamma < 0) {
  106676. this._gamma = 180 + this._gamma;
  106677. }
  106678. this.camera.alpha = (-this._alpha / 180.0 * Math.PI) % Math.PI * 2;
  106679. this.camera.beta = (this._gamma / 180.0 * Math.PI);
  106680. }
  106681. };
  106682. /**
  106683. * Detach the current controls from the specified dom element.
  106684. * @param element Defines the element to stop listening the inputs from
  106685. */
  106686. ArcRotateCameraVRDeviceOrientationInput.prototype.detachControl = function (element) {
  106687. window.removeEventListener("deviceorientation", this._deviceOrientationHandler);
  106688. };
  106689. /**
  106690. * Gets the class name of the current intput.
  106691. * @returns the class name
  106692. */
  106693. ArcRotateCameraVRDeviceOrientationInput.prototype.getClassName = function () {
  106694. return "ArcRotateCameraVRDeviceOrientationInput";
  106695. };
  106696. /**
  106697. * Get the friendly name associated with the input class.
  106698. * @returns the input friendly name
  106699. */
  106700. ArcRotateCameraVRDeviceOrientationInput.prototype.getSimpleName = function () {
  106701. return "VRDeviceOrientation";
  106702. };
  106703. return ArcRotateCameraVRDeviceOrientationInput;
  106704. }());
  106705. BABYLON.ArcRotateCameraVRDeviceOrientationInput = ArcRotateCameraVRDeviceOrientationInput;
  106706. BABYLON.CameraInputTypes["ArcRotateCameraVRDeviceOrientationInput"] = ArcRotateCameraVRDeviceOrientationInput;
  106707. })(BABYLON || (BABYLON = {}));
  106708. //# sourceMappingURL=babylon.arcRotateCameraVRDeviceOrientationInput.js.map
  106709. var BABYLON;
  106710. (function (BABYLON) {
  106711. /**
  106712. * This represents all the required metrics to create a VR camera.
  106713. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  106714. */
  106715. var VRCameraMetrics = /** @class */ (function () {
  106716. function VRCameraMetrics() {
  106717. /**
  106718. * Define if the current vr camera should compensate the distortion of the lense or not.
  106719. */
  106720. this.compensateDistortion = true;
  106721. }
  106722. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatio", {
  106723. /**
  106724. * Gets the rendering aspect ratio based on the provided resolutions.
  106725. */
  106726. get: function () {
  106727. return this.hResolution / (2 * this.vResolution);
  106728. },
  106729. enumerable: true,
  106730. configurable: true
  106731. });
  106732. Object.defineProperty(VRCameraMetrics.prototype, "aspectRatioFov", {
  106733. /**
  106734. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  106735. */
  106736. get: function () {
  106737. return (2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance)));
  106738. },
  106739. enumerable: true,
  106740. configurable: true
  106741. });
  106742. Object.defineProperty(VRCameraMetrics.prototype, "leftHMatrix", {
  106743. /**
  106744. * @hidden
  106745. */
  106746. get: function () {
  106747. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106748. var h = (4 * meters) / this.hScreenSize;
  106749. return BABYLON.Matrix.Translation(h, 0, 0);
  106750. },
  106751. enumerable: true,
  106752. configurable: true
  106753. });
  106754. Object.defineProperty(VRCameraMetrics.prototype, "rightHMatrix", {
  106755. /**
  106756. * @hidden
  106757. */
  106758. get: function () {
  106759. var meters = (this.hScreenSize / 4) - (this.lensSeparationDistance / 2);
  106760. var h = (4 * meters) / this.hScreenSize;
  106761. return BABYLON.Matrix.Translation(-h, 0, 0);
  106762. },
  106763. enumerable: true,
  106764. configurable: true
  106765. });
  106766. Object.defineProperty(VRCameraMetrics.prototype, "leftPreViewMatrix", {
  106767. /**
  106768. * @hidden
  106769. */
  106770. get: function () {
  106771. return BABYLON.Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);
  106772. },
  106773. enumerable: true,
  106774. configurable: true
  106775. });
  106776. Object.defineProperty(VRCameraMetrics.prototype, "rightPreViewMatrix", {
  106777. /**
  106778. * @hidden
  106779. */
  106780. get: function () {
  106781. return BABYLON.Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);
  106782. },
  106783. enumerable: true,
  106784. configurable: true
  106785. });
  106786. /**
  106787. * Get the default VRMetrics based on the most generic setup.
  106788. * @returns the default vr metrics
  106789. */
  106790. VRCameraMetrics.GetDefault = function () {
  106791. var result = new VRCameraMetrics();
  106792. result.hResolution = 1280;
  106793. result.vResolution = 800;
  106794. result.hScreenSize = 0.149759993;
  106795. result.vScreenSize = 0.0935999975;
  106796. result.vScreenCenter = 0.0467999987;
  106797. result.eyeToScreenDistance = 0.0410000011;
  106798. result.lensSeparationDistance = 0.0635000020;
  106799. result.interpupillaryDistance = 0.0640000030;
  106800. result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
  106801. result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];
  106802. result.postProcessScaleFactor = 1.714605507808412;
  106803. result.lensCenterOffset = 0.151976421;
  106804. return result;
  106805. };
  106806. return VRCameraMetrics;
  106807. }());
  106808. BABYLON.VRCameraMetrics = VRCameraMetrics;
  106809. })(BABYLON || (BABYLON = {}));
  106810. //# sourceMappingURL=babylon.vrCameraMetrics.js.map
  106811. var BABYLON;
  106812. (function (BABYLON) {
  106813. BABYLON.Node.AddNodeConstructor("WebVRFreeCamera", function (name, scene) {
  106814. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106815. });
  106816. BABYLON.Node.AddNodeConstructor("WebVRGamepadCamera", function (name, scene) {
  106817. return function () { return new WebVRFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  106818. });
  106819. /**
  106820. * This represents a WebVR camera.
  106821. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  106822. * @example http://doc.babylonjs.com/how_to/webvr_camera
  106823. */
  106824. var WebVRFreeCamera = /** @class */ (function (_super) {
  106825. __extends(WebVRFreeCamera, _super);
  106826. /**
  106827. * Instantiates a WebVRFreeCamera.
  106828. * @param name The name of the WebVRFreeCamera
  106829. * @param position The starting anchor position for the camera
  106830. * @param scene The scene the camera belongs to
  106831. * @param webVROptions a set of customizable options for the webVRCamera
  106832. */
  106833. function WebVRFreeCamera(name, position, scene, webVROptions) {
  106834. if (webVROptions === void 0) { webVROptions = {}; }
  106835. var _this = _super.call(this, name, position, scene) || this;
  106836. _this.webVROptions = webVROptions;
  106837. /**
  106838. * @hidden
  106839. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  106840. */
  106841. _this._vrDevice = null;
  106842. /**
  106843. * The rawPose of the vrDevice.
  106844. */
  106845. _this.rawPose = null;
  106846. _this._specsVersion = "1.1";
  106847. _this._attached = false;
  106848. _this._descendants = [];
  106849. // Represents device position and rotation in room space. Should only be used to help calculate babylon space values
  106850. _this._deviceRoomPosition = BABYLON.Vector3.Zero();
  106851. /** @hidden */
  106852. _this._deviceRoomRotationQuaternion = BABYLON.Quaternion.Identity();
  106853. _this._standingMatrix = null;
  106854. /**
  106855. * Represents device position in babylon space.
  106856. */
  106857. _this.devicePosition = BABYLON.Vector3.Zero();
  106858. /**
  106859. * Represents device rotation in babylon space.
  106860. */
  106861. _this.deviceRotationQuaternion = BABYLON.Quaternion.Identity();
  106862. /**
  106863. * The scale of the device to be used when translating from device space to babylon space.
  106864. */
  106865. _this.deviceScaleFactor = 1;
  106866. _this._deviceToWorld = BABYLON.Matrix.Identity();
  106867. _this._worldToDevice = BABYLON.Matrix.Identity();
  106868. /**
  106869. * References to the webVR controllers for the vrDevice.
  106870. */
  106871. _this.controllers = [];
  106872. /**
  106873. * Emits an event when a controller is attached.
  106874. */
  106875. _this.onControllersAttachedObservable = new BABYLON.Observable();
  106876. /**
  106877. * Emits an event when a controller's mesh has been loaded;
  106878. */
  106879. _this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  106880. /**
  106881. * Emits an event when the HMD's pose has been updated.
  106882. */
  106883. _this.onPoseUpdatedFromDeviceObservable = new BABYLON.Observable();
  106884. _this._poseSet = false;
  106885. /**
  106886. * If the rig cameras be used as parent instead of this camera.
  106887. */
  106888. _this.rigParenting = true;
  106889. _this._defaultHeight = undefined;
  106890. _this._htmlElementAttached = null;
  106891. _this._detachIfAttached = function () {
  106892. var vrDisplay = _this.getEngine().getVRDevice();
  106893. if (vrDisplay && !vrDisplay.isPresenting && _this._htmlElementAttached) {
  106894. _this.detachControl(_this._htmlElementAttached);
  106895. }
  106896. };
  106897. _this._workingVector = BABYLON.Vector3.Zero();
  106898. _this._oneVector = BABYLON.Vector3.One();
  106899. _this._workingMatrix = BABYLON.Matrix.Identity();
  106900. _this._tmpMatrix = new BABYLON.Matrix();
  106901. _this._cache.position = BABYLON.Vector3.Zero();
  106902. if (webVROptions.defaultHeight) {
  106903. _this._defaultHeight = webVROptions.defaultHeight;
  106904. _this.position.y = _this._defaultHeight;
  106905. }
  106906. _this.minZ = 0.1;
  106907. //legacy support - the compensation boolean was removed.
  106908. if (arguments.length === 5) {
  106909. _this.webVROptions = arguments[4];
  106910. }
  106911. // default webVR options
  106912. if (_this.webVROptions.trackPosition == undefined) {
  106913. _this.webVROptions.trackPosition = true;
  106914. }
  106915. if (_this.webVROptions.controllerMeshes == undefined) {
  106916. _this.webVROptions.controllerMeshes = true;
  106917. }
  106918. if (_this.webVROptions.defaultLightingOnControllers == undefined) {
  106919. _this.webVROptions.defaultLightingOnControllers = true;
  106920. }
  106921. _this.rotationQuaternion = new BABYLON.Quaternion();
  106922. if (_this.webVROptions && _this.webVROptions.positionScale) {
  106923. _this.deviceScaleFactor = _this.webVROptions.positionScale;
  106924. }
  106925. //enable VR
  106926. var engine = _this.getEngine();
  106927. _this._onVREnabled = function (success) { if (success) {
  106928. _this.initControllers();
  106929. } };
  106930. engine.onVRRequestPresentComplete.add(_this._onVREnabled);
  106931. engine.initWebVR().add(function (event) {
  106932. if (!event.vrDisplay || _this._vrDevice === event.vrDisplay) {
  106933. return;
  106934. }
  106935. _this._vrDevice = event.vrDisplay;
  106936. //reset the rig parameters.
  106937. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_WEBVR, { parentCamera: _this, vrDisplay: _this._vrDevice, frameData: _this._frameData, specs: _this._specsVersion });
  106938. if (_this._attached) {
  106939. _this.getEngine().enableVR();
  106940. }
  106941. });
  106942. if (typeof (VRFrameData) !== "undefined") {
  106943. _this._frameData = new VRFrameData();
  106944. }
  106945. /**
  106946. * The idea behind the following lines:
  106947. * objects that have the camera as parent should actually have the rig cameras as a parent.
  106948. * BUT, each of those cameras has a different view matrix, which means that if we set the parent to the first rig camera,
  106949. * the second will not show it correctly.
  106950. *
  106951. * To solve this - each object that has the camera as parent will be added to a protected array.
  106952. * When the rig camera renders, it will take this array and set all of those to be its children.
  106953. * This way, the right camera will be used as a parent, and the mesh will be rendered correctly.
  106954. * Amazing!
  106955. */
  106956. scene.onBeforeCameraRenderObservable.add(function (camera) {
  106957. if (camera.parent === _this && _this.rigParenting) {
  106958. _this._descendants = _this.getDescendants(true, function (n) {
  106959. // don't take the cameras or the controllers!
  106960. var isController = _this.controllers.some(function (controller) { return controller._mesh === n; });
  106961. var isRigCamera = _this._rigCameras.indexOf(n) !== -1;
  106962. return !isController && !isRigCamera;
  106963. });
  106964. _this._descendants.forEach(function (node) {
  106965. node.parent = camera;
  106966. });
  106967. }
  106968. });
  106969. scene.onAfterCameraRenderObservable.add(function (camera) {
  106970. if (camera.parent === _this && _this.rigParenting) {
  106971. _this._descendants.forEach(function (node) {
  106972. node.parent = _this;
  106973. });
  106974. }
  106975. });
  106976. return _this;
  106977. }
  106978. /**
  106979. * Gets the device distance from the ground in meters.
  106980. * @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.
  106981. */
  106982. WebVRFreeCamera.prototype.deviceDistanceToRoomGround = function () {
  106983. if (this._standingMatrix) {
  106984. // Add standing matrix offset to get real offset from ground in room
  106985. this._standingMatrix.getTranslationToRef(this._workingVector);
  106986. return this._deviceRoomPosition.y + this._workingVector.y;
  106987. }
  106988. //If VRDisplay does not inform stage parameters and no default height is set we fallback to zero.
  106989. return this._defaultHeight || 0;
  106990. };
  106991. /**
  106992. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  106993. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  106994. */
  106995. WebVRFreeCamera.prototype.useStandingMatrix = function (callback) {
  106996. var _this = this;
  106997. if (callback === void 0) { callback = function (bool) { }; }
  106998. // Use standing matrix if available
  106999. this.getEngine().initWebVRAsync().then(function (result) {
  107000. if (!result.vrDisplay || !result.vrDisplay.stageParameters || !result.vrDisplay.stageParameters.sittingToStandingTransform || !_this.webVROptions.trackPosition) {
  107001. callback(false);
  107002. }
  107003. else {
  107004. _this._standingMatrix = new BABYLON.Matrix();
  107005. BABYLON.Matrix.FromFloat32ArrayToRefScaled(result.vrDisplay.stageParameters.sittingToStandingTransform, 0, 1, _this._standingMatrix);
  107006. if (!_this.getScene().useRightHandedSystem) {
  107007. if (_this._standingMatrix) {
  107008. _this._standingMatrix.toggleModelMatrixHandInPlace();
  107009. }
  107010. }
  107011. callback(true);
  107012. }
  107013. });
  107014. };
  107015. /**
  107016. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  107017. * @returns A promise with a boolean set to if the standing matrix is supported.
  107018. */
  107019. WebVRFreeCamera.prototype.useStandingMatrixAsync = function () {
  107020. var _this = this;
  107021. return new Promise(function (res, rej) {
  107022. _this.useStandingMatrix(function (supported) {
  107023. res(supported);
  107024. });
  107025. });
  107026. };
  107027. /**
  107028. * Disposes the camera
  107029. */
  107030. WebVRFreeCamera.prototype.dispose = function () {
  107031. this._detachIfAttached();
  107032. this.getEngine().onVRRequestPresentComplete.removeCallback(this._onVREnabled);
  107033. if (this._updateCacheWhenTrackingDisabledObserver) {
  107034. this._scene.onBeforeRenderObservable.remove(this._updateCacheWhenTrackingDisabledObserver);
  107035. }
  107036. _super.prototype.dispose.call(this);
  107037. };
  107038. /**
  107039. * Gets a vrController by name.
  107040. * @param name The name of the controller to retreive
  107041. * @returns the controller matching the name specified or null if not found
  107042. */
  107043. WebVRFreeCamera.prototype.getControllerByName = function (name) {
  107044. for (var _i = 0, _a = this.controllers; _i < _a.length; _i++) {
  107045. var gp = _a[_i];
  107046. if (gp.hand === name) {
  107047. return gp;
  107048. }
  107049. }
  107050. return null;
  107051. };
  107052. Object.defineProperty(WebVRFreeCamera.prototype, "leftController", {
  107053. /**
  107054. * The controller corrisponding to the users left hand.
  107055. */
  107056. get: function () {
  107057. if (!this._leftController) {
  107058. this._leftController = this.getControllerByName("left");
  107059. }
  107060. return this._leftController;
  107061. },
  107062. enumerable: true,
  107063. configurable: true
  107064. });
  107065. Object.defineProperty(WebVRFreeCamera.prototype, "rightController", {
  107066. /**
  107067. * The controller corrisponding to the users right hand.
  107068. */
  107069. get: function () {
  107070. if (!this._rightController) {
  107071. this._rightController = this.getControllerByName("right");
  107072. }
  107073. return this._rightController;
  107074. },
  107075. enumerable: true,
  107076. configurable: true
  107077. });
  107078. /**
  107079. * Casts a ray forward from the vrCamera's gaze.
  107080. * @param length Length of the ray (default: 100)
  107081. * @returns the ray corrisponding to the gaze
  107082. */
  107083. WebVRFreeCamera.prototype.getForwardRay = function (length) {
  107084. if (length === void 0) { length = 100; }
  107085. if (this.leftCamera) {
  107086. // Use left eye to avoid computation to compute center on every call
  107087. return _super.prototype.getForwardRay.call(this, length, this.leftCamera.getWorldMatrix(), this.leftCamera.globalPosition); // Need the actual rendered camera
  107088. }
  107089. else {
  107090. return _super.prototype.getForwardRay.call(this, length);
  107091. }
  107092. };
  107093. /**
  107094. * @hidden
  107095. * Updates the camera based on device's frame data
  107096. */
  107097. WebVRFreeCamera.prototype._checkInputs = function () {
  107098. if (this._vrDevice && this._vrDevice.isPresenting) {
  107099. this._vrDevice.getFrameData(this._frameData);
  107100. this.updateFromDevice(this._frameData.pose);
  107101. }
  107102. _super.prototype._checkInputs.call(this);
  107103. };
  107104. /**
  107105. * Updates the poseControlled values based on the input device pose.
  107106. * @param poseData Pose coming from the device
  107107. */
  107108. WebVRFreeCamera.prototype.updateFromDevice = function (poseData) {
  107109. if (poseData && poseData.orientation) {
  107110. this.rawPose = poseData;
  107111. this._deviceRoomRotationQuaternion.copyFromFloats(poseData.orientation[0], poseData.orientation[1], -poseData.orientation[2], -poseData.orientation[3]);
  107112. if (this.getScene().useRightHandedSystem) {
  107113. this._deviceRoomRotationQuaternion.z *= -1;
  107114. this._deviceRoomRotationQuaternion.w *= -1;
  107115. }
  107116. if (this.webVROptions.trackPosition && this.rawPose.position) {
  107117. this._deviceRoomPosition.copyFromFloats(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2]);
  107118. if (this.getScene().useRightHandedSystem) {
  107119. this._deviceRoomPosition.z *= -1;
  107120. }
  107121. }
  107122. this._poseSet = true;
  107123. }
  107124. };
  107125. /**
  107126. * WebVR's attach control will start broadcasting frames to the device.
  107127. * Note that in certain browsers (chrome for example) this function must be called
  107128. * within a user-interaction callback. Example:
  107129. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  107130. *
  107131. * @param element html element to attach the vrDevice to
  107132. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  107133. */
  107134. WebVRFreeCamera.prototype.attachControl = function (element, noPreventDefault) {
  107135. _super.prototype.attachControl.call(this, element, noPreventDefault);
  107136. this._attached = true;
  107137. this._htmlElementAttached = element;
  107138. noPreventDefault = BABYLON.Camera.ForceAttachControlToAlwaysPreventDefault ? false : noPreventDefault;
  107139. if (this._vrDevice) {
  107140. this.getEngine().enableVR();
  107141. }
  107142. window.addEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107143. };
  107144. /**
  107145. * Detaches the camera from the html element and disables VR
  107146. *
  107147. * @param element html element to detach from
  107148. */
  107149. WebVRFreeCamera.prototype.detachControl = function (element) {
  107150. this.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver);
  107151. this.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver);
  107152. _super.prototype.detachControl.call(this, element);
  107153. this._attached = false;
  107154. this.getEngine().disableVR();
  107155. window.removeEventListener('vrdisplaypresentchange', this._detachIfAttached);
  107156. };
  107157. /**
  107158. * @returns the name of this class
  107159. */
  107160. WebVRFreeCamera.prototype.getClassName = function () {
  107161. return "WebVRFreeCamera";
  107162. };
  107163. /**
  107164. * Calls resetPose on the vrDisplay
  107165. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  107166. */
  107167. WebVRFreeCamera.prototype.resetToCurrentRotation = function () {
  107168. //uses the vrDisplay's "resetPose()".
  107169. //pitch and roll won't be affected.
  107170. this._vrDevice.resetPose();
  107171. };
  107172. /**
  107173. * @hidden
  107174. * Updates the rig cameras (left and right eye)
  107175. */
  107176. WebVRFreeCamera.prototype._updateRigCameras = function () {
  107177. var camLeft = this._rigCameras[0];
  107178. var camRight = this._rigCameras[1];
  107179. camLeft.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107180. camRight.rotationQuaternion.copyFrom(this._deviceRoomRotationQuaternion);
  107181. camLeft.position.copyFrom(this._deviceRoomPosition);
  107182. camRight.position.copyFrom(this._deviceRoomPosition);
  107183. };
  107184. // Remove translation from 6dof headset if trackposition is set to false
  107185. WebVRFreeCamera.prototype._correctPositionIfNotTrackPosition = function (matrix, isViewMatrix) {
  107186. if (isViewMatrix === void 0) { isViewMatrix = false; }
  107187. if (this.rawPose && this.rawPose.position && !this.webVROptions.trackPosition) {
  107188. BABYLON.Matrix.TranslationToRef(this.rawPose.position[0], this.rawPose.position[1], -this.rawPose.position[2], this._tmpMatrix);
  107189. if (!isViewMatrix) {
  107190. this._tmpMatrix.invert();
  107191. }
  107192. this._tmpMatrix.multiplyToRef(matrix, matrix);
  107193. }
  107194. };
  107195. /**
  107196. * @hidden
  107197. * Updates the cached values of the camera
  107198. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  107199. */
  107200. WebVRFreeCamera.prototype._updateCache = function (ignoreParentClass) {
  107201. var _this = this;
  107202. if (!this.rotationQuaternion.equals(this._cache.rotationQuaternion) || !this.position.equals(this._cache.position)) {
  107203. // Update to ensure devicePosition is up to date with most recent _deviceRoomPosition
  107204. if (!this.updateCacheCalled) {
  107205. // make sure it is only called once per loop. this.update() might cause an infinite loop.
  107206. this.updateCacheCalled = true;
  107207. this.update();
  107208. }
  107209. // Set working vector to the device position in room space rotated by the new rotation
  107210. this.rotationQuaternion.toRotationMatrix(this._workingMatrix);
  107211. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._workingMatrix, this._workingVector);
  107212. // Subtract this vector from the current device position in world to get the translation for the device world matrix
  107213. this.devicePosition.subtractToRef(this._workingVector, this._workingVector);
  107214. BABYLON.Matrix.ComposeToRef(this._oneVector, this.rotationQuaternion, this._workingVector, this._deviceToWorld);
  107215. // Add translation from anchor position
  107216. this._deviceToWorld.getTranslationToRef(this._workingVector);
  107217. this._workingVector.addInPlace(this.position);
  107218. this._workingVector.subtractInPlace(this._cache.position);
  107219. this._deviceToWorld.setTranslation(this._workingVector);
  107220. // Set an inverted matrix to be used when updating the camera
  107221. this._deviceToWorld.invertToRef(this._worldToDevice);
  107222. // Update the gamepad to ensure the mesh is updated on the same frame as camera
  107223. this.controllers.forEach(function (controller) {
  107224. controller._deviceToWorld.copyFrom(_this._deviceToWorld);
  107225. _this._correctPositionIfNotTrackPosition(controller._deviceToWorld);
  107226. controller.update();
  107227. });
  107228. }
  107229. if (!ignoreParentClass) {
  107230. _super.prototype._updateCache.call(this);
  107231. }
  107232. this.updateCacheCalled = false;
  107233. };
  107234. /**
  107235. * @hidden
  107236. * Get current device position in babylon world
  107237. */
  107238. WebVRFreeCamera.prototype._computeDevicePosition = function () {
  107239. BABYLON.Vector3.TransformCoordinatesToRef(this._deviceRoomPosition, this._deviceToWorld, this.devicePosition);
  107240. };
  107241. /**
  107242. * Updates the current device position and rotation in the babylon world
  107243. */
  107244. WebVRFreeCamera.prototype.update = function () {
  107245. this._computeDevicePosition();
  107246. // Get current device rotation in babylon world
  107247. BABYLON.Matrix.FromQuaternionToRef(this._deviceRoomRotationQuaternion, this._workingMatrix);
  107248. this._workingMatrix.multiplyToRef(this._deviceToWorld, this._workingMatrix);
  107249. BABYLON.Quaternion.FromRotationMatrixToRef(this._workingMatrix, this.deviceRotationQuaternion);
  107250. if (this._poseSet) {
  107251. this.onPoseUpdatedFromDeviceObservable.notifyObservers(null);
  107252. }
  107253. _super.prototype.update.call(this);
  107254. };
  107255. /**
  107256. * @hidden
  107257. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  107258. * @returns an identity matrix
  107259. */
  107260. WebVRFreeCamera.prototype._getViewMatrix = function () {
  107261. return BABYLON.Matrix.Identity();
  107262. };
  107263. /**
  107264. * This function is called by the two RIG cameras.
  107265. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  107266. */
  107267. WebVRFreeCamera.prototype._getWebVRViewMatrix = function () {
  107268. // Update the parent camera prior to using a child camera to avoid desynchronization
  107269. var parentCamera = this._cameraRigParams["parentCamera"];
  107270. parentCamera._updateCache();
  107271. //WebVR 1.1
  107272. var viewArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftViewMatrix : this._cameraRigParams["frameData"].rightViewMatrix;
  107273. BABYLON.Matrix.FromArrayToRef(viewArray, 0, this._webvrViewMatrix);
  107274. if (!this.getScene().useRightHandedSystem) {
  107275. this._webvrViewMatrix.toggleModelMatrixHandInPlace();
  107276. }
  107277. // update the camera rotation matrix
  107278. this._webvrViewMatrix.getRotationMatrixToRef(this._cameraRotationMatrix);
  107279. BABYLON.Vector3.TransformCoordinatesToRef(this._referencePoint, this._cameraRotationMatrix, this._transformedReferencePoint);
  107280. // Computing target and final matrix
  107281. this.position.addToRef(this._transformedReferencePoint, this._currentTarget);
  107282. // should the view matrix be updated with scale and position offset?
  107283. if (parentCamera.deviceScaleFactor !== 1) {
  107284. this._webvrViewMatrix.invert();
  107285. // scale the position, if set
  107286. if (parentCamera.deviceScaleFactor) {
  107287. this._webvrViewMatrix.multiplyAtIndex(12, parentCamera.deviceScaleFactor);
  107288. this._webvrViewMatrix.multiplyAtIndex(13, parentCamera.deviceScaleFactor);
  107289. this._webvrViewMatrix.multiplyAtIndex(14, parentCamera.deviceScaleFactor);
  107290. }
  107291. this._webvrViewMatrix.invert();
  107292. }
  107293. // Remove translation from 6dof headset if trackposition is set to false
  107294. parentCamera._correctPositionIfNotTrackPosition(this._webvrViewMatrix, true);
  107295. parentCamera._worldToDevice.multiplyToRef(this._webvrViewMatrix, this._webvrViewMatrix);
  107296. // Compute global position
  107297. this._workingMatrix = this._workingMatrix || BABYLON.Matrix.Identity();
  107298. this._webvrViewMatrix.invertToRef(this._workingMatrix);
  107299. this._workingMatrix.multiplyToRef(parentCamera.getWorldMatrix(), this._workingMatrix);
  107300. this._workingMatrix.getTranslationToRef(this._globalPosition);
  107301. this._markSyncedWithParent();
  107302. return this._webvrViewMatrix;
  107303. };
  107304. WebVRFreeCamera.prototype._getWebVRProjectionMatrix = function () {
  107305. var parentCamera = this.parent;
  107306. parentCamera._vrDevice.depthNear = parentCamera.minZ;
  107307. parentCamera._vrDevice.depthFar = parentCamera.maxZ;
  107308. var projectionArray = this._cameraRigParams["left"] ? this._cameraRigParams["frameData"].leftProjectionMatrix : this._cameraRigParams["frameData"].rightProjectionMatrix;
  107309. BABYLON.Matrix.FromArrayToRef(projectionArray, 0, this._projectionMatrix);
  107310. //babylon compatible matrix
  107311. if (!this.getScene().useRightHandedSystem) {
  107312. this._projectionMatrix.toggleProjectionMatrixHandInPlace();
  107313. }
  107314. return this._projectionMatrix;
  107315. };
  107316. /**
  107317. * Initializes the controllers and their meshes
  107318. */
  107319. WebVRFreeCamera.prototype.initControllers = function () {
  107320. var _this = this;
  107321. this.controllers = [];
  107322. var manager = this.getScene().gamepadManager;
  107323. this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add(function (gamepad) {
  107324. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107325. var webVrController = gamepad;
  107326. if (webVrController.defaultModel) {
  107327. webVrController.defaultModel.setEnabled(false);
  107328. }
  107329. if (webVrController.hand === "right") {
  107330. _this._rightController = null;
  107331. }
  107332. if (webVrController.hand === "left") {
  107333. _this._leftController = null;
  107334. }
  107335. var controllerIndex = _this.controllers.indexOf(webVrController);
  107336. if (controllerIndex !== -1) {
  107337. _this.controllers.splice(controllerIndex, 1);
  107338. }
  107339. }
  107340. });
  107341. this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add(function (gamepad) {
  107342. if (gamepad.type === BABYLON.Gamepad.POSE_ENABLED) {
  107343. var webVrController_1 = gamepad;
  107344. if (!_this.webVROptions.trackPosition) {
  107345. webVrController_1._disableTrackPosition(new BABYLON.Vector3(webVrController_1.hand == "left" ? -0.15 : 0.15, -0.5, 0.25));
  107346. // Cache must be updated before rendering controllers to avoid them being one frame behind
  107347. if (!_this._updateCacheWhenTrackingDisabledObserver) {
  107348. _this._updateCacheWhenTrackingDisabledObserver = _this._scene.onBeforeRenderObservable.add(function () {
  107349. _this._updateCache();
  107350. });
  107351. }
  107352. }
  107353. webVrController_1.deviceScaleFactor = _this.deviceScaleFactor;
  107354. webVrController_1._deviceToWorld.copyFrom(_this._deviceToWorld);
  107355. _this._correctPositionIfNotTrackPosition(webVrController_1._deviceToWorld);
  107356. if (_this.webVROptions.controllerMeshes) {
  107357. if (webVrController_1.defaultModel) {
  107358. webVrController_1.defaultModel.setEnabled(true);
  107359. }
  107360. else {
  107361. // Load the meshes
  107362. webVrController_1.initControllerMesh(_this.getScene(), function (loadedMesh) {
  107363. loadedMesh.scaling.scaleInPlace(_this.deviceScaleFactor);
  107364. _this.onControllerMeshLoadedObservable.notifyObservers(webVrController_1);
  107365. if (_this.webVROptions.defaultLightingOnControllers) {
  107366. if (!_this._lightOnControllers) {
  107367. _this._lightOnControllers = new BABYLON.HemisphericLight("vrControllersLight", new BABYLON.Vector3(0, 1, 0), _this.getScene());
  107368. }
  107369. var activateLightOnSubMeshes_1 = function (mesh, light) {
  107370. var children = mesh.getChildren();
  107371. if (children && children.length !== 0) {
  107372. children.forEach(function (mesh) {
  107373. light.includedOnlyMeshes.push(mesh);
  107374. activateLightOnSubMeshes_1(mesh, light);
  107375. });
  107376. }
  107377. };
  107378. _this._lightOnControllers.includedOnlyMeshes.push(loadedMesh);
  107379. activateLightOnSubMeshes_1(loadedMesh, _this._lightOnControllers);
  107380. }
  107381. });
  107382. }
  107383. }
  107384. webVrController_1.attachToPoseControlledCamera(_this);
  107385. // since this is async - sanity check. Is the controller already stored?
  107386. if (_this.controllers.indexOf(webVrController_1) === -1) {
  107387. //add to the controllers array
  107388. _this.controllers.push(webVrController_1);
  107389. // Forced to add some control code for Vive as it doesn't always fill properly the "hand" property
  107390. // Sometimes, both controllers are set correctly (left and right), sometimes none, sometimes only one of them...
  107391. // So we're overriding setting left & right manually to be sure
  107392. var firstViveWandDetected = false;
  107393. for (var i = 0; i < _this.controllers.length; i++) {
  107394. if (_this.controllers[i].controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  107395. if (!firstViveWandDetected) {
  107396. firstViveWandDetected = true;
  107397. _this.controllers[i].hand = "left";
  107398. }
  107399. else {
  107400. _this.controllers[i].hand = "right";
  107401. }
  107402. }
  107403. }
  107404. //did we find enough controllers? Great! let the developer know.
  107405. if (_this.controllers.length >= 2) {
  107406. _this.onControllersAttachedObservable.notifyObservers(_this.controllers);
  107407. }
  107408. }
  107409. }
  107410. });
  107411. };
  107412. return WebVRFreeCamera;
  107413. }(BABYLON.FreeCamera));
  107414. BABYLON.WebVRFreeCamera = WebVRFreeCamera;
  107415. })(BABYLON || (BABYLON = {}));
  107416. //# sourceMappingURL=babylon.webVRCamera.js.map
  107417. var BABYLON;
  107418. (function (BABYLON) {
  107419. BABYLON.Node.AddNodeConstructor("DeviceOrientationCamera", function (name, scene) {
  107420. return function () { return new DeviceOrientationCamera(name, BABYLON.Vector3.Zero(), scene); };
  107421. });
  107422. // We're mainly based on the logic defined into the FreeCamera code
  107423. /**
  107424. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107425. * being tilted forward or back and left or right.
  107426. */
  107427. var DeviceOrientationCamera = /** @class */ (function (_super) {
  107428. __extends(DeviceOrientationCamera, _super);
  107429. /**
  107430. * Creates a new device orientation camera
  107431. * @param name The name of the camera
  107432. * @param position The start position camera
  107433. * @param scene The scene the camera belongs to
  107434. */
  107435. function DeviceOrientationCamera(name, position, scene) {
  107436. var _this = _super.call(this, name, position, scene) || this;
  107437. _this._quaternionCache = new BABYLON.Quaternion();
  107438. _this.inputs.addDeviceOrientation();
  107439. return _this;
  107440. }
  107441. /**
  107442. * Gets the current instance class name ("DeviceOrientationCamera").
  107443. * This helps avoiding instanceof at run time.
  107444. * @returns the class name
  107445. */
  107446. DeviceOrientationCamera.prototype.getClassName = function () {
  107447. return "DeviceOrientationCamera";
  107448. };
  107449. /**
  107450. * @hidden
  107451. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107452. */
  107453. DeviceOrientationCamera.prototype._checkInputs = function () {
  107454. _super.prototype._checkInputs.call(this);
  107455. this._quaternionCache.copyFrom(this.rotationQuaternion);
  107456. if (this._initialQuaternion) {
  107457. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107458. }
  107459. };
  107460. /**
  107461. * Reset the camera to its default orientation on the specified axis only.
  107462. * @param axis The axis to reset
  107463. */
  107464. DeviceOrientationCamera.prototype.resetToCurrentRotation = function (axis) {
  107465. var _this = this;
  107466. if (axis === void 0) { axis = BABYLON.Axis.Y; }
  107467. //can only work if this camera has a rotation quaternion already.
  107468. if (!this.rotationQuaternion) {
  107469. return;
  107470. }
  107471. if (!this._initialQuaternion) {
  107472. this._initialQuaternion = new BABYLON.Quaternion();
  107473. }
  107474. this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
  107475. ['x', 'y', 'z'].forEach(function (axisName) {
  107476. if (!axis[axisName]) {
  107477. _this._initialQuaternion[axisName] = 0;
  107478. }
  107479. else {
  107480. _this._initialQuaternion[axisName] *= -1;
  107481. }
  107482. });
  107483. this._initialQuaternion.normalize();
  107484. //force rotation update
  107485. this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
  107486. };
  107487. return DeviceOrientationCamera;
  107488. }(BABYLON.FreeCamera));
  107489. BABYLON.DeviceOrientationCamera = DeviceOrientationCamera;
  107490. })(BABYLON || (BABYLON = {}));
  107491. //# sourceMappingURL=babylon.deviceOrientationCamera.js.map
  107492. var BABYLON;
  107493. (function (BABYLON) {
  107494. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107495. return function () { return new VRDeviceOrientationFreeCamera(name, BABYLON.Vector3.Zero(), scene); };
  107496. });
  107497. /**
  107498. * Camera used to simulate VR rendering (based on FreeCamera)
  107499. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107500. */
  107501. var VRDeviceOrientationFreeCamera = /** @class */ (function (_super) {
  107502. __extends(VRDeviceOrientationFreeCamera, _super);
  107503. /**
  107504. * Creates a new VRDeviceOrientationFreeCamera
  107505. * @param name defines camera name
  107506. * @param position defines the start position of the camera
  107507. * @param scene defines the scene the camera belongs to
  107508. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107509. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107510. */
  107511. function VRDeviceOrientationFreeCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107512. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107513. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107514. var _this = _super.call(this, name, position, scene) || this;
  107515. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107516. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107517. return _this;
  107518. }
  107519. /**
  107520. * Gets camera class name
  107521. * @returns VRDeviceOrientationFreeCamera
  107522. */
  107523. VRDeviceOrientationFreeCamera.prototype.getClassName = function () {
  107524. return "VRDeviceOrientationFreeCamera";
  107525. };
  107526. return VRDeviceOrientationFreeCamera;
  107527. }(BABYLON.DeviceOrientationCamera));
  107528. BABYLON.VRDeviceOrientationFreeCamera = VRDeviceOrientationFreeCamera;
  107529. })(BABYLON || (BABYLON = {}));
  107530. //# sourceMappingURL=babylon.vrDeviceOrientationFreeCamera.js.map
  107531. var BABYLON;
  107532. (function (BABYLON) {
  107533. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", function (name, scene) {
  107534. return function () { return new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, BABYLON.Vector3.Zero(), scene); };
  107535. });
  107536. /**
  107537. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  107538. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107539. */
  107540. var VRDeviceOrientationArcRotateCamera = /** @class */ (function (_super) {
  107541. __extends(VRDeviceOrientationArcRotateCamera, _super);
  107542. /**
  107543. * Creates a new VRDeviceOrientationArcRotateCamera
  107544. * @param name defines camera name
  107545. * @param alpha defines the camera rotation along the logitudinal axis
  107546. * @param beta defines the camera rotation along the latitudinal axis
  107547. * @param radius defines the camera distance from its target
  107548. * @param target defines the camera target
  107549. * @param scene defines the scene the camera belongs to
  107550. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107551. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107552. */
  107553. function VRDeviceOrientationArcRotateCamera(name, alpha, beta, radius, target, scene, compensateDistortion, vrCameraMetrics) {
  107554. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107555. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107556. var _this = _super.call(this, name, alpha, beta, radius, target, scene) || this;
  107557. vrCameraMetrics.compensateDistortion = compensateDistortion;
  107558. _this.setCameraRigMode(BABYLON.Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });
  107559. _this.inputs.addVRDeviceOrientation();
  107560. return _this;
  107561. }
  107562. /**
  107563. * Gets camera class name
  107564. * @returns VRDeviceOrientationArcRotateCamera
  107565. */
  107566. VRDeviceOrientationArcRotateCamera.prototype.getClassName = function () {
  107567. return "VRDeviceOrientationArcRotateCamera";
  107568. };
  107569. return VRDeviceOrientationArcRotateCamera;
  107570. }(BABYLON.ArcRotateCamera));
  107571. BABYLON.VRDeviceOrientationArcRotateCamera = VRDeviceOrientationArcRotateCamera;
  107572. })(BABYLON || (BABYLON = {}));
  107573. //# sourceMappingURL=babylon.vrDeviceOrientationArcRotateCamera.js.map
  107574. var BABYLON;
  107575. (function (BABYLON) {
  107576. BABYLON.Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", function (name, scene) {
  107577. return function () { return new VRDeviceOrientationGamepadCamera(name, BABYLON.Vector3.Zero(), scene); };
  107578. });
  107579. /**
  107580. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  107581. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  107582. */
  107583. var VRDeviceOrientationGamepadCamera = /** @class */ (function (_super) {
  107584. __extends(VRDeviceOrientationGamepadCamera, _super);
  107585. /**
  107586. * Creates a new VRDeviceOrientationGamepadCamera
  107587. * @param name defines camera name
  107588. * @param position defines the start position of the camera
  107589. * @param scene defines the scene the camera belongs to
  107590. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  107591. * @param vrCameraMetrics defines the vr metrics associated to the camera
  107592. */
  107593. function VRDeviceOrientationGamepadCamera(name, position, scene, compensateDistortion, vrCameraMetrics) {
  107594. if (compensateDistortion === void 0) { compensateDistortion = true; }
  107595. if (vrCameraMetrics === void 0) { vrCameraMetrics = BABYLON.VRCameraMetrics.GetDefault(); }
  107596. var _this = _super.call(this, name, position, scene, compensateDistortion, vrCameraMetrics) || this;
  107597. _this.inputs.addGamepad();
  107598. return _this;
  107599. }
  107600. /**
  107601. * Gets camera class name
  107602. * @returns VRDeviceOrientationGamepadCamera
  107603. */
  107604. VRDeviceOrientationGamepadCamera.prototype.getClassName = function () {
  107605. return "VRDeviceOrientationGamepadCamera";
  107606. };
  107607. return VRDeviceOrientationGamepadCamera;
  107608. }(BABYLON.VRDeviceOrientationFreeCamera));
  107609. BABYLON.VRDeviceOrientationGamepadCamera = VRDeviceOrientationGamepadCamera;
  107610. })(BABYLON || (BABYLON = {}));
  107611. //# sourceMappingURL=babylon.vrDeviceOrientationGamepadCamera.js.map
  107612. var BABYLON;
  107613. (function (BABYLON) {
  107614. var VRExperienceHelperGazer = /** @class */ (function () {
  107615. function VRExperienceHelperGazer(scene, gazeTrackerToClone) {
  107616. if (gazeTrackerToClone === void 0) { gazeTrackerToClone = null; }
  107617. this.scene = scene;
  107618. /** @hidden */
  107619. this._pointerDownOnMeshAsked = false;
  107620. /** @hidden */
  107621. this._isActionableMesh = false;
  107622. /** @hidden */
  107623. this._teleportationRequestInitiated = false;
  107624. /** @hidden */
  107625. this._teleportationBackRequestInitiated = false;
  107626. /** @hidden */
  107627. this._rotationRightAsked = false;
  107628. /** @hidden */
  107629. this._rotationLeftAsked = false;
  107630. /** @hidden */
  107631. this._dpadPressed = true;
  107632. /** @hidden */
  107633. this._activePointer = false;
  107634. this._id = VRExperienceHelperGazer._idCounter++;
  107635. // Gaze tracker
  107636. if (!gazeTrackerToClone) {
  107637. this._gazeTracker = BABYLON.Mesh.CreateTorus("gazeTracker", 0.0035, 0.0025, 20, scene, false);
  107638. this._gazeTracker.bakeCurrentTransformIntoVertices();
  107639. this._gazeTracker.isPickable = false;
  107640. this._gazeTracker.isVisible = false;
  107641. var targetMat = new BABYLON.StandardMaterial("targetMat", scene);
  107642. targetMat.specularColor = BABYLON.Color3.Black();
  107643. targetMat.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107644. targetMat.backFaceCulling = false;
  107645. this._gazeTracker.material = targetMat;
  107646. }
  107647. else {
  107648. this._gazeTracker = gazeTrackerToClone.clone("gazeTracker");
  107649. }
  107650. }
  107651. /** @hidden */
  107652. VRExperienceHelperGazer.prototype._getForwardRay = function (length) {
  107653. return new BABYLON.Ray(BABYLON.Vector3.Zero(), new BABYLON.Vector3(0, 0, length));
  107654. };
  107655. /** @hidden */
  107656. VRExperienceHelperGazer.prototype._selectionPointerDown = function () {
  107657. this._pointerDownOnMeshAsked = true;
  107658. if (this._currentHit) {
  107659. this.scene.simulatePointerDown(this._currentHit, { pointerId: this._id });
  107660. }
  107661. };
  107662. /** @hidden */
  107663. VRExperienceHelperGazer.prototype._selectionPointerUp = function () {
  107664. if (this._currentHit) {
  107665. this.scene.simulatePointerUp(this._currentHit, { pointerId: this._id });
  107666. }
  107667. this._pointerDownOnMeshAsked = false;
  107668. };
  107669. /** @hidden */
  107670. VRExperienceHelperGazer.prototype._activatePointer = function () {
  107671. this._activePointer = true;
  107672. };
  107673. /** @hidden */
  107674. VRExperienceHelperGazer.prototype._deactivatePointer = function () {
  107675. this._activePointer = false;
  107676. };
  107677. /** @hidden */
  107678. VRExperienceHelperGazer.prototype._updatePointerDistance = function (distance) {
  107679. if (distance === void 0) { distance = 100; }
  107680. };
  107681. VRExperienceHelperGazer.prototype.dispose = function () {
  107682. this._interactionsEnabled = false;
  107683. this._teleportationEnabled = false;
  107684. if (this._gazeTracker) {
  107685. this._gazeTracker.dispose();
  107686. }
  107687. };
  107688. VRExperienceHelperGazer._idCounter = 0;
  107689. return VRExperienceHelperGazer;
  107690. }());
  107691. var VRExperienceHelperControllerGazer = /** @class */ (function (_super) {
  107692. __extends(VRExperienceHelperControllerGazer, _super);
  107693. function VRExperienceHelperControllerGazer(webVRController, scene, gazeTrackerToClone) {
  107694. var _this = _super.call(this, scene, gazeTrackerToClone) || this;
  107695. _this.webVRController = webVRController;
  107696. // Laser pointer
  107697. _this._laserPointer = BABYLON.Mesh.CreateCylinder("laserPointer", 1, 0.004, 0.0002, 20, 1, scene, false);
  107698. var laserPointerMaterial = new BABYLON.StandardMaterial("laserPointerMat", scene);
  107699. laserPointerMaterial.emissiveColor = new BABYLON.Color3(0.7, 0.7, 0.7);
  107700. laserPointerMaterial.alpha = 0.6;
  107701. _this._laserPointer.material = laserPointerMaterial;
  107702. _this._laserPointer.rotation.x = Math.PI / 2;
  107703. _this._laserPointer.position.z = -0.5;
  107704. _this._laserPointer.isVisible = false;
  107705. _this._laserPointer.isPickable = false;
  107706. if (!webVRController.mesh) {
  107707. // Create an empty mesh that is used prior to loading the high quality model
  107708. var preloadMesh = new BABYLON.Mesh("preloadControllerMesh", scene);
  107709. var preloadPointerPose = new BABYLON.Mesh(BABYLON.PoseEnabledController.POINTING_POSE, scene);
  107710. preloadPointerPose.rotation.x = -0.7;
  107711. preloadMesh.addChild(preloadPointerPose);
  107712. webVRController.attachToMesh(preloadMesh);
  107713. }
  107714. _this._setLaserPointerParent(webVRController.mesh);
  107715. _this._meshAttachedObserver = webVRController._meshAttachedObservable.add(function (mesh) {
  107716. _this._setLaserPointerParent(mesh);
  107717. });
  107718. return _this;
  107719. }
  107720. VRExperienceHelperControllerGazer.prototype._getForwardRay = function (length) {
  107721. return this.webVRController.getForwardRay(length);
  107722. };
  107723. /** @hidden */
  107724. VRExperienceHelperControllerGazer.prototype._activatePointer = function () {
  107725. _super.prototype._activatePointer.call(this);
  107726. this._laserPointer.isVisible = true;
  107727. };
  107728. /** @hidden */
  107729. VRExperienceHelperControllerGazer.prototype._deactivatePointer = function () {
  107730. _super.prototype._deactivatePointer.call(this);
  107731. this._laserPointer.isVisible = false;
  107732. };
  107733. /** @hidden */
  107734. VRExperienceHelperControllerGazer.prototype._setLaserPointerColor = function (color) {
  107735. this._laserPointer.material.emissiveColor = color;
  107736. };
  107737. /** @hidden */
  107738. VRExperienceHelperControllerGazer.prototype._setLaserPointerParent = function (mesh) {
  107739. var makeNotPick = function (root) {
  107740. root.isPickable = false;
  107741. root.getChildMeshes().forEach(function (c) {
  107742. makeNotPick(c);
  107743. });
  107744. };
  107745. makeNotPick(mesh);
  107746. var meshChildren = mesh.getChildren(undefined, false);
  107747. var laserParent = mesh;
  107748. this.webVRController._pointingPoseNode = null;
  107749. for (var i = 0; i < meshChildren.length; i++) {
  107750. if (meshChildren[i].name && meshChildren[i].name.indexOf(BABYLON.PoseEnabledController.POINTING_POSE) >= 0) {
  107751. laserParent = meshChildren[i];
  107752. this.webVRController._pointingPoseNode = laserParent;
  107753. break;
  107754. }
  107755. }
  107756. this._laserPointer.parent = laserParent;
  107757. };
  107758. VRExperienceHelperControllerGazer.prototype._updatePointerDistance = function (distance) {
  107759. if (distance === void 0) { distance = 100; }
  107760. this._laserPointer.scaling.y = distance;
  107761. this._laserPointer.position.z = -distance / 2;
  107762. };
  107763. VRExperienceHelperControllerGazer.prototype.dispose = function () {
  107764. _super.prototype.dispose.call(this);
  107765. this._laserPointer.dispose();
  107766. if (this._meshAttachedObserver) {
  107767. this.webVRController._meshAttachedObservable.remove(this._meshAttachedObserver);
  107768. }
  107769. };
  107770. return VRExperienceHelperControllerGazer;
  107771. }(VRExperienceHelperGazer));
  107772. var VRExperienceHelperCameraGazer = /** @class */ (function (_super) {
  107773. __extends(VRExperienceHelperCameraGazer, _super);
  107774. function VRExperienceHelperCameraGazer(getCamera, scene) {
  107775. var _this = _super.call(this, scene) || this;
  107776. _this.getCamera = getCamera;
  107777. return _this;
  107778. }
  107779. VRExperienceHelperCameraGazer.prototype._getForwardRay = function (length) {
  107780. var camera = this.getCamera();
  107781. if (camera) {
  107782. return camera.getForwardRay(length);
  107783. }
  107784. else {
  107785. return new BABYLON.Ray(BABYLON.Vector3.Zero(), BABYLON.Vector3.Forward());
  107786. }
  107787. };
  107788. return VRExperienceHelperCameraGazer;
  107789. }(VRExperienceHelperGazer));
  107790. /**
  107791. * Helps to quickly add VR support to an existing scene.
  107792. * See http://doc.babylonjs.com/how_to/webvr_helper
  107793. */
  107794. var VRExperienceHelper = /** @class */ (function () {
  107795. /**
  107796. * Instantiates a VRExperienceHelper.
  107797. * Helps to quickly add VR support to an existing scene.
  107798. * @param scene The scene the VRExperienceHelper belongs to.
  107799. * @param webVROptions Options to modify the vr experience helper's behavior.
  107800. */
  107801. function VRExperienceHelper(scene,
  107802. /** Options to modify the vr experience helper's behavior. */
  107803. webVROptions) {
  107804. if (webVROptions === void 0) { webVROptions = {}; }
  107805. var _this = this;
  107806. this.webVROptions = webVROptions;
  107807. // Can the system support WebVR, even if a headset isn't plugged in?
  107808. this._webVRsupported = false;
  107809. // If WebVR is supported, is a headset plugged in and are we ready to present?
  107810. this._webVRready = false;
  107811. // Are we waiting for the requestPresent callback to complete?
  107812. this._webVRrequesting = false;
  107813. // Are we presenting to the headset right now? (this is the vrDevice state)
  107814. this._webVRpresenting = false;
  107815. // Are we presenting in the fullscreen fallback?
  107816. this._fullscreenVRpresenting = false;
  107817. /**
  107818. * Observable raised when entering VR.
  107819. */
  107820. this.onEnteringVRObservable = new BABYLON.Observable();
  107821. /**
  107822. * Observable raised when exiting VR.
  107823. */
  107824. this.onExitingVRObservable = new BABYLON.Observable();
  107825. /**
  107826. * Observable raised when controller mesh is loaded.
  107827. */
  107828. this.onControllerMeshLoadedObservable = new BABYLON.Observable();
  107829. this._useCustomVRButton = false;
  107830. this._teleportationRequested = false;
  107831. this._teleportActive = false;
  107832. this._floorMeshesCollection = [];
  107833. this._rotationAllowed = true;
  107834. this._teleportBackwardsVector = new BABYLON.Vector3(0, -1, -1);
  107835. this._isDefaultTeleportationTarget = true;
  107836. this._teleportationFillColor = "#444444";
  107837. this._teleportationBorderColor = "#FFFFFF";
  107838. this._rotationAngle = 0;
  107839. this._haloCenter = new BABYLON.Vector3(0, 0, 0);
  107840. this._padSensibilityUp = 0.65;
  107841. this._padSensibilityDown = 0.35;
  107842. this._leftController = null;
  107843. this._rightController = null;
  107844. /**
  107845. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  107846. */
  107847. this.onNewMeshSelected = new BABYLON.Observable();
  107848. /**
  107849. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  107850. */
  107851. this.onNewMeshPicked = new BABYLON.Observable();
  107852. /**
  107853. * Observable raised before camera teleportation
  107854. */
  107855. this.onBeforeCameraTeleport = new BABYLON.Observable();
  107856. /**
  107857. * Observable raised after camera teleportation
  107858. */
  107859. this.onAfterCameraTeleport = new BABYLON.Observable();
  107860. /**
  107861. * Observable raised when current selected mesh gets unselected
  107862. */
  107863. this.onSelectedMeshUnselected = new BABYLON.Observable();
  107864. /**
  107865. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  107866. */
  107867. this.teleportationEnabled = true;
  107868. this._teleportationInitialized = false;
  107869. this._interactionsEnabled = false;
  107870. this._interactionsRequested = false;
  107871. this._displayGaze = true;
  107872. this._displayLaserPointer = true;
  107873. /**
  107874. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  107875. */
  107876. this.updateGazeTrackerScale = true;
  107877. this._onResize = function () {
  107878. _this.moveButtonToBottomRight();
  107879. if (_this._fullscreenVRpresenting && _this._webVRready) {
  107880. _this.exitVR();
  107881. }
  107882. };
  107883. this._onFullscreenChange = function () {
  107884. if (document.fullscreen !== undefined) {
  107885. _this._fullscreenVRpresenting = document.fullscreen;
  107886. }
  107887. else if (document.mozFullScreen !== undefined) {
  107888. _this._fullscreenVRpresenting = document.mozFullScreen;
  107889. }
  107890. else if (document.webkitIsFullScreen !== undefined) {
  107891. _this._fullscreenVRpresenting = document.webkitIsFullScreen;
  107892. }
  107893. else if (document.msIsFullScreen !== undefined) {
  107894. _this._fullscreenVRpresenting = document.msIsFullScreen;
  107895. }
  107896. else if (document.msFullscreenElement !== undefined) {
  107897. _this._fullscreenVRpresenting = document.msFullscreenElement;
  107898. }
  107899. if (!_this._fullscreenVRpresenting && _this._canvas) {
  107900. _this.exitVR();
  107901. if (!_this._useCustomVRButton) {
  107902. _this._btnVR.style.top = _this._canvas.offsetTop + _this._canvas.offsetHeight - 70 + "px";
  107903. _this._btnVR.style.left = _this._canvas.offsetLeft + _this._canvas.offsetWidth - 100 + "px";
  107904. }
  107905. }
  107906. };
  107907. this._cachedAngularSensibility = { angularSensibilityX: null, angularSensibilityY: null, angularSensibility: null };
  107908. this.beforeRender = function () {
  107909. if (_this._leftController && _this._leftController._activePointer) {
  107910. _this._castRayAndSelectObject(_this._leftController);
  107911. }
  107912. if (_this._rightController && _this._rightController._activePointer) {
  107913. _this._castRayAndSelectObject(_this._rightController);
  107914. }
  107915. if (_this._noControllerIsActive) {
  107916. _this._castRayAndSelectObject(_this._cameraGazer);
  107917. }
  107918. else {
  107919. _this._cameraGazer._gazeTracker.isVisible = false;
  107920. }
  107921. };
  107922. this._onNewGamepadConnected = function (gamepad) {
  107923. if (gamepad.type !== BABYLON.Gamepad.POSE_ENABLED) {
  107924. if (gamepad.leftStick) {
  107925. gamepad.onleftstickchanged(function (stickValues) {
  107926. if (_this._teleportationInitialized && _this.teleportationEnabled) {
  107927. // Listening to classic/xbox gamepad only if no VR controller is active
  107928. if ((!_this._leftController && !_this._rightController) ||
  107929. ((_this._leftController && !_this._leftController._activePointer) &&
  107930. (_this._rightController && !_this._rightController._activePointer))) {
  107931. _this._checkTeleportWithRay(stickValues, _this._cameraGazer);
  107932. _this._checkTeleportBackwards(stickValues, _this._cameraGazer);
  107933. }
  107934. }
  107935. });
  107936. }
  107937. if (gamepad.rightStick) {
  107938. gamepad.onrightstickchanged(function (stickValues) {
  107939. if (_this._teleportationInitialized) {
  107940. _this._checkRotate(stickValues, _this._cameraGazer);
  107941. }
  107942. });
  107943. }
  107944. if (gamepad.type === BABYLON.Gamepad.XBOX) {
  107945. gamepad.onbuttondown(function (buttonPressed) {
  107946. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107947. _this._cameraGazer._selectionPointerDown();
  107948. }
  107949. });
  107950. gamepad.onbuttonup(function (buttonPressed) {
  107951. if (_this._interactionsEnabled && buttonPressed === BABYLON.Xbox360Button.A) {
  107952. _this._cameraGazer._selectionPointerUp();
  107953. }
  107954. });
  107955. }
  107956. }
  107957. else {
  107958. var webVRController = gamepad;
  107959. var controller = new VRExperienceHelperControllerGazer(webVRController, _this._scene, _this._cameraGazer._gazeTracker);
  107960. if (webVRController.hand === "right" || (_this._leftController && _this._leftController.webVRController != webVRController)) {
  107961. _this._rightController = controller;
  107962. }
  107963. else {
  107964. _this._leftController = controller;
  107965. }
  107966. _this._tryEnableInteractionOnController(controller);
  107967. }
  107968. };
  107969. // 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
  107970. this._tryEnableInteractionOnController = function (controller) {
  107971. if (_this._interactionsRequested && !controller._interactionsEnabled) {
  107972. _this._enableInteractionOnController(controller);
  107973. }
  107974. if (_this._teleportationRequested && !controller._teleportationEnabled) {
  107975. _this._enableTeleportationOnController(controller);
  107976. }
  107977. };
  107978. this._onNewGamepadDisconnected = function (gamepad) {
  107979. if (gamepad instanceof BABYLON.WebVRController) {
  107980. if (gamepad.hand === "left" && _this._leftController != null) {
  107981. _this._leftController.dispose();
  107982. _this._leftController = null;
  107983. }
  107984. if (gamepad.hand === "right" && _this._rightController != null) {
  107985. _this._rightController.dispose();
  107986. _this._rightController = null;
  107987. }
  107988. }
  107989. };
  107990. this._workingVector = BABYLON.Vector3.Zero();
  107991. this._workingQuaternion = BABYLON.Quaternion.Identity();
  107992. this._workingMatrix = BABYLON.Matrix.Identity();
  107993. this._scene = scene;
  107994. this._canvas = scene.getEngine().getRenderingCanvas();
  107995. // Parse options
  107996. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera === undefined) {
  107997. webVROptions.createFallbackVRDeviceOrientationFreeCamera = true;
  107998. }
  107999. if (webVROptions.createDeviceOrientationCamera === undefined) {
  108000. webVROptions.createDeviceOrientationCamera = true;
  108001. }
  108002. if (webVROptions.laserToggle === undefined) {
  108003. webVROptions.laserToggle = true;
  108004. }
  108005. if (webVROptions.defaultHeight === undefined) {
  108006. webVROptions.defaultHeight = 1.7;
  108007. }
  108008. if (webVROptions.useCustomVRButton) {
  108009. this._useCustomVRButton = true;
  108010. if (webVROptions.customVRButton) {
  108011. this._btnVR = webVROptions.customVRButton;
  108012. }
  108013. }
  108014. if (webVROptions.rayLength) {
  108015. this._rayLength = webVROptions.rayLength;
  108016. }
  108017. this._defaultHeight = webVROptions.defaultHeight;
  108018. if (webVROptions.positionScale) {
  108019. this._rayLength *= webVROptions.positionScale;
  108020. this._defaultHeight *= webVROptions.positionScale;
  108021. }
  108022. this._hasEnteredVR = false;
  108023. // Set position
  108024. if (this._scene.activeCamera) {
  108025. this._position = this._scene.activeCamera.position.clone();
  108026. }
  108027. else {
  108028. this._position = new BABYLON.Vector3(0, this._defaultHeight, 0);
  108029. }
  108030. // Set non-vr camera
  108031. if (webVROptions.createDeviceOrientationCamera || !this._scene.activeCamera) {
  108032. this._deviceOrientationCamera = new BABYLON.DeviceOrientationCamera("deviceOrientationVRHelper", this._position.clone(), scene);
  108033. // Copy data from existing camera
  108034. if (this._scene.activeCamera) {
  108035. this._deviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108036. this._deviceOrientationCamera.maxZ = this._scene.activeCamera.maxZ;
  108037. // Set rotation from previous camera
  108038. if (this._scene.activeCamera instanceof BABYLON.TargetCamera && this._scene.activeCamera.rotation) {
  108039. var targetCamera = this._scene.activeCamera;
  108040. if (targetCamera.rotationQuaternion) {
  108041. this._deviceOrientationCamera.rotationQuaternion.copyFrom(targetCamera.rotationQuaternion);
  108042. }
  108043. else {
  108044. this._deviceOrientationCamera.rotationQuaternion.copyFrom(BABYLON.Quaternion.RotationYawPitchRoll(targetCamera.rotation.y, targetCamera.rotation.x, targetCamera.rotation.z));
  108045. }
  108046. this._deviceOrientationCamera.rotation = targetCamera.rotation.clone();
  108047. }
  108048. }
  108049. this._scene.activeCamera = this._deviceOrientationCamera;
  108050. if (this._canvas) {
  108051. this._scene.activeCamera.attachControl(this._canvas);
  108052. }
  108053. }
  108054. else {
  108055. this._existingCamera = this._scene.activeCamera;
  108056. }
  108057. // Create VR cameras
  108058. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108059. this._vrDeviceOrientationCamera = new BABYLON.VRDeviceOrientationFreeCamera("VRDeviceOrientationVRHelper", this._position, this._scene);
  108060. this._vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108061. }
  108062. this._webVRCamera = new BABYLON.WebVRFreeCamera("WebVRHelper", this._position, this._scene, webVROptions);
  108063. this._webVRCamera.useStandingMatrix();
  108064. this._cameraGazer = new VRExperienceHelperCameraGazer(function () { return _this.currentVRCamera; }, scene);
  108065. // Create default button
  108066. if (!this._useCustomVRButton) {
  108067. this._btnVR = document.createElement("BUTTON");
  108068. this._btnVR.className = "babylonVRicon";
  108069. this._btnVR.id = "babylonVRiconbtn";
  108070. this._btnVR.title = "Click to switch to VR";
  108071. 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) }";
  108072. css += ".babylonVRicon.vrdisplaypresenting { display: none; }";
  108073. // TODO: Add user feedback so that they know what state the VRDisplay is in (disconnected, connected, entering-VR)
  108074. // css += ".babylonVRicon.vrdisplaysupported { }";
  108075. // css += ".babylonVRicon.vrdisplayready { }";
  108076. // css += ".babylonVRicon.vrdisplayrequesting { }";
  108077. var style = document.createElement('style');
  108078. style.appendChild(document.createTextNode(css));
  108079. document.getElementsByTagName('head')[0].appendChild(style);
  108080. this.moveButtonToBottomRight();
  108081. }
  108082. // VR button click event
  108083. if (this._btnVR) {
  108084. this._btnVR.addEventListener("click", function () {
  108085. if (!_this.isInVRMode) {
  108086. _this.enterVR();
  108087. }
  108088. else {
  108089. _this.exitVR();
  108090. }
  108091. });
  108092. }
  108093. // Window events
  108094. window.addEventListener("resize", this._onResize);
  108095. document.addEventListener("fullscreenchange", this._onFullscreenChange, false);
  108096. document.addEventListener("mozfullscreenchange", this._onFullscreenChange, false);
  108097. document.addEventListener("webkitfullscreenchange", this._onFullscreenChange, false);
  108098. document.addEventListener("msfullscreenchange", this._onFullscreenChange, false);
  108099. document.onmsfullscreenchange = this._onFullscreenChange;
  108100. // Display vr button when headset is connected
  108101. if (webVROptions.createFallbackVRDeviceOrientationFreeCamera) {
  108102. this.displayVRButton();
  108103. }
  108104. else {
  108105. this._scene.getEngine().onVRDisplayChangedObservable.add(function (e) {
  108106. if (e.vrDisplay) {
  108107. _this.displayVRButton();
  108108. }
  108109. });
  108110. }
  108111. // Exiting VR mode using 'ESC' key on desktop
  108112. this._onKeyDown = function (event) {
  108113. if (event.keyCode === 27 && _this.isInVRMode) {
  108114. _this.exitVR();
  108115. }
  108116. };
  108117. document.addEventListener("keydown", this._onKeyDown);
  108118. // Exiting VR mode double tapping the touch screen
  108119. this._scene.onPrePointerObservable.add(function (pointerInfo, eventState) {
  108120. if (_this.isInVRMode) {
  108121. _this.exitVR();
  108122. if (_this._fullscreenVRpresenting) {
  108123. _this._scene.getEngine().switchFullscreen(true);
  108124. }
  108125. }
  108126. }, BABYLON.PointerEventTypes.POINTERDOUBLETAP, false);
  108127. // Listen for WebVR display changes
  108128. this._onVRDisplayChanged = function (eventArgs) { return _this.onVRDisplayChanged(eventArgs); };
  108129. this._onVrDisplayPresentChange = function () { return _this.onVrDisplayPresentChange(); };
  108130. this._onVRRequestPresentStart = function () {
  108131. _this._webVRrequesting = true;
  108132. _this.updateButtonVisibility();
  108133. };
  108134. this._onVRRequestPresentComplete = function (success) {
  108135. _this._webVRrequesting = false;
  108136. _this.updateButtonVisibility();
  108137. };
  108138. scene.getEngine().onVRDisplayChangedObservable.add(this._onVRDisplayChanged);
  108139. scene.getEngine().onVRRequestPresentStart.add(this._onVRRequestPresentStart);
  108140. scene.getEngine().onVRRequestPresentComplete.add(this._onVRRequestPresentComplete);
  108141. window.addEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  108142. scene.onDisposeObservable.add(function () {
  108143. _this.dispose();
  108144. });
  108145. // Gamepad connection events
  108146. this._webVRCamera.onControllerMeshLoadedObservable.add(function (webVRController) { return _this._onDefaultMeshLoaded(webVRController); });
  108147. this._scene.gamepadManager.onGamepadConnectedObservable.add(this._onNewGamepadConnected);
  108148. this._scene.gamepadManager.onGamepadDisconnectedObservable.add(this._onNewGamepadDisconnected);
  108149. this.updateButtonVisibility();
  108150. //create easing functions
  108151. this._circleEase = new BABYLON.CircleEase();
  108152. this._circleEase.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108153. if (this.webVROptions.floorMeshes) {
  108154. this.enableTeleportation({ floorMeshes: this.webVROptions.floorMeshes });
  108155. }
  108156. }
  108157. Object.defineProperty(VRExperienceHelper.prototype, "onEnteringVR", {
  108158. /** Return this.onEnteringVRObservable
  108159. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  108160. */
  108161. get: function () {
  108162. return this.onEnteringVRObservable;
  108163. },
  108164. enumerable: true,
  108165. configurable: true
  108166. });
  108167. Object.defineProperty(VRExperienceHelper.prototype, "onExitingVR", {
  108168. /** Return this.onExitingVRObservable
  108169. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  108170. */
  108171. get: function () {
  108172. return this.onExitingVRObservable;
  108173. },
  108174. enumerable: true,
  108175. configurable: true
  108176. });
  108177. Object.defineProperty(VRExperienceHelper.prototype, "onControllerMeshLoaded", {
  108178. /** Return this.onControllerMeshLoadedObservable
  108179. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  108180. */
  108181. get: function () {
  108182. return this.onControllerMeshLoadedObservable;
  108183. },
  108184. enumerable: true,
  108185. configurable: true
  108186. });
  108187. Object.defineProperty(VRExperienceHelper.prototype, "teleportationTarget", {
  108188. /**
  108189. * The mesh used to display where the user is going to teleport.
  108190. */
  108191. get: function () {
  108192. return this._teleportationTarget;
  108193. },
  108194. /**
  108195. * Sets the mesh to be used to display where the user is going to teleport.
  108196. */
  108197. set: function (value) {
  108198. if (value) {
  108199. value.name = "teleportationTarget";
  108200. this._isDefaultTeleportationTarget = false;
  108201. this._teleportationTarget = value;
  108202. }
  108203. },
  108204. enumerable: true,
  108205. configurable: true
  108206. });
  108207. Object.defineProperty(VRExperienceHelper.prototype, "gazeTrackerMesh", {
  108208. /**
  108209. * 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
  108210. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  108211. * See http://doc.babylonjs.com/resources/baking_transformations
  108212. */
  108213. get: function () {
  108214. return this._cameraGazer._gazeTracker;
  108215. },
  108216. set: function (value) {
  108217. if (value) {
  108218. // Dispose of existing meshes
  108219. if (this._cameraGazer._gazeTracker) {
  108220. this._cameraGazer._gazeTracker.dispose();
  108221. }
  108222. if (this._leftController && this._leftController._gazeTracker) {
  108223. this._leftController._gazeTracker.dispose();
  108224. }
  108225. if (this._rightController && this._rightController._gazeTracker) {
  108226. this._rightController._gazeTracker.dispose();
  108227. }
  108228. // Set and create gaze trackers on head and controllers
  108229. this._cameraGazer._gazeTracker = value;
  108230. this._cameraGazer._gazeTracker.bakeCurrentTransformIntoVertices();
  108231. this._cameraGazer._gazeTracker.isPickable = false;
  108232. this._cameraGazer._gazeTracker.isVisible = false;
  108233. this._cameraGazer._gazeTracker.name = "gazeTracker";
  108234. if (this._leftController) {
  108235. this._leftController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108236. }
  108237. if (this._rightController) {
  108238. this._rightController._gazeTracker = this._cameraGazer._gazeTracker.clone("gazeTracker");
  108239. }
  108240. }
  108241. },
  108242. enumerable: true,
  108243. configurable: true
  108244. });
  108245. Object.defineProperty(VRExperienceHelper.prototype, "leftControllerGazeTrackerMesh", {
  108246. /**
  108247. * The gaze tracking mesh corresponding to the left controller
  108248. */
  108249. get: function () {
  108250. if (this._leftController) {
  108251. return this._leftController._gazeTracker;
  108252. }
  108253. return null;
  108254. },
  108255. enumerable: true,
  108256. configurable: true
  108257. });
  108258. Object.defineProperty(VRExperienceHelper.prototype, "rightControllerGazeTrackerMesh", {
  108259. /**
  108260. * The gaze tracking mesh corresponding to the right controller
  108261. */
  108262. get: function () {
  108263. if (this._rightController) {
  108264. return this._rightController._gazeTracker;
  108265. }
  108266. return null;
  108267. },
  108268. enumerable: true,
  108269. configurable: true
  108270. });
  108271. Object.defineProperty(VRExperienceHelper.prototype, "displayGaze", {
  108272. /**
  108273. * If the ray of the gaze should be displayed.
  108274. */
  108275. get: function () {
  108276. return this._displayGaze;
  108277. },
  108278. /**
  108279. * Sets if the ray of the gaze should be displayed.
  108280. */
  108281. set: function (value) {
  108282. this._displayGaze = value;
  108283. if (!value) {
  108284. this._cameraGazer._gazeTracker.isVisible = false;
  108285. if (this._leftController) {
  108286. this._leftController._gazeTracker.isVisible = false;
  108287. }
  108288. if (this._rightController) {
  108289. this._rightController._gazeTracker.isVisible = false;
  108290. }
  108291. }
  108292. },
  108293. enumerable: true,
  108294. configurable: true
  108295. });
  108296. Object.defineProperty(VRExperienceHelper.prototype, "displayLaserPointer", {
  108297. /**
  108298. * If the ray of the LaserPointer should be displayed.
  108299. */
  108300. get: function () {
  108301. return this._displayLaserPointer;
  108302. },
  108303. /**
  108304. * Sets if the ray of the LaserPointer should be displayed.
  108305. */
  108306. set: function (value) {
  108307. this._displayLaserPointer = value;
  108308. if (!value) {
  108309. if (this._rightController) {
  108310. this._rightController._deactivatePointer();
  108311. this._rightController._gazeTracker.isVisible = false;
  108312. }
  108313. if (this._leftController) {
  108314. this._leftController._deactivatePointer();
  108315. this._leftController._gazeTracker.isVisible = false;
  108316. }
  108317. }
  108318. else {
  108319. if (this._rightController) {
  108320. this._rightController._activatePointer();
  108321. }
  108322. if (this._leftController) {
  108323. this._leftController._activatePointer();
  108324. }
  108325. }
  108326. },
  108327. enumerable: true,
  108328. configurable: true
  108329. });
  108330. Object.defineProperty(VRExperienceHelper.prototype, "deviceOrientationCamera", {
  108331. /**
  108332. * The deviceOrientationCamera used as the camera when not in VR.
  108333. */
  108334. get: function () {
  108335. return this._deviceOrientationCamera;
  108336. },
  108337. enumerable: true,
  108338. configurable: true
  108339. });
  108340. Object.defineProperty(VRExperienceHelper.prototype, "currentVRCamera", {
  108341. /**
  108342. * Based on the current WebVR support, returns the current VR camera used.
  108343. */
  108344. get: function () {
  108345. if (this._webVRready) {
  108346. return this._webVRCamera;
  108347. }
  108348. else {
  108349. return this._scene.activeCamera;
  108350. }
  108351. },
  108352. enumerable: true,
  108353. configurable: true
  108354. });
  108355. Object.defineProperty(VRExperienceHelper.prototype, "webVRCamera", {
  108356. /**
  108357. * The webVRCamera which is used when in VR.
  108358. */
  108359. get: function () {
  108360. return this._webVRCamera;
  108361. },
  108362. enumerable: true,
  108363. configurable: true
  108364. });
  108365. Object.defineProperty(VRExperienceHelper.prototype, "vrDeviceOrientationCamera", {
  108366. /**
  108367. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  108368. */
  108369. get: function () {
  108370. return this._vrDeviceOrientationCamera;
  108371. },
  108372. enumerable: true,
  108373. configurable: true
  108374. });
  108375. Object.defineProperty(VRExperienceHelper.prototype, "_teleportationRequestInitiated", {
  108376. get: function () {
  108377. var result = this._cameraGazer._teleportationRequestInitiated
  108378. || (this._leftController !== null && this._leftController._teleportationRequestInitiated)
  108379. || (this._rightController !== null && this._rightController._teleportationRequestInitiated);
  108380. return result;
  108381. },
  108382. enumerable: true,
  108383. configurable: true
  108384. });
  108385. // Raised when one of the controller has loaded successfully its associated default mesh
  108386. VRExperienceHelper.prototype._onDefaultMeshLoaded = function (webVRController) {
  108387. if (this._leftController && this._leftController.webVRController == webVRController) {
  108388. if (webVRController.mesh) {
  108389. this._leftController._setLaserPointerParent(webVRController.mesh);
  108390. }
  108391. }
  108392. if (this._rightController && this._rightController.webVRController == webVRController) {
  108393. if (webVRController.mesh) {
  108394. this._rightController._setLaserPointerParent(webVRController.mesh);
  108395. }
  108396. }
  108397. try {
  108398. this.onControllerMeshLoadedObservable.notifyObservers(webVRController);
  108399. }
  108400. catch (err) {
  108401. BABYLON.Tools.Warn("Error in your custom logic onControllerMeshLoaded: " + err);
  108402. }
  108403. };
  108404. Object.defineProperty(VRExperienceHelper.prototype, "isInVRMode", {
  108405. /**
  108406. * Gets a value indicating if we are currently in VR mode.
  108407. */
  108408. get: function () {
  108409. return this._webVRpresenting || this._fullscreenVRpresenting;
  108410. },
  108411. enumerable: true,
  108412. configurable: true
  108413. });
  108414. VRExperienceHelper.prototype.onVrDisplayPresentChange = function () {
  108415. var vrDisplay = this._scene.getEngine().getVRDevice();
  108416. if (vrDisplay) {
  108417. var wasPresenting = this._webVRpresenting;
  108418. this._webVRpresenting = vrDisplay.isPresenting;
  108419. if (wasPresenting && !this._webVRpresenting) {
  108420. this.exitVR();
  108421. }
  108422. }
  108423. else {
  108424. BABYLON.Tools.Warn('Detected VRDisplayPresentChange on an unknown VRDisplay. Did you can enterVR on the vrExperienceHelper?');
  108425. }
  108426. this.updateButtonVisibility();
  108427. };
  108428. VRExperienceHelper.prototype.onVRDisplayChanged = function (eventArgs) {
  108429. this._webVRsupported = eventArgs.vrSupported;
  108430. this._webVRready = !!eventArgs.vrDisplay;
  108431. this._webVRpresenting = eventArgs.vrDisplay && eventArgs.vrDisplay.isPresenting;
  108432. this.updateButtonVisibility();
  108433. };
  108434. VRExperienceHelper.prototype.moveButtonToBottomRight = function () {
  108435. if (this._canvas && !this._useCustomVRButton) {
  108436. this._btnVR.style.top = this._canvas.offsetTop + this._canvas.offsetHeight - 70 + "px";
  108437. this._btnVR.style.left = this._canvas.offsetLeft + this._canvas.offsetWidth - 100 + "px";
  108438. }
  108439. };
  108440. VRExperienceHelper.prototype.displayVRButton = function () {
  108441. if (!this._useCustomVRButton && !this._btnVRDisplayed) {
  108442. document.body.appendChild(this._btnVR);
  108443. this._btnVRDisplayed = true;
  108444. }
  108445. };
  108446. VRExperienceHelper.prototype.updateButtonVisibility = function () {
  108447. if (!this._btnVR || this._useCustomVRButton) {
  108448. return;
  108449. }
  108450. this._btnVR.className = "babylonVRicon";
  108451. if (this.isInVRMode) {
  108452. this._btnVR.className += " vrdisplaypresenting";
  108453. }
  108454. else {
  108455. if (this._webVRready) {
  108456. this._btnVR.className += " vrdisplayready";
  108457. }
  108458. if (this._webVRsupported) {
  108459. this._btnVR.className += " vrdisplaysupported";
  108460. }
  108461. if (this._webVRrequesting) {
  108462. this._btnVR.className += " vrdisplayrequesting";
  108463. }
  108464. }
  108465. };
  108466. /**
  108467. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  108468. * Otherwise, will use the fullscreen API.
  108469. */
  108470. VRExperienceHelper.prototype.enterVR = function () {
  108471. if (this.onEnteringVRObservable) {
  108472. try {
  108473. this.onEnteringVRObservable.notifyObservers(this);
  108474. }
  108475. catch (err) {
  108476. BABYLON.Tools.Warn("Error in your custom logic onEnteringVR: " + err);
  108477. }
  108478. }
  108479. if (this._scene.activeCamera) {
  108480. this._position = this._scene.activeCamera.position.clone();
  108481. if (this.vrDeviceOrientationCamera) {
  108482. this.vrDeviceOrientationCamera.rotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles();
  108483. this.vrDeviceOrientationCamera.angularSensibility = 2000;
  108484. }
  108485. if (this.webVRCamera) {
  108486. var currentYRotation = this.webVRCamera.deviceRotationQuaternion.toEulerAngles().y;
  108487. var desiredYRotation = BABYLON.Quaternion.FromRotationMatrix(this._scene.activeCamera.getWorldMatrix().getRotationMatrix()).toEulerAngles().y;
  108488. var delta = desiredYRotation - currentYRotation;
  108489. var currentGlobalRotation = this.webVRCamera.rotationQuaternion.toEulerAngles().y;
  108490. this.webVRCamera.rotationQuaternion = BABYLON.Quaternion.FromEulerAngles(0, currentGlobalRotation + delta, 0);
  108491. }
  108492. // make sure that we return to the last active camera
  108493. this._existingCamera = this._scene.activeCamera;
  108494. // Remove and cache angular sensability to avoid camera rotation when in VR
  108495. if (this._existingCamera.angularSensibilityX) {
  108496. this._cachedAngularSensibility.angularSensibilityX = this._existingCamera.angularSensibilityX;
  108497. this._existingCamera.angularSensibilityX = Number.MAX_VALUE;
  108498. }
  108499. if (this._existingCamera.angularSensibilityY) {
  108500. this._cachedAngularSensibility.angularSensibilityY = this._existingCamera.angularSensibilityY;
  108501. this._existingCamera.angularSensibilityY = Number.MAX_VALUE;
  108502. }
  108503. if (this._existingCamera.angularSensibility) {
  108504. this._cachedAngularSensibility.angularSensibility = this._existingCamera.angularSensibility;
  108505. this._existingCamera.angularSensibility = Number.MAX_VALUE;
  108506. }
  108507. }
  108508. if (this._webVRrequesting) {
  108509. return;
  108510. }
  108511. // If WebVR is supported and a headset is connected
  108512. if (this._webVRready) {
  108513. if (!this._webVRpresenting) {
  108514. this._webVRCamera.position = this._position;
  108515. this._scene.activeCamera = this._webVRCamera;
  108516. }
  108517. }
  108518. else if (this._vrDeviceOrientationCamera) {
  108519. this._vrDeviceOrientationCamera.position = this._position;
  108520. if (this._scene.activeCamera) {
  108521. this._vrDeviceOrientationCamera.minZ = this._scene.activeCamera.minZ;
  108522. }
  108523. this._scene.activeCamera = this._vrDeviceOrientationCamera;
  108524. this._scene.getEngine().switchFullscreen(true);
  108525. this.updateButtonVisibility();
  108526. }
  108527. if (this._scene.activeCamera && this._canvas) {
  108528. this._scene.activeCamera.attachControl(this._canvas);
  108529. }
  108530. if (this._interactionsEnabled) {
  108531. this._scene.registerBeforeRender(this.beforeRender);
  108532. }
  108533. if (this._displayLaserPointer) {
  108534. [this._leftController, this._rightController].forEach(function (controller) {
  108535. if (controller) {
  108536. controller._activatePointer();
  108537. }
  108538. });
  108539. }
  108540. this._hasEnteredVR = true;
  108541. };
  108542. /**
  108543. * Attempt to exit VR, or fullscreen.
  108544. */
  108545. VRExperienceHelper.prototype.exitVR = function () {
  108546. if (this._hasEnteredVR) {
  108547. if (this.onExitingVRObservable) {
  108548. try {
  108549. this.onExitingVRObservable.notifyObservers(this);
  108550. }
  108551. catch (err) {
  108552. BABYLON.Tools.Warn("Error in your custom logic onExitingVR: " + err);
  108553. }
  108554. }
  108555. if (this._webVRpresenting) {
  108556. this._scene.getEngine().disableVR();
  108557. }
  108558. if (this._scene.activeCamera) {
  108559. this._position = this._scene.activeCamera.position.clone();
  108560. }
  108561. if (this.vrDeviceOrientationCamera) {
  108562. this.vrDeviceOrientationCamera.angularSensibility = Number.MAX_VALUE;
  108563. }
  108564. if (this._deviceOrientationCamera) {
  108565. this._deviceOrientationCamera.position = this._position;
  108566. this._scene.activeCamera = this._deviceOrientationCamera;
  108567. if (this._canvas) {
  108568. this._scene.activeCamera.attachControl(this._canvas);
  108569. }
  108570. // Restore angular sensibility
  108571. if (this._cachedAngularSensibility.angularSensibilityX) {
  108572. this._deviceOrientationCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108573. this._cachedAngularSensibility.angularSensibilityX = null;
  108574. }
  108575. if (this._cachedAngularSensibility.angularSensibilityY) {
  108576. this._deviceOrientationCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108577. this._cachedAngularSensibility.angularSensibilityY = null;
  108578. }
  108579. if (this._cachedAngularSensibility.angularSensibility) {
  108580. this._deviceOrientationCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108581. this._cachedAngularSensibility.angularSensibility = null;
  108582. }
  108583. }
  108584. else if (this._existingCamera) {
  108585. this._existingCamera.position = this._position;
  108586. this._scene.activeCamera = this._existingCamera;
  108587. // Restore angular sensibility
  108588. if (this._cachedAngularSensibility.angularSensibilityX) {
  108589. this._existingCamera.angularSensibilityX = this._cachedAngularSensibility.angularSensibilityX;
  108590. this._cachedAngularSensibility.angularSensibilityX = null;
  108591. }
  108592. if (this._cachedAngularSensibility.angularSensibilityY) {
  108593. this._existingCamera.angularSensibilityY = this._cachedAngularSensibility.angularSensibilityY;
  108594. this._cachedAngularSensibility.angularSensibilityY = null;
  108595. }
  108596. if (this._cachedAngularSensibility.angularSensibility) {
  108597. this._existingCamera.angularSensibility = this._cachedAngularSensibility.angularSensibility;
  108598. this._cachedAngularSensibility.angularSensibility = null;
  108599. }
  108600. }
  108601. this.updateButtonVisibility();
  108602. if (this._interactionsEnabled) {
  108603. this._scene.unregisterBeforeRender(this.beforeRender);
  108604. this._cameraGazer._gazeTracker.isVisible = false;
  108605. if (this._leftController) {
  108606. this._leftController._gazeTracker.isVisible = false;
  108607. }
  108608. if (this._rightController) {
  108609. this._rightController._gazeTracker.isVisible = false;
  108610. }
  108611. }
  108612. // resize to update width and height when exiting vr exits fullscreen
  108613. this._scene.getEngine().resize();
  108614. [this._leftController, this._rightController].forEach(function (controller) {
  108615. if (controller) {
  108616. controller._deactivatePointer();
  108617. }
  108618. });
  108619. this._hasEnteredVR = false;
  108620. }
  108621. };
  108622. Object.defineProperty(VRExperienceHelper.prototype, "position", {
  108623. /**
  108624. * The position of the vr experience helper.
  108625. */
  108626. get: function () {
  108627. return this._position;
  108628. },
  108629. /**
  108630. * Sets the position of the vr experience helper.
  108631. */
  108632. set: function (value) {
  108633. this._position = value;
  108634. if (this._scene.activeCamera) {
  108635. this._scene.activeCamera.position = value;
  108636. }
  108637. },
  108638. enumerable: true,
  108639. configurable: true
  108640. });
  108641. /**
  108642. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  108643. */
  108644. VRExperienceHelper.prototype.enableInteractions = function () {
  108645. var _this = this;
  108646. if (!this._interactionsEnabled) {
  108647. this._interactionsRequested = true;
  108648. if (this._leftController) {
  108649. this._enableInteractionOnController(this._leftController);
  108650. }
  108651. if (this._rightController) {
  108652. this._enableInteractionOnController(this._rightController);
  108653. }
  108654. this.raySelectionPredicate = function (mesh) {
  108655. return mesh.isVisible && (mesh.isPickable || mesh.name === _this._floorMeshName);
  108656. };
  108657. this.meshSelectionPredicate = function (mesh) {
  108658. return true;
  108659. };
  108660. this._raySelectionPredicate = function (mesh) {
  108661. if (_this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
  108662. && mesh.name.indexOf("teleportationTarget") === -1
  108663. && mesh.name.indexOf("torusTeleportation") === -1)) {
  108664. return _this.raySelectionPredicate(mesh);
  108665. }
  108666. return false;
  108667. };
  108668. this._interactionsEnabled = true;
  108669. }
  108670. };
  108671. Object.defineProperty(VRExperienceHelper.prototype, "_noControllerIsActive", {
  108672. get: function () {
  108673. return !(this._leftController && this._leftController._activePointer) && !(this._rightController && this._rightController._activePointer);
  108674. },
  108675. enumerable: true,
  108676. configurable: true
  108677. });
  108678. VRExperienceHelper.prototype._isTeleportationFloor = function (mesh) {
  108679. for (var i = 0; i < this._floorMeshesCollection.length; i++) {
  108680. if (this._floorMeshesCollection[i].id === mesh.id) {
  108681. return true;
  108682. }
  108683. }
  108684. if (this._floorMeshName && mesh.name === this._floorMeshName) {
  108685. return true;
  108686. }
  108687. return false;
  108688. };
  108689. /**
  108690. * Adds a floor mesh to be used for teleportation.
  108691. * @param floorMesh the mesh to be used for teleportation.
  108692. */
  108693. VRExperienceHelper.prototype.addFloorMesh = function (floorMesh) {
  108694. if (!this._floorMeshesCollection) {
  108695. return;
  108696. }
  108697. if (this._floorMeshesCollection.indexOf(floorMesh) > -1) {
  108698. return;
  108699. }
  108700. this._floorMeshesCollection.push(floorMesh);
  108701. };
  108702. /**
  108703. * Removes a floor mesh from being used for teleportation.
  108704. * @param floorMesh the mesh to be removed.
  108705. */
  108706. VRExperienceHelper.prototype.removeFloorMesh = function (floorMesh) {
  108707. if (!this._floorMeshesCollection) {
  108708. return;
  108709. }
  108710. var meshIndex = this._floorMeshesCollection.indexOf(floorMesh);
  108711. if (meshIndex !== -1) {
  108712. this._floorMeshesCollection.splice(meshIndex, 1);
  108713. }
  108714. };
  108715. /**
  108716. * Enables interactions and teleportation using the VR controllers and gaze.
  108717. * @param vrTeleportationOptions options to modify teleportation behavior.
  108718. */
  108719. VRExperienceHelper.prototype.enableTeleportation = function (vrTeleportationOptions) {
  108720. if (vrTeleportationOptions === void 0) { vrTeleportationOptions = {}; }
  108721. if (!this._teleportationInitialized) {
  108722. this._teleportationRequested = true;
  108723. this.enableInteractions();
  108724. if (vrTeleportationOptions.floorMeshName) {
  108725. this._floorMeshName = vrTeleportationOptions.floorMeshName;
  108726. }
  108727. if (vrTeleportationOptions.floorMeshes) {
  108728. this._floorMeshesCollection = vrTeleportationOptions.floorMeshes;
  108729. }
  108730. if (this._leftController != null) {
  108731. this._enableTeleportationOnController(this._leftController);
  108732. }
  108733. if (this._rightController != null) {
  108734. this._enableTeleportationOnController(this._rightController);
  108735. }
  108736. // Creates an image processing post process for the vignette not relying
  108737. // on the main scene configuration for image processing to reduce setup and spaces
  108738. // (gamma/linear) conflicts.
  108739. var imageProcessingConfiguration = new BABYLON.ImageProcessingConfiguration();
  108740. imageProcessingConfiguration.vignetteColor = new BABYLON.Color4(0, 0, 0, 0);
  108741. imageProcessingConfiguration.vignetteEnabled = true;
  108742. this._postProcessMove = new BABYLON.ImageProcessingPostProcess("postProcessMove", 1.0, this._webVRCamera, undefined, undefined, undefined, undefined, imageProcessingConfiguration);
  108743. this._webVRCamera.detachPostProcess(this._postProcessMove);
  108744. this._teleportationInitialized = true;
  108745. if (this._isDefaultTeleportationTarget) {
  108746. this._createTeleportationCircles();
  108747. this._teleportationTarget.scaling.scaleInPlace(this._webVRCamera.deviceScaleFactor);
  108748. }
  108749. }
  108750. };
  108751. VRExperienceHelper.prototype._enableInteractionOnController = function (controller) {
  108752. var _this = this;
  108753. var controllerMesh = controller.webVRController.mesh;
  108754. if (controllerMesh) {
  108755. controller._interactionsEnabled = true;
  108756. if (this.isInVRMode && this._displayLaserPointer) {
  108757. controller._activatePointer();
  108758. }
  108759. if (this.webVROptions.laserToggle) {
  108760. controller.webVRController.onMainButtonStateChangedObservable.add(function (stateObject) {
  108761. // Enabling / disabling laserPointer
  108762. if (_this._displayLaserPointer && stateObject.value === 1) {
  108763. if (controller._activePointer) {
  108764. controller._deactivatePointer();
  108765. }
  108766. else {
  108767. controller._activatePointer();
  108768. }
  108769. if (_this.displayGaze) {
  108770. controller._gazeTracker.isVisible = controller._activePointer;
  108771. }
  108772. }
  108773. });
  108774. }
  108775. controller.webVRController.onTriggerStateChangedObservable.add(function (stateObject) {
  108776. var gazer = controller;
  108777. if (_this._noControllerIsActive) {
  108778. gazer = _this._cameraGazer;
  108779. }
  108780. if (!gazer._pointerDownOnMeshAsked) {
  108781. if (stateObject.value > _this._padSensibilityUp) {
  108782. gazer._selectionPointerDown();
  108783. }
  108784. }
  108785. else if (stateObject.value < _this._padSensibilityDown) {
  108786. gazer._selectionPointerUp();
  108787. }
  108788. });
  108789. }
  108790. };
  108791. VRExperienceHelper.prototype._checkTeleportWithRay = function (stateObject, gazer) {
  108792. // Dont teleport if another gaze already requested teleportation
  108793. if (this._teleportationRequestInitiated && !gazer._teleportationRequestInitiated) {
  108794. return;
  108795. }
  108796. if (!gazer._teleportationRequestInitiated) {
  108797. if (stateObject.y < -this._padSensibilityUp && gazer._dpadPressed) {
  108798. gazer._activatePointer();
  108799. gazer._teleportationRequestInitiated = true;
  108800. }
  108801. }
  108802. else {
  108803. // Listening to the proper controller values changes to confirm teleportation
  108804. if (Math.sqrt(stateObject.y * stateObject.y + stateObject.x * stateObject.x) < this._padSensibilityDown) {
  108805. if (this._teleportActive) {
  108806. this.teleportCamera(this._haloCenter);
  108807. }
  108808. gazer._teleportationRequestInitiated = false;
  108809. }
  108810. }
  108811. };
  108812. VRExperienceHelper.prototype._checkRotate = function (stateObject, gazer) {
  108813. // Only rotate when user is not currently selecting a teleportation location
  108814. if (gazer._teleportationRequestInitiated) {
  108815. return;
  108816. }
  108817. if (!gazer._rotationLeftAsked) {
  108818. if (stateObject.x < -this._padSensibilityUp && gazer._dpadPressed) {
  108819. gazer._rotationLeftAsked = true;
  108820. if (this._rotationAllowed) {
  108821. this._rotateCamera(false);
  108822. }
  108823. }
  108824. }
  108825. else {
  108826. if (stateObject.x > -this._padSensibilityDown) {
  108827. gazer._rotationLeftAsked = false;
  108828. }
  108829. }
  108830. if (!gazer._rotationRightAsked) {
  108831. if (stateObject.x > this._padSensibilityUp && gazer._dpadPressed) {
  108832. gazer._rotationRightAsked = true;
  108833. if (this._rotationAllowed) {
  108834. this._rotateCamera(true);
  108835. }
  108836. }
  108837. }
  108838. else {
  108839. if (stateObject.x < this._padSensibilityDown) {
  108840. gazer._rotationRightAsked = false;
  108841. }
  108842. }
  108843. };
  108844. VRExperienceHelper.prototype._checkTeleportBackwards = function (stateObject, gazer) {
  108845. // Only teleport backwards when user is not currently selecting a teleportation location
  108846. if (gazer._teleportationRequestInitiated) {
  108847. return;
  108848. }
  108849. // Teleport backwards
  108850. if (stateObject.y > this._padSensibilityUp && gazer._dpadPressed) {
  108851. if (!gazer._teleportationBackRequestInitiated) {
  108852. if (!this.currentVRCamera) {
  108853. return;
  108854. }
  108855. // Get rotation and position of the current camera
  108856. var rotation = BABYLON.Quaternion.FromRotationMatrix(this.currentVRCamera.getWorldMatrix().getRotationMatrix());
  108857. var position = this.currentVRCamera.position;
  108858. // If the camera has device position, use that instead
  108859. if (this.currentVRCamera.devicePosition && this.currentVRCamera.deviceRotationQuaternion) {
  108860. rotation = this.currentVRCamera.deviceRotationQuaternion;
  108861. position = this.currentVRCamera.devicePosition;
  108862. }
  108863. // Get matrix with only the y rotation of the device rotation
  108864. rotation.toEulerAnglesToRef(this._workingVector);
  108865. this._workingVector.z = 0;
  108866. this._workingVector.x = 0;
  108867. BABYLON.Quaternion.RotationYawPitchRollToRef(this._workingVector.y, this._workingVector.x, this._workingVector.z, this._workingQuaternion);
  108868. this._workingQuaternion.toRotationMatrix(this._workingMatrix);
  108869. // Rotate backwards ray by device rotation to cast at the ground behind the user
  108870. BABYLON.Vector3.TransformCoordinatesToRef(this._teleportBackwardsVector, this._workingMatrix, this._workingVector);
  108871. // Teleport if ray hit the ground and is not to far away eg. backwards off a cliff
  108872. var ray = new BABYLON.Ray(position, this._workingVector);
  108873. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  108874. if (hit && hit.pickedPoint && hit.pickedMesh && this._isTeleportationFloor(hit.pickedMesh) && hit.distance < 5) {
  108875. this.teleportCamera(hit.pickedPoint);
  108876. }
  108877. gazer._teleportationBackRequestInitiated = true;
  108878. }
  108879. }
  108880. else {
  108881. gazer._teleportationBackRequestInitiated = false;
  108882. }
  108883. };
  108884. VRExperienceHelper.prototype._enableTeleportationOnController = function (controller) {
  108885. var _this = this;
  108886. var controllerMesh = controller.webVRController.mesh;
  108887. if (controllerMesh) {
  108888. if (!controller._interactionsEnabled) {
  108889. this._enableInteractionOnController(controller);
  108890. }
  108891. controller._interactionsEnabled = true;
  108892. controller._teleportationEnabled = true;
  108893. if (controller.webVRController.controllerType === BABYLON.PoseEnabledControllerType.VIVE) {
  108894. controller._dpadPressed = false;
  108895. controller.webVRController.onPadStateChangedObservable.add(function (stateObject) {
  108896. controller._dpadPressed = stateObject.pressed;
  108897. if (!controller._dpadPressed) {
  108898. controller._rotationLeftAsked = false;
  108899. controller._rotationRightAsked = false;
  108900. controller._teleportationBackRequestInitiated = false;
  108901. }
  108902. });
  108903. }
  108904. controller.webVRController.onPadValuesChangedObservable.add(function (stateObject) {
  108905. if (_this.teleportationEnabled) {
  108906. _this._checkTeleportBackwards(stateObject, controller);
  108907. _this._checkTeleportWithRay(stateObject, controller);
  108908. }
  108909. _this._checkRotate(stateObject, controller);
  108910. });
  108911. }
  108912. };
  108913. VRExperienceHelper.prototype._createTeleportationCircles = function () {
  108914. this._teleportationTarget = BABYLON.Mesh.CreateGround("teleportationTarget", 2, 2, 2, this._scene);
  108915. this._teleportationTarget.isPickable = false;
  108916. var length = 512;
  108917. var dynamicTexture = new BABYLON.DynamicTexture("DynamicTexture", length, this._scene, true);
  108918. dynamicTexture.hasAlpha = true;
  108919. var context = dynamicTexture.getContext();
  108920. var centerX = length / 2;
  108921. var centerY = length / 2;
  108922. var radius = 200;
  108923. context.beginPath();
  108924. context.arc(centerX, centerY, radius, 0, 2 * Math.PI, false);
  108925. context.fillStyle = this._teleportationFillColor;
  108926. context.fill();
  108927. context.lineWidth = 10;
  108928. context.strokeStyle = this._teleportationBorderColor;
  108929. context.stroke();
  108930. context.closePath();
  108931. dynamicTexture.update();
  108932. var teleportationCircleMaterial = new BABYLON.StandardMaterial("TextPlaneMaterial", this._scene);
  108933. teleportationCircleMaterial.diffuseTexture = dynamicTexture;
  108934. this._teleportationTarget.material = teleportationCircleMaterial;
  108935. var torus = BABYLON.Mesh.CreateTorus("torusTeleportation", 0.75, 0.1, 25, this._scene, false);
  108936. torus.isPickable = false;
  108937. torus.parent = this._teleportationTarget;
  108938. var animationInnerCircle = new BABYLON.Animation("animationInnerCircle", "position.y", 30, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CYCLE);
  108939. var keys = [];
  108940. keys.push({
  108941. frame: 0,
  108942. value: 0
  108943. });
  108944. keys.push({
  108945. frame: 30,
  108946. value: 0.4
  108947. });
  108948. keys.push({
  108949. frame: 60,
  108950. value: 0
  108951. });
  108952. animationInnerCircle.setKeys(keys);
  108953. var easingFunction = new BABYLON.SineEase();
  108954. easingFunction.setEasingMode(BABYLON.EasingFunction.EASINGMODE_EASEINOUT);
  108955. animationInnerCircle.setEasingFunction(easingFunction);
  108956. torus.animations = [];
  108957. torus.animations.push(animationInnerCircle);
  108958. this._scene.beginAnimation(torus, 0, 60, true);
  108959. this._hideTeleportationTarget();
  108960. };
  108961. VRExperienceHelper.prototype._displayTeleportationTarget = function () {
  108962. this._teleportActive = true;
  108963. if (this._teleportationInitialized) {
  108964. this._teleportationTarget.isVisible = true;
  108965. if (this._isDefaultTeleportationTarget) {
  108966. this._teleportationTarget.getChildren()[0].isVisible = true;
  108967. }
  108968. }
  108969. };
  108970. VRExperienceHelper.prototype._hideTeleportationTarget = function () {
  108971. this._teleportActive = false;
  108972. if (this._teleportationInitialized) {
  108973. this._teleportationTarget.isVisible = false;
  108974. if (this._isDefaultTeleportationTarget) {
  108975. this._teleportationTarget.getChildren()[0].isVisible = false;
  108976. }
  108977. }
  108978. };
  108979. VRExperienceHelper.prototype._rotateCamera = function (right) {
  108980. var _this = this;
  108981. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  108982. return;
  108983. }
  108984. if (right) {
  108985. this._rotationAngle++;
  108986. }
  108987. else {
  108988. this._rotationAngle--;
  108989. }
  108990. this.currentVRCamera.animations = [];
  108991. var target = BABYLON.Quaternion.FromRotationMatrix(BABYLON.Matrix.RotationY(Math.PI / 4 * this._rotationAngle));
  108992. var animationRotation = new BABYLON.Animation("animationRotation", "rotationQuaternion", 90, BABYLON.Animation.ANIMATIONTYPE_QUATERNION, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  108993. var animationRotationKeys = [];
  108994. animationRotationKeys.push({
  108995. frame: 0,
  108996. value: this.currentVRCamera.rotationQuaternion
  108997. });
  108998. animationRotationKeys.push({
  108999. frame: 6,
  109000. value: target
  109001. });
  109002. animationRotation.setKeys(animationRotationKeys);
  109003. animationRotation.setEasingFunction(this._circleEase);
  109004. this.currentVRCamera.animations.push(animationRotation);
  109005. this._postProcessMove.animations = [];
  109006. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109007. var vignetteWeightKeys = [];
  109008. vignetteWeightKeys.push({
  109009. frame: 0,
  109010. value: 0
  109011. });
  109012. vignetteWeightKeys.push({
  109013. frame: 3,
  109014. value: 4
  109015. });
  109016. vignetteWeightKeys.push({
  109017. frame: 6,
  109018. value: 0
  109019. });
  109020. animationPP.setKeys(vignetteWeightKeys);
  109021. animationPP.setEasingFunction(this._circleEase);
  109022. this._postProcessMove.animations.push(animationPP);
  109023. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109024. var vignetteStretchKeys = [];
  109025. vignetteStretchKeys.push({
  109026. frame: 0,
  109027. value: 0
  109028. });
  109029. vignetteStretchKeys.push({
  109030. frame: 3,
  109031. value: 10
  109032. });
  109033. vignetteStretchKeys.push({
  109034. frame: 6,
  109035. value: 0
  109036. });
  109037. animationPP2.setKeys(vignetteStretchKeys);
  109038. animationPP2.setEasingFunction(this._circleEase);
  109039. this._postProcessMove.animations.push(animationPP2);
  109040. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109041. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109042. this._postProcessMove.samples = 4;
  109043. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109044. this._scene.beginAnimation(this._postProcessMove, 0, 6, false, 1, function () {
  109045. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109046. });
  109047. this._scene.beginAnimation(this.currentVRCamera, 0, 6, false, 1);
  109048. };
  109049. VRExperienceHelper.prototype._moveTeleportationSelectorTo = function (hit, gazer, ray) {
  109050. if (hit.pickedPoint) {
  109051. if (gazer._teleportationRequestInitiated) {
  109052. this._displayTeleportationTarget();
  109053. this._haloCenter.copyFrom(hit.pickedPoint);
  109054. this._teleportationTarget.position.copyFrom(hit.pickedPoint);
  109055. }
  109056. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(true, false), ray);
  109057. if (pickNormal) {
  109058. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109059. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109060. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, this._teleportationTarget.rotation);
  109061. }
  109062. this._teleportationTarget.position.y += 0.1;
  109063. }
  109064. };
  109065. /**
  109066. * Teleports the users feet to the desired location
  109067. * @param location The location where the user's feet should be placed
  109068. */
  109069. VRExperienceHelper.prototype.teleportCamera = function (location) {
  109070. var _this = this;
  109071. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109072. return;
  109073. }
  109074. // Teleport the hmd to where the user is looking by moving the anchor to where they are looking minus the
  109075. // offset of the headset from the anchor.
  109076. if (this.webVRCamera.leftCamera) {
  109077. this._workingVector.copyFrom(this.webVRCamera.leftCamera.globalPosition);
  109078. this._workingVector.subtractInPlace(this.webVRCamera.position);
  109079. location.subtractToRef(this._workingVector, this._workingVector);
  109080. }
  109081. else {
  109082. this._workingVector.copyFrom(location);
  109083. }
  109084. // Add height to account for user's height offset
  109085. if (this.isInVRMode) {
  109086. this._workingVector.y += this.webVRCamera.deviceDistanceToRoomGround() * this._webVRCamera.deviceScaleFactor;
  109087. }
  109088. else {
  109089. this._workingVector.y += this._defaultHeight;
  109090. }
  109091. this.onBeforeCameraTeleport.notifyObservers(this._workingVector);
  109092. // Create animation from the camera's position to the new location
  109093. this.currentVRCamera.animations = [];
  109094. var animationCameraTeleportation = new BABYLON.Animation("animationCameraTeleportation", "position", 90, BABYLON.Animation.ANIMATIONTYPE_VECTOR3, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109095. var animationCameraTeleportationKeys = [{
  109096. frame: 0,
  109097. value: this.currentVRCamera.position
  109098. },
  109099. {
  109100. frame: 11,
  109101. value: this._workingVector
  109102. }
  109103. ];
  109104. animationCameraTeleportation.setKeys(animationCameraTeleportationKeys);
  109105. animationCameraTeleportation.setEasingFunction(this._circleEase);
  109106. this.currentVRCamera.animations.push(animationCameraTeleportation);
  109107. this._postProcessMove.animations = [];
  109108. var animationPP = new BABYLON.Animation("animationPP", "vignetteWeight", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109109. var vignetteWeightKeys = [];
  109110. vignetteWeightKeys.push({
  109111. frame: 0,
  109112. value: 0
  109113. });
  109114. vignetteWeightKeys.push({
  109115. frame: 5,
  109116. value: 8
  109117. });
  109118. vignetteWeightKeys.push({
  109119. frame: 11,
  109120. value: 0
  109121. });
  109122. animationPP.setKeys(vignetteWeightKeys);
  109123. this._postProcessMove.animations.push(animationPP);
  109124. var animationPP2 = new BABYLON.Animation("animationPP2", "vignetteStretch", 90, BABYLON.Animation.ANIMATIONTYPE_FLOAT, BABYLON.Animation.ANIMATIONLOOPMODE_CONSTANT);
  109125. var vignetteStretchKeys = [];
  109126. vignetteStretchKeys.push({
  109127. frame: 0,
  109128. value: 0
  109129. });
  109130. vignetteStretchKeys.push({
  109131. frame: 5,
  109132. value: 10
  109133. });
  109134. vignetteStretchKeys.push({
  109135. frame: 11,
  109136. value: 0
  109137. });
  109138. animationPP2.setKeys(vignetteStretchKeys);
  109139. this._postProcessMove.animations.push(animationPP2);
  109140. this._postProcessMove.imageProcessingConfiguration.vignetteWeight = 0;
  109141. this._postProcessMove.imageProcessingConfiguration.vignetteStretch = 0;
  109142. this._webVRCamera.attachPostProcess(this._postProcessMove);
  109143. this._scene.beginAnimation(this._postProcessMove, 0, 11, false, 1, function () {
  109144. _this._webVRCamera.detachPostProcess(_this._postProcessMove);
  109145. });
  109146. this._scene.beginAnimation(this.currentVRCamera, 0, 11, false, 1, function () {
  109147. _this.onAfterCameraTeleport.notifyObservers(_this._workingVector);
  109148. });
  109149. this._hideTeleportationTarget();
  109150. };
  109151. VRExperienceHelper.prototype._convertNormalToDirectionOfRay = function (normal, ray) {
  109152. if (normal) {
  109153. var angle = Math.acos(BABYLON.Vector3.Dot(normal, ray.direction));
  109154. if (angle < Math.PI / 2) {
  109155. normal.scaleInPlace(-1);
  109156. }
  109157. }
  109158. return normal;
  109159. };
  109160. VRExperienceHelper.prototype._castRayAndSelectObject = function (gazer) {
  109161. if (!(this.currentVRCamera instanceof BABYLON.FreeCamera)) {
  109162. return;
  109163. }
  109164. var ray = gazer._getForwardRay(this._rayLength);
  109165. var hit = this._scene.pickWithRay(ray, this._raySelectionPredicate);
  109166. if (hit) {
  109167. // Populate the contrllers mesh that can be used for drag/drop
  109168. if (gazer._laserPointer) {
  109169. hit.originMesh = gazer._laserPointer.parent;
  109170. }
  109171. this._scene.simulatePointerMove(hit, { pointerId: gazer._id });
  109172. }
  109173. gazer._currentHit = hit;
  109174. // Moving the gazeTracker on the mesh face targetted
  109175. if (hit && hit.pickedPoint) {
  109176. if (this._displayGaze) {
  109177. var multiplier = 1;
  109178. gazer._gazeTracker.isVisible = true;
  109179. if (gazer._isActionableMesh) {
  109180. multiplier = 3;
  109181. }
  109182. if (this.updateGazeTrackerScale) {
  109183. gazer._gazeTracker.scaling.x = hit.distance * multiplier;
  109184. gazer._gazeTracker.scaling.y = hit.distance * multiplier;
  109185. gazer._gazeTracker.scaling.z = hit.distance * multiplier;
  109186. }
  109187. var pickNormal = this._convertNormalToDirectionOfRay(hit.getNormal(), ray);
  109188. // To avoid z-fighting
  109189. var deltaFighting = 0.002;
  109190. if (pickNormal) {
  109191. var axis1 = BABYLON.Vector3.Cross(BABYLON.Axis.Y, pickNormal);
  109192. var axis2 = BABYLON.Vector3.Cross(pickNormal, axis1);
  109193. BABYLON.Vector3.RotationFromAxisToRef(axis2, pickNormal, axis1, gazer._gazeTracker.rotation);
  109194. }
  109195. gazer._gazeTracker.position.copyFrom(hit.pickedPoint);
  109196. if (gazer._gazeTracker.position.x < 0) {
  109197. gazer._gazeTracker.position.x += deltaFighting;
  109198. }
  109199. else {
  109200. gazer._gazeTracker.position.x -= deltaFighting;
  109201. }
  109202. if (gazer._gazeTracker.position.y < 0) {
  109203. gazer._gazeTracker.position.y += deltaFighting;
  109204. }
  109205. else {
  109206. gazer._gazeTracker.position.y -= deltaFighting;
  109207. }
  109208. if (gazer._gazeTracker.position.z < 0) {
  109209. gazer._gazeTracker.position.z += deltaFighting;
  109210. }
  109211. else {
  109212. gazer._gazeTracker.position.z -= deltaFighting;
  109213. }
  109214. }
  109215. // Changing the size of the laser pointer based on the distance from the targetted point
  109216. gazer._updatePointerDistance(hit.distance);
  109217. }
  109218. else {
  109219. gazer._updatePointerDistance();
  109220. gazer._gazeTracker.isVisible = false;
  109221. }
  109222. if (hit && hit.pickedMesh) {
  109223. // The object selected is the floor, we're in a teleportation scenario
  109224. if (this._teleportationInitialized && this._isTeleportationFloor(hit.pickedMesh) && hit.pickedPoint) {
  109225. // Moving the teleportation area to this targetted point
  109226. //Raise onSelectedMeshUnselected observable if ray collided floor mesh/meshes and a non floor mesh was previously selected
  109227. if (gazer._currentMeshSelected && !this._isTeleportationFloor(gazer._currentMeshSelected)) {
  109228. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109229. }
  109230. gazer._currentMeshSelected = null;
  109231. if (gazer._teleportationRequestInitiated) {
  109232. this._moveTeleportationSelectorTo(hit, gazer, ray);
  109233. }
  109234. return;
  109235. }
  109236. // If not, we're in a selection scenario
  109237. //this._teleportationAllowed = false;
  109238. if (hit.pickedMesh !== gazer._currentMeshSelected) {
  109239. if (this.meshSelectionPredicate(hit.pickedMesh)) {
  109240. this.onNewMeshPicked.notifyObservers(hit);
  109241. gazer._currentMeshSelected = hit.pickedMesh;
  109242. if (hit.pickedMesh.isPickable && hit.pickedMesh.actionManager) {
  109243. this.changeGazeColor(new BABYLON.Color3(0, 0, 1));
  109244. this.changeLaserColor(new BABYLON.Color3(0.2, 0.2, 1));
  109245. gazer._isActionableMesh = true;
  109246. }
  109247. else {
  109248. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109249. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109250. gazer._isActionableMesh = false;
  109251. }
  109252. try {
  109253. this.onNewMeshSelected.notifyObservers(hit.pickedMesh);
  109254. }
  109255. catch (err) {
  109256. BABYLON.Tools.Warn("Error in your custom logic onNewMeshSelected: " + err);
  109257. }
  109258. }
  109259. else {
  109260. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109261. gazer._currentMeshSelected = null;
  109262. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109263. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109264. }
  109265. }
  109266. }
  109267. else {
  109268. this._notifySelectedMeshUnselected(gazer._currentMeshSelected);
  109269. gazer._currentMeshSelected = null;
  109270. //this._teleportationAllowed = false;
  109271. this.changeGazeColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109272. this.changeLaserColor(new BABYLON.Color3(0.7, 0.7, 0.7));
  109273. }
  109274. };
  109275. VRExperienceHelper.prototype._notifySelectedMeshUnselected = function (mesh) {
  109276. if (mesh) {
  109277. this.onSelectedMeshUnselected.notifyObservers(mesh);
  109278. }
  109279. };
  109280. /**
  109281. * Sets the color of the laser ray from the vr controllers.
  109282. * @param color new color for the ray.
  109283. */
  109284. VRExperienceHelper.prototype.changeLaserColor = function (color) {
  109285. if (this._leftController) {
  109286. this._leftController._setLaserPointerColor(color);
  109287. }
  109288. if (this._rightController) {
  109289. this._rightController._setLaserPointerColor(color);
  109290. }
  109291. };
  109292. /**
  109293. * Sets the color of the ray from the vr headsets gaze.
  109294. * @param color new color for the ray.
  109295. */
  109296. VRExperienceHelper.prototype.changeGazeColor = function (color) {
  109297. if (!this._cameraGazer._gazeTracker.material) {
  109298. return;
  109299. }
  109300. this._cameraGazer._gazeTracker.material.emissiveColor = color;
  109301. if (this._leftController) {
  109302. this._leftController._gazeTracker.material.emissiveColor = color;
  109303. }
  109304. if (this._rightController) {
  109305. this._rightController._gazeTracker.material.emissiveColor = color;
  109306. }
  109307. };
  109308. /**
  109309. * Exits VR and disposes of the vr experience helper
  109310. */
  109311. VRExperienceHelper.prototype.dispose = function () {
  109312. if (this.isInVRMode) {
  109313. this.exitVR();
  109314. }
  109315. if (this._postProcessMove) {
  109316. this._postProcessMove.dispose();
  109317. }
  109318. if (this._webVRCamera) {
  109319. this._webVRCamera.dispose();
  109320. }
  109321. if (this._vrDeviceOrientationCamera) {
  109322. this._vrDeviceOrientationCamera.dispose();
  109323. }
  109324. if (!this._useCustomVRButton && this._btnVR.parentNode) {
  109325. document.body.removeChild(this._btnVR);
  109326. }
  109327. if (this._deviceOrientationCamera && (this._scene.activeCamera != this._deviceOrientationCamera)) {
  109328. this._deviceOrientationCamera.dispose();
  109329. }
  109330. if (this._cameraGazer) {
  109331. this._cameraGazer.dispose();
  109332. }
  109333. if (this._leftController) {
  109334. this._leftController.dispose();
  109335. }
  109336. if (this._rightController) {
  109337. this._rightController.dispose();
  109338. }
  109339. if (this._teleportationTarget) {
  109340. this._teleportationTarget.dispose();
  109341. }
  109342. this._floorMeshesCollection = [];
  109343. document.removeEventListener("keydown", this._onKeyDown);
  109344. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109345. window.removeEventListener("resize", this._onResize);
  109346. document.removeEventListener("fullscreenchange", this._onFullscreenChange);
  109347. document.removeEventListener("mozfullscreenchange", this._onFullscreenChange);
  109348. document.removeEventListener("webkitfullscreenchange", this._onFullscreenChange);
  109349. document.removeEventListener("msfullscreenchange", this._onFullscreenChange);
  109350. document.onmsfullscreenchange = null;
  109351. this._scene.getEngine().onVRDisplayChangedObservable.removeCallback(this._onVRDisplayChanged);
  109352. this._scene.getEngine().onVRRequestPresentStart.removeCallback(this._onVRRequestPresentStart);
  109353. this._scene.getEngine().onVRRequestPresentComplete.removeCallback(this._onVRRequestPresentComplete);
  109354. window.removeEventListener('vrdisplaypresentchange', this._onVrDisplayPresentChange);
  109355. this._scene.gamepadManager.onGamepadConnectedObservable.removeCallback(this._onNewGamepadConnected);
  109356. this._scene.gamepadManager.onGamepadDisconnectedObservable.removeCallback(this._onNewGamepadDisconnected);
  109357. this._scene.unregisterBeforeRender(this.beforeRender);
  109358. };
  109359. /**
  109360. * Gets the name of the VRExperienceHelper class
  109361. * @returns "VRExperienceHelper"
  109362. */
  109363. VRExperienceHelper.prototype.getClassName = function () {
  109364. return "VRExperienceHelper";
  109365. };
  109366. return VRExperienceHelper;
  109367. }());
  109368. BABYLON.VRExperienceHelper = VRExperienceHelper;
  109369. })(BABYLON || (BABYLON = {}));
  109370. //# sourceMappingURL=babylon.vrExperienceHelper.js.map
  109371. var BABYLON;
  109372. (function (BABYLON) {
  109373. /**
  109374. * WebXR Camera which holds the views for the xrSession
  109375. * @see https://doc.babylonjs.com/how_to/webxr
  109376. */
  109377. var WebXRCamera = /** @class */ (function (_super) {
  109378. __extends(WebXRCamera, _super);
  109379. /**
  109380. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109381. * @param name the name of the camera
  109382. * @param scene the scene to add the camera to
  109383. */
  109384. function WebXRCamera(name, scene) {
  109385. var _this = _super.call(this, name, BABYLON.Vector3.Zero(), scene) || this;
  109386. // Initial camera configuration
  109387. _this.minZ = 0;
  109388. _this.rotationQuaternion = new BABYLON.Quaternion();
  109389. _this.cameraRigMode = BABYLON.Camera.RIG_MODE_CUSTOM;
  109390. _this.updateUpVectorFromRotation = true;
  109391. _this._updateNumberOfRigCameras(1);
  109392. return _this;
  109393. }
  109394. WebXRCamera.prototype._updateNumberOfRigCameras = function (viewCount) {
  109395. if (viewCount === void 0) { viewCount = 1; }
  109396. while (this.rigCameras.length < viewCount) {
  109397. var newCamera = new BABYLON.TargetCamera("view: " + this.rigCameras.length, BABYLON.Vector3.Zero(), this.getScene());
  109398. newCamera.minZ = 0;
  109399. newCamera.parent = this;
  109400. newCamera.rotationQuaternion = new BABYLON.Quaternion();
  109401. newCamera.updateUpVectorFromRotation = true;
  109402. this.rigCameras.push(newCamera);
  109403. }
  109404. while (this.rigCameras.length > viewCount) {
  109405. var removedCamera = this.rigCameras.pop();
  109406. if (removedCamera) {
  109407. removedCamera.dispose();
  109408. }
  109409. }
  109410. };
  109411. /** @hidden */
  109412. WebXRCamera.prototype._updateForDualEyeDebugging = function (pupilDistance) {
  109413. if (pupilDistance === void 0) { pupilDistance = 0.01; }
  109414. // Create initial camera rigs
  109415. this._updateNumberOfRigCameras(2);
  109416. this.rigCameras[0].viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
  109417. this.rigCameras[0].position.x = -pupilDistance / 2;
  109418. this.rigCameras[0].outputRenderTarget = null;
  109419. this.rigCameras[1].viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
  109420. this.rigCameras[1].position.x = pupilDistance / 2;
  109421. this.rigCameras[1].outputRenderTarget = null;
  109422. };
  109423. /**
  109424. * Updates the cameras position from the current pose information of the XR session
  109425. * @param xrSessionManager the session containing pose information
  109426. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109427. */
  109428. WebXRCamera.prototype.updateFromXRSessionManager = function (xrSessionManager) {
  109429. var _this = this;
  109430. // Ensure all frame data is available
  109431. if (!xrSessionManager._currentXRFrame || !xrSessionManager._currentXRFrame.getDevicePose) {
  109432. return false;
  109433. }
  109434. var pose = xrSessionManager._currentXRFrame.getDevicePose(xrSessionManager._frameOfReference);
  109435. if (!pose || !pose.poseModelMatrix) {
  109436. return false;
  109437. }
  109438. // Update the parent cameras matrix
  109439. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.poseModelMatrix, 0, 1, WebXRCamera._TmpMatrix);
  109440. if (!this._scene.useRightHandedSystem) {
  109441. WebXRCamera._TmpMatrix.toggleModelMatrixHandInPlace();
  109442. }
  109443. WebXRCamera._TmpMatrix.getTranslationToRef(this.position);
  109444. WebXRCamera._TmpMatrix.getRotationMatrixToRef(WebXRCamera._TmpMatrix);
  109445. BABYLON.Quaternion.FromRotationMatrixToRef(WebXRCamera._TmpMatrix, this.rotationQuaternion);
  109446. this.computeWorldMatrix();
  109447. // Update camera rigs
  109448. this._updateNumberOfRigCameras(xrSessionManager._currentXRFrame.views.length);
  109449. xrSessionManager._currentXRFrame.views.forEach(function (view, i) {
  109450. // Update view/projection matrix
  109451. BABYLON.Matrix.FromFloat32ArrayToRefScaled(pose.getViewMatrix(view), 0, 1, _this.rigCameras[i]._computedViewMatrix);
  109452. BABYLON.Matrix.FromFloat32ArrayToRefScaled(view.projectionMatrix, 0, 1, _this.rigCameras[i]._projectionMatrix);
  109453. if (!_this._scene.useRightHandedSystem) {
  109454. _this.rigCameras[i]._computedViewMatrix.toggleModelMatrixHandInPlace();
  109455. _this.rigCameras[i]._projectionMatrix.toggleProjectionMatrixHandInPlace();
  109456. }
  109457. // Update viewport
  109458. var viewport = xrSessionManager._xrSession.baseLayer.getViewport(view);
  109459. var width = xrSessionManager._xrSession.baseLayer.framebufferWidth;
  109460. var height = xrSessionManager._xrSession.baseLayer.framebufferHeight;
  109461. _this.rigCameras[i].viewport.width = viewport.width / width;
  109462. _this.rigCameras[i].viewport.height = viewport.height / height;
  109463. _this.rigCameras[i].viewport.x = viewport.x / width;
  109464. _this.rigCameras[i].viewport.y = viewport.y / height;
  109465. // Set cameras to render to the session's render target
  109466. _this.rigCameras[i].outputRenderTarget = xrSessionManager._sessionRenderTargetTexture;
  109467. });
  109468. return true;
  109469. };
  109470. WebXRCamera._TmpMatrix = new BABYLON.Matrix();
  109471. return WebXRCamera;
  109472. }(BABYLON.FreeCamera));
  109473. BABYLON.WebXRCamera = WebXRCamera;
  109474. })(BABYLON || (BABYLON = {}));
  109475. //# sourceMappingURL=babylon.webXRCamera.js.map
  109476. var BABYLON;
  109477. (function (BABYLON) {
  109478. /**
  109479. * Manages an XRSession
  109480. * @see https://doc.babylonjs.com/how_to/webxr
  109481. */
  109482. var WebXRSessionManager = /** @class */ (function () {
  109483. /**
  109484. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109485. * @param scene The scene which the session should be created for
  109486. */
  109487. function WebXRSessionManager(scene) {
  109488. this.scene = scene;
  109489. /**
  109490. * Fires every time a new xrFrame arrives which can be used to update the camera
  109491. */
  109492. this.onXRFrameObservable = new BABYLON.Observable();
  109493. /**
  109494. * Fires when the xr session is ended either by the device or manually done
  109495. */
  109496. this.onXRSessionEnded = new BABYLON.Observable();
  109497. /** @hidden */
  109498. this._sessionRenderTargetTexture = null;
  109499. this._tmpMatrix = new BABYLON.Matrix();
  109500. }
  109501. /**
  109502. * Initializes the manager
  109503. * After initialization enterXR can be called to start an XR session
  109504. * @returns Promise which resolves after it is initialized
  109505. */
  109506. WebXRSessionManager.prototype.initializeAsync = function () {
  109507. var _this = this;
  109508. BABYLON.Tools.Warn("The WebXR APIs are still under development and are subject to change in the future.");
  109509. // Check if the browser supports webXR
  109510. this._xrNavigator = navigator;
  109511. if (!this._xrNavigator.xr) {
  109512. return Promise.reject("webXR not supported by this browser");
  109513. }
  109514. // Request the webXR device
  109515. return this._xrNavigator.xr.requestDevice().then(function (device) {
  109516. _this._xrDevice = device;
  109517. return _this.scene.getEngine()._gl.setCompatibleXRDevice(_this._xrDevice);
  109518. });
  109519. };
  109520. /**
  109521. * Enters XR with the desired XR session options, this must be done with a user action (eg. button click event)
  109522. * @param sessionCreationOptions xr options to create the session with
  109523. * @param frameOfReferenceType option to configure how the xr pose is expressed
  109524. * @returns Promise which resolves after it enters XR
  109525. */
  109526. WebXRSessionManager.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReferenceType) {
  109527. var _this = this;
  109528. // initialize session
  109529. return this._xrDevice.requestSession(sessionCreationOptions).then(function (session) {
  109530. _this._xrSession = session;
  109531. // handle when the session is ended (By calling session.end or device ends its own session eg. pressing home button on phone)
  109532. _this._xrSession.addEventListener("end", function () {
  109533. // Remove render target texture and notify frame obervers
  109534. _this._sessionRenderTargetTexture = null;
  109535. // Restore frame buffer to avoid clear on xr framebuffer after session end
  109536. _this.scene.getEngine().restoreDefaultFramebuffer();
  109537. // Need to restart render loop as after the session is ended the last request for new frame will never call callback
  109538. _this.scene.getEngine().customAnimationFrameRequester = null;
  109539. _this.onXRSessionEnded.notifyObservers(null);
  109540. _this.scene.getEngine()._renderLoop();
  109541. }, { once: true });
  109542. _this._xrSession.baseLayer = new XRWebGLLayer(_this._xrSession, _this.scene.getEngine()._gl);
  109543. return _this._xrSession.requestFrameOfReference(frameOfReferenceType);
  109544. }).then(function (frameOfRef) {
  109545. _this._frameOfReference = frameOfRef;
  109546. // Tell the engine's render loop to be driven by the xr session's refresh rate and provide xr pose information
  109547. _this.scene.getEngine().customAnimationFrameRequester = {
  109548. requestAnimationFrame: _this._xrSession.requestAnimationFrame.bind(_this._xrSession),
  109549. renderFunction: function (timestamp, xrFrame) {
  109550. // Store the XR frame in the manager to be consumed by the XR camera to update pose
  109551. _this._currentXRFrame = xrFrame;
  109552. _this.onXRFrameObservable.notifyObservers(null);
  109553. _this.scene.getEngine()._renderLoop();
  109554. }
  109555. };
  109556. // Create render target texture from xr's webgl render target
  109557. _this._sessionRenderTargetTexture = WebXRSessionManager._CreateRenderTargetTextureFromSession(_this._xrSession, _this.scene);
  109558. // Stop window's animation frame and trigger sessions animation frame
  109559. window.cancelAnimationFrame(_this.scene.getEngine()._frameHandler);
  109560. _this.scene.getEngine()._renderLoop();
  109561. });
  109562. };
  109563. /**
  109564. * Stops the xrSession and restores the renderloop
  109565. * @returns Promise which resolves after it exits XR
  109566. */
  109567. WebXRSessionManager.prototype.exitXRAsync = function () {
  109568. return this._xrSession.end();
  109569. };
  109570. /**
  109571. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109572. * @param ray ray to cast into the environment
  109573. * @returns Promise which resolves with a collision point in the environment if it exists
  109574. */
  109575. WebXRSessionManager.prototype.environmentPointHitTestAsync = function (ray) {
  109576. var _this = this;
  109577. return new Promise(function (res, rej) {
  109578. // Compute left handed inputs to request hit test
  109579. var origin = new Float32Array([ray.origin.x, ray.origin.y, ray.origin.z]);
  109580. var direction = new Float32Array([ray.direction.x, ray.direction.y, ray.direction.z]);
  109581. if (!_this.scene.useRightHandedSystem) {
  109582. origin[2] *= -1;
  109583. direction[2] *= -1;
  109584. }
  109585. // Fire hittest
  109586. _this._xrSession.requestHitTest(origin, direction, _this._frameOfReference)
  109587. .then(function (hits) {
  109588. if (hits.length > 0) {
  109589. BABYLON.Matrix.FromFloat32ArrayToRefScaled(hits[0].hitMatrix, 0, 1.0, _this._tmpMatrix);
  109590. var hitPoint = _this._tmpMatrix.getTranslation();
  109591. if (!_this.scene.useRightHandedSystem) {
  109592. hitPoint.z *= -1;
  109593. }
  109594. res(hitPoint);
  109595. }
  109596. else {
  109597. res(null);
  109598. }
  109599. }).catch(function (e) {
  109600. res(null);
  109601. });
  109602. });
  109603. };
  109604. /**
  109605. * Checks if a session would be supported for the creation options specified
  109606. * @param options creation options to check if they are supported
  109607. * @returns true if supported
  109608. */
  109609. WebXRSessionManager.prototype.supportsSessionAsync = function (options) {
  109610. return this._xrDevice.supportsSession(options).then(function () {
  109611. return true;
  109612. }).catch(function (e) {
  109613. return false;
  109614. });
  109615. };
  109616. /**
  109617. * @hidden
  109618. * Converts the render layer of xrSession to a render target
  109619. * @param session session to create render target for
  109620. * @param scene scene the new render target should be created for
  109621. */
  109622. WebXRSessionManager._CreateRenderTargetTextureFromSession = function (session, scene) {
  109623. // Create internal texture
  109624. var internalTexture = new BABYLON.InternalTexture(scene.getEngine(), BABYLON.InternalTexture.DATASOURCE_UNKNOWN, true);
  109625. internalTexture.width = session.baseLayer.framebufferWidth;
  109626. internalTexture.height = session.baseLayer.framebufferHeight;
  109627. internalTexture._framebuffer = session.baseLayer.framebuffer;
  109628. // Create render target texture from the internal texture
  109629. var renderTargetTexture = new BABYLON.RenderTargetTexture("XR renderTargetTexture", { width: internalTexture.width, height: internalTexture.height }, scene, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, undefined, true);
  109630. renderTargetTexture._texture = internalTexture;
  109631. return renderTargetTexture;
  109632. };
  109633. /**
  109634. * Disposes of the session manager
  109635. */
  109636. WebXRSessionManager.prototype.dispose = function () {
  109637. this.onXRFrameObservable.clear();
  109638. this.onXRSessionEnded.clear();
  109639. };
  109640. return WebXRSessionManager;
  109641. }());
  109642. BABYLON.WebXRSessionManager = WebXRSessionManager;
  109643. })(BABYLON || (BABYLON = {}));
  109644. //# sourceMappingURL=babylon.webXRSessionManager.js.map
  109645. var BABYLON;
  109646. (function (BABYLON) {
  109647. /**
  109648. * States of the webXR experience
  109649. */
  109650. var WebXRState;
  109651. (function (WebXRState) {
  109652. /**
  109653. * Transitioning to being in XR mode
  109654. */
  109655. WebXRState[WebXRState["ENTERING_XR"] = 0] = "ENTERING_XR";
  109656. /**
  109657. * Transitioning to non XR mode
  109658. */
  109659. WebXRState[WebXRState["EXITING_XR"] = 1] = "EXITING_XR";
  109660. /**
  109661. * In XR mode and presenting
  109662. */
  109663. WebXRState[WebXRState["IN_XR"] = 2] = "IN_XR";
  109664. /**
  109665. * Not entered XR mode
  109666. */
  109667. WebXRState[WebXRState["NOT_IN_XR"] = 3] = "NOT_IN_XR";
  109668. })(WebXRState = BABYLON.WebXRState || (BABYLON.WebXRState = {}));
  109669. /**
  109670. * Helper class used to enable XR
  109671. * @see https://doc.babylonjs.com/how_to/webxr
  109672. */
  109673. var WebXRExperienceHelper = /** @class */ (function () {
  109674. /**
  109675. * Creates a WebXRExperienceHelper
  109676. * @param scene The scene the helper should be created in
  109677. */
  109678. function WebXRExperienceHelper(scene) {
  109679. this.scene = scene;
  109680. /**
  109681. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  109682. */
  109683. this.state = WebXRState.NOT_IN_XR;
  109684. /**
  109685. * Fires when the state of the experience helper has changed
  109686. */
  109687. this.onStateChangedObservable = new BABYLON.Observable();
  109688. this._nonVRCamera = null;
  109689. this._originalSceneAutoClear = true;
  109690. this._supported = false;
  109691. this.camera = new BABYLON.WebXRCamera("", scene);
  109692. this._sessionManager = new BABYLON.WebXRSessionManager(scene);
  109693. this.container = new BABYLON.AbstractMesh("", scene);
  109694. this.camera.parent = this.container;
  109695. }
  109696. WebXRExperienceHelper.prototype._setState = function (val) {
  109697. this.state = val;
  109698. this.onStateChangedObservable.notifyObservers(this.state);
  109699. };
  109700. /**
  109701. * Creates the experience helper
  109702. * @param scene the scene to attach the experience helper to
  109703. * @returns a promise for the experience helper
  109704. */
  109705. WebXRExperienceHelper.CreateAsync = function (scene) {
  109706. var helper = new WebXRExperienceHelper(scene);
  109707. return helper._sessionManager.initializeAsync().then(function () {
  109708. helper._supported = true;
  109709. return helper;
  109710. }).catch(function () {
  109711. return helper;
  109712. });
  109713. };
  109714. /**
  109715. * Exits XR mode and returns the scene to its original state
  109716. * @returns promise that resolves after xr mode has exited
  109717. */
  109718. WebXRExperienceHelper.prototype.exitXRAsync = function () {
  109719. this._setState(WebXRState.EXITING_XR);
  109720. return this._sessionManager.exitXRAsync();
  109721. };
  109722. /**
  109723. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  109724. * @param sessionCreationOptions options for the XR session
  109725. * @param frameOfReference frame of reference of the XR session
  109726. * @returns promise that resolves after xr mode has entered
  109727. */
  109728. WebXRExperienceHelper.prototype.enterXRAsync = function (sessionCreationOptions, frameOfReference) {
  109729. var _this = this;
  109730. if (!this._supported) {
  109731. throw "XR session not supported by this browser";
  109732. }
  109733. this._setState(WebXRState.ENTERING_XR);
  109734. return this._sessionManager.enterXRAsync(sessionCreationOptions, frameOfReference).then(function () {
  109735. // Cache pre xr scene settings
  109736. _this._originalSceneAutoClear = _this.scene.autoClear;
  109737. _this._nonVRCamera = _this.scene.activeCamera;
  109738. // Overwrite current scene settings
  109739. _this.scene.autoClear = false;
  109740. _this.scene.activeCamera = _this.camera;
  109741. _this._sessionManager.onXRFrameObservable.add(function () {
  109742. _this.camera.updateFromXRSessionManager(_this._sessionManager);
  109743. });
  109744. _this._sessionManager.onXRSessionEnded.addOnce(function () {
  109745. // Reset camera rigs output render target to ensure sessions render target is not drawn after it ends
  109746. _this.camera.rigCameras.forEach(function (c) {
  109747. c.outputRenderTarget = null;
  109748. });
  109749. // Restore scene settings
  109750. _this.scene.autoClear = _this._originalSceneAutoClear;
  109751. _this.scene.activeCamera = _this._nonVRCamera;
  109752. _this._sessionManager.onXRFrameObservable.clear();
  109753. _this._setState(WebXRState.NOT_IN_XR);
  109754. });
  109755. _this._setState(WebXRState.IN_XR);
  109756. });
  109757. };
  109758. /**
  109759. * Fires a ray and returns the closest hit in the xr sessions enviornment, useful to place objects in AR
  109760. * @param ray ray to cast into the environment
  109761. * @returns Promise which resolves with a collision point in the environment if it exists
  109762. */
  109763. WebXRExperienceHelper.prototype.environmentPointHitTestAsync = function (ray) {
  109764. return this._sessionManager.environmentPointHitTestAsync(ray);
  109765. };
  109766. /**
  109767. * Updates the global position of the camera by moving the camera's container
  109768. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  109769. * @param position The desired global position of the camera
  109770. */
  109771. WebXRExperienceHelper.prototype.setPositionOfCameraUsingContainer = function (position) {
  109772. this.camera.globalPosition.subtractToRef(position, WebXRExperienceHelper._TmpVector);
  109773. this.container.position.subtractInPlace(WebXRExperienceHelper._TmpVector);
  109774. };
  109775. /**
  109776. * Rotates the xr camera by rotating the camera's container around the camera's position
  109777. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  109778. * @param rotation the desired quaternion rotation to apply to the camera
  109779. */
  109780. WebXRExperienceHelper.prototype.rotateCameraByQuaternionUsingContainer = function (rotation) {
  109781. if (!this.container.rotationQuaternion) {
  109782. this.container.rotationQuaternion = BABYLON.Quaternion.FromEulerVector(this.container.rotation);
  109783. }
  109784. this.container.rotationQuaternion.multiplyInPlace(rotation);
  109785. this.container.position.rotateByQuaternionAroundPointToRef(rotation, this.camera.globalPosition, this.container.position);
  109786. };
  109787. /**
  109788. * Checks if the creation options are supported by the xr session
  109789. * @param options creation options
  109790. * @returns true if supported
  109791. */
  109792. WebXRExperienceHelper.prototype.supportsSessionAsync = function (options) {
  109793. if (!this._supported) {
  109794. return Promise.resolve(false);
  109795. }
  109796. return this._sessionManager.supportsSessionAsync(options);
  109797. };
  109798. /**
  109799. * Disposes of the experience helper
  109800. */
  109801. WebXRExperienceHelper.prototype.dispose = function () {
  109802. this.camera.dispose();
  109803. this.container.dispose();
  109804. this.onStateChangedObservable.clear();
  109805. this._sessionManager.dispose();
  109806. };
  109807. WebXRExperienceHelper._TmpVector = new BABYLON.Vector3();
  109808. return WebXRExperienceHelper;
  109809. }());
  109810. BABYLON.WebXRExperienceHelper = WebXRExperienceHelper;
  109811. })(BABYLON || (BABYLON = {}));
  109812. //# sourceMappingURL=babylon.webXRExperienceHelper.js.map
  109813. var __awaiter = (this && this.__awaiter) || function (thisArg, _arguments, P, generator) {
  109814. return new (P || (P = Promise))(function (resolve, reject) {
  109815. function fulfilled(value) { try { step(generator.next(value)); } catch (e) { reject(e); } }
  109816. function rejected(value) { try { step(generator["throw"](value)); } catch (e) { reject(e); } }
  109817. function step(result) { result.done ? resolve(result.value) : new P(function (resolve) { resolve(result.value); }).then(fulfilled, rejected); }
  109818. step((generator = generator.apply(thisArg, _arguments || [])).next());
  109819. });
  109820. };
  109821. var __generator = (this && this.__generator) || function (thisArg, body) {
  109822. var _ = { label: 0, sent: function() { if (t[0] & 1) throw t[1]; return t[1]; }, trys: [], ops: [] }, f, y, t, g;
  109823. return g = { next: verb(0), "throw": verb(1), "return": verb(2) }, typeof Symbol === "function" && (g[Symbol.iterator] = function() { return this; }), g;
  109824. function verb(n) { return function (v) { return step([n, v]); }; }
  109825. function step(op) {
  109826. if (f) throw new TypeError("Generator is already executing.");
  109827. while (_) try {
  109828. if (f = 1, y && (t = op[0] & 2 ? y["return"] : op[0] ? y["throw"] || ((t = y["return"]) && t.call(y), 0) : y.next) && !(t = t.call(y, op[1])).done) return t;
  109829. if (y = 0, t) op = [op[0] & 2, t.value];
  109830. switch (op[0]) {
  109831. case 0: case 1: t = op; break;
  109832. case 4: _.label++; return { value: op[1], done: false };
  109833. case 5: _.label++; y = op[1]; op = [0]; continue;
  109834. case 7: op = _.ops.pop(); _.trys.pop(); continue;
  109835. default:
  109836. if (!(t = _.trys, t = t.length > 0 && t[t.length - 1]) && (op[0] === 6 || op[0] === 2)) { _ = 0; continue; }
  109837. if (op[0] === 3 && (!t || (op[1] > t[0] && op[1] < t[3]))) { _.label = op[1]; break; }
  109838. if (op[0] === 6 && _.label < t[1]) { _.label = t[1]; t = op; break; }
  109839. if (t && _.label < t[2]) { _.label = t[2]; _.ops.push(op); break; }
  109840. if (t[2]) _.ops.pop();
  109841. _.trys.pop(); continue;
  109842. }
  109843. op = body.call(thisArg, _);
  109844. } catch (e) { op = [6, e]; y = 0; } finally { f = t = 0; }
  109845. if (op[0] & 5) throw op[1]; return { value: op[0] ? op[1] : void 0, done: true };
  109846. }
  109847. };
  109848. var BABYLON;
  109849. (function (BABYLON) {
  109850. /**
  109851. * Button which can be used to enter a different mode of XR
  109852. */
  109853. var WebXREnterExitUIButton = /** @class */ (function () {
  109854. /**
  109855. * Creates a WebXREnterExitUIButton
  109856. * @param element button element
  109857. * @param initializationOptions XR initialization options for the button
  109858. */
  109859. function WebXREnterExitUIButton(
  109860. /** button element */
  109861. element,
  109862. /** XR initialization options for the button */
  109863. initializationOptions) {
  109864. this.element = element;
  109865. this.initializationOptions = initializationOptions;
  109866. }
  109867. /**
  109868. * Overwritable function which can be used to update the button's visuals when the state changes
  109869. * @param activeButton the current active button in the UI
  109870. */
  109871. WebXREnterExitUIButton.prototype.update = function (activeButton) {
  109872. };
  109873. return WebXREnterExitUIButton;
  109874. }());
  109875. BABYLON.WebXREnterExitUIButton = WebXREnterExitUIButton;
  109876. /**
  109877. * Options to create the webXR UI
  109878. */
  109879. var WebXREnterExitUIOptions = /** @class */ (function () {
  109880. function WebXREnterExitUIOptions() {
  109881. }
  109882. return WebXREnterExitUIOptions;
  109883. }());
  109884. BABYLON.WebXREnterExitUIOptions = WebXREnterExitUIOptions;
  109885. /**
  109886. * UI to allow the user to enter/exit XR mode
  109887. */
  109888. var WebXREnterExitUI = /** @class */ (function () {
  109889. function WebXREnterExitUI(scene, options) {
  109890. var _this = this;
  109891. this.scene = scene;
  109892. this._buttons = [];
  109893. this._activeButton = null;
  109894. /**
  109895. * Fired every time the active button is changed.
  109896. *
  109897. * When xr is entered via a button that launches xr that button will be the callback parameter
  109898. *
  109899. * When exiting xr the callback parameter will be null)
  109900. */
  109901. this.activeButtonChangedObservable = new BABYLON.Observable();
  109902. this._overlay = document.createElement("div");
  109903. this._overlay.style.cssText = "z-index:11;position: absolute; right: 20px;bottom: 50px;";
  109904. if (options.customButtons) {
  109905. this._buttons = options.customButtons;
  109906. }
  109907. else {
  109908. var hmdBtn = document.createElement("button");
  109909. hmdBtn.style.cssText = "color: #868686; border-color: #868686; border-style: solid; margin-left: 10px; height: 50px; width: 80px; background-color: rgba(51,51,51,0.7); background-repeat:no-repeat; background-position: center; outline: none;";
  109910. hmdBtn.innerText = "HMD";
  109911. this._buttons.push(new WebXREnterExitUIButton(hmdBtn, { immersive: true, outputContext: options.outputCanvasContext }));
  109912. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109913. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109914. this.element.innerText = activeButton === this ? "EXIT" : "HMD";
  109915. };
  109916. var windowBtn = document.createElement("button");
  109917. windowBtn.style.cssText = hmdBtn.style.cssText;
  109918. windowBtn.innerText = "Window";
  109919. this._buttons.push(new WebXREnterExitUIButton(windowBtn, { immersive: false, environmentIntegration: true, outputContext: options.outputCanvasContext }));
  109920. this._buttons[this._buttons.length - 1].update = function (activeButton) {
  109921. this.element.style.display = (activeButton === null || activeButton === this) ? "" : "none";
  109922. this.element.innerText = activeButton === this ? "EXIT" : "Window";
  109923. };
  109924. this._updateButtons(null);
  109925. }
  109926. var renderCanvas = scene.getEngine().getRenderingCanvas();
  109927. if (renderCanvas && renderCanvas.parentNode) {
  109928. renderCanvas.parentNode.appendChild(this._overlay);
  109929. scene.onDisposeObservable.addOnce(function () {
  109930. _this.dispose();
  109931. });
  109932. }
  109933. }
  109934. /**
  109935. * Creates UI to allow the user to enter/exit XR mode
  109936. * @param scene the scene to add the ui to
  109937. * @param helper the xr experience helper to enter/exit xr with
  109938. * @param options options to configure the UI
  109939. * @returns the created ui
  109940. */
  109941. WebXREnterExitUI.CreateAsync = function (scene, helper, options) {
  109942. var _this = this;
  109943. var ui = new WebXREnterExitUI(scene, options);
  109944. var supportedPromises = ui._buttons.map(function (btn) {
  109945. return helper.supportsSessionAsync(btn.initializationOptions);
  109946. });
  109947. helper.onStateChangedObservable.add(function (state) {
  109948. if (state == BABYLON.WebXRState.NOT_IN_XR) {
  109949. ui._updateButtons(null);
  109950. }
  109951. });
  109952. return Promise.all(supportedPromises).then(function (results) {
  109953. results.forEach(function (supported, i) {
  109954. if (supported) {
  109955. ui._overlay.appendChild(ui._buttons[i].element);
  109956. ui._buttons[i].element.onclick = function () { return __awaiter(_this, void 0, void 0, function () {
  109957. return __generator(this, function (_a) {
  109958. switch (_a.label) {
  109959. case 0:
  109960. if (!(helper.state == BABYLON.WebXRState.IN_XR)) return [3 /*break*/, 2];
  109961. ui._updateButtons(null);
  109962. return [4 /*yield*/, helper.exitXRAsync()];
  109963. case 1:
  109964. _a.sent();
  109965. return [2 /*return*/];
  109966. case 2:
  109967. if (!(helper.state == BABYLON.WebXRState.NOT_IN_XR)) return [3 /*break*/, 4];
  109968. ui._updateButtons(ui._buttons[i]);
  109969. return [4 /*yield*/, helper.enterXRAsync(ui._buttons[i].initializationOptions, "eye-level")];
  109970. case 3:
  109971. _a.sent();
  109972. _a.label = 4;
  109973. case 4: return [2 /*return*/];
  109974. }
  109975. });
  109976. }); };
  109977. }
  109978. });
  109979. return ui;
  109980. });
  109981. };
  109982. WebXREnterExitUI.prototype._updateButtons = function (activeButton) {
  109983. var _this = this;
  109984. this._activeButton = activeButton;
  109985. this._buttons.forEach(function (b) {
  109986. b.update(_this._activeButton);
  109987. });
  109988. this.activeButtonChangedObservable.notifyObservers(this._activeButton);
  109989. };
  109990. /**
  109991. * Disposes of the object
  109992. */
  109993. WebXREnterExitUI.prototype.dispose = function () {
  109994. var renderCanvas = this.scene.getEngine().getRenderingCanvas();
  109995. if (renderCanvas && renderCanvas.parentNode && renderCanvas.parentNode.contains(this._overlay)) {
  109996. renderCanvas.parentNode.removeChild(this._overlay);
  109997. }
  109998. this.activeButtonChangedObservable.clear();
  109999. };
  110000. return WebXREnterExitUI;
  110001. }());
  110002. BABYLON.WebXREnterExitUI = WebXREnterExitUI;
  110003. })(BABYLON || (BABYLON = {}));
  110004. //# sourceMappingURL=babylon.webXREnterExitUI.js.map
  110005. var BABYLON;
  110006. (function (BABYLON) {
  110007. /**
  110008. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  110009. */
  110010. var WebXRManagedOutputCanvas = /** @class */ (function () {
  110011. /**
  110012. * Initializes the canvas to be added/removed upon entering/exiting xr
  110013. * @param helper the xr experience helper used to trigger adding/removing of the canvas
  110014. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  110015. */
  110016. function WebXRManagedOutputCanvas(helper, canvas) {
  110017. var _this = this;
  110018. this._canvas = null;
  110019. /**
  110020. * xrpresent context of the canvas which can be used to display/mirror xr content
  110021. */
  110022. this.canvasContext = null;
  110023. if (!canvas) {
  110024. canvas = document.createElement('canvas');
  110025. canvas.style.cssText = "position:absolute; bottom:0px;right:0px;z-index:10;width:100%;height:100%;background-color: #000000;";
  110026. }
  110027. this._setManagedOutputCanvas(canvas);
  110028. helper.onStateChangedObservable.add(function (stateInfo) {
  110029. if (stateInfo == BABYLON.WebXRState.ENTERING_XR) {
  110030. // The canvas is added to the screen before entering XR because currently the xr session must be initialized while the canvas is added render properly
  110031. _this._addCanvas();
  110032. }
  110033. else if (helper.state == BABYLON.WebXRState.NOT_IN_XR) {
  110034. _this._removeCanvas();
  110035. }
  110036. });
  110037. }
  110038. /**
  110039. * Disposes of the object
  110040. */
  110041. WebXRManagedOutputCanvas.prototype.dispose = function () {
  110042. this._removeCanvas();
  110043. this._setManagedOutputCanvas(null);
  110044. };
  110045. WebXRManagedOutputCanvas.prototype._setManagedOutputCanvas = function (canvas) {
  110046. this._removeCanvas();
  110047. if (!canvas) {
  110048. this._canvas = null;
  110049. this.canvasContext = null;
  110050. }
  110051. else {
  110052. this._canvas = canvas;
  110053. this.canvasContext = this._canvas.getContext('xrpresent');
  110054. }
  110055. };
  110056. WebXRManagedOutputCanvas.prototype._addCanvas = function () {
  110057. if (this._canvas) {
  110058. document.body.appendChild(this._canvas);
  110059. }
  110060. };
  110061. WebXRManagedOutputCanvas.prototype._removeCanvas = function () {
  110062. if (this._canvas && document.body.contains(this._canvas)) {
  110063. document.body.removeChild(this._canvas);
  110064. }
  110065. };
  110066. return WebXRManagedOutputCanvas;
  110067. }());
  110068. BABYLON.WebXRManagedOutputCanvas = WebXRManagedOutputCanvas;
  110069. })(BABYLON || (BABYLON = {}));
  110070. //# sourceMappingURL=babylon.webXRManagedOutputCanvas.js.map
  110071. var BABYLON;
  110072. (function (BABYLON) {
  110073. /**
  110074. * Represents an XR input
  110075. */
  110076. var WebXRController = /** @class */ (function () {
  110077. /**
  110078. * Creates the controller
  110079. * @see https://doc.babylonjs.com/how_to/webxr
  110080. * @param scene the scene which the controller should be associated to
  110081. */
  110082. function WebXRController(scene) {
  110083. this.pointer = new BABYLON.AbstractMesh("controllerPointer", scene);
  110084. }
  110085. /**
  110086. * Disposes of the object
  110087. */
  110088. WebXRController.prototype.dispose = function () {
  110089. if (this.grip) {
  110090. this.grip.dispose();
  110091. }
  110092. this.pointer.dispose();
  110093. };
  110094. return WebXRController;
  110095. }());
  110096. BABYLON.WebXRController = WebXRController;
  110097. /**
  110098. * XR input used to track XR inputs such as controllers/rays
  110099. */
  110100. var WebXRInput = /** @class */ (function () {
  110101. /**
  110102. * Initializes the WebXRInput
  110103. * @param helper experience helper which the input should be created for
  110104. */
  110105. function WebXRInput(helper) {
  110106. var _this = this;
  110107. this.helper = helper;
  110108. /**
  110109. * XR controllers being tracked
  110110. */
  110111. this.controllers = [];
  110112. this._tmpMatrix = new BABYLON.Matrix();
  110113. this._frameObserver = helper._sessionManager.onXRFrameObservable.add(function () {
  110114. if (!helper._sessionManager._currentXRFrame || !helper._sessionManager._currentXRFrame.getDevicePose) {
  110115. return;
  110116. }
  110117. var xrFrame = helper._sessionManager._currentXRFrame;
  110118. var inputSources = helper._sessionManager._xrSession.getInputSources();
  110119. inputSources.forEach(function (input, i) {
  110120. var inputPose = xrFrame.getInputPose(input, helper._sessionManager._frameOfReference);
  110121. if (inputPose) {
  110122. if (_this.controllers.length <= i) {
  110123. _this.controllers.push(new WebXRController(helper.container.getScene()));
  110124. }
  110125. var controller = _this.controllers[i];
  110126. // Manage the grip if it exists
  110127. if (inputPose.gripMatrix) {
  110128. if (!controller.grip) {
  110129. controller.grip = new BABYLON.AbstractMesh("controllerGrip", helper.container.getScene());
  110130. }
  110131. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.gripMatrix, 0, 1, _this._tmpMatrix);
  110132. if (!controller.grip.getScene().useRightHandedSystem) {
  110133. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110134. }
  110135. if (!controller.grip.rotationQuaternion) {
  110136. controller.grip.rotationQuaternion = new BABYLON.Quaternion();
  110137. }
  110138. _this._tmpMatrix.decompose(controller.grip.scaling, controller.grip.rotationQuaternion, controller.grip.position);
  110139. }
  110140. // Manager pointer of controller
  110141. BABYLON.Matrix.FromFloat32ArrayToRefScaled(inputPose.targetRay.transformMatrix, 0, 1, _this._tmpMatrix);
  110142. if (!controller.pointer.getScene().useRightHandedSystem) {
  110143. _this._tmpMatrix.toggleModelMatrixHandInPlace();
  110144. }
  110145. if (!controller.pointer.rotationQuaternion) {
  110146. controller.pointer.rotationQuaternion = new BABYLON.Quaternion();
  110147. }
  110148. _this._tmpMatrix.decompose(controller.pointer.scaling, controller.pointer.rotationQuaternion, controller.pointer.position);
  110149. }
  110150. });
  110151. });
  110152. }
  110153. /**
  110154. * Disposes of the object
  110155. */
  110156. WebXRInput.prototype.dispose = function () {
  110157. this.controllers.forEach(function (c) {
  110158. c.dispose();
  110159. });
  110160. this.helper._sessionManager.onXRFrameObservable.remove(this._frameObserver);
  110161. };
  110162. return WebXRInput;
  110163. }());
  110164. BABYLON.WebXRInput = WebXRInput;
  110165. })(BABYLON || (BABYLON = {}));
  110166. //# sourceMappingURL=babylon.webXRInput.js.map
  110167. // Mainly based on these 2 articles :
  110168. // 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
  110169. // & on Seb Lee-Delisle original work: http://seb.ly/2011/04/multi-touch-game-controller-in-javascripthtml5-for-ipad/
  110170. var BABYLON;
  110171. (function (BABYLON) {
  110172. /**
  110173. * Defines the potential axis of a Joystick
  110174. */
  110175. var JoystickAxis;
  110176. (function (JoystickAxis) {
  110177. /** X axis */
  110178. JoystickAxis[JoystickAxis["X"] = 0] = "X";
  110179. /** Y axis */
  110180. JoystickAxis[JoystickAxis["Y"] = 1] = "Y";
  110181. /** Z axis */
  110182. JoystickAxis[JoystickAxis["Z"] = 2] = "Z";
  110183. })(JoystickAxis = BABYLON.JoystickAxis || (BABYLON.JoystickAxis = {}));
  110184. /**
  110185. * Class used to define virtual joystick (used in touch mode)
  110186. */
  110187. var VirtualJoystick = /** @class */ (function () {
  110188. /**
  110189. * Creates a new virtual joystick
  110190. * @param leftJoystick defines that the joystick is for left hand (false by default)
  110191. */
  110192. function VirtualJoystick(leftJoystick) {
  110193. var _this = this;
  110194. if (leftJoystick) {
  110195. this._leftJoystick = true;
  110196. }
  110197. else {
  110198. this._leftJoystick = false;
  110199. }
  110200. VirtualJoystick._globalJoystickIndex++;
  110201. // By default left & right arrow keys are moving the X
  110202. // and up & down keys are moving the Y
  110203. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110204. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110205. this.reverseLeftRight = false;
  110206. this.reverseUpDown = false;
  110207. // collections of pointers
  110208. this._touches = new BABYLON.StringDictionary();
  110209. this.deltaPosition = BABYLON.Vector3.Zero();
  110210. this._joystickSensibility = 25;
  110211. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110212. this._onResize = function (evt) {
  110213. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110214. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110215. if (VirtualJoystick.Canvas) {
  110216. VirtualJoystick.Canvas.width = VirtualJoystick.vjCanvasWidth;
  110217. VirtualJoystick.Canvas.height = VirtualJoystick.vjCanvasHeight;
  110218. }
  110219. VirtualJoystick.halfWidth = VirtualJoystick.vjCanvasWidth / 2;
  110220. };
  110221. // injecting a canvas element on top of the canvas 3D game
  110222. if (!VirtualJoystick.Canvas) {
  110223. window.addEventListener("resize", this._onResize, false);
  110224. VirtualJoystick.Canvas = document.createElement("canvas");
  110225. VirtualJoystick.vjCanvasWidth = window.innerWidth;
  110226. VirtualJoystick.vjCanvasHeight = window.innerHeight;
  110227. VirtualJoystick.Canvas.width = window.innerWidth;
  110228. VirtualJoystick.Canvas.height = window.innerHeight;
  110229. VirtualJoystick.Canvas.style.width = "100%";
  110230. VirtualJoystick.Canvas.style.height = "100%";
  110231. VirtualJoystick.Canvas.style.position = "absolute";
  110232. VirtualJoystick.Canvas.style.backgroundColor = "transparent";
  110233. VirtualJoystick.Canvas.style.top = "0px";
  110234. VirtualJoystick.Canvas.style.left = "0px";
  110235. VirtualJoystick.Canvas.style.zIndex = "5";
  110236. VirtualJoystick.Canvas.style.msTouchAction = "none";
  110237. // Support for jQuery PEP polyfill
  110238. VirtualJoystick.Canvas.setAttribute("touch-action", "none");
  110239. var context = VirtualJoystick.Canvas.getContext('2d');
  110240. if (!context) {
  110241. throw new Error("Unable to create canvas for virtual joystick");
  110242. }
  110243. VirtualJoystick.vjCanvasContext = context;
  110244. VirtualJoystick.vjCanvasContext.strokeStyle = "#ffffff";
  110245. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110246. document.body.appendChild(VirtualJoystick.Canvas);
  110247. }
  110248. VirtualJoystick.halfWidth = VirtualJoystick.Canvas.width / 2;
  110249. this.pressed = false;
  110250. // default joystick color
  110251. this._joystickColor = "cyan";
  110252. this._joystickPointerID = -1;
  110253. // current joystick position
  110254. this._joystickPointerPos = new BABYLON.Vector2(0, 0);
  110255. this._joystickPreviousPointerPos = new BABYLON.Vector2(0, 0);
  110256. // origin joystick position
  110257. this._joystickPointerStartPos = new BABYLON.Vector2(0, 0);
  110258. this._deltaJoystickVector = new BABYLON.Vector2(0, 0);
  110259. this._onPointerDownHandlerRef = function (evt) {
  110260. _this._onPointerDown(evt);
  110261. };
  110262. this._onPointerMoveHandlerRef = function (evt) {
  110263. _this._onPointerMove(evt);
  110264. };
  110265. this._onPointerUpHandlerRef = function (evt) {
  110266. _this._onPointerUp(evt);
  110267. };
  110268. VirtualJoystick.Canvas.addEventListener('pointerdown', this._onPointerDownHandlerRef, false);
  110269. VirtualJoystick.Canvas.addEventListener('pointermove', this._onPointerMoveHandlerRef, false);
  110270. VirtualJoystick.Canvas.addEventListener('pointerup', this._onPointerUpHandlerRef, false);
  110271. VirtualJoystick.Canvas.addEventListener('pointerout', this._onPointerUpHandlerRef, false);
  110272. VirtualJoystick.Canvas.addEventListener("contextmenu", function (evt) {
  110273. evt.preventDefault(); // Disables system menu
  110274. }, false);
  110275. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110276. }
  110277. /**
  110278. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  110279. * @param newJoystickSensibility defines the new sensibility
  110280. */
  110281. VirtualJoystick.prototype.setJoystickSensibility = function (newJoystickSensibility) {
  110282. this._joystickSensibility = newJoystickSensibility;
  110283. this._inversedSensibility = 1 / (this._joystickSensibility / 1000);
  110284. };
  110285. VirtualJoystick.prototype._onPointerDown = function (e) {
  110286. var positionOnScreenCondition;
  110287. e.preventDefault();
  110288. if (this._leftJoystick === true) {
  110289. positionOnScreenCondition = (e.clientX < VirtualJoystick.halfWidth);
  110290. }
  110291. else {
  110292. positionOnScreenCondition = (e.clientX > VirtualJoystick.halfWidth);
  110293. }
  110294. if (positionOnScreenCondition && this._joystickPointerID < 0) {
  110295. // First contact will be dedicated to the virtual joystick
  110296. this._joystickPointerID = e.pointerId;
  110297. this._joystickPointerStartPos.x = e.clientX;
  110298. this._joystickPointerStartPos.y = e.clientY;
  110299. this._joystickPointerPos = this._joystickPointerStartPos.clone();
  110300. this._joystickPreviousPointerPos = this._joystickPointerStartPos.clone();
  110301. this._deltaJoystickVector.x = 0;
  110302. this._deltaJoystickVector.y = 0;
  110303. this.pressed = true;
  110304. this._touches.add(e.pointerId.toString(), e);
  110305. }
  110306. else {
  110307. // You can only trigger the action buttons with a joystick declared
  110308. if (VirtualJoystick._globalJoystickIndex < 2 && this._action) {
  110309. this._action();
  110310. this._touches.add(e.pointerId.toString(), { x: e.clientX, y: e.clientY, prevX: e.clientX, prevY: e.clientY });
  110311. }
  110312. }
  110313. };
  110314. VirtualJoystick.prototype._onPointerMove = function (e) {
  110315. // If the current pointer is the one associated to the joystick (first touch contact)
  110316. if (this._joystickPointerID == e.pointerId) {
  110317. this._joystickPointerPos.x = e.clientX;
  110318. this._joystickPointerPos.y = e.clientY;
  110319. this._deltaJoystickVector = this._joystickPointerPos.clone();
  110320. this._deltaJoystickVector = this._deltaJoystickVector.subtract(this._joystickPointerStartPos);
  110321. var directionLeftRight = this.reverseLeftRight ? -1 : 1;
  110322. var deltaJoystickX = directionLeftRight * this._deltaJoystickVector.x / this._inversedSensibility;
  110323. switch (this._axisTargetedByLeftAndRight) {
  110324. case JoystickAxis.X:
  110325. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickX));
  110326. break;
  110327. case JoystickAxis.Y:
  110328. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickX));
  110329. break;
  110330. case JoystickAxis.Z:
  110331. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickX));
  110332. break;
  110333. }
  110334. var directionUpDown = this.reverseUpDown ? 1 : -1;
  110335. var deltaJoystickY = directionUpDown * this._deltaJoystickVector.y / this._inversedSensibility;
  110336. switch (this._axisTargetedByUpAndDown) {
  110337. case JoystickAxis.X:
  110338. this.deltaPosition.x = Math.min(1, Math.max(-1, deltaJoystickY));
  110339. break;
  110340. case JoystickAxis.Y:
  110341. this.deltaPosition.y = Math.min(1, Math.max(-1, deltaJoystickY));
  110342. break;
  110343. case JoystickAxis.Z:
  110344. this.deltaPosition.z = Math.min(1, Math.max(-1, deltaJoystickY));
  110345. break;
  110346. }
  110347. }
  110348. else {
  110349. var data = this._touches.get(e.pointerId.toString());
  110350. if (data) {
  110351. data.x = e.clientX;
  110352. data.y = e.clientY;
  110353. }
  110354. }
  110355. };
  110356. VirtualJoystick.prototype._onPointerUp = function (e) {
  110357. if (this._joystickPointerID == e.pointerId) {
  110358. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPointerStartPos.x - 64, this._joystickPointerStartPos.y - 64, 128, 128);
  110359. VirtualJoystick.vjCanvasContext.clearRect(this._joystickPreviousPointerPos.x - 42, this._joystickPreviousPointerPos.y - 42, 84, 84);
  110360. this._joystickPointerID = -1;
  110361. this.pressed = false;
  110362. }
  110363. else {
  110364. var touch = this._touches.get(e.pointerId.toString());
  110365. if (touch) {
  110366. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110367. }
  110368. }
  110369. this._deltaJoystickVector.x = 0;
  110370. this._deltaJoystickVector.y = 0;
  110371. this._touches.remove(e.pointerId.toString());
  110372. };
  110373. /**
  110374. * Change the color of the virtual joystick
  110375. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  110376. */
  110377. VirtualJoystick.prototype.setJoystickColor = function (newColor) {
  110378. this._joystickColor = newColor;
  110379. };
  110380. /**
  110381. * Defines a callback to call when the joystick is touched
  110382. * @param action defines the callback
  110383. */
  110384. VirtualJoystick.prototype.setActionOnTouch = function (action) {
  110385. this._action = action;
  110386. };
  110387. /**
  110388. * Defines which axis you'd like to control for left & right
  110389. * @param axis defines the axis to use
  110390. */
  110391. VirtualJoystick.prototype.setAxisForLeftRight = function (axis) {
  110392. switch (axis) {
  110393. case JoystickAxis.X:
  110394. case JoystickAxis.Y:
  110395. case JoystickAxis.Z:
  110396. this._axisTargetedByLeftAndRight = axis;
  110397. break;
  110398. default:
  110399. this._axisTargetedByLeftAndRight = JoystickAxis.X;
  110400. break;
  110401. }
  110402. };
  110403. /**
  110404. * Defines which axis you'd like to control for up & down
  110405. * @param axis defines the axis to use
  110406. */
  110407. VirtualJoystick.prototype.setAxisForUpDown = function (axis) {
  110408. switch (axis) {
  110409. case JoystickAxis.X:
  110410. case JoystickAxis.Y:
  110411. case JoystickAxis.Z:
  110412. this._axisTargetedByUpAndDown = axis;
  110413. break;
  110414. default:
  110415. this._axisTargetedByUpAndDown = JoystickAxis.Y;
  110416. break;
  110417. }
  110418. };
  110419. VirtualJoystick.prototype._drawVirtualJoystick = function () {
  110420. var _this = this;
  110421. if (this.pressed) {
  110422. this._touches.forEach(function (key, touch) {
  110423. if (touch.pointerId === _this._joystickPointerID) {
  110424. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPointerStartPos.x - 64, _this._joystickPointerStartPos.y - 64, 128, 128);
  110425. VirtualJoystick.vjCanvasContext.clearRect(_this._joystickPreviousPointerPos.x - 42, _this._joystickPreviousPointerPos.y - 42, 84, 84);
  110426. VirtualJoystick.vjCanvasContext.beginPath();
  110427. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110428. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110429. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 40, 0, Math.PI * 2, true);
  110430. VirtualJoystick.vjCanvasContext.stroke();
  110431. VirtualJoystick.vjCanvasContext.closePath();
  110432. VirtualJoystick.vjCanvasContext.beginPath();
  110433. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110434. VirtualJoystick.vjCanvasContext.lineWidth = 2;
  110435. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerStartPos.x, _this._joystickPointerStartPos.y, 60, 0, Math.PI * 2, true);
  110436. VirtualJoystick.vjCanvasContext.stroke();
  110437. VirtualJoystick.vjCanvasContext.closePath();
  110438. VirtualJoystick.vjCanvasContext.beginPath();
  110439. VirtualJoystick.vjCanvasContext.strokeStyle = _this._joystickColor;
  110440. VirtualJoystick.vjCanvasContext.arc(_this._joystickPointerPos.x, _this._joystickPointerPos.y, 40, 0, Math.PI * 2, true);
  110441. VirtualJoystick.vjCanvasContext.stroke();
  110442. VirtualJoystick.vjCanvasContext.closePath();
  110443. _this._joystickPreviousPointerPos = _this._joystickPointerPos.clone();
  110444. }
  110445. else {
  110446. VirtualJoystick.vjCanvasContext.clearRect(touch.prevX - 44, touch.prevY - 44, 88, 88);
  110447. VirtualJoystick.vjCanvasContext.beginPath();
  110448. VirtualJoystick.vjCanvasContext.fillStyle = "white";
  110449. VirtualJoystick.vjCanvasContext.beginPath();
  110450. VirtualJoystick.vjCanvasContext.strokeStyle = "red";
  110451. VirtualJoystick.vjCanvasContext.lineWidth = 6;
  110452. VirtualJoystick.vjCanvasContext.arc(touch.x, touch.y, 40, 0, Math.PI * 2, true);
  110453. VirtualJoystick.vjCanvasContext.stroke();
  110454. VirtualJoystick.vjCanvasContext.closePath();
  110455. touch.prevX = touch.x;
  110456. touch.prevY = touch.y;
  110457. }
  110458. });
  110459. }
  110460. requestAnimationFrame(function () { _this._drawVirtualJoystick(); });
  110461. };
  110462. /**
  110463. * Release internal HTML canvas
  110464. */
  110465. VirtualJoystick.prototype.releaseCanvas = function () {
  110466. if (VirtualJoystick.Canvas) {
  110467. VirtualJoystick.Canvas.removeEventListener('pointerdown', this._onPointerDownHandlerRef);
  110468. VirtualJoystick.Canvas.removeEventListener('pointermove', this._onPointerMoveHandlerRef);
  110469. VirtualJoystick.Canvas.removeEventListener('pointerup', this._onPointerUpHandlerRef);
  110470. VirtualJoystick.Canvas.removeEventListener('pointerout', this._onPointerUpHandlerRef);
  110471. window.removeEventListener("resize", this._onResize);
  110472. document.body.removeChild(VirtualJoystick.Canvas);
  110473. VirtualJoystick.Canvas = null;
  110474. }
  110475. };
  110476. // Used to draw the virtual joystick inside a 2D canvas on top of the WebGL rendering canvas
  110477. VirtualJoystick._globalJoystickIndex = 0;
  110478. return VirtualJoystick;
  110479. }());
  110480. BABYLON.VirtualJoystick = VirtualJoystick;
  110481. })(BABYLON || (BABYLON = {}));
  110482. //# sourceMappingURL=babylon.virtualJoystick.js.map
  110483. var BABYLON;
  110484. (function (BABYLON) {
  110485. BABYLON.Node.AddNodeConstructor("VirtualJoysticksCamera", function (name, scene) {
  110486. return function () { return new VirtualJoysticksCamera(name, BABYLON.Vector3.Zero(), scene); };
  110487. });
  110488. /**
  110489. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  110490. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110491. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110492. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110493. */
  110494. var VirtualJoysticksCamera = /** @class */ (function (_super) {
  110495. __extends(VirtualJoysticksCamera, _super);
  110496. /**
  110497. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  110498. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  110499. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  110500. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  110501. * @param name Define the name of the camera in the scene
  110502. * @param position Define the start position of the camera in the scene
  110503. * @param scene Define the scene the camera belongs to
  110504. */
  110505. function VirtualJoysticksCamera(name, position, scene) {
  110506. var _this = _super.call(this, name, position, scene) || this;
  110507. _this.inputs.addVirtualJoystick();
  110508. return _this;
  110509. }
  110510. /**
  110511. * Gets the current object class name.
  110512. * @return the class name
  110513. */
  110514. VirtualJoysticksCamera.prototype.getClassName = function () {
  110515. return "VirtualJoysticksCamera";
  110516. };
  110517. return VirtualJoysticksCamera;
  110518. }(BABYLON.FreeCamera));
  110519. BABYLON.VirtualJoysticksCamera = VirtualJoysticksCamera;
  110520. })(BABYLON || (BABYLON = {}));
  110521. //# sourceMappingURL=babylon.virtualJoysticksCamera.js.map
  110522. var BABYLON;
  110523. (function (BABYLON) {
  110524. /**
  110525. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  110526. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  110527. */
  110528. var FreeCameraVirtualJoystickInput = /** @class */ (function () {
  110529. function FreeCameraVirtualJoystickInput() {
  110530. }
  110531. /**
  110532. * Gets the left stick of the virtual joystick.
  110533. * @returns The virtual Joystick
  110534. */
  110535. FreeCameraVirtualJoystickInput.prototype.getLeftJoystick = function () {
  110536. return this._leftjoystick;
  110537. };
  110538. /**
  110539. * Gets the right stick of the virtual joystick.
  110540. * @returns The virtual Joystick
  110541. */
  110542. FreeCameraVirtualJoystickInput.prototype.getRightJoystick = function () {
  110543. return this._rightjoystick;
  110544. };
  110545. /**
  110546. * Update the current camera state depending on the inputs that have been used this frame.
  110547. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  110548. */
  110549. FreeCameraVirtualJoystickInput.prototype.checkInputs = function () {
  110550. if (this._leftjoystick) {
  110551. var camera = this.camera;
  110552. var speed = camera._computeLocalCameraSpeed() * 50;
  110553. var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(camera.rotation.y, camera.rotation.x, 0);
  110554. var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(this._leftjoystick.deltaPosition.x * speed, this._leftjoystick.deltaPosition.y * speed, this._leftjoystick.deltaPosition.z * speed), cameraTransform);
  110555. camera.cameraDirection = camera.cameraDirection.add(deltaTransform);
  110556. camera.cameraRotation = camera.cameraRotation.addVector3(this._rightjoystick.deltaPosition);
  110557. if (!this._leftjoystick.pressed) {
  110558. this._leftjoystick.deltaPosition = this._leftjoystick.deltaPosition.scale(0.9);
  110559. }
  110560. if (!this._rightjoystick.pressed) {
  110561. this._rightjoystick.deltaPosition = this._rightjoystick.deltaPosition.scale(0.9);
  110562. }
  110563. }
  110564. };
  110565. /**
  110566. * Attach the input controls to a specific dom element to get the input from.
  110567. * @param element Defines the element the controls should be listened from
  110568. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  110569. */
  110570. FreeCameraVirtualJoystickInput.prototype.attachControl = function (element, noPreventDefault) {
  110571. this._leftjoystick = new BABYLON.VirtualJoystick(true);
  110572. this._leftjoystick.setAxisForUpDown(BABYLON.JoystickAxis.Z);
  110573. this._leftjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.X);
  110574. this._leftjoystick.setJoystickSensibility(0.15);
  110575. this._rightjoystick = new BABYLON.VirtualJoystick(false);
  110576. this._rightjoystick.setAxisForUpDown(BABYLON.JoystickAxis.X);
  110577. this._rightjoystick.setAxisForLeftRight(BABYLON.JoystickAxis.Y);
  110578. this._rightjoystick.reverseUpDown = true;
  110579. this._rightjoystick.setJoystickSensibility(0.05);
  110580. this._rightjoystick.setJoystickColor("yellow");
  110581. };
  110582. /**
  110583. * Detach the current controls from the specified dom element.
  110584. * @param element Defines the element to stop listening the inputs from
  110585. */
  110586. FreeCameraVirtualJoystickInput.prototype.detachControl = function (element) {
  110587. this._leftjoystick.releaseCanvas();
  110588. this._rightjoystick.releaseCanvas();
  110589. };
  110590. /**
  110591. * Gets the class name of the current intput.
  110592. * @returns the class name
  110593. */
  110594. FreeCameraVirtualJoystickInput.prototype.getClassName = function () {
  110595. return "FreeCameraVirtualJoystickInput";
  110596. };
  110597. /**
  110598. * Get the friendly name associated with the input class.
  110599. * @returns the input friendly name
  110600. */
  110601. FreeCameraVirtualJoystickInput.prototype.getSimpleName = function () {
  110602. return "virtualJoystick";
  110603. };
  110604. return FreeCameraVirtualJoystickInput;
  110605. }());
  110606. BABYLON.FreeCameraVirtualJoystickInput = FreeCameraVirtualJoystickInput;
  110607. BABYLON.CameraInputTypes["FreeCameraVirtualJoystickInput"] = FreeCameraVirtualJoystickInput;
  110608. })(BABYLON || (BABYLON = {}));
  110609. //# sourceMappingURL=babylon.freeCameraVirtualJoystickInput.js.map
  110610. var BABYLON;
  110611. (function (BABYLON) {
  110612. /**
  110613. * Class used to specify simplification options
  110614. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110615. */
  110616. var SimplificationSettings = /** @class */ (function () {
  110617. /**
  110618. * Creates a SimplificationSettings
  110619. * @param quality expected quality
  110620. * @param distance distance when this optimized version should be used
  110621. * @param optimizeMesh already optimized mesh
  110622. */
  110623. function SimplificationSettings(
  110624. /** expected quality */
  110625. quality,
  110626. /** distance when this optimized version should be used */
  110627. distance,
  110628. /** already optimized mesh */
  110629. optimizeMesh) {
  110630. this.quality = quality;
  110631. this.distance = distance;
  110632. this.optimizeMesh = optimizeMesh;
  110633. }
  110634. return SimplificationSettings;
  110635. }());
  110636. BABYLON.SimplificationSettings = SimplificationSettings;
  110637. /**
  110638. * Queue used to order the simplification tasks
  110639. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110640. */
  110641. var SimplificationQueue = /** @class */ (function () {
  110642. /**
  110643. * Creates a new queue
  110644. */
  110645. function SimplificationQueue() {
  110646. this.running = false;
  110647. this._simplificationArray = [];
  110648. }
  110649. /**
  110650. * Adds a new simplification task
  110651. * @param task defines a task to add
  110652. */
  110653. SimplificationQueue.prototype.addTask = function (task) {
  110654. this._simplificationArray.push(task);
  110655. };
  110656. /**
  110657. * Execute next task
  110658. */
  110659. SimplificationQueue.prototype.executeNext = function () {
  110660. var task = this._simplificationArray.pop();
  110661. if (task) {
  110662. this.running = true;
  110663. this.runSimplification(task);
  110664. }
  110665. else {
  110666. this.running = false;
  110667. }
  110668. };
  110669. /**
  110670. * Execute a simplification task
  110671. * @param task defines the task to run
  110672. */
  110673. SimplificationQueue.prototype.runSimplification = function (task) {
  110674. var _this = this;
  110675. if (task.parallelProcessing) {
  110676. //parallel simplifier
  110677. task.settings.forEach(function (setting) {
  110678. var simplifier = _this.getSimplifier(task);
  110679. simplifier.simplify(setting, function (newMesh) {
  110680. task.mesh.addLODLevel(setting.distance, newMesh);
  110681. newMesh.isVisible = true;
  110682. //check if it is the last
  110683. if (setting.quality === task.settings[task.settings.length - 1].quality && task.successCallback) {
  110684. //all done, run the success callback.
  110685. task.successCallback();
  110686. }
  110687. _this.executeNext();
  110688. });
  110689. });
  110690. }
  110691. else {
  110692. //single simplifier.
  110693. var simplifier = this.getSimplifier(task);
  110694. var runDecimation = function (setting, callback) {
  110695. simplifier.simplify(setting, function (newMesh) {
  110696. task.mesh.addLODLevel(setting.distance, newMesh);
  110697. newMesh.isVisible = true;
  110698. //run the next quality level
  110699. callback();
  110700. });
  110701. };
  110702. BABYLON.AsyncLoop.Run(task.settings.length, function (loop) {
  110703. runDecimation(task.settings[loop.index], function () {
  110704. loop.executeNext();
  110705. });
  110706. }, function () {
  110707. //execution ended, run the success callback.
  110708. if (task.successCallback) {
  110709. task.successCallback();
  110710. }
  110711. _this.executeNext();
  110712. });
  110713. }
  110714. };
  110715. SimplificationQueue.prototype.getSimplifier = function (task) {
  110716. switch (task.simplificationType) {
  110717. case SimplificationType.QUADRATIC:
  110718. default:
  110719. return new QuadraticErrorSimplification(task.mesh);
  110720. }
  110721. };
  110722. return SimplificationQueue;
  110723. }());
  110724. BABYLON.SimplificationQueue = SimplificationQueue;
  110725. /**
  110726. * The implemented types of simplification
  110727. * At the moment only Quadratic Error Decimation is implemented
  110728. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110729. */
  110730. var SimplificationType;
  110731. (function (SimplificationType) {
  110732. /** Quadratic error decimation */
  110733. SimplificationType[SimplificationType["QUADRATIC"] = 0] = "QUADRATIC";
  110734. })(SimplificationType = BABYLON.SimplificationType || (BABYLON.SimplificationType = {}));
  110735. var DecimationTriangle = /** @class */ (function () {
  110736. function DecimationTriangle(vertices) {
  110737. this.vertices = vertices;
  110738. this.error = new Array(4);
  110739. this.deleted = false;
  110740. this.isDirty = false;
  110741. this.deletePending = false;
  110742. this.borderFactor = 0;
  110743. }
  110744. return DecimationTriangle;
  110745. }());
  110746. var DecimationVertex = /** @class */ (function () {
  110747. function DecimationVertex(position, id) {
  110748. this.position = position;
  110749. this.id = id;
  110750. this.isBorder = true;
  110751. this.q = new QuadraticMatrix();
  110752. this.triangleCount = 0;
  110753. this.triangleStart = 0;
  110754. this.originalOffsets = [];
  110755. }
  110756. DecimationVertex.prototype.updatePosition = function (newPosition) {
  110757. this.position.copyFrom(newPosition);
  110758. };
  110759. return DecimationVertex;
  110760. }());
  110761. var QuadraticMatrix = /** @class */ (function () {
  110762. function QuadraticMatrix(data) {
  110763. this.data = new Array(10);
  110764. for (var i = 0; i < 10; ++i) {
  110765. if (data && data[i]) {
  110766. this.data[i] = data[i];
  110767. }
  110768. else {
  110769. this.data[i] = 0;
  110770. }
  110771. }
  110772. }
  110773. QuadraticMatrix.prototype.det = function (a11, a12, a13, a21, a22, a23, a31, a32, a33) {
  110774. var det = this.data[a11] * this.data[a22] * this.data[a33] + this.data[a13] * this.data[a21] * this.data[a32] +
  110775. this.data[a12] * this.data[a23] * this.data[a31] - this.data[a13] * this.data[a22] * this.data[a31] -
  110776. this.data[a11] * this.data[a23] * this.data[a32] - this.data[a12] * this.data[a21] * this.data[a33];
  110777. return det;
  110778. };
  110779. QuadraticMatrix.prototype.addInPlace = function (matrix) {
  110780. for (var i = 0; i < 10; ++i) {
  110781. this.data[i] += matrix.data[i];
  110782. }
  110783. };
  110784. QuadraticMatrix.prototype.addArrayInPlace = function (data) {
  110785. for (var i = 0; i < 10; ++i) {
  110786. this.data[i] += data[i];
  110787. }
  110788. };
  110789. QuadraticMatrix.prototype.add = function (matrix) {
  110790. var m = new QuadraticMatrix();
  110791. for (var i = 0; i < 10; ++i) {
  110792. m.data[i] = this.data[i] + matrix.data[i];
  110793. }
  110794. return m;
  110795. };
  110796. QuadraticMatrix.FromData = function (a, b, c, d) {
  110797. return new QuadraticMatrix(QuadraticMatrix.DataFromNumbers(a, b, c, d));
  110798. };
  110799. //returning an array to avoid garbage collection
  110800. QuadraticMatrix.DataFromNumbers = function (a, b, c, d) {
  110801. return [a * a, a * b, a * c, a * d, b * b, b * c, b * d, c * c, c * d, d * d];
  110802. };
  110803. return QuadraticMatrix;
  110804. }());
  110805. var Reference = /** @class */ (function () {
  110806. function Reference(vertexId, triangleId) {
  110807. this.vertexId = vertexId;
  110808. this.triangleId = triangleId;
  110809. }
  110810. return Reference;
  110811. }());
  110812. /**
  110813. * An implementation of the Quadratic Error simplification algorithm.
  110814. * Original paper : http://www1.cs.columbia.edu/~cs4162/html05s/garland97.pdf
  110815. * Ported mostly from QSlim and http://voxels.blogspot.de/2014/05/quadric-mesh-simplification-with-source.html to babylon JS
  110816. * @author RaananW
  110817. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  110818. */
  110819. var QuadraticErrorSimplification = /** @class */ (function () {
  110820. function QuadraticErrorSimplification(_mesh) {
  110821. this._mesh = _mesh;
  110822. this.syncIterations = 5000;
  110823. this.aggressiveness = 7;
  110824. this.decimationIterations = 100;
  110825. this.boundingBoxEpsilon = BABYLON.Epsilon;
  110826. }
  110827. QuadraticErrorSimplification.prototype.simplify = function (settings, successCallback) {
  110828. var _this = this;
  110829. this.initDecimatedMesh();
  110830. //iterating through the submeshes array, one after the other.
  110831. BABYLON.AsyncLoop.Run(this._mesh.subMeshes.length, function (loop) {
  110832. _this.initWithMesh(loop.index, function () {
  110833. _this.runDecimation(settings, loop.index, function () {
  110834. loop.executeNext();
  110835. });
  110836. }, settings.optimizeMesh);
  110837. }, function () {
  110838. setTimeout(function () {
  110839. successCallback(_this._reconstructedMesh);
  110840. }, 0);
  110841. });
  110842. };
  110843. QuadraticErrorSimplification.prototype.runDecimation = function (settings, submeshIndex, successCallback) {
  110844. var _this = this;
  110845. var targetCount = ~~(this.triangles.length * settings.quality);
  110846. var deletedTriangles = 0;
  110847. var triangleCount = this.triangles.length;
  110848. var iterationFunction = function (iteration, callback) {
  110849. setTimeout(function () {
  110850. if (iteration % 5 === 0) {
  110851. _this.updateMesh(iteration === 0);
  110852. }
  110853. for (var i = 0; i < _this.triangles.length; ++i) {
  110854. _this.triangles[i].isDirty = false;
  110855. }
  110856. var threshold = 0.000000001 * Math.pow((iteration + 3), _this.aggressiveness);
  110857. var trianglesIterator = function (i) {
  110858. var tIdx = ~~(((_this.triangles.length / 2) + i) % _this.triangles.length);
  110859. var t = _this.triangles[tIdx];
  110860. if (!t) {
  110861. return;
  110862. }
  110863. if (t.error[3] > threshold || t.deleted || t.isDirty) {
  110864. return;
  110865. }
  110866. for (var j = 0; j < 3; ++j) {
  110867. if (t.error[j] < threshold) {
  110868. var deleted0 = [];
  110869. var deleted1 = [];
  110870. var v0 = t.vertices[j];
  110871. var v1 = t.vertices[(j + 1) % 3];
  110872. if (v0.isBorder || v1.isBorder) {
  110873. continue;
  110874. }
  110875. var p = BABYLON.Vector3.Zero();
  110876. var n = BABYLON.Vector3.Zero();
  110877. var uv = BABYLON.Vector2.Zero();
  110878. var color = new BABYLON.Color4(0, 0, 0, 1);
  110879. _this.calculateError(v0, v1, p, n, uv, color);
  110880. var delTr = new Array();
  110881. if (_this.isFlipped(v0, v1, p, deleted0, t.borderFactor, delTr)) {
  110882. continue;
  110883. }
  110884. if (_this.isFlipped(v1, v0, p, deleted1, t.borderFactor, delTr)) {
  110885. continue;
  110886. }
  110887. if (deleted0.indexOf(true) < 0 || deleted1.indexOf(true) < 0) {
  110888. continue;
  110889. }
  110890. var uniqueArray = new Array();
  110891. delTr.forEach(function (deletedT) {
  110892. if (uniqueArray.indexOf(deletedT) === -1) {
  110893. deletedT.deletePending = true;
  110894. uniqueArray.push(deletedT);
  110895. }
  110896. });
  110897. if (uniqueArray.length % 2 !== 0) {
  110898. continue;
  110899. }
  110900. v0.q = v1.q.add(v0.q);
  110901. v0.updatePosition(p);
  110902. var tStart = _this.references.length;
  110903. deletedTriangles = _this.updateTriangles(v0, v0, deleted0, deletedTriangles);
  110904. deletedTriangles = _this.updateTriangles(v0, v1, deleted1, deletedTriangles);
  110905. var tCount = _this.references.length - tStart;
  110906. if (tCount <= v0.triangleCount) {
  110907. if (tCount) {
  110908. for (var c = 0; c < tCount; c++) {
  110909. _this.references[v0.triangleStart + c] = _this.references[tStart + c];
  110910. }
  110911. }
  110912. }
  110913. else {
  110914. v0.triangleStart = tStart;
  110915. }
  110916. v0.triangleCount = tCount;
  110917. break;
  110918. }
  110919. }
  110920. };
  110921. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, trianglesIterator, callback, function () { return (triangleCount - deletedTriangles <= targetCount); });
  110922. }, 0);
  110923. };
  110924. BABYLON.AsyncLoop.Run(this.decimationIterations, function (loop) {
  110925. if (triangleCount - deletedTriangles <= targetCount) {
  110926. loop.breakLoop();
  110927. }
  110928. else {
  110929. iterationFunction(loop.index, function () {
  110930. loop.executeNext();
  110931. });
  110932. }
  110933. }, function () {
  110934. setTimeout(function () {
  110935. //reconstruct this part of the mesh
  110936. _this.reconstructMesh(submeshIndex);
  110937. successCallback();
  110938. }, 0);
  110939. });
  110940. };
  110941. QuadraticErrorSimplification.prototype.initWithMesh = function (submeshIndex, callback, optimizeMesh) {
  110942. var _this = this;
  110943. this.vertices = [];
  110944. this.triangles = [];
  110945. var positionData = this._mesh.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  110946. var indices = this._mesh.getIndices();
  110947. var submesh = this._mesh.subMeshes[submeshIndex];
  110948. var findInVertices = function (positionToSearch) {
  110949. if (optimizeMesh) {
  110950. for (var ii = 0; ii < _this.vertices.length; ++ii) {
  110951. if (_this.vertices[ii].position.equals(positionToSearch)) {
  110952. return _this.vertices[ii];
  110953. }
  110954. }
  110955. }
  110956. return null;
  110957. };
  110958. var vertexReferences = [];
  110959. var vertexInit = function (i) {
  110960. if (!positionData) {
  110961. return;
  110962. }
  110963. var offset = i + submesh.verticesStart;
  110964. var position = BABYLON.Vector3.FromArray(positionData, offset * 3);
  110965. var vertex = findInVertices(position) || new DecimationVertex(position, _this.vertices.length);
  110966. vertex.originalOffsets.push(offset);
  110967. if (vertex.id === _this.vertices.length) {
  110968. _this.vertices.push(vertex);
  110969. }
  110970. vertexReferences.push(vertex.id);
  110971. };
  110972. //var totalVertices = mesh.getTotalVertices();
  110973. var totalVertices = submesh.verticesCount;
  110974. BABYLON.AsyncLoop.SyncAsyncForLoop(totalVertices, (this.syncIterations / 4) >> 0, vertexInit, function () {
  110975. var indicesInit = function (i) {
  110976. if (!indices) {
  110977. return;
  110978. }
  110979. var offset = (submesh.indexStart / 3) + i;
  110980. var pos = (offset * 3);
  110981. var i0 = indices[pos + 0];
  110982. var i1 = indices[pos + 1];
  110983. var i2 = indices[pos + 2];
  110984. var v0 = _this.vertices[vertexReferences[i0 - submesh.verticesStart]];
  110985. var v1 = _this.vertices[vertexReferences[i1 - submesh.verticesStart]];
  110986. var v2 = _this.vertices[vertexReferences[i2 - submesh.verticesStart]];
  110987. var triangle = new DecimationTriangle([v0, v1, v2]);
  110988. triangle.originalOffset = pos;
  110989. _this.triangles.push(triangle);
  110990. };
  110991. BABYLON.AsyncLoop.SyncAsyncForLoop(submesh.indexCount / 3, _this.syncIterations, indicesInit, function () {
  110992. _this.init(callback);
  110993. });
  110994. });
  110995. };
  110996. QuadraticErrorSimplification.prototype.init = function (callback) {
  110997. var _this = this;
  110998. var triangleInit1 = function (i) {
  110999. var t = _this.triangles[i];
  111000. t.normal = BABYLON.Vector3.Cross(t.vertices[1].position.subtract(t.vertices[0].position), t.vertices[2].position.subtract(t.vertices[0].position)).normalize();
  111001. for (var j = 0; j < 3; j++) {
  111002. 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))));
  111003. }
  111004. };
  111005. BABYLON.AsyncLoop.SyncAsyncForLoop(this.triangles.length, this.syncIterations, triangleInit1, function () {
  111006. var triangleInit2 = function (i) {
  111007. var t = _this.triangles[i];
  111008. for (var j = 0; j < 3; ++j) {
  111009. t.error[j] = _this.calculateError(t.vertices[j], t.vertices[(j + 1) % 3]);
  111010. }
  111011. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111012. };
  111013. BABYLON.AsyncLoop.SyncAsyncForLoop(_this.triangles.length, _this.syncIterations, triangleInit2, function () {
  111014. callback();
  111015. });
  111016. });
  111017. };
  111018. QuadraticErrorSimplification.prototype.reconstructMesh = function (submeshIndex) {
  111019. var newTriangles = [];
  111020. var i;
  111021. for (i = 0; i < this.vertices.length; ++i) {
  111022. this.vertices[i].triangleCount = 0;
  111023. }
  111024. var t;
  111025. var j;
  111026. for (i = 0; i < this.triangles.length; ++i) {
  111027. if (!this.triangles[i].deleted) {
  111028. t = this.triangles[i];
  111029. for (j = 0; j < 3; ++j) {
  111030. t.vertices[j].triangleCount = 1;
  111031. }
  111032. newTriangles.push(t);
  111033. }
  111034. }
  111035. var newPositionData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.PositionKind) || []);
  111036. var newNormalData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.NormalKind) || []);
  111037. var newUVsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.UVKind) || []);
  111038. var newColorsData = (this._reconstructedMesh.getVerticesData(BABYLON.VertexBuffer.ColorKind) || []);
  111039. var normalData = this._mesh.getVerticesData(BABYLON.VertexBuffer.NormalKind);
  111040. var uvs = this._mesh.getVerticesData(BABYLON.VertexBuffer.UVKind);
  111041. var colorsData = this._mesh.getVerticesData(BABYLON.VertexBuffer.ColorKind);
  111042. var vertexCount = 0;
  111043. for (i = 0; i < this.vertices.length; ++i) {
  111044. var vertex = this.vertices[i];
  111045. vertex.id = vertexCount;
  111046. if (vertex.triangleCount) {
  111047. vertex.originalOffsets.forEach(function (originalOffset) {
  111048. if (!normalData) {
  111049. return;
  111050. }
  111051. newPositionData.push(vertex.position.x);
  111052. newPositionData.push(vertex.position.y);
  111053. newPositionData.push(vertex.position.z);
  111054. newNormalData.push(normalData[originalOffset * 3]);
  111055. newNormalData.push(normalData[(originalOffset * 3) + 1]);
  111056. newNormalData.push(normalData[(originalOffset * 3) + 2]);
  111057. if (uvs && uvs.length) {
  111058. newUVsData.push(uvs[(originalOffset * 2)]);
  111059. newUVsData.push(uvs[(originalOffset * 2) + 1]);
  111060. }
  111061. else if (colorsData && colorsData.length) {
  111062. newColorsData.push(colorsData[(originalOffset * 4)]);
  111063. newColorsData.push(colorsData[(originalOffset * 4) + 1]);
  111064. newColorsData.push(colorsData[(originalOffset * 4) + 2]);
  111065. newColorsData.push(colorsData[(originalOffset * 4) + 3]);
  111066. }
  111067. ++vertexCount;
  111068. });
  111069. }
  111070. }
  111071. var startingIndex = this._reconstructedMesh.getTotalIndices();
  111072. var startingVertex = this._reconstructedMesh.getTotalVertices();
  111073. var submeshesArray = this._reconstructedMesh.subMeshes;
  111074. this._reconstructedMesh.subMeshes = [];
  111075. var newIndicesArray = this._reconstructedMesh.getIndices(); //[];
  111076. var originalIndices = this._mesh.getIndices();
  111077. for (i = 0; i < newTriangles.length; ++i) {
  111078. t = newTriangles[i]; //now get the new referencing point for each vertex
  111079. [0, 1, 2].forEach(function (idx) {
  111080. var id = originalIndices[t.originalOffset + idx];
  111081. var offset = t.vertices[idx].originalOffsets.indexOf(id);
  111082. if (offset < 0) {
  111083. offset = 0;
  111084. }
  111085. newIndicesArray.push(t.vertices[idx].id + offset + startingVertex);
  111086. });
  111087. }
  111088. //overwriting the old vertex buffers and indices.
  111089. this._reconstructedMesh.setIndices(newIndicesArray);
  111090. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.PositionKind, newPositionData);
  111091. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.NormalKind, newNormalData);
  111092. if (newUVsData.length > 0) {
  111093. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.UVKind, newUVsData);
  111094. }
  111095. if (newColorsData.length > 0) {
  111096. this._reconstructedMesh.setVerticesData(BABYLON.VertexBuffer.ColorKind, newColorsData);
  111097. }
  111098. //create submesh
  111099. var originalSubmesh = this._mesh.subMeshes[submeshIndex];
  111100. if (submeshIndex > 0) {
  111101. this._reconstructedMesh.subMeshes = [];
  111102. submeshesArray.forEach(function (submesh) {
  111103. BABYLON.SubMesh.AddToMesh(submesh.materialIndex, submesh.verticesStart, submesh.verticesCount, /* 0, newPositionData.length/3, */ submesh.indexStart, submesh.indexCount, submesh.getMesh());
  111104. });
  111105. BABYLON.SubMesh.AddToMesh(originalSubmesh.materialIndex, startingVertex, vertexCount, /* 0, newPositionData.length / 3, */ startingIndex, newTriangles.length * 3, this._reconstructedMesh);
  111106. }
  111107. };
  111108. QuadraticErrorSimplification.prototype.initDecimatedMesh = function () {
  111109. this._reconstructedMesh = new BABYLON.Mesh(this._mesh.name + "Decimated", this._mesh.getScene());
  111110. this._reconstructedMesh.material = this._mesh.material;
  111111. this._reconstructedMesh.parent = this._mesh.parent;
  111112. this._reconstructedMesh.isVisible = false;
  111113. this._reconstructedMesh.renderingGroupId = this._mesh.renderingGroupId;
  111114. };
  111115. QuadraticErrorSimplification.prototype.isFlipped = function (vertex1, vertex2, point, deletedArray, borderFactor, delTr) {
  111116. for (var i = 0; i < vertex1.triangleCount; ++i) {
  111117. var t = this.triangles[this.references[vertex1.triangleStart + i].triangleId];
  111118. if (t.deleted) {
  111119. continue;
  111120. }
  111121. var s = this.references[vertex1.triangleStart + i].vertexId;
  111122. var v1 = t.vertices[(s + 1) % 3];
  111123. var v2 = t.vertices[(s + 2) % 3];
  111124. if ((v1 === vertex2 || v2 === vertex2)) {
  111125. deletedArray[i] = true;
  111126. delTr.push(t);
  111127. continue;
  111128. }
  111129. var d1 = v1.position.subtract(point);
  111130. d1 = d1.normalize();
  111131. var d2 = v2.position.subtract(point);
  111132. d2 = d2.normalize();
  111133. if (Math.abs(BABYLON.Vector3.Dot(d1, d2)) > 0.999) {
  111134. return true;
  111135. }
  111136. var normal = BABYLON.Vector3.Cross(d1, d2).normalize();
  111137. deletedArray[i] = false;
  111138. if (BABYLON.Vector3.Dot(normal, t.normal) < 0.2) {
  111139. return true;
  111140. }
  111141. }
  111142. return false;
  111143. };
  111144. QuadraticErrorSimplification.prototype.updateTriangles = function (origVertex, vertex, deletedArray, deletedTriangles) {
  111145. var newDeleted = deletedTriangles;
  111146. for (var i = 0; i < vertex.triangleCount; ++i) {
  111147. var ref = this.references[vertex.triangleStart + i];
  111148. var t = this.triangles[ref.triangleId];
  111149. if (t.deleted) {
  111150. continue;
  111151. }
  111152. if (deletedArray[i] && t.deletePending) {
  111153. t.deleted = true;
  111154. newDeleted++;
  111155. continue;
  111156. }
  111157. t.vertices[ref.vertexId] = origVertex;
  111158. t.isDirty = true;
  111159. t.error[0] = this.calculateError(t.vertices[0], t.vertices[1]) + (t.borderFactor / 2);
  111160. t.error[1] = this.calculateError(t.vertices[1], t.vertices[2]) + (t.borderFactor / 2);
  111161. t.error[2] = this.calculateError(t.vertices[2], t.vertices[0]) + (t.borderFactor / 2);
  111162. t.error[3] = Math.min(t.error[0], t.error[1], t.error[2]);
  111163. this.references.push(ref);
  111164. }
  111165. return newDeleted;
  111166. };
  111167. QuadraticErrorSimplification.prototype.identifyBorder = function () {
  111168. for (var i = 0; i < this.vertices.length; ++i) {
  111169. var vCount = [];
  111170. var vId = [];
  111171. var v = this.vertices[i];
  111172. var j;
  111173. for (j = 0; j < v.triangleCount; ++j) {
  111174. var triangle = this.triangles[this.references[v.triangleStart + j].triangleId];
  111175. for (var ii = 0; ii < 3; ii++) {
  111176. var ofs = 0;
  111177. var vv = triangle.vertices[ii];
  111178. while (ofs < vCount.length) {
  111179. if (vId[ofs] === vv.id) {
  111180. break;
  111181. }
  111182. ++ofs;
  111183. }
  111184. if (ofs === vCount.length) {
  111185. vCount.push(1);
  111186. vId.push(vv.id);
  111187. }
  111188. else {
  111189. vCount[ofs]++;
  111190. }
  111191. }
  111192. }
  111193. for (j = 0; j < vCount.length; ++j) {
  111194. if (vCount[j] === 1) {
  111195. this.vertices[vId[j]].isBorder = true;
  111196. }
  111197. else {
  111198. this.vertices[vId[j]].isBorder = false;
  111199. }
  111200. }
  111201. }
  111202. };
  111203. QuadraticErrorSimplification.prototype.updateMesh = function (identifyBorders) {
  111204. if (identifyBorders === void 0) { identifyBorders = false; }
  111205. var i;
  111206. if (!identifyBorders) {
  111207. var newTrianglesVector = [];
  111208. for (i = 0; i < this.triangles.length; ++i) {
  111209. if (!this.triangles[i].deleted) {
  111210. newTrianglesVector.push(this.triangles[i]);
  111211. }
  111212. }
  111213. this.triangles = newTrianglesVector;
  111214. }
  111215. for (i = 0; i < this.vertices.length; ++i) {
  111216. this.vertices[i].triangleCount = 0;
  111217. this.vertices[i].triangleStart = 0;
  111218. }
  111219. var t;
  111220. var j;
  111221. var v;
  111222. for (i = 0; i < this.triangles.length; ++i) {
  111223. t = this.triangles[i];
  111224. for (j = 0; j < 3; ++j) {
  111225. v = t.vertices[j];
  111226. v.triangleCount++;
  111227. }
  111228. }
  111229. var tStart = 0;
  111230. for (i = 0; i < this.vertices.length; ++i) {
  111231. this.vertices[i].triangleStart = tStart;
  111232. tStart += this.vertices[i].triangleCount;
  111233. this.vertices[i].triangleCount = 0;
  111234. }
  111235. var newReferences = new Array(this.triangles.length * 3);
  111236. for (i = 0; i < this.triangles.length; ++i) {
  111237. t = this.triangles[i];
  111238. for (j = 0; j < 3; ++j) {
  111239. v = t.vertices[j];
  111240. newReferences[v.triangleStart + v.triangleCount] = new Reference(j, i);
  111241. v.triangleCount++;
  111242. }
  111243. }
  111244. this.references = newReferences;
  111245. if (identifyBorders) {
  111246. this.identifyBorder();
  111247. }
  111248. };
  111249. QuadraticErrorSimplification.prototype.vertexError = function (q, point) {
  111250. var x = point.x;
  111251. var y = point.y;
  111252. var z = point.z;
  111253. 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
  111254. + 2 * q.data[5] * y * z + 2 * q.data[6] * y + q.data[7] * z * z + 2 * q.data[8] * z + q.data[9];
  111255. };
  111256. QuadraticErrorSimplification.prototype.calculateError = function (vertex1, vertex2, pointResult, normalResult, uvResult, colorResult) {
  111257. var q = vertex1.q.add(vertex2.q);
  111258. var border = vertex1.isBorder && vertex2.isBorder;
  111259. var error = 0;
  111260. var qDet = q.det(0, 1, 2, 1, 4, 5, 2, 5, 7);
  111261. if (qDet !== 0 && !border) {
  111262. if (!pointResult) {
  111263. pointResult = BABYLON.Vector3.Zero();
  111264. }
  111265. pointResult.x = -1 / qDet * (q.det(1, 2, 3, 4, 5, 6, 5, 7, 8));
  111266. pointResult.y = 1 / qDet * (q.det(0, 2, 3, 1, 5, 6, 2, 7, 8));
  111267. pointResult.z = -1 / qDet * (q.det(0, 1, 3, 1, 4, 6, 2, 5, 8));
  111268. error = this.vertexError(q, pointResult);
  111269. }
  111270. else {
  111271. var p3 = (vertex1.position.add(vertex2.position)).divide(new BABYLON.Vector3(2, 2, 2));
  111272. //var norm3 = (vertex1.normal.add(vertex2.normal)).divide(new Vector3(2, 2, 2)).normalize();
  111273. var error1 = this.vertexError(q, vertex1.position);
  111274. var error2 = this.vertexError(q, vertex2.position);
  111275. var error3 = this.vertexError(q, p3);
  111276. error = Math.min(error1, error2, error3);
  111277. if (error === error1) {
  111278. if (pointResult) {
  111279. pointResult.copyFrom(vertex1.position);
  111280. }
  111281. }
  111282. else if (error === error2) {
  111283. if (pointResult) {
  111284. pointResult.copyFrom(vertex2.position);
  111285. }
  111286. }
  111287. else {
  111288. if (pointResult) {
  111289. pointResult.copyFrom(p3);
  111290. }
  111291. }
  111292. }
  111293. return error;
  111294. };
  111295. return QuadraticErrorSimplification;
  111296. }());
  111297. })(BABYLON || (BABYLON = {}));
  111298. //# sourceMappingURL=babylon.meshSimplification.js.map
  111299. var BABYLON;
  111300. (function (BABYLON) {
  111301. Object.defineProperty(BABYLON.Scene.prototype, "simplificationQueue", {
  111302. get: function () {
  111303. if (!this._simplificationQueue) {
  111304. this._simplificationQueue = new BABYLON.SimplificationQueue();
  111305. var component = this._getComponent(BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE);
  111306. if (!component) {
  111307. component = new SimplicationQueueSceneComponent(this);
  111308. this._addComponent(component);
  111309. }
  111310. }
  111311. return this._simplificationQueue;
  111312. },
  111313. set: function (value) {
  111314. this._simplificationQueue = value;
  111315. },
  111316. enumerable: true,
  111317. configurable: true
  111318. });
  111319. BABYLON.Mesh.prototype.simplify = function (settings, parallelProcessing, simplificationType, successCallback) {
  111320. if (parallelProcessing === void 0) { parallelProcessing = true; }
  111321. if (simplificationType === void 0) { simplificationType = BABYLON.SimplificationType.QUADRATIC; }
  111322. this.getScene().simplificationQueue.addTask({
  111323. settings: settings,
  111324. parallelProcessing: parallelProcessing,
  111325. mesh: this,
  111326. simplificationType: simplificationType,
  111327. successCallback: successCallback
  111328. });
  111329. return this;
  111330. };
  111331. /**
  111332. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  111333. * created in a scene
  111334. */
  111335. var SimplicationQueueSceneComponent = /** @class */ (function () {
  111336. /**
  111337. * Creates a new instance of the component for the given scene
  111338. * @param scene Defines the scene to register the component in
  111339. */
  111340. function SimplicationQueueSceneComponent(scene) {
  111341. /**
  111342. * The component name helpfull to identify the component in the list of scene components.
  111343. */
  111344. this.name = BABYLON.SceneComponentConstants.NAME_SIMPLIFICATIONQUEUE;
  111345. this.scene = scene;
  111346. }
  111347. /**
  111348. * Registers the component in a given scene
  111349. */
  111350. SimplicationQueueSceneComponent.prototype.register = function () {
  111351. this.scene._beforeCameraUpdateStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE, this, this._beforeCameraUpdate);
  111352. };
  111353. /**
  111354. * Rebuilds the elements related to this component in case of
  111355. * context lost for instance.
  111356. */
  111357. SimplicationQueueSceneComponent.prototype.rebuild = function () {
  111358. // Nothing to do for this component
  111359. };
  111360. /**
  111361. * Disposes the component and the associated ressources
  111362. */
  111363. SimplicationQueueSceneComponent.prototype.dispose = function () {
  111364. // Nothing to do for this component
  111365. };
  111366. SimplicationQueueSceneComponent.prototype._beforeCameraUpdate = function () {
  111367. if (this.scene._simplificationQueue && !this.scene._simplificationQueue.running) {
  111368. this.scene._simplificationQueue.executeNext();
  111369. }
  111370. };
  111371. return SimplicationQueueSceneComponent;
  111372. }());
  111373. BABYLON.SimplicationQueueSceneComponent = SimplicationQueueSceneComponent;
  111374. })(BABYLON || (BABYLON = {}));
  111375. //# sourceMappingURL=babylon.meshSimplificationSceneComponent.js.map
  111376. var BABYLON;
  111377. (function (BABYLON) {
  111378. /**
  111379. * Class used to represent a specific level of detail of a mesh
  111380. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  111381. */
  111382. var MeshLODLevel = /** @class */ (function () {
  111383. /**
  111384. * Creates a new LOD level
  111385. * @param distance defines the distance where this level should star being displayed
  111386. * @param mesh defines the mesh to use to render this level
  111387. */
  111388. function MeshLODLevel(
  111389. /** Defines the distance where this level should star being displayed */
  111390. distance,
  111391. /** Defines the mesh to use to render this level */
  111392. mesh) {
  111393. this.distance = distance;
  111394. this.mesh = mesh;
  111395. }
  111396. return MeshLODLevel;
  111397. }());
  111398. BABYLON.MeshLODLevel = MeshLODLevel;
  111399. })(BABYLON || (BABYLON = {}));
  111400. //# sourceMappingURL=babylon.meshLODLevel.js.map
  111401. var BABYLON;
  111402. (function (BABYLON) {
  111403. /**
  111404. * Defines the root class used to create scene optimization to use with SceneOptimizer
  111405. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111406. */
  111407. var SceneOptimization = /** @class */ (function () {
  111408. /**
  111409. * Creates the SceneOptimization object
  111410. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111411. * @param desc defines the description associated with the optimization
  111412. */
  111413. function SceneOptimization(
  111414. /**
  111415. * Defines the priority of this optimization (0 by default which means first in the list)
  111416. */
  111417. priority) {
  111418. if (priority === void 0) { priority = 0; }
  111419. this.priority = priority;
  111420. }
  111421. /**
  111422. * Gets a string describing the action executed by the current optimization
  111423. * @returns description string
  111424. */
  111425. SceneOptimization.prototype.getDescription = function () {
  111426. return "";
  111427. };
  111428. /**
  111429. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111430. * @param scene defines the current scene where to apply this optimization
  111431. * @param optimizer defines the current optimizer
  111432. * @returns true if everything that can be done was applied
  111433. */
  111434. SceneOptimization.prototype.apply = function (scene, optimizer) {
  111435. return true;
  111436. };
  111437. return SceneOptimization;
  111438. }());
  111439. BABYLON.SceneOptimization = SceneOptimization;
  111440. /**
  111441. * Defines an optimization used to reduce the size of render target textures
  111442. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111443. */
  111444. var TextureOptimization = /** @class */ (function (_super) {
  111445. __extends(TextureOptimization, _super);
  111446. /**
  111447. * Creates the TextureOptimization object
  111448. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111449. * @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
  111450. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111451. */
  111452. function TextureOptimization(
  111453. /**
  111454. * Defines the priority of this optimization (0 by default which means first in the list)
  111455. */
  111456. priority,
  111457. /**
  111458. * 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
  111459. */
  111460. maximumSize,
  111461. /**
  111462. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  111463. */
  111464. step) {
  111465. if (priority === void 0) { priority = 0; }
  111466. if (maximumSize === void 0) { maximumSize = 1024; }
  111467. if (step === void 0) { step = 0.5; }
  111468. var _this = _super.call(this, priority) || this;
  111469. _this.priority = priority;
  111470. _this.maximumSize = maximumSize;
  111471. _this.step = step;
  111472. return _this;
  111473. }
  111474. /**
  111475. * Gets a string describing the action executed by the current optimization
  111476. * @returns description string
  111477. */
  111478. TextureOptimization.prototype.getDescription = function () {
  111479. return "Reducing render target texture size to " + this.maximumSize;
  111480. };
  111481. /**
  111482. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111483. * @param scene defines the current scene where to apply this optimization
  111484. * @param optimizer defines the current optimizer
  111485. * @returns true if everything that can be done was applied
  111486. */
  111487. TextureOptimization.prototype.apply = function (scene, optimizer) {
  111488. var allDone = true;
  111489. for (var index = 0; index < scene.textures.length; index++) {
  111490. var texture = scene.textures[index];
  111491. if (!texture.canRescale || texture.getContext) {
  111492. continue;
  111493. }
  111494. var currentSize = texture.getSize();
  111495. var maxDimension = Math.max(currentSize.width, currentSize.height);
  111496. if (maxDimension > this.maximumSize) {
  111497. texture.scale(this.step);
  111498. allDone = false;
  111499. }
  111500. }
  111501. return allDone;
  111502. };
  111503. return TextureOptimization;
  111504. }(SceneOptimization));
  111505. BABYLON.TextureOptimization = TextureOptimization;
  111506. /**
  111507. * Defines an optimization used to increase or decrease the rendering resolution
  111508. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111509. */
  111510. var HardwareScalingOptimization = /** @class */ (function (_super) {
  111511. __extends(HardwareScalingOptimization, _super);
  111512. /**
  111513. * Creates the HardwareScalingOptimization object
  111514. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111515. * @param maximumScale defines the maximum scale to use (2 by default)
  111516. * @param step defines the step to use between two passes (0.5 by default)
  111517. */
  111518. function HardwareScalingOptimization(
  111519. /**
  111520. * Defines the priority of this optimization (0 by default which means first in the list)
  111521. */
  111522. priority,
  111523. /**
  111524. * Defines the maximum scale to use (2 by default)
  111525. */
  111526. maximumScale,
  111527. /**
  111528. * Defines the step to use between two passes (0.5 by default)
  111529. */
  111530. step) {
  111531. if (priority === void 0) { priority = 0; }
  111532. if (maximumScale === void 0) { maximumScale = 2; }
  111533. if (step === void 0) { step = 0.25; }
  111534. var _this = _super.call(this, priority) || this;
  111535. _this.priority = priority;
  111536. _this.maximumScale = maximumScale;
  111537. _this.step = step;
  111538. _this._currentScale = -1;
  111539. _this._directionOffset = 1;
  111540. return _this;
  111541. }
  111542. /**
  111543. * Gets a string describing the action executed by the current optimization
  111544. * @return description string
  111545. */
  111546. HardwareScalingOptimization.prototype.getDescription = function () {
  111547. return "Setting hardware scaling level to " + this._currentScale;
  111548. };
  111549. /**
  111550. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111551. * @param scene defines the current scene where to apply this optimization
  111552. * @param optimizer defines the current optimizer
  111553. * @returns true if everything that can be done was applied
  111554. */
  111555. HardwareScalingOptimization.prototype.apply = function (scene, optimizer) {
  111556. if (this._currentScale === -1) {
  111557. this._currentScale = scene.getEngine().getHardwareScalingLevel();
  111558. if (this._currentScale > this.maximumScale) {
  111559. this._directionOffset = -1;
  111560. }
  111561. }
  111562. this._currentScale += this._directionOffset * this.step;
  111563. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  111564. return this._directionOffset === 1 ? this._currentScale >= this.maximumScale : this._currentScale <= this.maximumScale;
  111565. };
  111566. return HardwareScalingOptimization;
  111567. }(SceneOptimization));
  111568. BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
  111569. /**
  111570. * Defines an optimization used to remove shadows
  111571. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111572. */
  111573. var ShadowsOptimization = /** @class */ (function (_super) {
  111574. __extends(ShadowsOptimization, _super);
  111575. function ShadowsOptimization() {
  111576. return _super !== null && _super.apply(this, arguments) || this;
  111577. }
  111578. /**
  111579. * Gets a string describing the action executed by the current optimization
  111580. * @return description string
  111581. */
  111582. ShadowsOptimization.prototype.getDescription = function () {
  111583. return "Turning shadows on/off";
  111584. };
  111585. /**
  111586. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111587. * @param scene defines the current scene where to apply this optimization
  111588. * @param optimizer defines the current optimizer
  111589. * @returns true if everything that can be done was applied
  111590. */
  111591. ShadowsOptimization.prototype.apply = function (scene, optimizer) {
  111592. scene.shadowsEnabled = optimizer.isInImprovementMode;
  111593. return true;
  111594. };
  111595. return ShadowsOptimization;
  111596. }(SceneOptimization));
  111597. BABYLON.ShadowsOptimization = ShadowsOptimization;
  111598. /**
  111599. * Defines an optimization used to turn post-processes off
  111600. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111601. */
  111602. var PostProcessesOptimization = /** @class */ (function (_super) {
  111603. __extends(PostProcessesOptimization, _super);
  111604. function PostProcessesOptimization() {
  111605. return _super !== null && _super.apply(this, arguments) || this;
  111606. }
  111607. /**
  111608. * Gets a string describing the action executed by the current optimization
  111609. * @return description string
  111610. */
  111611. PostProcessesOptimization.prototype.getDescription = function () {
  111612. return "Turning post-processes on/off";
  111613. };
  111614. /**
  111615. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111616. * @param scene defines the current scene where to apply this optimization
  111617. * @param optimizer defines the current optimizer
  111618. * @returns true if everything that can be done was applied
  111619. */
  111620. PostProcessesOptimization.prototype.apply = function (scene, optimizer) {
  111621. scene.postProcessesEnabled = optimizer.isInImprovementMode;
  111622. return true;
  111623. };
  111624. return PostProcessesOptimization;
  111625. }(SceneOptimization));
  111626. BABYLON.PostProcessesOptimization = PostProcessesOptimization;
  111627. /**
  111628. * Defines an optimization used to turn lens flares off
  111629. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111630. */
  111631. var LensFlaresOptimization = /** @class */ (function (_super) {
  111632. __extends(LensFlaresOptimization, _super);
  111633. function LensFlaresOptimization() {
  111634. return _super !== null && _super.apply(this, arguments) || this;
  111635. }
  111636. /**
  111637. * Gets a string describing the action executed by the current optimization
  111638. * @return description string
  111639. */
  111640. LensFlaresOptimization.prototype.getDescription = function () {
  111641. return "Turning lens flares on/off";
  111642. };
  111643. /**
  111644. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111645. * @param scene defines the current scene where to apply this optimization
  111646. * @param optimizer defines the current optimizer
  111647. * @returns true if everything that can be done was applied
  111648. */
  111649. LensFlaresOptimization.prototype.apply = function (scene, optimizer) {
  111650. scene.lensFlaresEnabled = optimizer.isInImprovementMode;
  111651. return true;
  111652. };
  111653. return LensFlaresOptimization;
  111654. }(SceneOptimization));
  111655. BABYLON.LensFlaresOptimization = LensFlaresOptimization;
  111656. /**
  111657. * Defines an optimization based on user defined callback.
  111658. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111659. */
  111660. var CustomOptimization = /** @class */ (function (_super) {
  111661. __extends(CustomOptimization, _super);
  111662. function CustomOptimization() {
  111663. return _super !== null && _super.apply(this, arguments) || this;
  111664. }
  111665. /**
  111666. * Gets a string describing the action executed by the current optimization
  111667. * @returns description string
  111668. */
  111669. CustomOptimization.prototype.getDescription = function () {
  111670. if (this.onGetDescription) {
  111671. return this.onGetDescription();
  111672. }
  111673. return "Running user defined callback";
  111674. };
  111675. /**
  111676. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111677. * @param scene defines the current scene where to apply this optimization
  111678. * @param optimizer defines the current optimizer
  111679. * @returns true if everything that can be done was applied
  111680. */
  111681. CustomOptimization.prototype.apply = function (scene, optimizer) {
  111682. if (this.onApply) {
  111683. return this.onApply(scene, optimizer);
  111684. }
  111685. return true;
  111686. };
  111687. return CustomOptimization;
  111688. }(SceneOptimization));
  111689. BABYLON.CustomOptimization = CustomOptimization;
  111690. /**
  111691. * Defines an optimization used to turn particles off
  111692. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111693. */
  111694. var ParticlesOptimization = /** @class */ (function (_super) {
  111695. __extends(ParticlesOptimization, _super);
  111696. function ParticlesOptimization() {
  111697. return _super !== null && _super.apply(this, arguments) || this;
  111698. }
  111699. /**
  111700. * Gets a string describing the action executed by the current optimization
  111701. * @return description string
  111702. */
  111703. ParticlesOptimization.prototype.getDescription = function () {
  111704. return "Turning particles on/off";
  111705. };
  111706. /**
  111707. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111708. * @param scene defines the current scene where to apply this optimization
  111709. * @param optimizer defines the current optimizer
  111710. * @returns true if everything that can be done was applied
  111711. */
  111712. ParticlesOptimization.prototype.apply = function (scene, optimizer) {
  111713. scene.particlesEnabled = optimizer.isInImprovementMode;
  111714. return true;
  111715. };
  111716. return ParticlesOptimization;
  111717. }(SceneOptimization));
  111718. BABYLON.ParticlesOptimization = ParticlesOptimization;
  111719. /**
  111720. * Defines an optimization used to turn render targets off
  111721. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111722. */
  111723. var RenderTargetsOptimization = /** @class */ (function (_super) {
  111724. __extends(RenderTargetsOptimization, _super);
  111725. function RenderTargetsOptimization() {
  111726. return _super !== null && _super.apply(this, arguments) || this;
  111727. }
  111728. /**
  111729. * Gets a string describing the action executed by the current optimization
  111730. * @return description string
  111731. */
  111732. RenderTargetsOptimization.prototype.getDescription = function () {
  111733. return "Turning render targets off";
  111734. };
  111735. /**
  111736. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111737. * @param scene defines the current scene where to apply this optimization
  111738. * @param optimizer defines the current optimizer
  111739. * @returns true if everything that can be done was applied
  111740. */
  111741. RenderTargetsOptimization.prototype.apply = function (scene, optimizer) {
  111742. scene.renderTargetsEnabled = optimizer.isInImprovementMode;
  111743. return true;
  111744. };
  111745. return RenderTargetsOptimization;
  111746. }(SceneOptimization));
  111747. BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
  111748. /**
  111749. * Defines an optimization used to merge meshes with compatible materials
  111750. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111751. */
  111752. var MergeMeshesOptimization = /** @class */ (function (_super) {
  111753. __extends(MergeMeshesOptimization, _super);
  111754. function MergeMeshesOptimization() {
  111755. var _this = _super !== null && _super.apply(this, arguments) || this;
  111756. _this._canBeMerged = function (abstractMesh) {
  111757. if (!(abstractMesh instanceof BABYLON.Mesh)) {
  111758. return false;
  111759. }
  111760. var mesh = abstractMesh;
  111761. if (mesh.isDisposed()) {
  111762. return false;
  111763. }
  111764. if (!mesh.isVisible || !mesh.isEnabled()) {
  111765. return false;
  111766. }
  111767. if (mesh.instances.length > 0) {
  111768. return false;
  111769. }
  111770. if (mesh.skeleton || mesh.hasLODLevels) {
  111771. return false;
  111772. }
  111773. return true;
  111774. };
  111775. return _this;
  111776. }
  111777. Object.defineProperty(MergeMeshesOptimization, "UpdateSelectionTree", {
  111778. /**
  111779. * Gets or sets a boolean which defines if optimization octree has to be updated
  111780. */
  111781. get: function () {
  111782. return MergeMeshesOptimization._UpdateSelectionTree;
  111783. },
  111784. /**
  111785. * Gets or sets a boolean which defines if optimization octree has to be updated
  111786. */
  111787. set: function (value) {
  111788. MergeMeshesOptimization._UpdateSelectionTree = value;
  111789. },
  111790. enumerable: true,
  111791. configurable: true
  111792. });
  111793. /**
  111794. * Gets a string describing the action executed by the current optimization
  111795. * @return description string
  111796. */
  111797. MergeMeshesOptimization.prototype.getDescription = function () {
  111798. return "Merging similar meshes together";
  111799. };
  111800. /**
  111801. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  111802. * @param scene defines the current scene where to apply this optimization
  111803. * @param optimizer defines the current optimizer
  111804. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  111805. * @returns true if everything that can be done was applied
  111806. */
  111807. MergeMeshesOptimization.prototype.apply = function (scene, optimizer, updateSelectionTree) {
  111808. var globalPool = scene.meshes.slice(0);
  111809. var globalLength = globalPool.length;
  111810. for (var index = 0; index < globalLength; index++) {
  111811. var currentPool = new Array();
  111812. var current = globalPool[index];
  111813. // Checks
  111814. if (!this._canBeMerged(current)) {
  111815. continue;
  111816. }
  111817. currentPool.push(current);
  111818. // Find compatible meshes
  111819. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  111820. var otherMesh = globalPool[subIndex];
  111821. if (!this._canBeMerged(otherMesh)) {
  111822. continue;
  111823. }
  111824. if (otherMesh.material !== current.material) {
  111825. continue;
  111826. }
  111827. if (otherMesh.checkCollisions !== current.checkCollisions) {
  111828. continue;
  111829. }
  111830. currentPool.push(otherMesh);
  111831. globalLength--;
  111832. globalPool.splice(subIndex, 1);
  111833. subIndex--;
  111834. }
  111835. if (currentPool.length < 2) {
  111836. continue;
  111837. }
  111838. // Merge meshes
  111839. BABYLON.Mesh.MergeMeshes(currentPool, undefined, true);
  111840. }
  111841. // Call the octree system optimization if it is defined.
  111842. var sceneAsAny = scene;
  111843. if (sceneAsAny.createOrUpdateSelectionOctree) {
  111844. if (updateSelectionTree != undefined) {
  111845. if (updateSelectionTree) {
  111846. sceneAsAny.createOrUpdateSelectionOctree();
  111847. }
  111848. }
  111849. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  111850. sceneAsAny.createOrUpdateSelectionOctree();
  111851. }
  111852. }
  111853. return true;
  111854. };
  111855. MergeMeshesOptimization._UpdateSelectionTree = false;
  111856. return MergeMeshesOptimization;
  111857. }(SceneOptimization));
  111858. BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
  111859. /**
  111860. * Defines a list of options used by SceneOptimizer
  111861. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111862. */
  111863. var SceneOptimizerOptions = /** @class */ (function () {
  111864. /**
  111865. * Creates a new list of options used by SceneOptimizer
  111866. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  111867. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  111868. */
  111869. function SceneOptimizerOptions(
  111870. /**
  111871. * Defines the target frame rate to reach (60 by default)
  111872. */
  111873. targetFrameRate,
  111874. /**
  111875. * Defines the interval between two checkes (2000ms by default)
  111876. */
  111877. trackerDuration) {
  111878. if (targetFrameRate === void 0) { targetFrameRate = 60; }
  111879. if (trackerDuration === void 0) { trackerDuration = 2000; }
  111880. this.targetFrameRate = targetFrameRate;
  111881. this.trackerDuration = trackerDuration;
  111882. /**
  111883. * Gets the list of optimizations to apply
  111884. */
  111885. this.optimizations = new Array();
  111886. }
  111887. /**
  111888. * Add a new optimization
  111889. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  111890. * @returns the current SceneOptimizerOptions
  111891. */
  111892. SceneOptimizerOptions.prototype.addOptimization = function (optimization) {
  111893. this.optimizations.push(optimization);
  111894. return this;
  111895. };
  111896. /**
  111897. * Add a new custom optimization
  111898. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  111899. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  111900. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  111901. * @returns the current SceneOptimizerOptions
  111902. */
  111903. SceneOptimizerOptions.prototype.addCustomOptimization = function (onApply, onGetDescription, priority) {
  111904. if (priority === void 0) { priority = 0; }
  111905. var optimization = new CustomOptimization(priority);
  111906. optimization.onApply = onApply;
  111907. optimization.onGetDescription = onGetDescription;
  111908. this.optimizations.push(optimization);
  111909. return this;
  111910. };
  111911. /**
  111912. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  111913. * @param targetFrameRate defines the target frame rate (60 by default)
  111914. * @returns a SceneOptimizerOptions object
  111915. */
  111916. SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
  111917. var result = new SceneOptimizerOptions(targetFrameRate);
  111918. var priority = 0;
  111919. result.addOptimization(new MergeMeshesOptimization(priority));
  111920. result.addOptimization(new ShadowsOptimization(priority));
  111921. result.addOptimization(new LensFlaresOptimization(priority));
  111922. // Next priority
  111923. priority++;
  111924. result.addOptimization(new PostProcessesOptimization(priority));
  111925. result.addOptimization(new ParticlesOptimization(priority));
  111926. // Next priority
  111927. priority++;
  111928. result.addOptimization(new TextureOptimization(priority, 1024));
  111929. return result;
  111930. };
  111931. /**
  111932. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  111933. * @param targetFrameRate defines the target frame rate (60 by default)
  111934. * @returns a SceneOptimizerOptions object
  111935. */
  111936. SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
  111937. var result = new SceneOptimizerOptions(targetFrameRate);
  111938. var priority = 0;
  111939. result.addOptimization(new MergeMeshesOptimization(priority));
  111940. result.addOptimization(new ShadowsOptimization(priority));
  111941. result.addOptimization(new LensFlaresOptimization(priority));
  111942. // Next priority
  111943. priority++;
  111944. result.addOptimization(new PostProcessesOptimization(priority));
  111945. result.addOptimization(new ParticlesOptimization(priority));
  111946. // Next priority
  111947. priority++;
  111948. result.addOptimization(new TextureOptimization(priority, 512));
  111949. // Next priority
  111950. priority++;
  111951. result.addOptimization(new RenderTargetsOptimization(priority));
  111952. // Next priority
  111953. priority++;
  111954. result.addOptimization(new HardwareScalingOptimization(priority, 2));
  111955. return result;
  111956. };
  111957. /**
  111958. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  111959. * @param targetFrameRate defines the target frame rate (60 by default)
  111960. * @returns a SceneOptimizerOptions object
  111961. */
  111962. SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
  111963. var result = new SceneOptimizerOptions(targetFrameRate);
  111964. var priority = 0;
  111965. result.addOptimization(new MergeMeshesOptimization(priority));
  111966. result.addOptimization(new ShadowsOptimization(priority));
  111967. result.addOptimization(new LensFlaresOptimization(priority));
  111968. // Next priority
  111969. priority++;
  111970. result.addOptimization(new PostProcessesOptimization(priority));
  111971. result.addOptimization(new ParticlesOptimization(priority));
  111972. // Next priority
  111973. priority++;
  111974. result.addOptimization(new TextureOptimization(priority, 256));
  111975. // Next priority
  111976. priority++;
  111977. result.addOptimization(new RenderTargetsOptimization(priority));
  111978. // Next priority
  111979. priority++;
  111980. result.addOptimization(new HardwareScalingOptimization(priority, 4));
  111981. return result;
  111982. };
  111983. return SceneOptimizerOptions;
  111984. }());
  111985. BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
  111986. /**
  111987. * Class used to run optimizations in order to reach a target frame rate
  111988. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  111989. */
  111990. var SceneOptimizer = /** @class */ (function () {
  111991. /**
  111992. * Creates a new SceneOptimizer
  111993. * @param scene defines the scene to work on
  111994. * @param options defines the options to use with the SceneOptimizer
  111995. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  111996. * @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)
  111997. */
  111998. function SceneOptimizer(scene, options, autoGeneratePriorities, improvementMode) {
  111999. if (autoGeneratePriorities === void 0) { autoGeneratePriorities = true; }
  112000. if (improvementMode === void 0) { improvementMode = false; }
  112001. var _this = this;
  112002. this._isRunning = false;
  112003. this._currentPriorityLevel = 0;
  112004. this._targetFrameRate = 60;
  112005. this._trackerDuration = 2000;
  112006. this._currentFrameRate = 0;
  112007. this._improvementMode = false;
  112008. /**
  112009. * Defines an observable called when the optimizer reaches the target frame rate
  112010. */
  112011. this.onSuccessObservable = new BABYLON.Observable();
  112012. /**
  112013. * Defines an observable called when the optimizer enables an optimization
  112014. */
  112015. this.onNewOptimizationAppliedObservable = new BABYLON.Observable();
  112016. /**
  112017. * Defines an observable called when the optimizer is not able to reach the target frame rate
  112018. */
  112019. this.onFailureObservable = new BABYLON.Observable();
  112020. if (!options) {
  112021. this._options = new SceneOptimizerOptions();
  112022. }
  112023. else {
  112024. this._options = options;
  112025. }
  112026. if (this._options.targetFrameRate) {
  112027. this._targetFrameRate = this._options.targetFrameRate;
  112028. }
  112029. if (this._options.trackerDuration) {
  112030. this._trackerDuration = this._options.trackerDuration;
  112031. }
  112032. if (autoGeneratePriorities) {
  112033. var priority = 0;
  112034. for (var _i = 0, _a = this._options.optimizations; _i < _a.length; _i++) {
  112035. var optim = _a[_i];
  112036. optim.priority = priority++;
  112037. }
  112038. }
  112039. this._improvementMode = improvementMode;
  112040. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  112041. this._sceneDisposeObserver = this._scene.onDisposeObservable.add(function () {
  112042. _this._sceneDisposeObserver = null;
  112043. _this.dispose();
  112044. });
  112045. }
  112046. Object.defineProperty(SceneOptimizer.prototype, "isInImprovementMode", {
  112047. /**
  112048. * Gets a boolean indicating if the optimizer is in improvement mode
  112049. */
  112050. get: function () {
  112051. return this._improvementMode;
  112052. },
  112053. enumerable: true,
  112054. configurable: true
  112055. });
  112056. Object.defineProperty(SceneOptimizer.prototype, "currentPriorityLevel", {
  112057. /**
  112058. * Gets the current priority level (0 at start)
  112059. */
  112060. get: function () {
  112061. return this._currentPriorityLevel;
  112062. },
  112063. enumerable: true,
  112064. configurable: true
  112065. });
  112066. Object.defineProperty(SceneOptimizer.prototype, "currentFrameRate", {
  112067. /**
  112068. * Gets the current frame rate checked by the SceneOptimizer
  112069. */
  112070. get: function () {
  112071. return this._currentFrameRate;
  112072. },
  112073. enumerable: true,
  112074. configurable: true
  112075. });
  112076. Object.defineProperty(SceneOptimizer.prototype, "targetFrameRate", {
  112077. /**
  112078. * Gets or sets the current target frame rate (60 by default)
  112079. */
  112080. get: function () {
  112081. return this._targetFrameRate;
  112082. },
  112083. /**
  112084. * Gets or sets the current target frame rate (60 by default)
  112085. */
  112086. set: function (value) {
  112087. this._targetFrameRate = value;
  112088. },
  112089. enumerable: true,
  112090. configurable: true
  112091. });
  112092. Object.defineProperty(SceneOptimizer.prototype, "trackerDuration", {
  112093. /**
  112094. * Gets or sets the current interval between two checks (every 2000ms by default)
  112095. */
  112096. get: function () {
  112097. return this._trackerDuration;
  112098. },
  112099. /**
  112100. * Gets or sets the current interval between two checks (every 2000ms by default)
  112101. */
  112102. set: function (value) {
  112103. this._trackerDuration = value;
  112104. },
  112105. enumerable: true,
  112106. configurable: true
  112107. });
  112108. Object.defineProperty(SceneOptimizer.prototype, "optimizations", {
  112109. /**
  112110. * Gets the list of active optimizations
  112111. */
  112112. get: function () {
  112113. return this._options.optimizations;
  112114. },
  112115. enumerable: true,
  112116. configurable: true
  112117. });
  112118. /**
  112119. * Stops the current optimizer
  112120. */
  112121. SceneOptimizer.prototype.stop = function () {
  112122. this._isRunning = false;
  112123. };
  112124. /**
  112125. * Reset the optimizer to initial step (current priority level = 0)
  112126. */
  112127. SceneOptimizer.prototype.reset = function () {
  112128. this._currentPriorityLevel = 0;
  112129. };
  112130. /**
  112131. * Start the optimizer. By default it will try to reach a specific framerate
  112132. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  112133. */
  112134. SceneOptimizer.prototype.start = function () {
  112135. var _this = this;
  112136. if (this._isRunning) {
  112137. return;
  112138. }
  112139. this._isRunning = true;
  112140. // Let's wait for the scene to be ready before running our check
  112141. this._scene.executeWhenReady(function () {
  112142. setTimeout(function () {
  112143. _this._checkCurrentState();
  112144. }, _this._trackerDuration);
  112145. });
  112146. };
  112147. SceneOptimizer.prototype._checkCurrentState = function () {
  112148. var _this = this;
  112149. if (!this._isRunning) {
  112150. return;
  112151. }
  112152. var scene = this._scene;
  112153. var options = this._options;
  112154. this._currentFrameRate = Math.round(scene.getEngine().getFps());
  112155. if (this._improvementMode && this._currentFrameRate <= this._targetFrameRate ||
  112156. !this._improvementMode && this._currentFrameRate >= this._targetFrameRate) {
  112157. this._isRunning = false;
  112158. this.onSuccessObservable.notifyObservers(this);
  112159. return;
  112160. }
  112161. // Apply current level of optimizations
  112162. var allDone = true;
  112163. var noOptimizationApplied = true;
  112164. for (var index = 0; index < options.optimizations.length; index++) {
  112165. var optimization = options.optimizations[index];
  112166. if (optimization.priority === this._currentPriorityLevel) {
  112167. noOptimizationApplied = false;
  112168. allDone = allDone && optimization.apply(scene, this);
  112169. this.onNewOptimizationAppliedObservable.notifyObservers(optimization);
  112170. }
  112171. }
  112172. // If no optimization was applied, this is a failure :(
  112173. if (noOptimizationApplied) {
  112174. this._isRunning = false;
  112175. this.onFailureObservable.notifyObservers(this);
  112176. return;
  112177. }
  112178. // If all optimizations were done, move to next level
  112179. if (allDone) {
  112180. this._currentPriorityLevel++;
  112181. }
  112182. // Let's the system running for a specific amount of time before checking FPS
  112183. scene.executeWhenReady(function () {
  112184. setTimeout(function () {
  112185. _this._checkCurrentState();
  112186. }, _this._trackerDuration);
  112187. });
  112188. };
  112189. /**
  112190. * Release all resources
  112191. */
  112192. SceneOptimizer.prototype.dispose = function () {
  112193. this.stop();
  112194. this.onSuccessObservable.clear();
  112195. this.onFailureObservable.clear();
  112196. this.onNewOptimizationAppliedObservable.clear();
  112197. if (this._sceneDisposeObserver) {
  112198. this._scene.onDisposeObservable.remove(this._sceneDisposeObserver);
  112199. }
  112200. };
  112201. /**
  112202. * Helper function to create a SceneOptimizer with one single line of code
  112203. * @param scene defines the scene to work on
  112204. * @param options defines the options to use with the SceneOptimizer
  112205. * @param onSuccess defines a callback to call on success
  112206. * @param onFailure defines a callback to call on failure
  112207. * @returns the new SceneOptimizer object
  112208. */
  112209. SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
  112210. var optimizer = new SceneOptimizer(scene, options || SceneOptimizerOptions.ModerateDegradationAllowed(), false);
  112211. if (onSuccess) {
  112212. optimizer.onSuccessObservable.add(function () {
  112213. onSuccess();
  112214. });
  112215. }
  112216. if (onFailure) {
  112217. optimizer.onFailureObservable.add(function () {
  112218. onFailure();
  112219. });
  112220. }
  112221. optimizer.start();
  112222. return optimizer;
  112223. };
  112224. return SceneOptimizer;
  112225. }());
  112226. BABYLON.SceneOptimizer = SceneOptimizer;
  112227. })(BABYLON || (BABYLON = {}));
  112228. //# sourceMappingURL=babylon.sceneOptimizer.js.map
  112229. var BABYLON;
  112230. (function (BABYLON) {
  112231. /**
  112232. * Gets the outline renderer associated with the scene
  112233. * @returns a OutlineRenderer
  112234. */
  112235. BABYLON.Scene.prototype.getOutlineRenderer = function () {
  112236. if (!this._outlineRenderer) {
  112237. this._outlineRenderer = new OutlineRenderer(this);
  112238. }
  112239. return this._outlineRenderer;
  112240. };
  112241. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOutline", {
  112242. get: function () {
  112243. return this._renderOutline;
  112244. },
  112245. set: function (value) {
  112246. if (value) {
  112247. // Lazy Load the component.
  112248. this.getScene().getOutlineRenderer();
  112249. }
  112250. this._renderOutline = value;
  112251. },
  112252. enumerable: true,
  112253. configurable: true
  112254. });
  112255. Object.defineProperty(BABYLON.AbstractMesh.prototype, "renderOverlay", {
  112256. get: function () {
  112257. return this._renderOverlay;
  112258. },
  112259. set: function (value) {
  112260. if (value) {
  112261. // Lazy Load the component.
  112262. this.getScene().getOutlineRenderer();
  112263. }
  112264. this._renderOverlay = value;
  112265. },
  112266. enumerable: true,
  112267. configurable: true
  112268. });
  112269. /**
  112270. * This class is responsible to draw bothe outline/overlay of meshes.
  112271. * It should not be used directly but through the available method on mesh.
  112272. */
  112273. var OutlineRenderer = /** @class */ (function () {
  112274. /**
  112275. * Instantiates a new outline renderer. (There could be only one per scene).
  112276. * @param scene Defines the scene it belongs to
  112277. */
  112278. function OutlineRenderer(scene) {
  112279. /**
  112280. * The name of the component. Each component must have a unique name.
  112281. */
  112282. this.name = BABYLON.SceneComponentConstants.NAME_OUTLINERENDERER;
  112283. /**
  112284. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  112285. */
  112286. this.zOffset = 1;
  112287. this.scene = scene;
  112288. this._engine = scene.getEngine();
  112289. this.scene._addComponent(this);
  112290. }
  112291. /**
  112292. * Register the component to one instance of a scene.
  112293. */
  112294. OutlineRenderer.prototype.register = function () {
  112295. this.scene._beforeRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERINGMESH_OUTLINE, this, this._beforeRenderingMesh);
  112296. this.scene._afterRenderingMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGMESH_OUTLINE, this, this._afterRenderingMesh);
  112297. };
  112298. /**
  112299. * Rebuilds the elements related to this component in case of
  112300. * context lost for instance.
  112301. */
  112302. OutlineRenderer.prototype.rebuild = function () {
  112303. // Nothing to do here.
  112304. };
  112305. /**
  112306. * Disposes the component and the associated ressources.
  112307. */
  112308. OutlineRenderer.prototype.dispose = function () {
  112309. // Nothing to do here.
  112310. };
  112311. /**
  112312. * Renders the outline in the canvas.
  112313. * @param subMesh Defines the sumesh to render
  112314. * @param batch Defines the batch of meshes in case of instances
  112315. * @param useOverlay Defines if the rendering is for the overlay or the outline
  112316. */
  112317. OutlineRenderer.prototype.render = function (subMesh, batch, useOverlay) {
  112318. var _this = this;
  112319. if (useOverlay === void 0) { useOverlay = false; }
  112320. var scene = this.scene;
  112321. var engine = scene.getEngine();
  112322. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  112323. if (!this.isReady(subMesh, hardwareInstancedRendering)) {
  112324. return;
  112325. }
  112326. var mesh = subMesh.getRenderingMesh();
  112327. var material = subMesh.getMaterial();
  112328. if (!material || !scene.activeCamera) {
  112329. return;
  112330. }
  112331. engine.enableEffect(this._effect);
  112332. // Logarithmic depth
  112333. if (material.useLogarithmicDepth) {
  112334. this._effect.setFloat("logarithmicDepthConstant", 2.0 / (Math.log(scene.activeCamera.maxZ + 1.0) / Math.LN2));
  112335. }
  112336. this._effect.setFloat("offset", useOverlay ? 0 : mesh.outlineWidth);
  112337. this._effect.setColor4("color", useOverlay ? mesh.overlayColor : mesh.outlineColor, useOverlay ? mesh.overlayAlpha : material.alpha);
  112338. this._effect.setMatrix("viewProjection", scene.getTransformMatrix());
  112339. // Bones
  112340. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  112341. this._effect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  112342. }
  112343. mesh._bind(subMesh, this._effect, BABYLON.Material.TriangleFillMode);
  112344. // Alpha test
  112345. if (material && material.needAlphaTesting()) {
  112346. var alphaTexture = material.getAlphaTestTexture();
  112347. if (alphaTexture) {
  112348. this._effect.setTexture("diffuseSampler", alphaTexture);
  112349. this._effect.setMatrix("diffuseMatrix", alphaTexture.getTextureMatrix());
  112350. }
  112351. }
  112352. engine.setZOffset(-this.zOffset);
  112353. mesh._processRendering(subMesh, this._effect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { _this._effect.setMatrix("world", world); });
  112354. engine.setZOffset(0);
  112355. };
  112356. /**
  112357. * Returns whether or not the outline renderer is ready for a given submesh.
  112358. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  112359. * @param subMesh Defines the submesh to check readyness for
  112360. * @param useInstances Defines wheter wee are trying to render instances or not
  112361. * @returns true if ready otherwise false
  112362. */
  112363. OutlineRenderer.prototype.isReady = function (subMesh, useInstances) {
  112364. var defines = [];
  112365. var attribs = [BABYLON.VertexBuffer.PositionKind, BABYLON.VertexBuffer.NormalKind];
  112366. var mesh = subMesh.getMesh();
  112367. var material = subMesh.getMaterial();
  112368. if (material) {
  112369. // Alpha test
  112370. if (material.needAlphaTesting()) {
  112371. defines.push("#define ALPHATEST");
  112372. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  112373. attribs.push(BABYLON.VertexBuffer.UVKind);
  112374. defines.push("#define UV1");
  112375. }
  112376. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind)) {
  112377. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  112378. defines.push("#define UV2");
  112379. }
  112380. }
  112381. //Logarithmic depth
  112382. if (material.useLogarithmicDepth) {
  112383. defines.push("#define LOGARITHMICDEPTH");
  112384. }
  112385. }
  112386. // Bones
  112387. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  112388. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  112389. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  112390. if (mesh.numBoneInfluencers > 4) {
  112391. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  112392. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  112393. }
  112394. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  112395. defines.push("#define BonesPerMesh " + (mesh.skeleton ? mesh.skeleton.bones.length + 1 : 0));
  112396. }
  112397. else {
  112398. defines.push("#define NUM_BONE_INFLUENCERS 0");
  112399. }
  112400. // Instances
  112401. if (useInstances) {
  112402. defines.push("#define INSTANCES");
  112403. attribs.push("world0");
  112404. attribs.push("world1");
  112405. attribs.push("world2");
  112406. attribs.push("world3");
  112407. }
  112408. // Get correct effect
  112409. var join = defines.join("\n");
  112410. if (this._cachedDefines !== join) {
  112411. this._cachedDefines = join;
  112412. this._effect = this.scene.getEngine().createEffect("outline", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "offset", "color", "logarithmicDepthConstant"], ["diffuseSampler"], join);
  112413. }
  112414. return this._effect.isReady();
  112415. };
  112416. OutlineRenderer.prototype._beforeRenderingMesh = function (mesh, subMesh, batch) {
  112417. // Outline - step 1
  112418. this._savedDepthWrite = this._engine.getDepthWrite();
  112419. if (mesh.renderOutline) {
  112420. this._engine.setDepthWrite(false);
  112421. this.render(subMesh, batch);
  112422. this._engine.setDepthWrite(this._savedDepthWrite);
  112423. }
  112424. };
  112425. OutlineRenderer.prototype._afterRenderingMesh = function (mesh, subMesh, batch) {
  112426. // Outline - step 2
  112427. if (mesh.renderOutline && this._savedDepthWrite) {
  112428. this._engine.setDepthWrite(true);
  112429. this._engine.setColorWrite(false);
  112430. this.render(subMesh, batch);
  112431. this._engine.setColorWrite(true);
  112432. }
  112433. // Overlay
  112434. if (mesh.renderOverlay) {
  112435. var currentMode = this._engine.getAlphaMode();
  112436. this._engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112437. this.render(subMesh, batch, true);
  112438. this._engine.setAlphaMode(currentMode);
  112439. }
  112440. };
  112441. return OutlineRenderer;
  112442. }());
  112443. BABYLON.OutlineRenderer = OutlineRenderer;
  112444. })(BABYLON || (BABYLON = {}));
  112445. //# sourceMappingURL=babylon.outlineRenderer.js.map
  112446. var BABYLON;
  112447. (function (BABYLON) {
  112448. BABYLON.AbstractMesh.prototype.disableEdgesRendering = function () {
  112449. if (this._edgesRenderer) {
  112450. this._edgesRenderer.dispose();
  112451. this._edgesRenderer = null;
  112452. }
  112453. return this;
  112454. };
  112455. BABYLON.AbstractMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112456. if (epsilon === void 0) { epsilon = 0.95; }
  112457. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112458. this.disableEdgesRendering();
  112459. this._edgesRenderer = new EdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112460. return this;
  112461. };
  112462. Object.defineProperty(BABYLON.AbstractMesh.prototype, "edgesRenderer", {
  112463. get: function () {
  112464. return this._edgesRenderer;
  112465. },
  112466. enumerable: true,
  112467. configurable: true
  112468. });
  112469. BABYLON.LinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112470. if (epsilon === void 0) { epsilon = 0.95; }
  112471. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112472. this.disableEdgesRendering();
  112473. this._edgesRenderer = new BABYLON.LineEdgesRenderer(this, epsilon, checkVerticesInsteadOfIndices);
  112474. return this;
  112475. };
  112476. BABYLON.InstancedLinesMesh.prototype.enableEdgesRendering = function (epsilon, checkVerticesInsteadOfIndices) {
  112477. if (epsilon === void 0) { epsilon = 0.95; }
  112478. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112479. BABYLON.LinesMesh.prototype.enableEdgesRendering.apply(this, arguments);
  112480. return this;
  112481. };
  112482. /**
  112483. * FaceAdjacencies Helper class to generate edges
  112484. */
  112485. var FaceAdjacencies = /** @class */ (function () {
  112486. function FaceAdjacencies() {
  112487. this.edges = new Array();
  112488. this.edgesConnectedCount = 0;
  112489. }
  112490. return FaceAdjacencies;
  112491. }());
  112492. /**
  112493. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  112494. */
  112495. var EdgesRenderer = /** @class */ (function () {
  112496. /**
  112497. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  112498. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  112499. * @param source Mesh used to create edges
  112500. * @param epsilon sum of angles in adjacency to check for edge
  112501. * @param checkVerticesInsteadOfIndices
  112502. * @param generateEdgesLines - should generate Lines or only prepare resources.
  112503. */
  112504. function EdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices, generateEdgesLines) {
  112505. if (epsilon === void 0) { epsilon = 0.95; }
  112506. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112507. if (generateEdgesLines === void 0) { generateEdgesLines = true; }
  112508. var _this = this;
  112509. /**
  112510. * Define the size of the edges with an orthographic camera
  112511. */
  112512. this.edgesWidthScalerForOrthographic = 1000.0;
  112513. /**
  112514. * Define the size of the edges with a perspective camera
  112515. */
  112516. this.edgesWidthScalerForPerspective = 50.0;
  112517. this._linesPositions = new Array();
  112518. this._linesNormals = new Array();
  112519. this._linesIndices = new Array();
  112520. this._buffers = {};
  112521. this._checkVerticesInsteadOfIndices = false;
  112522. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  112523. this.isEnabled = true;
  112524. this._source = source;
  112525. this._checkVerticesInsteadOfIndices = checkVerticesInsteadOfIndices;
  112526. this._epsilon = epsilon;
  112527. this._prepareRessources();
  112528. if (generateEdgesLines) {
  112529. this._generateEdgesLines();
  112530. }
  112531. this._meshRebuildObserver = this._source.onRebuildObservable.add(function () {
  112532. _this._rebuild();
  112533. });
  112534. this._meshDisposeObserver = this._source.onDisposeObservable.add(function () {
  112535. _this.dispose();
  112536. });
  112537. }
  112538. EdgesRenderer.prototype._prepareRessources = function () {
  112539. if (this._lineShader) {
  112540. return;
  112541. }
  112542. this._lineShader = new BABYLON.ShaderMaterial("lineShader", this._source.getScene(), "line", {
  112543. attributes: ["position", "normal"],
  112544. uniforms: ["worldViewProjection", "color", "width", "aspectRatio"]
  112545. });
  112546. this._lineShader.disableDepthWrite = true;
  112547. this._lineShader.backFaceCulling = false;
  112548. };
  112549. /** @hidden */
  112550. EdgesRenderer.prototype._rebuild = function () {
  112551. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112552. if (buffer) {
  112553. buffer._rebuild();
  112554. }
  112555. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112556. if (buffer) {
  112557. buffer._rebuild();
  112558. }
  112559. var scene = this._source.getScene();
  112560. var engine = scene.getEngine();
  112561. this._ib = engine.createIndexBuffer(this._linesIndices);
  112562. };
  112563. /**
  112564. * Releases the required resources for the edges renderer
  112565. */
  112566. EdgesRenderer.prototype.dispose = function () {
  112567. this._source.onRebuildObservable.remove(this._meshRebuildObserver);
  112568. this._source.onDisposeObservable.remove(this._meshDisposeObserver);
  112569. var buffer = this._buffers[BABYLON.VertexBuffer.PositionKind];
  112570. if (buffer) {
  112571. buffer.dispose();
  112572. this._buffers[BABYLON.VertexBuffer.PositionKind] = null;
  112573. }
  112574. buffer = this._buffers[BABYLON.VertexBuffer.NormalKind];
  112575. if (buffer) {
  112576. buffer.dispose();
  112577. this._buffers[BABYLON.VertexBuffer.NormalKind] = null;
  112578. }
  112579. this._source.getScene().getEngine()._releaseBuffer(this._ib);
  112580. this._lineShader.dispose();
  112581. };
  112582. EdgesRenderer.prototype._processEdgeForAdjacencies = function (pa, pb, p0, p1, p2) {
  112583. if (pa === p0 && pb === p1 || pa === p1 && pb === p0) {
  112584. return 0;
  112585. }
  112586. if (pa === p1 && pb === p2 || pa === p2 && pb === p1) {
  112587. return 1;
  112588. }
  112589. if (pa === p2 && pb === p0 || pa === p0 && pb === p2) {
  112590. return 2;
  112591. }
  112592. return -1;
  112593. };
  112594. EdgesRenderer.prototype._processEdgeForAdjacenciesWithVertices = function (pa, pb, p0, p1, p2) {
  112595. if (pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p1) || pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p0)) {
  112596. return 0;
  112597. }
  112598. if (pa.equalsWithEpsilon(p1) && pb.equalsWithEpsilon(p2) || pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p1)) {
  112599. return 1;
  112600. }
  112601. if (pa.equalsWithEpsilon(p2) && pb.equalsWithEpsilon(p0) || pa.equalsWithEpsilon(p0) && pb.equalsWithEpsilon(p2)) {
  112602. return 2;
  112603. }
  112604. return -1;
  112605. };
  112606. /**
  112607. * Checks if the pair of p0 and p1 is en edge
  112608. * @param faceIndex
  112609. * @param edge
  112610. * @param faceNormals
  112611. * @param p0
  112612. * @param p1
  112613. * @private
  112614. */
  112615. EdgesRenderer.prototype._checkEdge = function (faceIndex, edge, faceNormals, p0, p1) {
  112616. var needToCreateLine;
  112617. if (edge === undefined) {
  112618. needToCreateLine = true;
  112619. }
  112620. else {
  112621. var dotProduct = BABYLON.Vector3.Dot(faceNormals[faceIndex], faceNormals[edge]);
  112622. needToCreateLine = dotProduct < this._epsilon;
  112623. }
  112624. if (needToCreateLine) {
  112625. this.createLine(p0, p1, this._linesPositions.length / 3);
  112626. }
  112627. };
  112628. /**
  112629. * push line into the position, normal and index buffer
  112630. * @protected
  112631. */
  112632. EdgesRenderer.prototype.createLine = function (p0, p1, offset) {
  112633. // Positions
  112634. 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);
  112635. // Normals
  112636. 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);
  112637. // Indices
  112638. this._linesIndices.push(offset, offset + 1, offset + 2, offset, offset + 2, offset + 3);
  112639. };
  112640. /**
  112641. * Generates lines edges from adjacencjes
  112642. * @private
  112643. */
  112644. EdgesRenderer.prototype._generateEdgesLines = function () {
  112645. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112646. var indices = this._source.getIndices();
  112647. if (!indices || !positions) {
  112648. return;
  112649. }
  112650. // First let's find adjacencies
  112651. var adjacencies = new Array();
  112652. var faceNormals = new Array();
  112653. var index;
  112654. var faceAdjacencies;
  112655. // Prepare faces
  112656. for (index = 0; index < indices.length; index += 3) {
  112657. faceAdjacencies = new FaceAdjacencies();
  112658. var p0Index = indices[index];
  112659. var p1Index = indices[index + 1];
  112660. var p2Index = indices[index + 2];
  112661. faceAdjacencies.p0 = new BABYLON.Vector3(positions[p0Index * 3], positions[p0Index * 3 + 1], positions[p0Index * 3 + 2]);
  112662. faceAdjacencies.p1 = new BABYLON.Vector3(positions[p1Index * 3], positions[p1Index * 3 + 1], positions[p1Index * 3 + 2]);
  112663. faceAdjacencies.p2 = new BABYLON.Vector3(positions[p2Index * 3], positions[p2Index * 3 + 1], positions[p2Index * 3 + 2]);
  112664. var faceNormal = BABYLON.Vector3.Cross(faceAdjacencies.p1.subtract(faceAdjacencies.p0), faceAdjacencies.p2.subtract(faceAdjacencies.p1));
  112665. faceNormal.normalize();
  112666. faceNormals.push(faceNormal);
  112667. adjacencies.push(faceAdjacencies);
  112668. }
  112669. // Scan
  112670. for (index = 0; index < adjacencies.length; index++) {
  112671. faceAdjacencies = adjacencies[index];
  112672. for (var otherIndex = index + 1; otherIndex < adjacencies.length; otherIndex++) {
  112673. var otherFaceAdjacencies = adjacencies[otherIndex];
  112674. if (faceAdjacencies.edgesConnectedCount === 3) { // Full
  112675. break;
  112676. }
  112677. if (otherFaceAdjacencies.edgesConnectedCount === 3) { // Full
  112678. continue;
  112679. }
  112680. var otherP0 = indices[otherIndex * 3];
  112681. var otherP1 = indices[otherIndex * 3 + 1];
  112682. var otherP2 = indices[otherIndex * 3 + 2];
  112683. for (var edgeIndex = 0; edgeIndex < 3; edgeIndex++) {
  112684. var otherEdgeIndex = 0;
  112685. if (faceAdjacencies.edges[edgeIndex] !== undefined) {
  112686. continue;
  112687. }
  112688. switch (edgeIndex) {
  112689. case 0:
  112690. if (this._checkVerticesInsteadOfIndices) {
  112691. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p0, faceAdjacencies.p1, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112692. }
  112693. else {
  112694. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3], indices[index * 3 + 1], otherP0, otherP1, otherP2);
  112695. }
  112696. break;
  112697. case 1:
  112698. if (this._checkVerticesInsteadOfIndices) {
  112699. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p1, faceAdjacencies.p2, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112700. }
  112701. else {
  112702. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 1], indices[index * 3 + 2], otherP0, otherP1, otherP2);
  112703. }
  112704. break;
  112705. case 2:
  112706. if (this._checkVerticesInsteadOfIndices) {
  112707. otherEdgeIndex = this._processEdgeForAdjacenciesWithVertices(faceAdjacencies.p2, faceAdjacencies.p0, otherFaceAdjacencies.p0, otherFaceAdjacencies.p1, otherFaceAdjacencies.p2);
  112708. }
  112709. else {
  112710. otherEdgeIndex = this._processEdgeForAdjacencies(indices[index * 3 + 2], indices[index * 3], otherP0, otherP1, otherP2);
  112711. }
  112712. break;
  112713. }
  112714. if (otherEdgeIndex === -1) {
  112715. continue;
  112716. }
  112717. faceAdjacencies.edges[edgeIndex] = otherIndex;
  112718. otherFaceAdjacencies.edges[otherEdgeIndex] = index;
  112719. faceAdjacencies.edgesConnectedCount++;
  112720. otherFaceAdjacencies.edgesConnectedCount++;
  112721. if (faceAdjacencies.edgesConnectedCount === 3) {
  112722. break;
  112723. }
  112724. }
  112725. }
  112726. }
  112727. // Create lines
  112728. for (index = 0; index < adjacencies.length; index++) {
  112729. // 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
  112730. var current = adjacencies[index];
  112731. this._checkEdge(index, current.edges[0], faceNormals, current.p0, current.p1);
  112732. this._checkEdge(index, current.edges[1], faceNormals, current.p1, current.p2);
  112733. this._checkEdge(index, current.edges[2], faceNormals, current.p2, current.p0);
  112734. }
  112735. // Merge into a single mesh
  112736. var engine = this._source.getScene().getEngine();
  112737. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112738. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112739. this._ib = engine.createIndexBuffer(this._linesIndices);
  112740. this._indicesCount = this._linesIndices.length;
  112741. };
  112742. /**
  112743. * Checks wether or not the edges renderer is ready to render.
  112744. * @return true if ready, otherwise false.
  112745. */
  112746. EdgesRenderer.prototype.isReady = function () {
  112747. return this._lineShader.isReady();
  112748. };
  112749. /**
  112750. * Renders the edges of the attached mesh,
  112751. */
  112752. EdgesRenderer.prototype.render = function () {
  112753. var scene = this._source.getScene();
  112754. if (!this.isReady() || !scene.activeCamera) {
  112755. return;
  112756. }
  112757. var engine = scene.getEngine();
  112758. this._lineShader._preBind();
  112759. if (this._source.edgesColor.a !== 1) {
  112760. engine.setAlphaMode(BABYLON.Engine.ALPHA_COMBINE);
  112761. }
  112762. else {
  112763. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  112764. }
  112765. // VBOs
  112766. engine.bindBuffers(this._buffers, this._ib, this._lineShader.getEffect());
  112767. scene.resetCachedMaterial();
  112768. this._lineShader.setColor4("color", this._source.edgesColor);
  112769. if (scene.activeCamera.mode === BABYLON.Camera.ORTHOGRAPHIC_CAMERA) {
  112770. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForOrthographic);
  112771. }
  112772. else {
  112773. this._lineShader.setFloat("width", this._source.edgesWidth / this.edgesWidthScalerForPerspective);
  112774. }
  112775. this._lineShader.setFloat("aspectRatio", engine.getAspectRatio(scene.activeCamera));
  112776. this._lineShader.bind(this._source.getWorldMatrix());
  112777. // Draw order
  112778. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, this._indicesCount);
  112779. this._lineShader.unbind();
  112780. };
  112781. return EdgesRenderer;
  112782. }());
  112783. BABYLON.EdgesRenderer = EdgesRenderer;
  112784. })(BABYLON || (BABYLON = {}));
  112785. //# sourceMappingURL=babylon.edgesRenderer.js.map
  112786. var BABYLON;
  112787. (function (BABYLON) {
  112788. /**
  112789. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  112790. */
  112791. var LineEdgesRenderer = /** @class */ (function (_super) {
  112792. __extends(LineEdgesRenderer, _super);
  112793. /**
  112794. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  112795. * @param source LineMesh used to generate edges
  112796. * @param epsilon not important (specified angle for edge detection)
  112797. * @param checkVerticesInsteadOfIndices not important for LineMesh
  112798. */
  112799. function LineEdgesRenderer(source, epsilon, checkVerticesInsteadOfIndices) {
  112800. if (epsilon === void 0) { epsilon = 0.95; }
  112801. if (checkVerticesInsteadOfIndices === void 0) { checkVerticesInsteadOfIndices = false; }
  112802. var _this = _super.call(this, source, epsilon, checkVerticesInsteadOfIndices, false) || this;
  112803. _this._generateEdgesLines();
  112804. return _this;
  112805. }
  112806. /**
  112807. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  112808. */
  112809. LineEdgesRenderer.prototype._generateEdgesLines = function () {
  112810. var positions = this._source.getVerticesData(BABYLON.VertexBuffer.PositionKind);
  112811. var indices = this._source.getIndices();
  112812. if (!indices || !positions) {
  112813. return;
  112814. }
  112815. var p0 = BABYLON.Tmp.Vector3[0];
  112816. var p1 = BABYLON.Tmp.Vector3[1];
  112817. var len = indices.length - 1;
  112818. for (var i = 0, offset = 0; i < len; i += 2, offset += 4) {
  112819. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i], p0);
  112820. BABYLON.Vector3.FromArrayToRef(positions, 3 * indices[i + 1], p1);
  112821. this.createLine(p0, p1, offset);
  112822. }
  112823. // Merge into a single mesh
  112824. var engine = this._source.getScene().getEngine();
  112825. this._buffers[BABYLON.VertexBuffer.PositionKind] = new BABYLON.VertexBuffer(engine, this._linesPositions, BABYLON.VertexBuffer.PositionKind, false);
  112826. this._buffers[BABYLON.VertexBuffer.NormalKind] = new BABYLON.VertexBuffer(engine, this._linesNormals, BABYLON.VertexBuffer.NormalKind, false, false, 4);
  112827. this._ib = engine.createIndexBuffer(this._linesIndices);
  112828. this._indicesCount = this._linesIndices.length;
  112829. };
  112830. return LineEdgesRenderer;
  112831. }(BABYLON.EdgesRenderer));
  112832. BABYLON.LineEdgesRenderer = LineEdgesRenderer;
  112833. })(BABYLON || (BABYLON = {}));
  112834. //# sourceMappingURL=babylon.lineEdgesRenderer.js.map
  112835. var BABYLON;
  112836. (function (BABYLON) {
  112837. // Adds the parser to the scene parsers.
  112838. BABYLON.AbstractScene.AddParser(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER, function (parsedData, scene, container, rootUrl) {
  112839. if (parsedData.effectLayers) {
  112840. if (!container.effectLayers) {
  112841. container.effectLayers = new Array();
  112842. }
  112843. for (var index = 0; index < parsedData.effectLayers.length; index++) {
  112844. var effectLayer = BABYLON.EffectLayer.Parse(parsedData.effectLayers[index], scene, rootUrl);
  112845. container.effectLayers.push(effectLayer);
  112846. }
  112847. }
  112848. });
  112849. BABYLON.AbstractScene.prototype.removeEffectLayer = function (toRemove) {
  112850. var index = this.effectLayers.indexOf(toRemove);
  112851. if (index !== -1) {
  112852. this.effectLayers.splice(index, 1);
  112853. }
  112854. return index;
  112855. };
  112856. BABYLON.AbstractScene.prototype.addEffectLayer = function (newEffectLayer) {
  112857. this.effectLayers.push(newEffectLayer);
  112858. };
  112859. /**
  112860. * Defines the layer scene component responsible to manage any effect layers
  112861. * in a given scene.
  112862. */
  112863. var EffectLayerSceneComponent = /** @class */ (function () {
  112864. /**
  112865. * Creates a new instance of the component for the given scene
  112866. * @param scene Defines the scene to register the component in
  112867. */
  112868. function EffectLayerSceneComponent(scene) {
  112869. /**
  112870. * The component name helpfull to identify the component in the list of scene components.
  112871. */
  112872. this.name = BABYLON.SceneComponentConstants.NAME_EFFECTLAYER;
  112873. this._renderEffects = false;
  112874. this._needStencil = false;
  112875. this._previousStencilState = false;
  112876. this.scene = scene;
  112877. this._engine = scene.getEngine();
  112878. scene.effectLayers = new Array();
  112879. }
  112880. /**
  112881. * Registers the component in a given scene
  112882. */
  112883. EffectLayerSceneComponent.prototype.register = function () {
  112884. this.scene._isReadyForMeshStage.registerStep(BABYLON.SceneComponentConstants.STEP_ISREADYFORMESH_EFFECTLAYER, this, this._isReadyForMesh);
  112885. this.scene._cameraDrawRenderTargetStage.registerStep(BABYLON.SceneComponentConstants.STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER, this, this._renderMainTexture);
  112886. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_EFFECTLAYER, this, this._setStencil);
  112887. this.scene._afterRenderingGroupDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW, this, this._drawRenderingGroup);
  112888. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER, this, this._setStencilBack);
  112889. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW, this, this._drawCamera);
  112890. };
  112891. /**
  112892. * Rebuilds the elements related to this component in case of
  112893. * context lost for instance.
  112894. */
  112895. EffectLayerSceneComponent.prototype.rebuild = function () {
  112896. var layers = this.scene.effectLayers;
  112897. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  112898. var effectLayer = layers_1[_i];
  112899. effectLayer._rebuild();
  112900. }
  112901. };
  112902. /**
  112903. * Serializes the component data to the specified json object
  112904. * @param serializationObject The object to serialize to
  112905. */
  112906. EffectLayerSceneComponent.prototype.serialize = function (serializationObject) {
  112907. // Effect layers
  112908. serializationObject.effectLayers = [];
  112909. var layers = this.scene.effectLayers;
  112910. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  112911. var effectLayer = layers_2[_i];
  112912. if (effectLayer.serialize) {
  112913. serializationObject.effectLayers.push(effectLayer.serialize());
  112914. }
  112915. }
  112916. };
  112917. /**
  112918. * Adds all the element from the container to the scene
  112919. * @param container the container holding the elements
  112920. */
  112921. EffectLayerSceneComponent.prototype.addFromContainer = function (container) {
  112922. var _this = this;
  112923. if (!container.effectLayers) {
  112924. return;
  112925. }
  112926. container.effectLayers.forEach(function (o) {
  112927. _this.scene.addEffectLayer(o);
  112928. });
  112929. };
  112930. /**
  112931. * Removes all the elements in the container from the scene
  112932. * @param container contains the elements to remove
  112933. */
  112934. EffectLayerSceneComponent.prototype.removeFromContainer = function (container) {
  112935. var _this = this;
  112936. if (!container.effectLayers) {
  112937. return;
  112938. }
  112939. container.effectLayers.forEach(function (o) {
  112940. _this.scene.removeEffectLayer(o);
  112941. });
  112942. };
  112943. /**
  112944. * Disposes the component and the associated ressources.
  112945. */
  112946. EffectLayerSceneComponent.prototype.dispose = function () {
  112947. var layers = this.scene.effectLayers;
  112948. while (layers.length) {
  112949. layers[0].dispose();
  112950. }
  112951. };
  112952. EffectLayerSceneComponent.prototype._isReadyForMesh = function (mesh, hardwareInstancedRendering) {
  112953. var layers = this.scene.effectLayers;
  112954. for (var _i = 0, layers_3 = layers; _i < layers_3.length; _i++) {
  112955. var layer = layers_3[_i];
  112956. if (!layer.hasMesh(mesh)) {
  112957. continue;
  112958. }
  112959. for (var _a = 0, _b = mesh.subMeshes; _a < _b.length; _a++) {
  112960. var subMesh = _b[_a];
  112961. if (!layer.isReady(subMesh, hardwareInstancedRendering)) {
  112962. return false;
  112963. }
  112964. }
  112965. }
  112966. return true;
  112967. };
  112968. EffectLayerSceneComponent.prototype._renderMainTexture = function (camera) {
  112969. this._renderEffects = false;
  112970. this._needStencil = false;
  112971. var layers = this.scene.effectLayers;
  112972. if (layers && layers.length > 0) {
  112973. this._previousStencilState = this._engine.getStencilBuffer();
  112974. for (var _i = 0, layers_4 = layers; _i < layers_4.length; _i++) {
  112975. var effectLayer = layers_4[_i];
  112976. if (effectLayer.shouldRender() &&
  112977. (!effectLayer.camera ||
  112978. (effectLayer.camera.cameraRigMode === BABYLON.Camera.RIG_MODE_NONE && camera === effectLayer.camera) ||
  112979. (effectLayer.camera.cameraRigMode !== BABYLON.Camera.RIG_MODE_NONE && effectLayer.camera._rigCameras.indexOf(camera) > -1))) {
  112980. this._renderEffects = true;
  112981. this._needStencil = this._needStencil || effectLayer.needStencil();
  112982. var renderTarget = effectLayer._mainTexture;
  112983. if (renderTarget._shouldRender()) {
  112984. this.scene.incrementRenderId();
  112985. renderTarget.render(false, false);
  112986. }
  112987. }
  112988. }
  112989. this.scene.incrementRenderId();
  112990. }
  112991. };
  112992. EffectLayerSceneComponent.prototype._setStencil = function (camera) {
  112993. // Activate effect Layer stencil
  112994. if (this._needStencil) {
  112995. this._engine.setStencilBuffer(true);
  112996. }
  112997. };
  112998. EffectLayerSceneComponent.prototype._setStencilBack = function (camera) {
  112999. // Restore effect Layer stencil
  113000. if (this._needStencil) {
  113001. this._engine.setStencilBuffer(this._previousStencilState);
  113002. }
  113003. };
  113004. EffectLayerSceneComponent.prototype._draw = function (renderingGroupId) {
  113005. if (this._renderEffects) {
  113006. this._engine.setDepthBuffer(false);
  113007. var layers = this.scene.effectLayers;
  113008. for (var i = 0; i < layers.length; i++) {
  113009. var effectLayer = layers[i];
  113010. if (effectLayer.renderingGroupId === renderingGroupId) {
  113011. if (effectLayer.shouldRender()) {
  113012. effectLayer.render();
  113013. }
  113014. }
  113015. }
  113016. this._engine.setDepthBuffer(true);
  113017. }
  113018. };
  113019. EffectLayerSceneComponent.prototype._drawCamera = function (camera) {
  113020. if (this._renderEffects) {
  113021. this._draw(-1);
  113022. }
  113023. };
  113024. EffectLayerSceneComponent.prototype._drawRenderingGroup = function (index) {
  113025. if (!this.scene._isInIntermediateRendering() && this._renderEffects) {
  113026. this._draw(index);
  113027. }
  113028. };
  113029. return EffectLayerSceneComponent;
  113030. }());
  113031. BABYLON.EffectLayerSceneComponent = EffectLayerSceneComponent;
  113032. })(BABYLON || (BABYLON = {}));
  113033. //# sourceMappingURL=babylon.effectLayerSceneComponent.js.map
  113034. var __assign = (this && this.__assign) || function () {
  113035. __assign = Object.assign || function(t) {
  113036. for (var s, i = 1, n = arguments.length; i < n; i++) {
  113037. s = arguments[i];
  113038. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  113039. t[p] = s[p];
  113040. }
  113041. return t;
  113042. };
  113043. return __assign.apply(this, arguments);
  113044. };
  113045. var BABYLON;
  113046. (function (BABYLON) {
  113047. /**
  113048. * The effect layer Helps adding post process effect blended with the main pass.
  113049. *
  113050. * This can be for instance use to generate glow or higlight effects on the scene.
  113051. *
  113052. * The effect layer class can not be used directly and is intented to inherited from to be
  113053. * customized per effects.
  113054. */
  113055. var EffectLayer = /** @class */ (function () {
  113056. /**
  113057. * Instantiates a new effect Layer and references it in the scene.
  113058. * @param name The name of the layer
  113059. * @param scene The scene to use the layer in
  113060. */
  113061. function EffectLayer(
  113062. /** The Friendly of the effect in the scene */
  113063. name, scene) {
  113064. this._vertexBuffers = {};
  113065. this._maxSize = 0;
  113066. this._mainTextureDesiredSize = { width: 0, height: 0 };
  113067. this._shouldRender = true;
  113068. this._postProcesses = [];
  113069. this._textures = [];
  113070. this._emissiveTextureAndColor = { texture: null, color: new BABYLON.Color4() };
  113071. /**
  113072. * The clear color of the texture used to generate the glow map.
  113073. */
  113074. this.neutralColor = new BABYLON.Color4();
  113075. /**
  113076. * Specifies wether the highlight layer is enabled or not.
  113077. */
  113078. this.isEnabled = true;
  113079. /**
  113080. * An event triggered when the effect layer has been disposed.
  113081. */
  113082. this.onDisposeObservable = new BABYLON.Observable();
  113083. /**
  113084. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  113085. */
  113086. this.onBeforeRenderMainTextureObservable = new BABYLON.Observable();
  113087. /**
  113088. * An event triggered when the generated texture is being merged in the scene.
  113089. */
  113090. this.onBeforeComposeObservable = new BABYLON.Observable();
  113091. /**
  113092. * An event triggered when the generated texture has been merged in the scene.
  113093. */
  113094. this.onAfterComposeObservable = new BABYLON.Observable();
  113095. /**
  113096. * An event triggered when the efffect layer changes its size.
  113097. */
  113098. this.onSizeChangedObservable = new BABYLON.Observable();
  113099. this.name = name;
  113100. this._scene = scene || BABYLON.Engine.LastCreatedScene;
  113101. var component = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_EFFECTLAYER);
  113102. if (!component) {
  113103. component = new BABYLON.EffectLayerSceneComponent(this._scene);
  113104. this._scene._addComponent(component);
  113105. }
  113106. this._engine = this._scene.getEngine();
  113107. this._maxSize = this._engine.getCaps().maxTextureSize;
  113108. this._scene.effectLayers.push(this);
  113109. // Generate Buffers
  113110. this._generateIndexBuffer();
  113111. this._genrateVertexBuffer();
  113112. }
  113113. Object.defineProperty(EffectLayer.prototype, "camera", {
  113114. /**
  113115. * Gets the camera attached to the layer.
  113116. */
  113117. get: function () {
  113118. return this._effectLayerOptions.camera;
  113119. },
  113120. enumerable: true,
  113121. configurable: true
  113122. });
  113123. Object.defineProperty(EffectLayer.prototype, "renderingGroupId", {
  113124. /**
  113125. * Gets the rendering group id the layer should render in.
  113126. */
  113127. get: function () {
  113128. return this._effectLayerOptions.renderingGroupId;
  113129. },
  113130. enumerable: true,
  113131. configurable: true
  113132. });
  113133. /**
  113134. * Initializes the effect layer with the required options.
  113135. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  113136. */
  113137. EffectLayer.prototype._init = function (options) {
  113138. // Adapt options
  113139. this._effectLayerOptions = __assign({ mainTextureRatio: 0.5, alphaBlendingMode: BABYLON.Engine.ALPHA_COMBINE, camera: null, renderingGroupId: -1 }, options);
  113140. this._setMainTextureSize();
  113141. this._createMainTexture();
  113142. this._createTextureAndPostProcesses();
  113143. this._mergeEffect = this._createMergeEffect();
  113144. };
  113145. /**
  113146. * Generates the index buffer of the full screen quad blending to the main canvas.
  113147. */
  113148. EffectLayer.prototype._generateIndexBuffer = function () {
  113149. // Indices
  113150. var indices = [];
  113151. indices.push(0);
  113152. indices.push(1);
  113153. indices.push(2);
  113154. indices.push(0);
  113155. indices.push(2);
  113156. indices.push(3);
  113157. this._indexBuffer = this._engine.createIndexBuffer(indices);
  113158. };
  113159. /**
  113160. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  113161. */
  113162. EffectLayer.prototype._genrateVertexBuffer = function () {
  113163. // VBO
  113164. var vertices = [];
  113165. vertices.push(1, 1);
  113166. vertices.push(-1, 1);
  113167. vertices.push(-1, -1);
  113168. vertices.push(1, -1);
  113169. var vertexBuffer = new BABYLON.VertexBuffer(this._engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  113170. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  113171. };
  113172. /**
  113173. * Sets the main texture desired size which is the closest power of two
  113174. * of the engine canvas size.
  113175. */
  113176. EffectLayer.prototype._setMainTextureSize = function () {
  113177. if (this._effectLayerOptions.mainTextureFixedSize) {
  113178. this._mainTextureDesiredSize.width = this._effectLayerOptions.mainTextureFixedSize;
  113179. this._mainTextureDesiredSize.height = this._effectLayerOptions.mainTextureFixedSize;
  113180. }
  113181. else {
  113182. this._mainTextureDesiredSize.width = this._engine.getRenderWidth() * this._effectLayerOptions.mainTextureRatio;
  113183. this._mainTextureDesiredSize.height = this._engine.getRenderHeight() * this._effectLayerOptions.mainTextureRatio;
  113184. this._mainTextureDesiredSize.width = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.width, this._maxSize) : this._mainTextureDesiredSize.width;
  113185. this._mainTextureDesiredSize.height = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(this._mainTextureDesiredSize.height, this._maxSize) : this._mainTextureDesiredSize.height;
  113186. }
  113187. this._mainTextureDesiredSize.width = Math.floor(this._mainTextureDesiredSize.width);
  113188. this._mainTextureDesiredSize.height = Math.floor(this._mainTextureDesiredSize.height);
  113189. };
  113190. /**
  113191. * Creates the main texture for the effect layer.
  113192. */
  113193. EffectLayer.prototype._createMainTexture = function () {
  113194. var _this = this;
  113195. this._mainTexture = new BABYLON.RenderTargetTexture("HighlightLayerMainRTT", {
  113196. width: this._mainTextureDesiredSize.width,
  113197. height: this._mainTextureDesiredSize.height
  113198. }, this._scene, false, true, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  113199. this._mainTexture.activeCamera = this._effectLayerOptions.camera;
  113200. this._mainTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113201. this._mainTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113202. this._mainTexture.anisotropicFilteringLevel = 1;
  113203. this._mainTexture.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  113204. this._mainTexture.renderParticles = false;
  113205. this._mainTexture.renderList = null;
  113206. this._mainTexture.ignoreCameraViewport = true;
  113207. // Custom render function
  113208. this._mainTexture.customRenderFunction = function (opaqueSubMeshes, alphaTestSubMeshes, transparentSubMeshes, depthOnlySubMeshes) {
  113209. _this.onBeforeRenderMainTextureObservable.notifyObservers(_this);
  113210. var index;
  113211. var engine = _this._scene.getEngine();
  113212. if (depthOnlySubMeshes.length) {
  113213. engine.setColorWrite(false);
  113214. for (index = 0; index < depthOnlySubMeshes.length; index++) {
  113215. _this._renderSubMesh(depthOnlySubMeshes.data[index]);
  113216. }
  113217. engine.setColorWrite(true);
  113218. }
  113219. for (index = 0; index < opaqueSubMeshes.length; index++) {
  113220. _this._renderSubMesh(opaqueSubMeshes.data[index]);
  113221. }
  113222. for (index = 0; index < alphaTestSubMeshes.length; index++) {
  113223. _this._renderSubMesh(alphaTestSubMeshes.data[index]);
  113224. }
  113225. for (index = 0; index < transparentSubMeshes.length; index++) {
  113226. _this._renderSubMesh(transparentSubMeshes.data[index]);
  113227. }
  113228. };
  113229. this._mainTexture.onClearObservable.add(function (engine) {
  113230. engine.clear(_this.neutralColor, true, true, true);
  113231. });
  113232. };
  113233. /**
  113234. * Checks for the readiness of the element composing the layer.
  113235. * @param subMesh the mesh to check for
  113236. * @param useInstances specify wether or not to use instances to render the mesh
  113237. * @param emissiveTexture the associated emissive texture used to generate the glow
  113238. * @return true if ready otherwise, false
  113239. */
  113240. EffectLayer.prototype._isReady = function (subMesh, useInstances, emissiveTexture) {
  113241. var material = subMesh.getMaterial();
  113242. if (!material) {
  113243. return false;
  113244. }
  113245. if (!material.isReadyForSubMesh(subMesh.getMesh(), subMesh, useInstances)) {
  113246. return false;
  113247. }
  113248. var defines = [];
  113249. var attribs = [BABYLON.VertexBuffer.PositionKind];
  113250. var mesh = subMesh.getMesh();
  113251. var uv1 = false;
  113252. var uv2 = false;
  113253. // Alpha test
  113254. if (material && material.needAlphaTesting()) {
  113255. var alphaTexture = material.getAlphaTestTexture();
  113256. if (alphaTexture) {
  113257. defines.push("#define ALPHATEST");
  113258. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113259. alphaTexture.coordinatesIndex === 1) {
  113260. defines.push("#define DIFFUSEUV2");
  113261. uv2 = true;
  113262. }
  113263. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113264. defines.push("#define DIFFUSEUV1");
  113265. uv1 = true;
  113266. }
  113267. }
  113268. }
  113269. // Emissive
  113270. if (emissiveTexture) {
  113271. defines.push("#define EMISSIVE");
  113272. if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UV2Kind) &&
  113273. emissiveTexture.coordinatesIndex === 1) {
  113274. defines.push("#define EMISSIVEUV2");
  113275. uv2 = true;
  113276. }
  113277. else if (mesh.isVerticesDataPresent(BABYLON.VertexBuffer.UVKind)) {
  113278. defines.push("#define EMISSIVEUV1");
  113279. uv1 = true;
  113280. }
  113281. }
  113282. if (uv1) {
  113283. attribs.push(BABYLON.VertexBuffer.UVKind);
  113284. defines.push("#define UV1");
  113285. }
  113286. if (uv2) {
  113287. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  113288. defines.push("#define UV2");
  113289. }
  113290. // Bones
  113291. if (mesh.useBones && mesh.computeBonesUsingShaders) {
  113292. attribs.push(BABYLON.VertexBuffer.MatricesIndicesKind);
  113293. attribs.push(BABYLON.VertexBuffer.MatricesWeightsKind);
  113294. if (mesh.numBoneInfluencers > 4) {
  113295. attribs.push(BABYLON.VertexBuffer.MatricesIndicesExtraKind);
  113296. attribs.push(BABYLON.VertexBuffer.MatricesWeightsExtraKind);
  113297. }
  113298. defines.push("#define NUM_BONE_INFLUENCERS " + mesh.numBoneInfluencers);
  113299. defines.push("#define BonesPerMesh " + (mesh.skeleton ? (mesh.skeleton.bones.length + 1) : 0));
  113300. }
  113301. else {
  113302. defines.push("#define NUM_BONE_INFLUENCERS 0");
  113303. }
  113304. // Morph targets
  113305. var manager = mesh.morphTargetManager;
  113306. var morphInfluencers = 0;
  113307. if (manager) {
  113308. if (manager.numInfluencers > 0) {
  113309. defines.push("#define MORPHTARGETS");
  113310. morphInfluencers = manager.numInfluencers;
  113311. defines.push("#define NUM_MORPH_INFLUENCERS " + morphInfluencers);
  113312. BABYLON.MaterialHelper.PrepareAttributesForMorphTargets(attribs, mesh, { "NUM_MORPH_INFLUENCERS": morphInfluencers });
  113313. }
  113314. }
  113315. // Instances
  113316. if (useInstances) {
  113317. defines.push("#define INSTANCES");
  113318. attribs.push("world0");
  113319. attribs.push("world1");
  113320. attribs.push("world2");
  113321. attribs.push("world3");
  113322. }
  113323. // Get correct effect
  113324. var join = defines.join("\n");
  113325. if (this._cachedDefines !== join) {
  113326. this._cachedDefines = join;
  113327. this._effectLayerMapGenerationEffect = this._scene.getEngine().createEffect("glowMapGeneration", attribs, ["world", "mBones", "viewProjection", "diffuseMatrix", "color", "emissiveMatrix", "morphTargetInfluences"], ["diffuseSampler", "emissiveSampler"], join, undefined, undefined, undefined, { maxSimultaneousMorphTargets: morphInfluencers });
  113328. }
  113329. return this._effectLayerMapGenerationEffect.isReady();
  113330. };
  113331. /**
  113332. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  113333. */
  113334. EffectLayer.prototype.render = function () {
  113335. var currentEffect = this._mergeEffect;
  113336. // Check
  113337. if (!currentEffect.isReady()) {
  113338. return;
  113339. }
  113340. for (var i = 0; i < this._postProcesses.length; i++) {
  113341. if (!this._postProcesses[i].isReady()) {
  113342. return;
  113343. }
  113344. }
  113345. var engine = this._scene.getEngine();
  113346. this.onBeforeComposeObservable.notifyObservers(this);
  113347. // Render
  113348. engine.enableEffect(currentEffect);
  113349. engine.setState(false);
  113350. // VBOs
  113351. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  113352. // Cache
  113353. var previousAlphaMode = engine.getAlphaMode();
  113354. // Go Blend.
  113355. engine.setAlphaMode(this._effectLayerOptions.alphaBlendingMode);
  113356. // Blends the map on the main canvas.
  113357. this._internalRender(currentEffect);
  113358. // Restore Alpha
  113359. engine.setAlphaMode(previousAlphaMode);
  113360. this.onAfterComposeObservable.notifyObservers(this);
  113361. // Handle size changes.
  113362. var size = this._mainTexture.getSize();
  113363. this._setMainTextureSize();
  113364. if (size.width !== this._mainTextureDesiredSize.width || size.height !== this._mainTextureDesiredSize.height) {
  113365. // Recreate RTT and post processes on size change.
  113366. this.onSizeChangedObservable.notifyObservers(this);
  113367. this._disposeTextureAndPostProcesses();
  113368. this._createMainTexture();
  113369. this._createTextureAndPostProcesses();
  113370. }
  113371. };
  113372. /**
  113373. * Determine if a given mesh will be used in the current effect.
  113374. * @param mesh mesh to test
  113375. * @returns true if the mesh will be used
  113376. */
  113377. EffectLayer.prototype.hasMesh = function (mesh) {
  113378. if (this.renderingGroupId === -1 || mesh.renderingGroupId === this.renderingGroupId) {
  113379. return true;
  113380. }
  113381. return false;
  113382. };
  113383. /**
  113384. * Returns true if the layer contains information to display, otherwise false.
  113385. * @returns true if the glow layer should be rendered
  113386. */
  113387. EffectLayer.prototype.shouldRender = function () {
  113388. return this.isEnabled && this._shouldRender;
  113389. };
  113390. /**
  113391. * Returns true if the mesh should render, otherwise false.
  113392. * @param mesh The mesh to render
  113393. * @returns true if it should render otherwise false
  113394. */
  113395. EffectLayer.prototype._shouldRenderMesh = function (mesh) {
  113396. return true;
  113397. };
  113398. /**
  113399. * Returns true if the mesh should render, otherwise false.
  113400. * @param mesh The mesh to render
  113401. * @returns true if it should render otherwise false
  113402. */
  113403. EffectLayer.prototype._shouldRenderEmissiveTextureForMesh = function (mesh) {
  113404. return true;
  113405. };
  113406. /**
  113407. * Renders the submesh passed in parameter to the generation map.
  113408. */
  113409. EffectLayer.prototype._renderSubMesh = function (subMesh) {
  113410. var _this = this;
  113411. if (!this.shouldRender()) {
  113412. return;
  113413. }
  113414. var material = subMesh.getMaterial();
  113415. var mesh = subMesh.getRenderingMesh();
  113416. var scene = this._scene;
  113417. var engine = scene.getEngine();
  113418. if (!material) {
  113419. return;
  113420. }
  113421. // Do not block in blend mode.
  113422. if (material.needAlphaBlendingForMesh(mesh)) {
  113423. return;
  113424. }
  113425. // Culling
  113426. engine.setState(material.backFaceCulling);
  113427. // Managing instances
  113428. var batch = mesh._getInstancesRenderList(subMesh._id);
  113429. if (batch.mustReturn) {
  113430. return;
  113431. }
  113432. // Early Exit per mesh
  113433. if (!this._shouldRenderMesh(mesh)) {
  113434. return;
  113435. }
  113436. var hardwareInstancedRendering = (engine.getCaps().instancedArrays) && (batch.visibleInstances[subMesh._id] !== null) && (batch.visibleInstances[subMesh._id] !== undefined);
  113437. this._setEmissiveTextureAndColor(mesh, subMesh, material);
  113438. if (this._isReady(subMesh, hardwareInstancedRendering, this._emissiveTextureAndColor.texture)) {
  113439. engine.enableEffect(this._effectLayerMapGenerationEffect);
  113440. mesh._bind(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode);
  113441. this._effectLayerMapGenerationEffect.setMatrix("viewProjection", scene.getTransformMatrix());
  113442. this._effectLayerMapGenerationEffect.setFloat4("color", this._emissiveTextureAndColor.color.r, this._emissiveTextureAndColor.color.g, this._emissiveTextureAndColor.color.b, this._emissiveTextureAndColor.color.a);
  113443. // Alpha test
  113444. if (material && material.needAlphaTesting()) {
  113445. var alphaTexture = material.getAlphaTestTexture();
  113446. if (alphaTexture) {
  113447. this._effectLayerMapGenerationEffect.setTexture("diffuseSampler", alphaTexture);
  113448. var textureMatrix = alphaTexture.getTextureMatrix();
  113449. if (textureMatrix) {
  113450. this._effectLayerMapGenerationEffect.setMatrix("diffuseMatrix", textureMatrix);
  113451. }
  113452. }
  113453. }
  113454. // Glow emissive only
  113455. if (this._emissiveTextureAndColor.texture) {
  113456. this._effectLayerMapGenerationEffect.setTexture("emissiveSampler", this._emissiveTextureAndColor.texture);
  113457. this._effectLayerMapGenerationEffect.setMatrix("emissiveMatrix", this._emissiveTextureAndColor.texture.getTextureMatrix());
  113458. }
  113459. // Bones
  113460. if (mesh.useBones && mesh.computeBonesUsingShaders && mesh.skeleton) {
  113461. this._effectLayerMapGenerationEffect.setMatrices("mBones", mesh.skeleton.getTransformMatrices(mesh));
  113462. }
  113463. // Morph targets
  113464. BABYLON.MaterialHelper.BindMorphTargetParameters(mesh, this._effectLayerMapGenerationEffect);
  113465. // Draw
  113466. mesh._processRendering(subMesh, this._effectLayerMapGenerationEffect, BABYLON.Material.TriangleFillMode, batch, hardwareInstancedRendering, function (isInstance, world) { return _this._effectLayerMapGenerationEffect.setMatrix("world", world); });
  113467. }
  113468. else {
  113469. // Need to reset refresh rate of the main map
  113470. this._mainTexture.resetRefreshCounter();
  113471. }
  113472. };
  113473. /**
  113474. * Rebuild the required buffers.
  113475. * @hidden Internal use only.
  113476. */
  113477. EffectLayer.prototype._rebuild = function () {
  113478. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113479. if (vb) {
  113480. vb._rebuild();
  113481. }
  113482. this._generateIndexBuffer();
  113483. };
  113484. /**
  113485. * Dispose only the render target textures and post process.
  113486. */
  113487. EffectLayer.prototype._disposeTextureAndPostProcesses = function () {
  113488. this._mainTexture.dispose();
  113489. for (var i = 0; i < this._postProcesses.length; i++) {
  113490. if (this._postProcesses[i]) {
  113491. this._postProcesses[i].dispose();
  113492. }
  113493. }
  113494. this._postProcesses = [];
  113495. for (var i = 0; i < this._textures.length; i++) {
  113496. if (this._textures[i]) {
  113497. this._textures[i].dispose();
  113498. }
  113499. }
  113500. this._textures = [];
  113501. };
  113502. /**
  113503. * Dispose the highlight layer and free resources.
  113504. */
  113505. EffectLayer.prototype.dispose = function () {
  113506. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  113507. if (vertexBuffer) {
  113508. vertexBuffer.dispose();
  113509. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  113510. }
  113511. if (this._indexBuffer) {
  113512. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  113513. this._indexBuffer = null;
  113514. }
  113515. // Clean textures and post processes
  113516. this._disposeTextureAndPostProcesses();
  113517. // Remove from scene
  113518. var index = this._scene.effectLayers.indexOf(this, 0);
  113519. if (index > -1) {
  113520. this._scene.effectLayers.splice(index, 1);
  113521. }
  113522. // Callback
  113523. this.onDisposeObservable.notifyObservers(this);
  113524. this.onDisposeObservable.clear();
  113525. this.onBeforeRenderMainTextureObservable.clear();
  113526. this.onBeforeComposeObservable.clear();
  113527. this.onAfterComposeObservable.clear();
  113528. this.onSizeChangedObservable.clear();
  113529. };
  113530. /**
  113531. * Gets the class name of the effect layer
  113532. * @returns the string with the class name of the effect layer
  113533. */
  113534. EffectLayer.prototype.getClassName = function () {
  113535. return "EffectLayer";
  113536. };
  113537. /**
  113538. * Creates an effect layer from parsed effect layer data
  113539. * @param parsedEffectLayer defines effect layer data
  113540. * @param scene defines the current scene
  113541. * @param rootUrl defines the root URL containing the effect layer information
  113542. * @returns a parsed effect Layer
  113543. */
  113544. EffectLayer.Parse = function (parsedEffectLayer, scene, rootUrl) {
  113545. var effectLayerType = BABYLON.Tools.Instantiate(parsedEffectLayer.customType);
  113546. return effectLayerType.Parse(parsedEffectLayer, scene, rootUrl);
  113547. };
  113548. __decorate([
  113549. BABYLON.serialize()
  113550. ], EffectLayer.prototype, "name", void 0);
  113551. __decorate([
  113552. BABYLON.serializeAsColor4()
  113553. ], EffectLayer.prototype, "neutralColor", void 0);
  113554. __decorate([
  113555. BABYLON.serialize()
  113556. ], EffectLayer.prototype, "isEnabled", void 0);
  113557. __decorate([
  113558. BABYLON.serializeAsCameraReference()
  113559. ], EffectLayer.prototype, "camera", null);
  113560. __decorate([
  113561. BABYLON.serialize()
  113562. ], EffectLayer.prototype, "renderingGroupId", null);
  113563. return EffectLayer;
  113564. }());
  113565. BABYLON.EffectLayer = EffectLayer;
  113566. })(BABYLON || (BABYLON = {}));
  113567. //# sourceMappingURL=babylon.effectLayer.js.map
  113568. var BABYLON;
  113569. (function (BABYLON) {
  113570. BABYLON.AbstractScene.prototype.getHighlightLayerByName = function (name) {
  113571. for (var index = 0; index < this.effectLayers.length; index++) {
  113572. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === HighlightLayer.EffectName) {
  113573. return this.effectLayers[index];
  113574. }
  113575. }
  113576. return null;
  113577. };
  113578. /**
  113579. * Special Glow Blur post process only blurring the alpha channel
  113580. * It enforces keeping the most luminous color in the color channel.
  113581. */
  113582. var GlowBlurPostProcess = /** @class */ (function (_super) {
  113583. __extends(GlowBlurPostProcess, _super);
  113584. function GlowBlurPostProcess(name, direction, kernel, options, camera, samplingMode, engine, reusable) {
  113585. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.BILINEAR_SAMPLINGMODE; }
  113586. var _this = _super.call(this, name, "glowBlurPostProcess", ["screenSize", "direction", "blurWidth"], null, options, camera, samplingMode, engine, reusable) || this;
  113587. _this.direction = direction;
  113588. _this.kernel = kernel;
  113589. _this.onApplyObservable.add(function (effect) {
  113590. effect.setFloat2("screenSize", _this.width, _this.height);
  113591. effect.setVector2("direction", _this.direction);
  113592. effect.setFloat("blurWidth", _this.kernel);
  113593. });
  113594. return _this;
  113595. }
  113596. return GlowBlurPostProcess;
  113597. }(BABYLON.PostProcess));
  113598. /**
  113599. * The highlight layer Helps adding a glow effect around a mesh.
  113600. *
  113601. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  113602. * glowy meshes to your scene.
  113603. *
  113604. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  113605. */
  113606. var HighlightLayer = /** @class */ (function (_super) {
  113607. __extends(HighlightLayer, _super);
  113608. /**
  113609. * Instantiates a new highlight Layer and references it to the scene..
  113610. * @param name The name of the layer
  113611. * @param scene The scene to use the layer in
  113612. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  113613. */
  113614. function HighlightLayer(name, scene, options) {
  113615. var _this = _super.call(this, name, scene) || this;
  113616. _this.name = name;
  113617. /**
  113618. * Specifies whether or not the inner glow is ACTIVE in the layer.
  113619. */
  113620. _this.innerGlow = true;
  113621. /**
  113622. * Specifies whether or not the outer glow is ACTIVE in the layer.
  113623. */
  113624. _this.outerGlow = true;
  113625. /**
  113626. * An event triggered when the highlight layer is being blurred.
  113627. */
  113628. _this.onBeforeBlurObservable = new BABYLON.Observable();
  113629. /**
  113630. * An event triggered when the highlight layer has been blurred.
  113631. */
  113632. _this.onAfterBlurObservable = new BABYLON.Observable();
  113633. _this._instanceGlowingMeshStencilReference = HighlightLayer.GlowingMeshStencilReference++;
  113634. _this._meshes = {};
  113635. _this._excludedMeshes = {};
  113636. _this.neutralColor = HighlightLayer.NeutralColor;
  113637. // Warn on stencil
  113638. if (!_this._engine.isStencilEnable) {
  113639. 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 }");
  113640. }
  113641. // Adapt options
  113642. _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);
  113643. // Initialize the layer
  113644. _this._init({
  113645. alphaBlendingMode: _this._options.alphaBlendingMode,
  113646. camera: _this._options.camera,
  113647. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  113648. mainTextureRatio: _this._options.mainTextureRatio,
  113649. renderingGroupId: _this._options.renderingGroupId
  113650. });
  113651. // Do not render as long as no meshes have been added
  113652. _this._shouldRender = false;
  113653. return _this;
  113654. }
  113655. Object.defineProperty(HighlightLayer.prototype, "blurHorizontalSize", {
  113656. /**
  113657. * Gets the horizontal size of the blur.
  113658. */
  113659. get: function () {
  113660. return this._horizontalBlurPostprocess.kernel;
  113661. },
  113662. /**
  113663. * Specifies the horizontal size of the blur.
  113664. */
  113665. set: function (value) {
  113666. this._horizontalBlurPostprocess.kernel = value;
  113667. },
  113668. enumerable: true,
  113669. configurable: true
  113670. });
  113671. Object.defineProperty(HighlightLayer.prototype, "blurVerticalSize", {
  113672. /**
  113673. * Gets the vertical size of the blur.
  113674. */
  113675. get: function () {
  113676. return this._verticalBlurPostprocess.kernel;
  113677. },
  113678. /**
  113679. * Specifies the vertical size of the blur.
  113680. */
  113681. set: function (value) {
  113682. this._verticalBlurPostprocess.kernel = value;
  113683. },
  113684. enumerable: true,
  113685. configurable: true
  113686. });
  113687. /**
  113688. * Get the effect name of the layer.
  113689. * @return The effect name
  113690. */
  113691. HighlightLayer.prototype.getEffectName = function () {
  113692. return HighlightLayer.EffectName;
  113693. };
  113694. /**
  113695. * Create the merge effect. This is the shader use to blit the information back
  113696. * to the main canvas at the end of the scene rendering.
  113697. */
  113698. HighlightLayer.prototype._createMergeEffect = function () {
  113699. // Effect
  113700. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler"], this._options.isStroke ? "#define STROKE \n" : undefined);
  113701. };
  113702. /**
  113703. * Creates the render target textures and post processes used in the highlight layer.
  113704. */
  113705. HighlightLayer.prototype._createTextureAndPostProcesses = function () {
  113706. var _this = this;
  113707. var blurTextureWidth = this._mainTextureDesiredSize.width * this._options.blurTextureSizeRatio;
  113708. var blurTextureHeight = this._mainTextureDesiredSize.height * this._options.blurTextureSizeRatio;
  113709. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  113710. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  113711. var textureType = 0;
  113712. if (this._engine.getCaps().textureHalfFloatRender) {
  113713. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  113714. }
  113715. else {
  113716. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  113717. }
  113718. this._blurTexture = new BABYLON.RenderTargetTexture("HighlightLayerBlurRTT", {
  113719. width: blurTextureWidth,
  113720. height: blurTextureHeight
  113721. }, this._scene, false, true, textureType);
  113722. this._blurTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113723. this._blurTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  113724. this._blurTexture.anisotropicFilteringLevel = 16;
  113725. this._blurTexture.updateSamplingMode(BABYLON.Texture.TRILINEAR_SAMPLINGMODE);
  113726. this._blurTexture.renderParticles = false;
  113727. this._blurTexture.ignoreCameraViewport = true;
  113728. this._textures = [this._blurTexture];
  113729. if (this._options.alphaBlendingMode === BABYLON.Engine.ALPHA_COMBINE) {
  113730. this._downSamplePostprocess = new BABYLON.PassPostProcess("HighlightLayerPPP", this._options.blurTextureSizeRatio, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113731. this._downSamplePostprocess.onApplyObservable.add(function (effect) {
  113732. effect.setTexture("textureSampler", _this._mainTexture);
  113733. });
  113734. this._horizontalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113735. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113736. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113737. });
  113738. this._verticalBlurPostprocess = new GlowBlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize, 1, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine());
  113739. this._verticalBlurPostprocess.onApplyObservable.add(function (effect) {
  113740. effect.setFloat2("screenSize", blurTextureWidth, blurTextureHeight);
  113741. });
  113742. this._postProcesses = [this._downSamplePostprocess, this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113743. }
  113744. else {
  113745. this._horizontalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerHBP", new BABYLON.Vector2(1.0, 0), this._options.blurHorizontalSize / 2, {
  113746. width: blurTextureWidth,
  113747. height: blurTextureHeight
  113748. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113749. this._horizontalBlurPostprocess.width = blurTextureWidth;
  113750. this._horizontalBlurPostprocess.height = blurTextureHeight;
  113751. this._horizontalBlurPostprocess.onApplyObservable.add(function (effect) {
  113752. effect.setTexture("textureSampler", _this._mainTexture);
  113753. });
  113754. this._verticalBlurPostprocess = new BABYLON.BlurPostProcess("HighlightLayerVBP", new BABYLON.Vector2(0, 1.0), this._options.blurVerticalSize / 2, {
  113755. width: blurTextureWidth,
  113756. height: blurTextureHeight
  113757. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  113758. this._postProcesses = [this._horizontalBlurPostprocess, this._verticalBlurPostprocess];
  113759. }
  113760. this._mainTexture.onAfterUnbindObservable.add(function () {
  113761. _this.onBeforeBlurObservable.notifyObservers(_this);
  113762. var internalTexture = _this._blurTexture.getInternalTexture();
  113763. if (internalTexture) {
  113764. _this._scene.postProcessManager.directRender(_this._postProcesses, internalTexture, true);
  113765. }
  113766. _this.onAfterBlurObservable.notifyObservers(_this);
  113767. });
  113768. // Prevent autoClear.
  113769. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  113770. };
  113771. /**
  113772. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  113773. */
  113774. HighlightLayer.prototype.needStencil = function () {
  113775. return true;
  113776. };
  113777. /**
  113778. * Checks for the readiness of the element composing the layer.
  113779. * @param subMesh the mesh to check for
  113780. * @param useInstances specify wether or not to use instances to render the mesh
  113781. * @param emissiveTexture the associated emissive texture used to generate the glow
  113782. * @return true if ready otherwise, false
  113783. */
  113784. HighlightLayer.prototype.isReady = function (subMesh, useInstances) {
  113785. var material = subMesh.getMaterial();
  113786. var mesh = subMesh.getRenderingMesh();
  113787. if (!material || !mesh || !this._meshes) {
  113788. return false;
  113789. }
  113790. var emissiveTexture = null;
  113791. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113792. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113793. emissiveTexture = material.emissiveTexture;
  113794. }
  113795. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  113796. };
  113797. /**
  113798. * Implementation specific of rendering the generating effect on the main canvas.
  113799. * @param effect The effect used to render through
  113800. */
  113801. HighlightLayer.prototype._internalRender = function (effect) {
  113802. // Texture
  113803. effect.setTexture("textureSampler", this._blurTexture);
  113804. // Cache
  113805. var engine = this._engine;
  113806. var previousStencilBuffer = engine.getStencilBuffer();
  113807. var previousStencilFunction = engine.getStencilFunction();
  113808. var previousStencilMask = engine.getStencilMask();
  113809. var previousStencilOperationPass = engine.getStencilOperationPass();
  113810. var previousStencilOperationFail = engine.getStencilOperationFail();
  113811. var previousStencilOperationDepthFail = engine.getStencilOperationDepthFail();
  113812. var previousStencilReference = engine.getStencilFunctionReference();
  113813. // Stencil operations
  113814. engine.setStencilOperationPass(BABYLON.Engine.REPLACE);
  113815. engine.setStencilOperationFail(BABYLON.Engine.KEEP);
  113816. engine.setStencilOperationDepthFail(BABYLON.Engine.KEEP);
  113817. // Draw order
  113818. engine.setStencilMask(0x00);
  113819. engine.setStencilBuffer(true);
  113820. engine.setStencilFunctionReference(this._instanceGlowingMeshStencilReference);
  113821. // 2 passes inner outer
  113822. if (this.outerGlow) {
  113823. effect.setFloat("offset", 0);
  113824. engine.setStencilFunction(BABYLON.Engine.NOTEQUAL);
  113825. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113826. }
  113827. if (this.innerGlow) {
  113828. effect.setFloat("offset", 1);
  113829. engine.setStencilFunction(BABYLON.Engine.EQUAL);
  113830. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  113831. }
  113832. // Restore Cache
  113833. engine.setStencilFunction(previousStencilFunction);
  113834. engine.setStencilMask(previousStencilMask);
  113835. engine.setStencilBuffer(previousStencilBuffer);
  113836. engine.setStencilOperationPass(previousStencilOperationPass);
  113837. engine.setStencilOperationFail(previousStencilOperationFail);
  113838. engine.setStencilOperationDepthFail(previousStencilOperationDepthFail);
  113839. engine.setStencilFunctionReference(previousStencilReference);
  113840. };
  113841. /**
  113842. * Returns true if the layer contains information to display, otherwise false.
  113843. */
  113844. HighlightLayer.prototype.shouldRender = function () {
  113845. if (_super.prototype.shouldRender.call(this)) {
  113846. return this._meshes ? true : false;
  113847. }
  113848. return false;
  113849. };
  113850. /**
  113851. * Returns true if the mesh should render, otherwise false.
  113852. * @param mesh The mesh to render
  113853. * @returns true if it should render otherwise false
  113854. */
  113855. HighlightLayer.prototype._shouldRenderMesh = function (mesh) {
  113856. // Excluded Mesh
  113857. if (this._excludedMeshes && this._excludedMeshes[mesh.uniqueId]) {
  113858. return false;
  113859. }
  113860. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113861. return false;
  113862. }
  113863. return true;
  113864. };
  113865. /**
  113866. * Sets the required values for both the emissive texture and and the main color.
  113867. */
  113868. HighlightLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  113869. var highlightLayerMesh = this._meshes[mesh.uniqueId];
  113870. if (highlightLayerMesh) {
  113871. this._emissiveTextureAndColor.color.set(highlightLayerMesh.color.r, highlightLayerMesh.color.g, highlightLayerMesh.color.b, 1.0);
  113872. }
  113873. else {
  113874. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  113875. }
  113876. if (highlightLayerMesh && highlightLayerMesh.glowEmissiveOnly && material) {
  113877. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  113878. this._emissiveTextureAndColor.color.set(1.0, 1.0, 1.0, 1.0);
  113879. }
  113880. else {
  113881. this._emissiveTextureAndColor.texture = null;
  113882. }
  113883. };
  113884. /**
  113885. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  113886. * @param mesh The mesh to exclude from the highlight layer
  113887. */
  113888. HighlightLayer.prototype.addExcludedMesh = function (mesh) {
  113889. if (!this._excludedMeshes) {
  113890. return;
  113891. }
  113892. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113893. if (!meshExcluded) {
  113894. this._excludedMeshes[mesh.uniqueId] = {
  113895. mesh: mesh,
  113896. beforeRender: mesh.onBeforeRenderObservable.add(function (mesh) {
  113897. mesh.getEngine().setStencilBuffer(false);
  113898. }),
  113899. afterRender: mesh.onAfterRenderObservable.add(function (mesh) {
  113900. mesh.getEngine().setStencilBuffer(true);
  113901. }),
  113902. };
  113903. }
  113904. };
  113905. /**
  113906. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  113907. * @param mesh The mesh to highlight
  113908. */
  113909. HighlightLayer.prototype.removeExcludedMesh = function (mesh) {
  113910. if (!this._excludedMeshes) {
  113911. return;
  113912. }
  113913. var meshExcluded = this._excludedMeshes[mesh.uniqueId];
  113914. if (meshExcluded) {
  113915. if (meshExcluded.beforeRender) {
  113916. mesh.onBeforeRenderObservable.remove(meshExcluded.beforeRender);
  113917. }
  113918. if (meshExcluded.afterRender) {
  113919. mesh.onAfterRenderObservable.remove(meshExcluded.afterRender);
  113920. }
  113921. }
  113922. this._excludedMeshes[mesh.uniqueId] = null;
  113923. };
  113924. /**
  113925. * Determine if a given mesh will be highlighted by the current HighlightLayer
  113926. * @param mesh mesh to test
  113927. * @returns true if the mesh will be highlighted by the current HighlightLayer
  113928. */
  113929. HighlightLayer.prototype.hasMesh = function (mesh) {
  113930. if (!this._meshes) {
  113931. return false;
  113932. }
  113933. if (!_super.prototype.hasMesh.call(this, mesh)) {
  113934. return false;
  113935. }
  113936. return this._meshes[mesh.uniqueId] !== undefined && this._meshes[mesh.uniqueId] !== null;
  113937. };
  113938. /**
  113939. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  113940. * @param mesh The mesh to highlight
  113941. * @param color The color of the highlight
  113942. * @param glowEmissiveOnly Extract the glow from the emissive texture
  113943. */
  113944. HighlightLayer.prototype.addMesh = function (mesh, color, glowEmissiveOnly) {
  113945. var _this = this;
  113946. if (glowEmissiveOnly === void 0) { glowEmissiveOnly = false; }
  113947. if (!this._meshes) {
  113948. return;
  113949. }
  113950. var meshHighlight = this._meshes[mesh.uniqueId];
  113951. if (meshHighlight) {
  113952. meshHighlight.color = color;
  113953. }
  113954. else {
  113955. this._meshes[mesh.uniqueId] = {
  113956. mesh: mesh,
  113957. color: color,
  113958. // Lambda required for capture due to Observable this context
  113959. observerHighlight: mesh.onBeforeRenderObservable.add(function (mesh) {
  113960. if (_this._excludedMeshes && _this._excludedMeshes[mesh.uniqueId]) {
  113961. _this._defaultStencilReference(mesh);
  113962. }
  113963. else {
  113964. mesh.getScene().getEngine().setStencilFunctionReference(_this._instanceGlowingMeshStencilReference);
  113965. }
  113966. }),
  113967. observerDefault: mesh.onAfterRenderObservable.add(this._defaultStencilReference),
  113968. glowEmissiveOnly: glowEmissiveOnly
  113969. };
  113970. mesh.onDisposeObservable.add(function () {
  113971. _this._disposeMesh(mesh);
  113972. });
  113973. }
  113974. this._shouldRender = true;
  113975. };
  113976. /**
  113977. * Remove a mesh from the highlight layer in order to make it stop glowing.
  113978. * @param mesh The mesh to highlight
  113979. */
  113980. HighlightLayer.prototype.removeMesh = function (mesh) {
  113981. if (!this._meshes) {
  113982. return;
  113983. }
  113984. var meshHighlight = this._meshes[mesh.uniqueId];
  113985. if (meshHighlight) {
  113986. if (meshHighlight.observerHighlight) {
  113987. mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  113988. }
  113989. if (meshHighlight.observerDefault) {
  113990. mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  113991. }
  113992. delete this._meshes[mesh.uniqueId];
  113993. }
  113994. this._shouldRender = false;
  113995. for (var meshHighlightToCheck in this._meshes) {
  113996. if (this._meshes[meshHighlightToCheck]) {
  113997. this._shouldRender = true;
  113998. break;
  113999. }
  114000. }
  114001. };
  114002. /**
  114003. * Force the stencil to the normal expected value for none glowing parts
  114004. */
  114005. HighlightLayer.prototype._defaultStencilReference = function (mesh) {
  114006. mesh.getScene().getEngine().setStencilFunctionReference(HighlightLayer.NormalMeshStencilReference);
  114007. };
  114008. /**
  114009. * Free any resources and references associated to a mesh.
  114010. * Internal use
  114011. * @param mesh The mesh to free.
  114012. * @hidden
  114013. */
  114014. HighlightLayer.prototype._disposeMesh = function (mesh) {
  114015. this.removeMesh(mesh);
  114016. this.removeExcludedMesh(mesh);
  114017. };
  114018. /**
  114019. * Dispose the highlight layer and free resources.
  114020. */
  114021. HighlightLayer.prototype.dispose = function () {
  114022. if (this._meshes) {
  114023. // Clean mesh references
  114024. for (var id in this._meshes) {
  114025. var meshHighlight = this._meshes[id];
  114026. if (meshHighlight && meshHighlight.mesh) {
  114027. if (meshHighlight.observerHighlight) {
  114028. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.observerHighlight);
  114029. }
  114030. if (meshHighlight.observerDefault) {
  114031. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.observerDefault);
  114032. }
  114033. }
  114034. }
  114035. this._meshes = null;
  114036. }
  114037. if (this._excludedMeshes) {
  114038. for (var id in this._excludedMeshes) {
  114039. var meshHighlight = this._excludedMeshes[id];
  114040. if (meshHighlight) {
  114041. if (meshHighlight.beforeRender) {
  114042. meshHighlight.mesh.onBeforeRenderObservable.remove(meshHighlight.beforeRender);
  114043. }
  114044. if (meshHighlight.afterRender) {
  114045. meshHighlight.mesh.onAfterRenderObservable.remove(meshHighlight.afterRender);
  114046. }
  114047. }
  114048. }
  114049. this._excludedMeshes = null;
  114050. }
  114051. _super.prototype.dispose.call(this);
  114052. };
  114053. /**
  114054. * Gets the class name of the effect layer
  114055. * @returns the string with the class name of the effect layer
  114056. */
  114057. HighlightLayer.prototype.getClassName = function () {
  114058. return "HighlightLayer";
  114059. };
  114060. /**
  114061. * Serializes this Highlight layer
  114062. * @returns a serialized Highlight layer object
  114063. */
  114064. HighlightLayer.prototype.serialize = function () {
  114065. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114066. serializationObject.customType = "BABYLON.HighlightLayer";
  114067. // Highlighted meshes
  114068. serializationObject.meshes = [];
  114069. if (this._meshes) {
  114070. for (var m in this._meshes) {
  114071. var mesh = this._meshes[m];
  114072. if (mesh) {
  114073. serializationObject.meshes.push({
  114074. glowEmissiveOnly: mesh.glowEmissiveOnly,
  114075. color: mesh.color.asArray(),
  114076. meshId: mesh.mesh.id
  114077. });
  114078. }
  114079. }
  114080. }
  114081. // Excluded meshes
  114082. serializationObject.excludedMeshes = [];
  114083. if (this._excludedMeshes) {
  114084. for (var e in this._excludedMeshes) {
  114085. var excludedMesh = this._excludedMeshes[e];
  114086. if (excludedMesh) {
  114087. serializationObject.excludedMeshes.push(excludedMesh.mesh.id);
  114088. }
  114089. }
  114090. }
  114091. return serializationObject;
  114092. };
  114093. /**
  114094. * Creates a Highlight layer from parsed Highlight layer data
  114095. * @param parsedHightlightLayer defines the Highlight layer data
  114096. * @param scene defines the current scene
  114097. * @param rootUrl defines the root URL containing the Highlight layer information
  114098. * @returns a parsed Highlight layer
  114099. */
  114100. HighlightLayer.Parse = function (parsedHightlightLayer, scene, rootUrl) {
  114101. var hl = BABYLON.SerializationHelper.Parse(function () { return new HighlightLayer(parsedHightlightLayer.name, scene, parsedHightlightLayer.options); }, parsedHightlightLayer, scene, rootUrl);
  114102. var index;
  114103. // Excluded meshes
  114104. for (index = 0; index < parsedHightlightLayer.excludedMeshes.length; index++) {
  114105. var mesh = scene.getMeshByID(parsedHightlightLayer.excludedMeshes[index]);
  114106. if (mesh) {
  114107. hl.addExcludedMesh(mesh);
  114108. }
  114109. }
  114110. // Included meshes
  114111. for (index = 0; index < parsedHightlightLayer.meshes.length; index++) {
  114112. var highlightedMesh = parsedHightlightLayer.meshes[index];
  114113. var mesh = scene.getMeshByID(highlightedMesh.meshId);
  114114. if (mesh) {
  114115. hl.addMesh(mesh, BABYLON.Color3.FromArray(highlightedMesh.color), highlightedMesh.glowEmissiveOnly);
  114116. }
  114117. }
  114118. return hl;
  114119. };
  114120. /**
  114121. * Effect Name of the highlight layer.
  114122. */
  114123. HighlightLayer.EffectName = "HighlightLayer";
  114124. /**
  114125. * The neutral color used during the preparation of the glow effect.
  114126. * This is black by default as the blend operation is a blend operation.
  114127. */
  114128. HighlightLayer.NeutralColor = new BABYLON.Color4(0, 0, 0, 0);
  114129. /**
  114130. * Stencil value used for glowing meshes.
  114131. */
  114132. HighlightLayer.GlowingMeshStencilReference = 0x02;
  114133. /**
  114134. * Stencil value used for the other meshes in the scene.
  114135. */
  114136. HighlightLayer.NormalMeshStencilReference = 0x01;
  114137. __decorate([
  114138. BABYLON.serialize()
  114139. ], HighlightLayer.prototype, "innerGlow", void 0);
  114140. __decorate([
  114141. BABYLON.serialize()
  114142. ], HighlightLayer.prototype, "outerGlow", void 0);
  114143. __decorate([
  114144. BABYLON.serialize()
  114145. ], HighlightLayer.prototype, "blurHorizontalSize", null);
  114146. __decorate([
  114147. BABYLON.serialize()
  114148. ], HighlightLayer.prototype, "blurVerticalSize", null);
  114149. __decorate([
  114150. BABYLON.serialize("options")
  114151. ], HighlightLayer.prototype, "_options", void 0);
  114152. return HighlightLayer;
  114153. }(BABYLON.EffectLayer));
  114154. BABYLON.HighlightLayer = HighlightLayer;
  114155. })(BABYLON || (BABYLON = {}));
  114156. //# sourceMappingURL=babylon.highlightLayer.js.map
  114157. var BABYLON;
  114158. (function (BABYLON) {
  114159. BABYLON.AbstractScene.prototype.getGlowLayerByName = function (name) {
  114160. for (var index = 0; index < this.effectLayers.length; index++) {
  114161. if (this.effectLayers[index].name === name && this.effectLayers[index].getEffectName() === GlowLayer.EffectName) {
  114162. return this.effectLayers[index];
  114163. }
  114164. }
  114165. return null;
  114166. };
  114167. /**
  114168. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  114169. *
  114170. * Once instantiated in a scene, simply use the pushMesh or removeMesh method to add or remove
  114171. * glowy meshes to your scene.
  114172. *
  114173. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  114174. */
  114175. var GlowLayer = /** @class */ (function (_super) {
  114176. __extends(GlowLayer, _super);
  114177. /**
  114178. * Instantiates a new glow Layer and references it to the scene.
  114179. * @param name The name of the layer
  114180. * @param scene The scene to use the layer in
  114181. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  114182. */
  114183. function GlowLayer(name, scene, options) {
  114184. var _this = _super.call(this, name, scene) || this;
  114185. _this._intensity = 1.0;
  114186. _this._includedOnlyMeshes = [];
  114187. _this._excludedMeshes = [];
  114188. _this.neutralColor = new BABYLON.Color4(0, 0, 0, 1);
  114189. // Adapt options
  114190. _this._options = __assign({ mainTextureRatio: GlowLayer.DefaultTextureRatio, blurKernelSize: 32, mainTextureFixedSize: undefined, camera: null, mainTextureSamples: 1, renderingGroupId: -1 }, options);
  114191. // Initialize the layer
  114192. _this._init({
  114193. alphaBlendingMode: BABYLON.Engine.ALPHA_ADD,
  114194. camera: _this._options.camera,
  114195. mainTextureFixedSize: _this._options.mainTextureFixedSize,
  114196. mainTextureRatio: _this._options.mainTextureRatio,
  114197. renderingGroupId: _this._options.renderingGroupId
  114198. });
  114199. return _this;
  114200. }
  114201. Object.defineProperty(GlowLayer.prototype, "blurKernelSize", {
  114202. /**
  114203. * Gets the kernel size of the blur.
  114204. */
  114205. get: function () {
  114206. return this._horizontalBlurPostprocess1.kernel;
  114207. },
  114208. /**
  114209. * Sets the kernel size of the blur.
  114210. */
  114211. set: function (value) {
  114212. this._horizontalBlurPostprocess1.kernel = value;
  114213. this._verticalBlurPostprocess1.kernel = value;
  114214. this._horizontalBlurPostprocess2.kernel = value;
  114215. this._verticalBlurPostprocess2.kernel = value;
  114216. },
  114217. enumerable: true,
  114218. configurable: true
  114219. });
  114220. Object.defineProperty(GlowLayer.prototype, "intensity", {
  114221. /**
  114222. * Gets the glow intensity.
  114223. */
  114224. get: function () {
  114225. return this._intensity;
  114226. },
  114227. /**
  114228. * Sets the glow intensity.
  114229. */
  114230. set: function (value) {
  114231. this._intensity = value;
  114232. },
  114233. enumerable: true,
  114234. configurable: true
  114235. });
  114236. /**
  114237. * Get the effect name of the layer.
  114238. * @return The effect name
  114239. */
  114240. GlowLayer.prototype.getEffectName = function () {
  114241. return GlowLayer.EffectName;
  114242. };
  114243. /**
  114244. * Create the merge effect. This is the shader use to blit the information back
  114245. * to the main canvas at the end of the scene rendering.
  114246. */
  114247. GlowLayer.prototype._createMergeEffect = function () {
  114248. // Effect
  114249. return this._engine.createEffect("glowMapMerge", [BABYLON.VertexBuffer.PositionKind], ["offset"], ["textureSampler", "textureSampler2"], "#define EMISSIVE \n");
  114250. };
  114251. /**
  114252. * Creates the render target textures and post processes used in the glow layer.
  114253. */
  114254. GlowLayer.prototype._createTextureAndPostProcesses = function () {
  114255. var _this = this;
  114256. var blurTextureWidth = this._mainTextureDesiredSize.width;
  114257. var blurTextureHeight = this._mainTextureDesiredSize.height;
  114258. blurTextureWidth = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureWidth, this._maxSize) : blurTextureWidth;
  114259. blurTextureHeight = this._engine.needPOTTextures ? BABYLON.Tools.GetExponentOfTwo(blurTextureHeight, this._maxSize) : blurTextureHeight;
  114260. var textureType = 0;
  114261. if (this._engine.getCaps().textureHalfFloatRender) {
  114262. textureType = BABYLON.Engine.TEXTURETYPE_HALF_FLOAT;
  114263. }
  114264. else {
  114265. textureType = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  114266. }
  114267. this._blurTexture1 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT", {
  114268. width: blurTextureWidth,
  114269. height: blurTextureHeight
  114270. }, this._scene, false, true, textureType);
  114271. this._blurTexture1.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114272. this._blurTexture1.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114273. this._blurTexture1.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114274. this._blurTexture1.renderParticles = false;
  114275. this._blurTexture1.ignoreCameraViewport = true;
  114276. var blurTextureWidth2 = Math.floor(blurTextureWidth / 2);
  114277. var blurTextureHeight2 = Math.floor(blurTextureHeight / 2);
  114278. this._blurTexture2 = new BABYLON.RenderTargetTexture("GlowLayerBlurRTT2", {
  114279. width: blurTextureWidth2,
  114280. height: blurTextureHeight2
  114281. }, this._scene, false, true, textureType);
  114282. this._blurTexture2.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114283. this._blurTexture2.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  114284. this._blurTexture2.updateSamplingMode(BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  114285. this._blurTexture2.renderParticles = false;
  114286. this._blurTexture2.ignoreCameraViewport = true;
  114287. this._textures = [this._blurTexture1, this._blurTexture2];
  114288. this._horizontalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerHBP1", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114289. width: blurTextureWidth,
  114290. height: blurTextureHeight
  114291. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114292. this._horizontalBlurPostprocess1.width = blurTextureWidth;
  114293. this._horizontalBlurPostprocess1.height = blurTextureHeight;
  114294. this._horizontalBlurPostprocess1.onApplyObservable.add(function (effect) {
  114295. effect.setTexture("textureSampler", _this._mainTexture);
  114296. });
  114297. this._verticalBlurPostprocess1 = new BABYLON.BlurPostProcess("GlowLayerVBP1", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114298. width: blurTextureWidth,
  114299. height: blurTextureHeight
  114300. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114301. this._horizontalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerHBP2", new BABYLON.Vector2(1.0, 0), this._options.blurKernelSize / 2, {
  114302. width: blurTextureWidth2,
  114303. height: blurTextureHeight2
  114304. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114305. this._horizontalBlurPostprocess2.width = blurTextureWidth2;
  114306. this._horizontalBlurPostprocess2.height = blurTextureHeight2;
  114307. this._horizontalBlurPostprocess2.onApplyObservable.add(function (effect) {
  114308. effect.setTexture("textureSampler", _this._blurTexture1);
  114309. });
  114310. this._verticalBlurPostprocess2 = new BABYLON.BlurPostProcess("GlowLayerVBP2", new BABYLON.Vector2(0, 1.0), this._options.blurKernelSize / 2, {
  114311. width: blurTextureWidth2,
  114312. height: blurTextureHeight2
  114313. }, null, BABYLON.Texture.BILINEAR_SAMPLINGMODE, this._scene.getEngine(), false, textureType);
  114314. this._postProcesses = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1, this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114315. this._postProcesses1 = [this._horizontalBlurPostprocess1, this._verticalBlurPostprocess1];
  114316. this._postProcesses2 = [this._horizontalBlurPostprocess2, this._verticalBlurPostprocess2];
  114317. this._mainTexture.samples = this._options.mainTextureSamples;
  114318. this._mainTexture.onAfterUnbindObservable.add(function () {
  114319. var internalTexture = _this._blurTexture1.getInternalTexture();
  114320. if (internalTexture) {
  114321. _this._scene.postProcessManager.directRender(_this._postProcesses1, internalTexture, true);
  114322. internalTexture = _this._blurTexture2.getInternalTexture();
  114323. if (internalTexture) {
  114324. _this._scene.postProcessManager.directRender(_this._postProcesses2, internalTexture, true);
  114325. }
  114326. }
  114327. });
  114328. // Prevent autoClear.
  114329. this._postProcesses.map(function (pp) { pp.autoClear = false; });
  114330. };
  114331. /**
  114332. * Checks for the readiness of the element composing the layer.
  114333. * @param subMesh the mesh to check for
  114334. * @param useInstances specify wether or not to use instances to render the mesh
  114335. * @param emissiveTexture the associated emissive texture used to generate the glow
  114336. * @return true if ready otherwise, false
  114337. */
  114338. GlowLayer.prototype.isReady = function (subMesh, useInstances) {
  114339. var material = subMesh.getMaterial();
  114340. var mesh = subMesh.getRenderingMesh();
  114341. if (!material || !mesh) {
  114342. return false;
  114343. }
  114344. var emissiveTexture = material.emissiveTexture;
  114345. return _super.prototype._isReady.call(this, subMesh, useInstances, emissiveTexture);
  114346. };
  114347. /**
  114348. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  114349. */
  114350. GlowLayer.prototype.needStencil = function () {
  114351. return false;
  114352. };
  114353. /**
  114354. * Implementation specific of rendering the generating effect on the main canvas.
  114355. * @param effect The effect used to render through
  114356. */
  114357. GlowLayer.prototype._internalRender = function (effect) {
  114358. // Texture
  114359. effect.setTexture("textureSampler", this._blurTexture1);
  114360. effect.setTexture("textureSampler2", this._blurTexture2);
  114361. effect.setFloat("offset", this._intensity);
  114362. // Cache
  114363. var engine = this._engine;
  114364. var previousStencilBuffer = engine.getStencilBuffer();
  114365. // Draw order
  114366. engine.setStencilBuffer(false);
  114367. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  114368. // Draw order
  114369. engine.setStencilBuffer(previousStencilBuffer);
  114370. };
  114371. /**
  114372. * Sets the required values for both the emissive texture and and the main color.
  114373. */
  114374. GlowLayer.prototype._setEmissiveTextureAndColor = function (mesh, subMesh, material) {
  114375. var textureLevel = 1.0;
  114376. if (this.customEmissiveTextureSelector) {
  114377. this._emissiveTextureAndColor.texture = this.customEmissiveTextureSelector(mesh, subMesh, material);
  114378. }
  114379. else {
  114380. if (material) {
  114381. this._emissiveTextureAndColor.texture = material.emissiveTexture;
  114382. if (this._emissiveTextureAndColor.texture) {
  114383. textureLevel = this._emissiveTextureAndColor.texture.level;
  114384. }
  114385. }
  114386. else {
  114387. this._emissiveTextureAndColor.texture = null;
  114388. }
  114389. }
  114390. if (this.customEmissiveColorSelector) {
  114391. this.customEmissiveColorSelector(mesh, subMesh, material, this._emissiveTextureAndColor.color);
  114392. }
  114393. else {
  114394. if (material.emissiveColor) {
  114395. this._emissiveTextureAndColor.color.set(material.emissiveColor.r * textureLevel, material.emissiveColor.g * textureLevel, material.emissiveColor.b * textureLevel, 1.0);
  114396. }
  114397. else {
  114398. this._emissiveTextureAndColor.color.set(this.neutralColor.r, this.neutralColor.g, this.neutralColor.b, this.neutralColor.a);
  114399. }
  114400. }
  114401. };
  114402. /**
  114403. * Returns true if the mesh should render, otherwise false.
  114404. * @param mesh The mesh to render
  114405. * @returns true if it should render otherwise false
  114406. */
  114407. GlowLayer.prototype._shouldRenderMesh = function (mesh) {
  114408. return this.hasMesh(mesh);
  114409. };
  114410. /**
  114411. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  114412. * @param mesh The mesh to exclude from the glow layer
  114413. */
  114414. GlowLayer.prototype.addExcludedMesh = function (mesh) {
  114415. if (this._excludedMeshes.indexOf(mesh.uniqueId) === -1) {
  114416. this._excludedMeshes.push(mesh.uniqueId);
  114417. }
  114418. };
  114419. /**
  114420. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  114421. * @param mesh The mesh to remove
  114422. */
  114423. GlowLayer.prototype.removeExcludedMesh = function (mesh) {
  114424. var index = this._excludedMeshes.indexOf(mesh.uniqueId);
  114425. if (index !== -1) {
  114426. this._excludedMeshes.splice(index, 1);
  114427. }
  114428. };
  114429. /**
  114430. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  114431. * @param mesh The mesh to include in the glow layer
  114432. */
  114433. GlowLayer.prototype.addIncludedOnlyMesh = function (mesh) {
  114434. if (this._includedOnlyMeshes.indexOf(mesh.uniqueId) === -1) {
  114435. this._includedOnlyMeshes.push(mesh.uniqueId);
  114436. }
  114437. };
  114438. /**
  114439. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  114440. * @param mesh The mesh to remove
  114441. */
  114442. GlowLayer.prototype.removeIncludedOnlyMesh = function (mesh) {
  114443. var index = this._includedOnlyMeshes.indexOf(mesh.uniqueId);
  114444. if (index !== -1) {
  114445. this._includedOnlyMeshes.splice(index, 1);
  114446. }
  114447. };
  114448. /**
  114449. * Determine if a given mesh will be used in the glow layer
  114450. * @param mesh The mesh to test
  114451. * @returns true if the mesh will be highlighted by the current glow layer
  114452. */
  114453. GlowLayer.prototype.hasMesh = function (mesh) {
  114454. if (!_super.prototype.hasMesh.call(this, mesh)) {
  114455. return false;
  114456. }
  114457. // Included Mesh
  114458. if (this._includedOnlyMeshes.length) {
  114459. return this._includedOnlyMeshes.indexOf(mesh.uniqueId) !== -1;
  114460. }
  114461. // Excluded Mesh
  114462. if (this._excludedMeshes.length) {
  114463. return this._excludedMeshes.indexOf(mesh.uniqueId) === -1;
  114464. }
  114465. return true;
  114466. };
  114467. /**
  114468. * Free any resources and references associated to a mesh.
  114469. * Internal use
  114470. * @param mesh The mesh to free.
  114471. * @hidden
  114472. */
  114473. GlowLayer.prototype._disposeMesh = function (mesh) {
  114474. this.removeIncludedOnlyMesh(mesh);
  114475. this.removeExcludedMesh(mesh);
  114476. };
  114477. /**
  114478. * Gets the class name of the effect layer
  114479. * @returns the string with the class name of the effect layer
  114480. */
  114481. GlowLayer.prototype.getClassName = function () {
  114482. return "GlowLayer";
  114483. };
  114484. /**
  114485. * Serializes this glow layer
  114486. * @returns a serialized glow layer object
  114487. */
  114488. GlowLayer.prototype.serialize = function () {
  114489. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  114490. serializationObject.customType = "BABYLON.GlowLayer";
  114491. var index;
  114492. // Included meshes
  114493. serializationObject.includedMeshes = [];
  114494. if (this._includedOnlyMeshes.length) {
  114495. for (index = 0; index < this._includedOnlyMeshes.length; index++) {
  114496. var mesh = this._scene.getMeshByUniqueID(this._includedOnlyMeshes[index]);
  114497. if (mesh) {
  114498. serializationObject.includedMeshes.push(mesh.id);
  114499. }
  114500. }
  114501. }
  114502. // Excluded meshes
  114503. serializationObject.excludedMeshes = [];
  114504. if (this._excludedMeshes.length) {
  114505. for (index = 0; index < this._excludedMeshes.length; index++) {
  114506. var mesh = this._scene.getMeshByUniqueID(this._excludedMeshes[index]);
  114507. if (mesh) {
  114508. serializationObject.excludedMeshes.push(mesh.id);
  114509. }
  114510. }
  114511. }
  114512. return serializationObject;
  114513. };
  114514. /**
  114515. * Creates a Glow Layer from parsed glow layer data
  114516. * @param parsedGlowLayer defines glow layer data
  114517. * @param scene defines the current scene
  114518. * @param rootUrl defines the root URL containing the glow layer information
  114519. * @returns a parsed Glow Layer
  114520. */
  114521. GlowLayer.Parse = function (parsedGlowLayer, scene, rootUrl) {
  114522. var gl = BABYLON.SerializationHelper.Parse(function () { return new GlowLayer(parsedGlowLayer.name, scene, parsedGlowLayer.options); }, parsedGlowLayer, scene, rootUrl);
  114523. var index;
  114524. // Excluded meshes
  114525. for (index = 0; index < parsedGlowLayer.excludedMeshes.length; index++) {
  114526. var mesh = scene.getMeshByID(parsedGlowLayer.excludedMeshes[index]);
  114527. if (mesh) {
  114528. gl.addExcludedMesh(mesh);
  114529. }
  114530. }
  114531. // Included meshes
  114532. for (index = 0; index < parsedGlowLayer.includedMeshes.length; index++) {
  114533. var mesh = scene.getMeshByID(parsedGlowLayer.includedMeshes[index]);
  114534. if (mesh) {
  114535. gl.addIncludedOnlyMesh(mesh);
  114536. }
  114537. }
  114538. return gl;
  114539. };
  114540. /**
  114541. * Effect Name of the layer.
  114542. */
  114543. GlowLayer.EffectName = "GlowLayer";
  114544. /**
  114545. * The default blur kernel size used for the glow.
  114546. */
  114547. GlowLayer.DefaultBlurKernelSize = 32;
  114548. /**
  114549. * The default texture size ratio used for the glow.
  114550. */
  114551. GlowLayer.DefaultTextureRatio = 0.5;
  114552. __decorate([
  114553. BABYLON.serialize()
  114554. ], GlowLayer.prototype, "blurKernelSize", null);
  114555. __decorate([
  114556. BABYLON.serialize()
  114557. ], GlowLayer.prototype, "intensity", null);
  114558. __decorate([
  114559. BABYLON.serialize("options")
  114560. ], GlowLayer.prototype, "_options", void 0);
  114561. return GlowLayer;
  114562. }(BABYLON.EffectLayer));
  114563. BABYLON.GlowLayer = GlowLayer;
  114564. })(BABYLON || (BABYLON = {}));
  114565. //# sourceMappingURL=babylon.glowLayer.js.map
  114566. var BABYLON;
  114567. (function (BABYLON) {
  114568. /**
  114569. * Defines the list of states available for a task inside a AssetsManager
  114570. */
  114571. var AssetTaskState;
  114572. (function (AssetTaskState) {
  114573. /**
  114574. * Initialization
  114575. */
  114576. AssetTaskState[AssetTaskState["INIT"] = 0] = "INIT";
  114577. /**
  114578. * Running
  114579. */
  114580. AssetTaskState[AssetTaskState["RUNNING"] = 1] = "RUNNING";
  114581. /**
  114582. * Done
  114583. */
  114584. AssetTaskState[AssetTaskState["DONE"] = 2] = "DONE";
  114585. /**
  114586. * Error
  114587. */
  114588. AssetTaskState[AssetTaskState["ERROR"] = 3] = "ERROR";
  114589. })(AssetTaskState = BABYLON.AssetTaskState || (BABYLON.AssetTaskState = {}));
  114590. /**
  114591. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  114592. */
  114593. var AbstractAssetTask = /** @class */ (function () {
  114594. /**
  114595. * Creates a new AssetsManager
  114596. * @param name defines the name of the task
  114597. */
  114598. function AbstractAssetTask(
  114599. /**
  114600. * Task name
  114601. */ name) {
  114602. this.name = name;
  114603. this._isCompleted = false;
  114604. this._taskState = AssetTaskState.INIT;
  114605. }
  114606. Object.defineProperty(AbstractAssetTask.prototype, "isCompleted", {
  114607. /**
  114608. * Get if the task is completed
  114609. */
  114610. get: function () {
  114611. return this._isCompleted;
  114612. },
  114613. enumerable: true,
  114614. configurable: true
  114615. });
  114616. Object.defineProperty(AbstractAssetTask.prototype, "taskState", {
  114617. /**
  114618. * Gets the current state of the task
  114619. */
  114620. get: function () {
  114621. return this._taskState;
  114622. },
  114623. enumerable: true,
  114624. configurable: true
  114625. });
  114626. Object.defineProperty(AbstractAssetTask.prototype, "errorObject", {
  114627. /**
  114628. * Gets the current error object (if task is in error)
  114629. */
  114630. get: function () {
  114631. return this._errorObject;
  114632. },
  114633. enumerable: true,
  114634. configurable: true
  114635. });
  114636. /**
  114637. * Internal only
  114638. * @hidden
  114639. */
  114640. AbstractAssetTask.prototype._setErrorObject = function (message, exception) {
  114641. if (this._errorObject) {
  114642. return;
  114643. }
  114644. this._errorObject = {
  114645. message: message,
  114646. exception: exception
  114647. };
  114648. };
  114649. /**
  114650. * Execute the current task
  114651. * @param scene defines the scene where you want your assets to be loaded
  114652. * @param onSuccess is a callback called when the task is successfully executed
  114653. * @param onError is a callback called if an error occurs
  114654. */
  114655. AbstractAssetTask.prototype.run = function (scene, onSuccess, onError) {
  114656. var _this = this;
  114657. this._taskState = AssetTaskState.RUNNING;
  114658. this.runTask(scene, function () {
  114659. _this.onDoneCallback(onSuccess, onError);
  114660. }, function (msg, exception) {
  114661. _this.onErrorCallback(onError, msg, exception);
  114662. });
  114663. };
  114664. /**
  114665. * Execute the current task
  114666. * @param scene defines the scene where you want your assets to be loaded
  114667. * @param onSuccess is a callback called when the task is successfully executed
  114668. * @param onError is a callback called if an error occurs
  114669. */
  114670. AbstractAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114671. throw new Error("runTask is not implemented");
  114672. };
  114673. /**
  114674. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  114675. * This can be used with failed tasks that have the reason for failure fixed.
  114676. */
  114677. AbstractAssetTask.prototype.reset = function () {
  114678. this._taskState = AssetTaskState.INIT;
  114679. };
  114680. AbstractAssetTask.prototype.onErrorCallback = function (onError, message, exception) {
  114681. this._taskState = AssetTaskState.ERROR;
  114682. this._errorObject = {
  114683. message: message,
  114684. exception: exception
  114685. };
  114686. if (this.onError) {
  114687. this.onError(this, message, exception);
  114688. }
  114689. onError();
  114690. };
  114691. AbstractAssetTask.prototype.onDoneCallback = function (onSuccess, onError) {
  114692. try {
  114693. this._taskState = AssetTaskState.DONE;
  114694. this._isCompleted = true;
  114695. if (this.onSuccess) {
  114696. this.onSuccess(this);
  114697. }
  114698. onSuccess();
  114699. }
  114700. catch (e) {
  114701. this.onErrorCallback(onError, "Task is done, error executing success callback(s)", e);
  114702. }
  114703. };
  114704. return AbstractAssetTask;
  114705. }());
  114706. BABYLON.AbstractAssetTask = AbstractAssetTask;
  114707. /**
  114708. * Class used to share progress information about assets loading
  114709. */
  114710. var AssetsProgressEvent = /** @class */ (function () {
  114711. /**
  114712. * Creates a AssetsProgressEvent
  114713. * @param remainingCount defines the number of remaining tasks to process
  114714. * @param totalCount defines the total number of tasks
  114715. * @param task defines the task that was just processed
  114716. */
  114717. function AssetsProgressEvent(remainingCount, totalCount, task) {
  114718. this.remainingCount = remainingCount;
  114719. this.totalCount = totalCount;
  114720. this.task = task;
  114721. }
  114722. return AssetsProgressEvent;
  114723. }());
  114724. BABYLON.AssetsProgressEvent = AssetsProgressEvent;
  114725. /**
  114726. * Define a task used by AssetsManager to load meshes
  114727. */
  114728. var MeshAssetTask = /** @class */ (function (_super) {
  114729. __extends(MeshAssetTask, _super);
  114730. /**
  114731. * Creates a new MeshAssetTask
  114732. * @param name defines the name of the task
  114733. * @param meshesNames defines the list of mesh's names you want to load
  114734. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  114735. * @param sceneFilename defines the filename of the scene to load from
  114736. */
  114737. function MeshAssetTask(
  114738. /**
  114739. * Defines the name of the task
  114740. */
  114741. name,
  114742. /**
  114743. * Defines the list of mesh's names you want to load
  114744. */
  114745. meshesNames,
  114746. /**
  114747. * Defines the root url to use as a base to load your meshes and associated resources
  114748. */
  114749. rootUrl,
  114750. /**
  114751. * Defines the filename of the scene to load from
  114752. */
  114753. sceneFilename) {
  114754. var _this = _super.call(this, name) || this;
  114755. _this.name = name;
  114756. _this.meshesNames = meshesNames;
  114757. _this.rootUrl = rootUrl;
  114758. _this.sceneFilename = sceneFilename;
  114759. return _this;
  114760. }
  114761. /**
  114762. * Execute the current task
  114763. * @param scene defines the scene where you want your assets to be loaded
  114764. * @param onSuccess is a callback called when the task is successfully executed
  114765. * @param onError is a callback called if an error occurs
  114766. */
  114767. MeshAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114768. var _this = this;
  114769. BABYLON.SceneLoader.ImportMesh(this.meshesNames, this.rootUrl, this.sceneFilename, scene, function (meshes, particleSystems, skeletons) {
  114770. _this.loadedMeshes = meshes;
  114771. _this.loadedParticleSystems = particleSystems;
  114772. _this.loadedSkeletons = skeletons;
  114773. onSuccess();
  114774. }, null, function (scene, message, exception) {
  114775. onError(message, exception);
  114776. });
  114777. };
  114778. return MeshAssetTask;
  114779. }(AbstractAssetTask));
  114780. BABYLON.MeshAssetTask = MeshAssetTask;
  114781. /**
  114782. * Define a task used by AssetsManager to load text content
  114783. */
  114784. var TextFileAssetTask = /** @class */ (function (_super) {
  114785. __extends(TextFileAssetTask, _super);
  114786. /**
  114787. * Creates a new TextFileAssetTask object
  114788. * @param name defines the name of the task
  114789. * @param url defines the location of the file to load
  114790. */
  114791. function TextFileAssetTask(
  114792. /**
  114793. * Defines the name of the task
  114794. */
  114795. name,
  114796. /**
  114797. * Defines the location of the file to load
  114798. */
  114799. url) {
  114800. var _this = _super.call(this, name) || this;
  114801. _this.name = name;
  114802. _this.url = url;
  114803. return _this;
  114804. }
  114805. /**
  114806. * Execute the current task
  114807. * @param scene defines the scene where you want your assets to be loaded
  114808. * @param onSuccess is a callback called when the task is successfully executed
  114809. * @param onError is a callback called if an error occurs
  114810. */
  114811. TextFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114812. var _this = this;
  114813. scene._loadFile(this.url, function (data) {
  114814. _this.text = data;
  114815. onSuccess();
  114816. }, undefined, false, false, function (request, exception) {
  114817. if (request) {
  114818. onError(request.status + " " + request.statusText, exception);
  114819. }
  114820. });
  114821. };
  114822. return TextFileAssetTask;
  114823. }(AbstractAssetTask));
  114824. BABYLON.TextFileAssetTask = TextFileAssetTask;
  114825. /**
  114826. * Define a task used by AssetsManager to load binary data
  114827. */
  114828. var BinaryFileAssetTask = /** @class */ (function (_super) {
  114829. __extends(BinaryFileAssetTask, _super);
  114830. /**
  114831. * Creates a new BinaryFileAssetTask object
  114832. * @param name defines the name of the new task
  114833. * @param url defines the location of the file to load
  114834. */
  114835. function BinaryFileAssetTask(
  114836. /**
  114837. * Defines the name of the task
  114838. */
  114839. name,
  114840. /**
  114841. * Defines the location of the file to load
  114842. */
  114843. url) {
  114844. var _this = _super.call(this, name) || this;
  114845. _this.name = name;
  114846. _this.url = url;
  114847. return _this;
  114848. }
  114849. /**
  114850. * Execute the current task
  114851. * @param scene defines the scene where you want your assets to be loaded
  114852. * @param onSuccess is a callback called when the task is successfully executed
  114853. * @param onError is a callback called if an error occurs
  114854. */
  114855. BinaryFileAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114856. var _this = this;
  114857. scene._loadFile(this.url, function (data) {
  114858. _this.data = data;
  114859. onSuccess();
  114860. }, undefined, true, true, function (request, exception) {
  114861. if (request) {
  114862. onError(request.status + " " + request.statusText, exception);
  114863. }
  114864. });
  114865. };
  114866. return BinaryFileAssetTask;
  114867. }(AbstractAssetTask));
  114868. BABYLON.BinaryFileAssetTask = BinaryFileAssetTask;
  114869. /**
  114870. * Define a task used by AssetsManager to load images
  114871. */
  114872. var ImageAssetTask = /** @class */ (function (_super) {
  114873. __extends(ImageAssetTask, _super);
  114874. /**
  114875. * Creates a new ImageAssetTask
  114876. * @param name defines the name of the task
  114877. * @param url defines the location of the image to load
  114878. */
  114879. function ImageAssetTask(
  114880. /**
  114881. * Defines the name of the task
  114882. */
  114883. name,
  114884. /**
  114885. * Defines the location of the image to load
  114886. */
  114887. url) {
  114888. var _this = _super.call(this, name) || this;
  114889. _this.name = name;
  114890. _this.url = url;
  114891. return _this;
  114892. }
  114893. /**
  114894. * Execute the current task
  114895. * @param scene defines the scene where you want your assets to be loaded
  114896. * @param onSuccess is a callback called when the task is successfully executed
  114897. * @param onError is a callback called if an error occurs
  114898. */
  114899. ImageAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114900. var _this = this;
  114901. var img = new Image();
  114902. BABYLON.Tools.SetCorsBehavior(this.url, img);
  114903. img.onload = function () {
  114904. _this.image = img;
  114905. onSuccess();
  114906. };
  114907. img.onerror = function (err) {
  114908. onError("Error loading image", err);
  114909. };
  114910. img.src = this.url;
  114911. };
  114912. return ImageAssetTask;
  114913. }(AbstractAssetTask));
  114914. BABYLON.ImageAssetTask = ImageAssetTask;
  114915. /**
  114916. * Define a task used by AssetsManager to load 2D textures
  114917. */
  114918. var TextureAssetTask = /** @class */ (function (_super) {
  114919. __extends(TextureAssetTask, _super);
  114920. /**
  114921. * Creates a new TextureAssetTask object
  114922. * @param name defines the name of the task
  114923. * @param url defines the location of the file to load
  114924. * @param noMipmap defines if mipmap should not be generated (default is false)
  114925. * @param invertY defines if texture must be inverted on Y axis (default is false)
  114926. * @param samplingMode defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114927. */
  114928. function TextureAssetTask(
  114929. /**
  114930. * Defines the name of the task
  114931. */
  114932. name,
  114933. /**
  114934. * Defines the location of the file to load
  114935. */
  114936. url,
  114937. /**
  114938. * Defines if mipmap should not be generated (default is false)
  114939. */
  114940. noMipmap,
  114941. /**
  114942. * Defines if texture must be inverted on Y axis (default is false)
  114943. */
  114944. invertY,
  114945. /**
  114946. * Defines the sampling mode to use (default is BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  114947. */
  114948. samplingMode) {
  114949. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  114950. var _this = _super.call(this, name) || this;
  114951. _this.name = name;
  114952. _this.url = url;
  114953. _this.noMipmap = noMipmap;
  114954. _this.invertY = invertY;
  114955. _this.samplingMode = samplingMode;
  114956. return _this;
  114957. }
  114958. /**
  114959. * Execute the current task
  114960. * @param scene defines the scene where you want your assets to be loaded
  114961. * @param onSuccess is a callback called when the task is successfully executed
  114962. * @param onError is a callback called if an error occurs
  114963. */
  114964. TextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  114965. var onload = function () {
  114966. onSuccess();
  114967. };
  114968. var onerror = function (message, exception) {
  114969. onError(message, exception);
  114970. };
  114971. this.texture = new BABYLON.Texture(this.url, scene, this.noMipmap, this.invertY, this.samplingMode, onload, onerror);
  114972. };
  114973. return TextureAssetTask;
  114974. }(AbstractAssetTask));
  114975. BABYLON.TextureAssetTask = TextureAssetTask;
  114976. /**
  114977. * Define a task used by AssetsManager to load cube textures
  114978. */
  114979. var CubeTextureAssetTask = /** @class */ (function (_super) {
  114980. __extends(CubeTextureAssetTask, _super);
  114981. /**
  114982. * Creates a new CubeTextureAssetTask
  114983. * @param name defines the name of the task
  114984. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114985. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  114986. * @param noMipmap defines if mipmaps should not be generated (default is false)
  114987. * @param files defines the explicit list of files (undefined by default)
  114988. */
  114989. function CubeTextureAssetTask(
  114990. /**
  114991. * Defines the name of the task
  114992. */
  114993. name,
  114994. /**
  114995. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  114996. */
  114997. url,
  114998. /**
  114999. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  115000. */
  115001. extensions,
  115002. /**
  115003. * Defines if mipmaps should not be generated (default is false)
  115004. */
  115005. noMipmap,
  115006. /**
  115007. * Defines the explicit list of files (undefined by default)
  115008. */
  115009. files) {
  115010. var _this = _super.call(this, name) || this;
  115011. _this.name = name;
  115012. _this.url = url;
  115013. _this.extensions = extensions;
  115014. _this.noMipmap = noMipmap;
  115015. _this.files = files;
  115016. return _this;
  115017. }
  115018. /**
  115019. * Execute the current task
  115020. * @param scene defines the scene where you want your assets to be loaded
  115021. * @param onSuccess is a callback called when the task is successfully executed
  115022. * @param onError is a callback called if an error occurs
  115023. */
  115024. CubeTextureAssetTask.prototype.runTask = function (scene, onSuccess, onError) {
  115025. var onload = function () {
  115026. onSuccess();
  115027. };
  115028. var onerror = function (message, exception) {
  115029. onError(message, exception);
  115030. };
  115031. this.texture = new BABYLON.CubeTexture(this.url, scene, this.extensions, this.noMipmap, this.files, onload, onerror);
  115032. };
  115033. return CubeTextureAssetTask;
  115034. }(AbstractAssetTask));
  115035. BABYLON.CubeTextureAssetTask = CubeTextureAssetTask;
  115036. /**
  115037. * Define a task used by AssetsManager to load HDR cube textures
  115038. */
  115039. var HDRCubeTextureAssetTask = /** @class */ (function (_super) {
  115040. __extends(HDRCubeTextureAssetTask, _super);
  115041. /**
  115042. * Creates a new HDRCubeTextureAssetTask object
  115043. * @param name defines the name of the task
  115044. * @param url defines the location of the file to load
  115045. * @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.
  115046. * @param noMipmap defines if mipmaps should not be generated (default is false)
  115047. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115048. * @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)
  115049. * @param reserved Internal use only
  115050. */
  115051. function HDRCubeTextureAssetTask(
  115052. /**
  115053. * Defines the name of the task
  115054. */
  115055. name,
  115056. /**
  115057. * Defines the location of the file to load
  115058. */
  115059. url,
  115060. /**
  115061. * Defines the desired size (the more it increases the longer the generation will be)
  115062. */
  115063. size,
  115064. /**
  115065. * Defines if mipmaps should not be generated (default is false)
  115066. */
  115067. noMipmap,
  115068. /**
  115069. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  115070. */
  115071. generateHarmonics,
  115072. /**
  115073. * 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)
  115074. */
  115075. gammaSpace,
  115076. /**
  115077. * Internal Use Only
  115078. */
  115079. reserved) {
  115080. if (noMipmap === void 0) { noMipmap = false; }
  115081. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115082. if (gammaSpace === void 0) { gammaSpace = false; }
  115083. if (reserved === void 0) { reserved = false; }
  115084. var _this = _super.call(this, name) || this;
  115085. _this.name = name;
  115086. _this.url = url;
  115087. _this.size = size;
  115088. _this.noMipmap = noMipmap;
  115089. _this.generateHarmonics = generateHarmonics;
  115090. _this.gammaSpace = gammaSpace;
  115091. _this.reserved = reserved;
  115092. return _this;
  115093. }
  115094. /**
  115095. * Execute the current task
  115096. * @param scene defines the scene where you want your assets to be loaded
  115097. * @param onSuccess is a callback called when the task is successfully executed
  115098. * @param onError is a callback called if an error occurs
  115099. */
  115100. HDRCubeTextureAssetTask.prototype.run = function (scene, onSuccess, onError) {
  115101. var onload = function () {
  115102. onSuccess();
  115103. };
  115104. var onerror = function (message, exception) {
  115105. onError(message, exception);
  115106. };
  115107. this.texture = new BABYLON.HDRCubeTexture(this.url, scene, this.size, this.noMipmap, this.generateHarmonics, this.gammaSpace, this.reserved, onload, onerror);
  115108. };
  115109. return HDRCubeTextureAssetTask;
  115110. }(AbstractAssetTask));
  115111. BABYLON.HDRCubeTextureAssetTask = HDRCubeTextureAssetTask;
  115112. /**
  115113. * This class can be used to easily import assets into a scene
  115114. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  115115. */
  115116. var AssetsManager = /** @class */ (function () {
  115117. /**
  115118. * Creates a new AssetsManager
  115119. * @param scene defines the scene to work on
  115120. */
  115121. function AssetsManager(scene) {
  115122. this._isLoading = false;
  115123. this._tasks = new Array();
  115124. this._waitingTasksCount = 0;
  115125. this._totalTasksCount = 0;
  115126. /**
  115127. * Observable called when all tasks are processed
  115128. */
  115129. this.onTaskSuccessObservable = new BABYLON.Observable();
  115130. /**
  115131. * Observable called when a task had an error
  115132. */
  115133. this.onTaskErrorObservable = new BABYLON.Observable();
  115134. /**
  115135. * Observable called when a task is successful
  115136. */
  115137. this.onTasksDoneObservable = new BABYLON.Observable();
  115138. /**
  115139. * Observable called when a task is done (whatever the result is)
  115140. */
  115141. this.onProgressObservable = new BABYLON.Observable();
  115142. /**
  115143. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  115144. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  115145. */
  115146. this.useDefaultLoadingScreen = true;
  115147. this._scene = scene;
  115148. }
  115149. /**
  115150. * Add a MeshAssetTask to the list of active tasks
  115151. * @param taskName defines the name of the new task
  115152. * @param meshesNames defines the name of meshes to load
  115153. * @param rootUrl defines the root url to use to locate files
  115154. * @param sceneFilename defines the filename of the scene file
  115155. * @returns a new MeshAssetTask object
  115156. */
  115157. AssetsManager.prototype.addMeshTask = function (taskName, meshesNames, rootUrl, sceneFilename) {
  115158. var task = new MeshAssetTask(taskName, meshesNames, rootUrl, sceneFilename);
  115159. this._tasks.push(task);
  115160. return task;
  115161. };
  115162. /**
  115163. * Add a TextFileAssetTask to the list of active tasks
  115164. * @param taskName defines the name of the new task
  115165. * @param url defines the url of the file to load
  115166. * @returns a new TextFileAssetTask object
  115167. */
  115168. AssetsManager.prototype.addTextFileTask = function (taskName, url) {
  115169. var task = new TextFileAssetTask(taskName, url);
  115170. this._tasks.push(task);
  115171. return task;
  115172. };
  115173. /**
  115174. * Add a BinaryFileAssetTask to the list of active tasks
  115175. * @param taskName defines the name of the new task
  115176. * @param url defines the url of the file to load
  115177. * @returns a new BinaryFileAssetTask object
  115178. */
  115179. AssetsManager.prototype.addBinaryFileTask = function (taskName, url) {
  115180. var task = new BinaryFileAssetTask(taskName, url);
  115181. this._tasks.push(task);
  115182. return task;
  115183. };
  115184. /**
  115185. * Add a ImageAssetTask to the list of active tasks
  115186. * @param taskName defines the name of the new task
  115187. * @param url defines the url of the file to load
  115188. * @returns a new ImageAssetTask object
  115189. */
  115190. AssetsManager.prototype.addImageTask = function (taskName, url) {
  115191. var task = new ImageAssetTask(taskName, url);
  115192. this._tasks.push(task);
  115193. return task;
  115194. };
  115195. /**
  115196. * Add a TextureAssetTask to the list of active tasks
  115197. * @param taskName defines the name of the new task
  115198. * @param url defines the url of the file to load
  115199. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115200. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  115201. * @param samplingMode defines the sampling mode to use (BABYLON.Texture.TRILINEAR_SAMPLINGMODE by default)
  115202. * @returns a new TextureAssetTask object
  115203. */
  115204. AssetsManager.prototype.addTextureTask = function (taskName, url, noMipmap, invertY, samplingMode) {
  115205. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  115206. var task = new TextureAssetTask(taskName, url, noMipmap, invertY, samplingMode);
  115207. this._tasks.push(task);
  115208. return task;
  115209. };
  115210. /**
  115211. * Add a CubeTextureAssetTask to the list of active tasks
  115212. * @param taskName defines the name of the new task
  115213. * @param url defines the url of the file to load
  115214. * @param extensions defines the extension to use to load the cube map (can be null)
  115215. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115216. * @param files defines the list of files to load (can be null)
  115217. * @returns a new CubeTextureAssetTask object
  115218. */
  115219. AssetsManager.prototype.addCubeTextureTask = function (taskName, url, extensions, noMipmap, files) {
  115220. var task = new CubeTextureAssetTask(taskName, url, extensions, noMipmap, files);
  115221. this._tasks.push(task);
  115222. return task;
  115223. };
  115224. /**
  115225. *
  115226. * Add a HDRCubeTextureAssetTask to the list of active tasks
  115227. * @param taskName defines the name of the new task
  115228. * @param url defines the url of the file to load
  115229. * @param size defines the size you want for the cubemap (can be null)
  115230. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  115231. * @param generateHarmonics defines if you want to automatically generate (true by default)
  115232. * @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)
  115233. * @param reserved Internal use only
  115234. * @returns a new HDRCubeTextureAssetTask object
  115235. */
  115236. AssetsManager.prototype.addHDRCubeTextureTask = function (taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved) {
  115237. if (noMipmap === void 0) { noMipmap = false; }
  115238. if (generateHarmonics === void 0) { generateHarmonics = true; }
  115239. if (gammaSpace === void 0) { gammaSpace = false; }
  115240. if (reserved === void 0) { reserved = false; }
  115241. var task = new HDRCubeTextureAssetTask(taskName, url, size, noMipmap, generateHarmonics, gammaSpace, reserved);
  115242. this._tasks.push(task);
  115243. return task;
  115244. };
  115245. /**
  115246. * Remove a task from the assets manager.
  115247. * @param task the task to remove
  115248. */
  115249. AssetsManager.prototype.removeTask = function (task) {
  115250. var index = this._tasks.indexOf(task);
  115251. if (index > -1) {
  115252. this._tasks.splice(index, 1);
  115253. }
  115254. };
  115255. AssetsManager.prototype._decreaseWaitingTasksCount = function (task) {
  115256. this._waitingTasksCount--;
  115257. try {
  115258. if (this.onProgress) {
  115259. this.onProgress(this._waitingTasksCount, this._totalTasksCount, task);
  115260. }
  115261. this.onProgressObservable.notifyObservers(new AssetsProgressEvent(this._waitingTasksCount, this._totalTasksCount, task));
  115262. }
  115263. catch (e) {
  115264. BABYLON.Tools.Error("Error running progress callbacks.");
  115265. console.log(e);
  115266. }
  115267. if (this._waitingTasksCount === 0) {
  115268. try {
  115269. if (this.onFinish) {
  115270. this.onFinish(this._tasks);
  115271. }
  115272. // Let's remove successfull tasks
  115273. var currentTasks = this._tasks.slice();
  115274. for (var _i = 0, currentTasks_1 = currentTasks; _i < currentTasks_1.length; _i++) {
  115275. var task = currentTasks_1[_i];
  115276. if (task.taskState === AssetTaskState.DONE) {
  115277. var index = this._tasks.indexOf(task);
  115278. if (index > -1) {
  115279. this._tasks.splice(index, 1);
  115280. }
  115281. }
  115282. }
  115283. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115284. }
  115285. catch (e) {
  115286. BABYLON.Tools.Error("Error running tasks-done callbacks.");
  115287. console.log(e);
  115288. }
  115289. this._isLoading = false;
  115290. this._scene.getEngine().hideLoadingUI();
  115291. }
  115292. };
  115293. AssetsManager.prototype._runTask = function (task) {
  115294. var _this = this;
  115295. var done = function () {
  115296. try {
  115297. if (_this.onTaskSuccess) {
  115298. _this.onTaskSuccess(task);
  115299. }
  115300. _this.onTaskSuccessObservable.notifyObservers(task);
  115301. _this._decreaseWaitingTasksCount(task);
  115302. }
  115303. catch (e) {
  115304. error("Error executing task success callbacks", e);
  115305. }
  115306. };
  115307. var error = function (message, exception) {
  115308. task._setErrorObject(message, exception);
  115309. if (_this.onTaskError) {
  115310. _this.onTaskError(task);
  115311. }
  115312. _this.onTaskErrorObservable.notifyObservers(task);
  115313. _this._decreaseWaitingTasksCount(task);
  115314. };
  115315. task.run(this._scene, done, error);
  115316. };
  115317. /**
  115318. * Reset the AssetsManager and remove all tasks
  115319. * @return the current instance of the AssetsManager
  115320. */
  115321. AssetsManager.prototype.reset = function () {
  115322. this._isLoading = false;
  115323. this._tasks = new Array();
  115324. return this;
  115325. };
  115326. /**
  115327. * Start the loading process
  115328. * @return the current instance of the AssetsManager
  115329. */
  115330. AssetsManager.prototype.load = function () {
  115331. if (this._isLoading) {
  115332. return this;
  115333. }
  115334. this._isLoading = true;
  115335. this._waitingTasksCount = this._tasks.length;
  115336. this._totalTasksCount = this._tasks.length;
  115337. if (this._waitingTasksCount === 0) {
  115338. this._isLoading = false;
  115339. if (this.onFinish) {
  115340. this.onFinish(this._tasks);
  115341. }
  115342. this.onTasksDoneObservable.notifyObservers(this._tasks);
  115343. return this;
  115344. }
  115345. if (this.useDefaultLoadingScreen) {
  115346. this._scene.getEngine().displayLoadingUI();
  115347. }
  115348. for (var index = 0; index < this._tasks.length; index++) {
  115349. var task = this._tasks[index];
  115350. if (task.taskState === AssetTaskState.INIT) {
  115351. this._runTask(task);
  115352. }
  115353. }
  115354. return this;
  115355. };
  115356. return AssetsManager;
  115357. }());
  115358. BABYLON.AssetsManager = AssetsManager;
  115359. })(BABYLON || (BABYLON = {}));
  115360. //# sourceMappingURL=babylon.assetsManager.js.map
  115361. var BABYLON;
  115362. (function (BABYLON) {
  115363. var serializedGeometries = [];
  115364. var serializeGeometry = function (geometry, serializationGeometries) {
  115365. if (serializedGeometries[geometry.id]) {
  115366. return;
  115367. }
  115368. if (geometry.doNotSerialize) {
  115369. return;
  115370. }
  115371. if (geometry instanceof BABYLON.BoxGeometry) {
  115372. serializationGeometries.boxes.push(geometry.serialize());
  115373. }
  115374. else if (geometry instanceof BABYLON.SphereGeometry) {
  115375. serializationGeometries.spheres.push(geometry.serialize());
  115376. }
  115377. else if (geometry instanceof BABYLON.CylinderGeometry) {
  115378. serializationGeometries.cylinders.push(geometry.serialize());
  115379. }
  115380. else if (geometry instanceof BABYLON.TorusGeometry) {
  115381. serializationGeometries.toruses.push(geometry.serialize());
  115382. }
  115383. else if (geometry instanceof BABYLON.GroundGeometry) {
  115384. serializationGeometries.grounds.push(geometry.serialize());
  115385. }
  115386. else if (geometry instanceof BABYLON.Plane) {
  115387. serializationGeometries.planes.push(geometry.serialize());
  115388. }
  115389. else if (geometry instanceof BABYLON.TorusKnotGeometry) {
  115390. serializationGeometries.torusKnots.push(geometry.serialize());
  115391. }
  115392. else if (geometry instanceof BABYLON._PrimitiveGeometry) {
  115393. throw new Error("Unknown primitive type");
  115394. }
  115395. else {
  115396. serializationGeometries.vertexData.push(geometry.serializeVerticeData());
  115397. }
  115398. serializedGeometries[geometry.id] = true;
  115399. };
  115400. var serializeMesh = function (mesh, serializationScene) {
  115401. var serializationObject = {};
  115402. // Geometry
  115403. var geometry = mesh._geometry;
  115404. if (geometry) {
  115405. if (!mesh.getScene().getGeometryByID(geometry.id)) {
  115406. // 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
  115407. serializeGeometry(geometry, serializationScene.geometries);
  115408. }
  115409. }
  115410. // Custom
  115411. if (mesh.serialize) {
  115412. mesh.serialize(serializationObject);
  115413. }
  115414. return serializationObject;
  115415. };
  115416. var finalizeSingleMesh = function (mesh, serializationObject) {
  115417. //only works if the mesh is already loaded
  115418. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115419. //serialize material
  115420. if (mesh.material) {
  115421. if (mesh.material instanceof BABYLON.MultiMaterial) {
  115422. serializationObject.multiMaterials = serializationObject.multiMaterials || [];
  115423. serializationObject.materials = serializationObject.materials || [];
  115424. if (!serializationObject.multiMaterials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115425. serializationObject.multiMaterials.push(mesh.material.serialize());
  115426. var _loop_1 = function (submaterial) {
  115427. if (submaterial) {
  115428. if (!serializationObject.materials.some(function (mat) { return (mat.id === submaterial.id); })) {
  115429. serializationObject.materials.push(submaterial.serialize());
  115430. }
  115431. }
  115432. };
  115433. for (var _i = 0, _a = mesh.material.subMaterials; _i < _a.length; _i++) {
  115434. var submaterial = _a[_i];
  115435. _loop_1(submaterial);
  115436. }
  115437. }
  115438. }
  115439. else {
  115440. serializationObject.materials = serializationObject.materials || [];
  115441. if (!serializationObject.materials.some(function (mat) { return (mat.id === mesh.material.id); })) {
  115442. serializationObject.materials.push(mesh.material.serialize());
  115443. }
  115444. }
  115445. }
  115446. //serialize geometry
  115447. var geometry = mesh._geometry;
  115448. if (geometry) {
  115449. if (!serializationObject.geometries) {
  115450. serializationObject.geometries = {};
  115451. serializationObject.geometries.boxes = [];
  115452. serializationObject.geometries.spheres = [];
  115453. serializationObject.geometries.cylinders = [];
  115454. serializationObject.geometries.toruses = [];
  115455. serializationObject.geometries.grounds = [];
  115456. serializationObject.geometries.planes = [];
  115457. serializationObject.geometries.torusKnots = [];
  115458. serializationObject.geometries.vertexData = [];
  115459. }
  115460. serializeGeometry(geometry, serializationObject.geometries);
  115461. }
  115462. // Skeletons
  115463. if (mesh.skeleton) {
  115464. serializationObject.skeletons = serializationObject.skeletons || [];
  115465. serializationObject.skeletons.push(mesh.skeleton.serialize());
  115466. }
  115467. //serialize the actual mesh
  115468. serializationObject.meshes = serializationObject.meshes || [];
  115469. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115470. }
  115471. };
  115472. /**
  115473. * Class used to serialize a scene into a string
  115474. */
  115475. var SceneSerializer = /** @class */ (function () {
  115476. function SceneSerializer() {
  115477. }
  115478. /**
  115479. * Clear cache used by a previous serialization
  115480. */
  115481. SceneSerializer.ClearCache = function () {
  115482. serializedGeometries = [];
  115483. };
  115484. /**
  115485. * Serialize a scene into a JSON compatible object
  115486. * @param scene defines the scene to serialize
  115487. * @returns a JSON compatible object
  115488. */
  115489. SceneSerializer.Serialize = function (scene) {
  115490. var serializationObject = {};
  115491. SceneSerializer.ClearCache();
  115492. // Scene
  115493. serializationObject.useDelayedTextureLoading = scene.useDelayedTextureLoading;
  115494. serializationObject.autoClear = scene.autoClear;
  115495. serializationObject.clearColor = scene.clearColor.asArray();
  115496. serializationObject.ambientColor = scene.ambientColor.asArray();
  115497. serializationObject.gravity = scene.gravity.asArray();
  115498. serializationObject.collisionsEnabled = scene.collisionsEnabled;
  115499. serializationObject.workerCollisions = scene.workerCollisions;
  115500. // Fog
  115501. if (scene.fogMode && scene.fogMode !== 0) {
  115502. serializationObject.fogMode = scene.fogMode;
  115503. serializationObject.fogColor = scene.fogColor.asArray();
  115504. serializationObject.fogStart = scene.fogStart;
  115505. serializationObject.fogEnd = scene.fogEnd;
  115506. serializationObject.fogDensity = scene.fogDensity;
  115507. }
  115508. //Physics
  115509. if (scene.isPhysicsEnabled()) {
  115510. var physicEngine = scene.getPhysicsEngine();
  115511. if (physicEngine) {
  115512. serializationObject.physicsEnabled = true;
  115513. serializationObject.physicsGravity = physicEngine.gravity.asArray();
  115514. serializationObject.physicsEngine = physicEngine.getPhysicsPluginName();
  115515. }
  115516. }
  115517. // Metadata
  115518. if (scene.metadata) {
  115519. serializationObject.metadata = scene.metadata;
  115520. }
  115521. // Morph targets
  115522. serializationObject.morphTargetManagers = [];
  115523. for (var _i = 0, _a = scene.meshes; _i < _a.length; _i++) {
  115524. var abstractMesh = _a[_i];
  115525. var manager = abstractMesh.morphTargetManager;
  115526. if (manager) {
  115527. serializationObject.morphTargetManagers.push(manager.serialize());
  115528. }
  115529. }
  115530. // Lights
  115531. serializationObject.lights = [];
  115532. var index;
  115533. var light;
  115534. for (index = 0; index < scene.lights.length; index++) {
  115535. light = scene.lights[index];
  115536. if (!light.doNotSerialize) {
  115537. serializationObject.lights.push(light.serialize());
  115538. }
  115539. }
  115540. // Cameras
  115541. serializationObject.cameras = [];
  115542. for (index = 0; index < scene.cameras.length; index++) {
  115543. var camera = scene.cameras[index];
  115544. if (!camera.doNotSerialize) {
  115545. serializationObject.cameras.push(camera.serialize());
  115546. }
  115547. }
  115548. if (scene.activeCamera) {
  115549. serializationObject.activeCameraID = scene.activeCamera.id;
  115550. }
  115551. // Animations
  115552. BABYLON.Animation.AppendSerializedAnimations(scene, serializationObject);
  115553. // Reflection probes
  115554. if (scene.reflectionProbes && scene.reflectionProbes.length > 0) {
  115555. serializationObject.reflectionProbes = [];
  115556. for (index = 0; index < scene.reflectionProbes.length; index++) {
  115557. var reflectionProbe = scene.reflectionProbes[index];
  115558. serializationObject.reflectionProbes.push(reflectionProbe.serialize());
  115559. }
  115560. }
  115561. // Materials
  115562. serializationObject.materials = [];
  115563. serializationObject.multiMaterials = [];
  115564. var material;
  115565. for (index = 0; index < scene.materials.length; index++) {
  115566. material = scene.materials[index];
  115567. if (!material.doNotSerialize) {
  115568. serializationObject.materials.push(material.serialize());
  115569. }
  115570. }
  115571. // MultiMaterials
  115572. serializationObject.multiMaterials = [];
  115573. for (index = 0; index < scene.multiMaterials.length; index++) {
  115574. var multiMaterial = scene.multiMaterials[index];
  115575. serializationObject.multiMaterials.push(multiMaterial.serialize());
  115576. }
  115577. // Environment texture
  115578. if (scene.environmentTexture) {
  115579. serializationObject.environmentTexture = scene.environmentTexture.name;
  115580. }
  115581. // Skeletons
  115582. serializationObject.skeletons = [];
  115583. for (index = 0; index < scene.skeletons.length; index++) {
  115584. var skeleton = scene.skeletons[index];
  115585. if (!skeleton.doNotSerialize) {
  115586. serializationObject.skeletons.push(skeleton.serialize());
  115587. }
  115588. }
  115589. // Transform nodes
  115590. serializationObject.transformNodes = [];
  115591. for (index = 0; index < scene.transformNodes.length; index++) {
  115592. serializationObject.transformNodes.push(scene.transformNodes[index].serialize());
  115593. }
  115594. // Geometries
  115595. serializationObject.geometries = {};
  115596. serializationObject.geometries.boxes = [];
  115597. serializationObject.geometries.spheres = [];
  115598. serializationObject.geometries.cylinders = [];
  115599. serializationObject.geometries.toruses = [];
  115600. serializationObject.geometries.grounds = [];
  115601. serializationObject.geometries.planes = [];
  115602. serializationObject.geometries.torusKnots = [];
  115603. serializationObject.geometries.vertexData = [];
  115604. serializedGeometries = [];
  115605. var geometries = scene.getGeometries();
  115606. for (index = 0; index < geometries.length; index++) {
  115607. var geometry = geometries[index];
  115608. if (geometry.isReady()) {
  115609. serializeGeometry(geometry, serializationObject.geometries);
  115610. }
  115611. }
  115612. // Meshes
  115613. serializationObject.meshes = [];
  115614. for (index = 0; index < scene.meshes.length; index++) {
  115615. var abstractMesh = scene.meshes[index];
  115616. if (abstractMesh instanceof BABYLON.Mesh) {
  115617. var mesh = abstractMesh;
  115618. if (!mesh.doNotSerialize) {
  115619. if (mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_LOADED || mesh.delayLoadState === BABYLON.Engine.DELAYLOADSTATE_NONE) {
  115620. serializationObject.meshes.push(serializeMesh(mesh, serializationObject));
  115621. }
  115622. }
  115623. }
  115624. }
  115625. // Particles Systems
  115626. serializationObject.particleSystems = [];
  115627. for (index = 0; index < scene.particleSystems.length; index++) {
  115628. serializationObject.particleSystems.push(scene.particleSystems[index].serialize());
  115629. }
  115630. // Action Manager
  115631. if (scene.actionManager) {
  115632. serializationObject.actions = scene.actionManager.serialize("scene");
  115633. }
  115634. // Components
  115635. for (var _b = 0, _c = scene._serializableComponents; _b < _c.length; _b++) {
  115636. var component = _c[_b];
  115637. component.serialize(serializationObject);
  115638. }
  115639. return serializationObject;
  115640. };
  115641. /**
  115642. * Serialize a mesh into a JSON compatible object
  115643. * @param toSerialize defines the mesh to serialize
  115644. * @param withParents defines if parents must be serialized as well
  115645. * @param withChildren defines if children must be serialized as well
  115646. * @returns a JSON compatible object
  115647. */
  115648. SceneSerializer.SerializeMesh = function (toSerialize /* Mesh || Mesh[] */, withParents, withChildren) {
  115649. if (withParents === void 0) { withParents = false; }
  115650. if (withChildren === void 0) { withChildren = false; }
  115651. var serializationObject = {};
  115652. SceneSerializer.ClearCache();
  115653. toSerialize = (toSerialize instanceof Array) ? toSerialize : [toSerialize];
  115654. if (withParents || withChildren) {
  115655. //deliberate for loop! not for each, appended should be processed as well.
  115656. for (var i = 0; i < toSerialize.length; ++i) {
  115657. if (withChildren) {
  115658. toSerialize[i].getDescendants().forEach(function (node) {
  115659. if (node instanceof BABYLON.Mesh && (toSerialize.indexOf(node) < 0)) {
  115660. toSerialize.push(node);
  115661. }
  115662. });
  115663. }
  115664. //make sure the array doesn't contain the object already
  115665. if (withParents && toSerialize[i].parent && (toSerialize.indexOf(toSerialize[i].parent) < 0)) {
  115666. toSerialize.push(toSerialize[i].parent);
  115667. }
  115668. }
  115669. }
  115670. toSerialize.forEach(function (mesh) {
  115671. finalizeSingleMesh(mesh, serializationObject);
  115672. });
  115673. return serializationObject;
  115674. };
  115675. return SceneSerializer;
  115676. }());
  115677. BABYLON.SceneSerializer = SceneSerializer;
  115678. })(BABYLON || (BABYLON = {}));
  115679. //# sourceMappingURL=babylon.sceneSerializer.js.map
  115680. var BABYLON;
  115681. (function (BABYLON) {
  115682. BABYLON.AbstractScene.prototype.removeReflectionProbe = function (toRemove) {
  115683. if (!this.reflectionProbes) {
  115684. return -1;
  115685. }
  115686. var index = this.reflectionProbes.indexOf(toRemove);
  115687. if (index !== -1) {
  115688. this.reflectionProbes.splice(index, 1);
  115689. }
  115690. return index;
  115691. };
  115692. BABYLON.AbstractScene.prototype.addReflectionProbe = function (newReflectionProbe) {
  115693. if (!this.reflectionProbes) {
  115694. this.reflectionProbes = [];
  115695. }
  115696. this.reflectionProbes.push(newReflectionProbe);
  115697. };
  115698. /**
  115699. * Class used to generate realtime reflection / refraction cube textures
  115700. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  115701. */
  115702. var ReflectionProbe = /** @class */ (function () {
  115703. /**
  115704. * Creates a new reflection probe
  115705. * @param name defines the name of the probe
  115706. * @param size defines the texture resolution (for each face)
  115707. * @param scene defines the hosting scene
  115708. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  115709. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  115710. */
  115711. function ReflectionProbe(
  115712. /** defines the name of the probe */
  115713. name, size, scene, generateMipMaps, useFloat) {
  115714. if (generateMipMaps === void 0) { generateMipMaps = true; }
  115715. if (useFloat === void 0) { useFloat = false; }
  115716. var _this = this;
  115717. this.name = name;
  115718. this._viewMatrix = BABYLON.Matrix.Identity();
  115719. this._target = BABYLON.Vector3.Zero();
  115720. this._add = BABYLON.Vector3.Zero();
  115721. this._invertYAxis = false;
  115722. /** Gets or sets probe position (center of the cube map) */
  115723. this.position = BABYLON.Vector3.Zero();
  115724. this._scene = scene;
  115725. // Create the scene field if not exist.
  115726. if (!this._scene.reflectionProbes) {
  115727. this._scene.reflectionProbes = new Array();
  115728. }
  115729. this._scene.reflectionProbes.push(this);
  115730. this._renderTargetTexture = new BABYLON.RenderTargetTexture(name, size, scene, generateMipMaps, true, useFloat ? BABYLON.Engine.TEXTURETYPE_FLOAT : BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, true);
  115731. this._renderTargetTexture.onBeforeRenderObservable.add(function (faceIndex) {
  115732. switch (faceIndex) {
  115733. case 0:
  115734. _this._add.copyFromFloats(1, 0, 0);
  115735. break;
  115736. case 1:
  115737. _this._add.copyFromFloats(-1, 0, 0);
  115738. break;
  115739. case 2:
  115740. _this._add.copyFromFloats(0, _this._invertYAxis ? 1 : -1, 0);
  115741. break;
  115742. case 3:
  115743. _this._add.copyFromFloats(0, _this._invertYAxis ? -1 : 1, 0);
  115744. break;
  115745. case 4:
  115746. _this._add.copyFromFloats(0, 0, 1);
  115747. break;
  115748. case 5:
  115749. _this._add.copyFromFloats(0, 0, -1);
  115750. break;
  115751. }
  115752. if (_this._attachedMesh) {
  115753. _this.position.copyFrom(_this._attachedMesh.getAbsolutePosition());
  115754. }
  115755. _this.position.addToRef(_this._add, _this._target);
  115756. BABYLON.Matrix.LookAtLHToRef(_this.position, _this._target, BABYLON.Vector3.Up(), _this._viewMatrix);
  115757. if (scene.activeCamera) {
  115758. _this._projectionMatrix = BABYLON.Matrix.PerspectiveFovLH(Math.PI / 2, 1, scene.activeCamera.minZ, scene.activeCamera.maxZ);
  115759. scene.setTransformMatrix(_this._viewMatrix, _this._projectionMatrix);
  115760. }
  115761. scene._forcedViewPosition = _this.position;
  115762. });
  115763. this._renderTargetTexture.onAfterUnbindObservable.add(function () {
  115764. scene._forcedViewPosition = null;
  115765. scene.updateTransformMatrix(true);
  115766. });
  115767. }
  115768. Object.defineProperty(ReflectionProbe.prototype, "samples", {
  115769. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  115770. get: function () {
  115771. return this._renderTargetTexture.samples;
  115772. },
  115773. set: function (value) {
  115774. this._renderTargetTexture.samples = value;
  115775. },
  115776. enumerable: true,
  115777. configurable: true
  115778. });
  115779. Object.defineProperty(ReflectionProbe.prototype, "refreshRate", {
  115780. /** Gets or sets the refresh rate to use (on every frame by default) */
  115781. get: function () {
  115782. return this._renderTargetTexture.refreshRate;
  115783. },
  115784. set: function (value) {
  115785. this._renderTargetTexture.refreshRate = value;
  115786. },
  115787. enumerable: true,
  115788. configurable: true
  115789. });
  115790. /**
  115791. * Gets the hosting scene
  115792. * @returns a Scene
  115793. */
  115794. ReflectionProbe.prototype.getScene = function () {
  115795. return this._scene;
  115796. };
  115797. Object.defineProperty(ReflectionProbe.prototype, "cubeTexture", {
  115798. /** Gets the internal CubeTexture used to render to */
  115799. get: function () {
  115800. return this._renderTargetTexture;
  115801. },
  115802. enumerable: true,
  115803. configurable: true
  115804. });
  115805. Object.defineProperty(ReflectionProbe.prototype, "renderList", {
  115806. /** Gets the list of meshes to render */
  115807. get: function () {
  115808. return this._renderTargetTexture.renderList;
  115809. },
  115810. enumerable: true,
  115811. configurable: true
  115812. });
  115813. /**
  115814. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  115815. * @param mesh defines the mesh to attach to
  115816. */
  115817. ReflectionProbe.prototype.attachToMesh = function (mesh) {
  115818. this._attachedMesh = mesh;
  115819. };
  115820. /**
  115821. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  115822. * @param renderingGroupId The rendering group id corresponding to its index
  115823. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  115824. */
  115825. ReflectionProbe.prototype.setRenderingAutoClearDepthStencil = function (renderingGroupId, autoClearDepthStencil) {
  115826. this._renderTargetTexture.setRenderingAutoClearDepthStencil(renderingGroupId, autoClearDepthStencil);
  115827. };
  115828. /**
  115829. * Clean all associated resources
  115830. */
  115831. ReflectionProbe.prototype.dispose = function () {
  115832. var index = this._scene.reflectionProbes.indexOf(this);
  115833. if (index !== -1) {
  115834. // Remove from the scene if found
  115835. this._scene.reflectionProbes.splice(index, 1);
  115836. }
  115837. if (this._renderTargetTexture) {
  115838. this._renderTargetTexture.dispose();
  115839. this._renderTargetTexture = null;
  115840. }
  115841. };
  115842. /**
  115843. * Converts the reflection probe information to a readable string for debug purpose.
  115844. * @param fullDetails Supports for multiple levels of logging within scene loading
  115845. * @returns the human readable reflection probe info
  115846. */
  115847. ReflectionProbe.prototype.toString = function (fullDetails) {
  115848. var ret = "Name: " + this.name;
  115849. if (fullDetails) {
  115850. ret += ", position: " + this.position.toString();
  115851. if (this._attachedMesh) {
  115852. ret += ", attached mesh: " + this._attachedMesh.name;
  115853. }
  115854. }
  115855. return ret;
  115856. };
  115857. /**
  115858. * Get the class name of the relfection probe.
  115859. * @returns "ReflectionProbe"
  115860. */
  115861. ReflectionProbe.prototype.getClassName = function () {
  115862. return "ReflectionProbe";
  115863. };
  115864. /**
  115865. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  115866. * @returns The JSON representation of the texture
  115867. */
  115868. ReflectionProbe.prototype.serialize = function () {
  115869. var serializationObject = BABYLON.SerializationHelper.Serialize(this, this._renderTargetTexture.serialize());
  115870. serializationObject.isReflectionProbe = true;
  115871. return serializationObject;
  115872. };
  115873. /**
  115874. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  115875. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  115876. * @param scene Define the scene the parsed reflection probe should be instantiated in
  115877. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  115878. * @returns The parsed reflection probe if successful
  115879. */
  115880. ReflectionProbe.Parse = function (parsedReflectionProbe, scene, rootUrl) {
  115881. var reflectionProbe = null;
  115882. if (scene.reflectionProbes) {
  115883. for (var index = 0; index < scene.reflectionProbes.length; index++) {
  115884. var rp = scene.reflectionProbes[index];
  115885. if (rp.name === parsedReflectionProbe.name) {
  115886. reflectionProbe = rp;
  115887. break;
  115888. }
  115889. }
  115890. }
  115891. reflectionProbe = BABYLON.SerializationHelper.Parse(function () { return reflectionProbe || new ReflectionProbe(parsedReflectionProbe.name, parsedReflectionProbe.renderTargetSize, scene, parsedReflectionProbe._generateMipMaps); }, parsedReflectionProbe, scene, rootUrl);
  115892. reflectionProbe.cubeTexture._waitingRenderList = parsedReflectionProbe.renderList;
  115893. if (parsedReflectionProbe._attachedMesh) {
  115894. reflectionProbe.attachToMesh(scene.getMeshByID(parsedReflectionProbe._attachedMesh));
  115895. }
  115896. return reflectionProbe;
  115897. };
  115898. __decorate([
  115899. BABYLON.serializeAsMeshReference()
  115900. ], ReflectionProbe.prototype, "_attachedMesh", void 0);
  115901. __decorate([
  115902. BABYLON.serializeAsVector3()
  115903. ], ReflectionProbe.prototype, "position", void 0);
  115904. return ReflectionProbe;
  115905. }());
  115906. BABYLON.ReflectionProbe = ReflectionProbe;
  115907. })(BABYLON || (BABYLON = {}));
  115908. //# sourceMappingURL=babylon.reflectionProbe.js.map
  115909. var BABYLON;
  115910. (function (BABYLON) {
  115911. /**
  115912. * Defines the layer scene component responsible to manage any layers
  115913. * in a given scene.
  115914. */
  115915. var LayerSceneComponent = /** @class */ (function () {
  115916. /**
  115917. * Creates a new instance of the component for the given scene
  115918. * @param scene Defines the scene to register the component in
  115919. */
  115920. function LayerSceneComponent(scene) {
  115921. /**
  115922. * The component name helpfull to identify the component in the list of scene components.
  115923. */
  115924. this.name = BABYLON.SceneComponentConstants.NAME_LAYER;
  115925. this.scene = scene;
  115926. this._engine = scene.getEngine();
  115927. scene.layers = new Array();
  115928. }
  115929. /**
  115930. * Registers the component in a given scene
  115931. */
  115932. LayerSceneComponent.prototype.register = function () {
  115933. this.scene._beforeCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORECAMERADRAW_LAYER, this, this._drawCameraBackground);
  115934. this.scene._afterCameraDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERCAMERADRAW_LAYER, this, this._drawCameraForeground);
  115935. this.scene._beforeRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_BEFORERENDERTARGETDRAW_LAYER, this, this._drawRenderTargetBackground);
  115936. this.scene._afterRenderTargetDrawStage.registerStep(BABYLON.SceneComponentConstants.STEP_AFTERRENDERTARGETDRAW_LAYER, this, this._drawRenderTargetForeground);
  115937. };
  115938. /**
  115939. * Rebuilds the elements related to this component in case of
  115940. * context lost for instance.
  115941. */
  115942. LayerSceneComponent.prototype.rebuild = function () {
  115943. var layers = this.scene.layers;
  115944. for (var _i = 0, layers_1 = layers; _i < layers_1.length; _i++) {
  115945. var layer = layers_1[_i];
  115946. layer._rebuild();
  115947. }
  115948. };
  115949. /**
  115950. * Disposes the component and the associated ressources.
  115951. */
  115952. LayerSceneComponent.prototype.dispose = function () {
  115953. var layers = this.scene.layers;
  115954. while (layers.length) {
  115955. layers[0].dispose();
  115956. }
  115957. };
  115958. LayerSceneComponent.prototype._draw = function (predicate) {
  115959. var layers = this.scene.layers;
  115960. if (layers.length) {
  115961. this._engine.setDepthBuffer(false);
  115962. for (var _i = 0, layers_2 = layers; _i < layers_2.length; _i++) {
  115963. var layer = layers_2[_i];
  115964. if (predicate(layer)) {
  115965. layer.render();
  115966. }
  115967. }
  115968. this._engine.setDepthBuffer(true);
  115969. }
  115970. };
  115971. LayerSceneComponent.prototype._drawCameraPredicate = function (layer, isBackground, cameraLayerMask) {
  115972. return !layer.renderOnlyInRenderTargetTextures &&
  115973. layer.isBackground === isBackground &&
  115974. ((layer.layerMask & cameraLayerMask) !== 0);
  115975. };
  115976. LayerSceneComponent.prototype._drawCameraBackground = function (camera) {
  115977. var _this = this;
  115978. this._draw(function (layer) {
  115979. return _this._drawCameraPredicate(layer, true, camera.layerMask);
  115980. });
  115981. };
  115982. LayerSceneComponent.prototype._drawCameraForeground = function (camera) {
  115983. var _this = this;
  115984. this._draw(function (layer) {
  115985. return _this._drawCameraPredicate(layer, false, camera.layerMask);
  115986. });
  115987. };
  115988. LayerSceneComponent.prototype._drawRenderTargetPredicate = function (layer, isBackground, cameraLayerMask, renderTargetTexture) {
  115989. return (layer.renderTargetTextures.length > 0) &&
  115990. layer.isBackground === isBackground &&
  115991. (layer.renderTargetTextures.indexOf(renderTargetTexture) > -1) &&
  115992. ((layer.layerMask & cameraLayerMask) !== 0);
  115993. };
  115994. LayerSceneComponent.prototype._drawRenderTargetBackground = function (renderTarget) {
  115995. var _this = this;
  115996. this._draw(function (layer) {
  115997. return _this._drawRenderTargetPredicate(layer, true, _this.scene.activeCamera.layerMask, renderTarget);
  115998. });
  115999. };
  116000. LayerSceneComponent.prototype._drawRenderTargetForeground = function (renderTarget) {
  116001. var _this = this;
  116002. this._draw(function (layer) {
  116003. return _this._drawRenderTargetPredicate(layer, false, _this.scene.activeCamera.layerMask, renderTarget);
  116004. });
  116005. };
  116006. return LayerSceneComponent;
  116007. }());
  116008. BABYLON.LayerSceneComponent = LayerSceneComponent;
  116009. })(BABYLON || (BABYLON = {}));
  116010. //# sourceMappingURL=babylon.layerSceneComponent.js.map
  116011. var BABYLON;
  116012. (function (BABYLON) {
  116013. /**
  116014. * This represents a full screen 2d layer.
  116015. * This can be useful to display a picture in the background of your scene for instance.
  116016. * @see https://www.babylonjs-playground.com/#08A2BS#1
  116017. */
  116018. var Layer = /** @class */ (function () {
  116019. /**
  116020. * Instantiates a new layer.
  116021. * This represents a full screen 2d layer.
  116022. * This can be useful to display a picture in the background of your scene for instance.
  116023. * @see https://www.babylonjs-playground.com/#08A2BS#1
  116024. * @param name Define the name of the layer in the scene
  116025. * @param imgUrl Define the url of the texture to display in the layer
  116026. * @param scene Define the scene the layer belongs to
  116027. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  116028. * @param color Defines a color for the layer
  116029. */
  116030. function Layer(
  116031. /**
  116032. * Define the name of the layer.
  116033. */
  116034. name, imgUrl, scene, isBackground, color) {
  116035. this.name = name;
  116036. /**
  116037. * Define the scale of the layer in order to zoom in out of the texture.
  116038. */
  116039. this.scale = new BABYLON.Vector2(1, 1);
  116040. /**
  116041. * Define an offset for the layer in order to shift the texture.
  116042. */
  116043. this.offset = new BABYLON.Vector2(0, 0);
  116044. /**
  116045. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  116046. */
  116047. this.alphaBlendingMode = BABYLON.Engine.ALPHA_COMBINE;
  116048. /**
  116049. * Define a mask to restrict the layer to only some of the scene cameras.
  116050. */
  116051. this.layerMask = 0x0FFFFFFF;
  116052. /**
  116053. * Define the list of render target the layer is visible into.
  116054. */
  116055. this.renderTargetTextures = [];
  116056. /**
  116057. * Define if the layer is only used in renderTarget or if it also
  116058. * renders in the main frame buffer of the canvas.
  116059. */
  116060. this.renderOnlyInRenderTargetTextures = false;
  116061. this._vertexBuffers = {};
  116062. /**
  116063. * An event triggered when the layer is disposed.
  116064. */
  116065. this.onDisposeObservable = new BABYLON.Observable();
  116066. /**
  116067. * An event triggered before rendering the scene
  116068. */
  116069. this.onBeforeRenderObservable = new BABYLON.Observable();
  116070. /**
  116071. * An event triggered after rendering the scene
  116072. */
  116073. this.onAfterRenderObservable = new BABYLON.Observable();
  116074. this.texture = imgUrl ? new BABYLON.Texture(imgUrl, scene, true) : null;
  116075. this.isBackground = isBackground === undefined ? true : isBackground;
  116076. this.color = color === undefined ? new BABYLON.Color4(1, 1, 1, 1) : color;
  116077. this._scene = (scene || BABYLON.Engine.LastCreatedScene);
  116078. var layerComponent = this._scene._getComponent(BABYLON.SceneComponentConstants.NAME_LAYER);
  116079. if (!layerComponent) {
  116080. layerComponent = new BABYLON.LayerSceneComponent(this._scene);
  116081. this._scene._addComponent(layerComponent);
  116082. }
  116083. this._scene.layers.push(this);
  116084. var engine = this._scene.getEngine();
  116085. // VBO
  116086. var vertices = [];
  116087. vertices.push(1, 1);
  116088. vertices.push(-1, 1);
  116089. vertices.push(-1, -1);
  116090. vertices.push(1, -1);
  116091. var vertexBuffer = new BABYLON.VertexBuffer(engine, vertices, BABYLON.VertexBuffer.PositionKind, false, false, 2);
  116092. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = vertexBuffer;
  116093. this._createIndexBuffer();
  116094. // Effects
  116095. this._effect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "");
  116096. this._alphaTestEffect = engine.createEffect("layer", [BABYLON.VertexBuffer.PositionKind], ["textureMatrix", "color", "scale", "offset"], ["textureSampler"], "#define ALPHATEST");
  116097. }
  116098. Object.defineProperty(Layer.prototype, "onDispose", {
  116099. /**
  116100. * Back compatibility with callback before the onDisposeObservable existed.
  116101. * The set callback will be triggered when the layer has been disposed.
  116102. */
  116103. set: function (callback) {
  116104. if (this._onDisposeObserver) {
  116105. this.onDisposeObservable.remove(this._onDisposeObserver);
  116106. }
  116107. this._onDisposeObserver = this.onDisposeObservable.add(callback);
  116108. },
  116109. enumerable: true,
  116110. configurable: true
  116111. });
  116112. Object.defineProperty(Layer.prototype, "onBeforeRender", {
  116113. /**
  116114. * Back compatibility with callback before the onBeforeRenderObservable existed.
  116115. * The set callback will be triggered just before rendering the layer.
  116116. */
  116117. set: function (callback) {
  116118. if (this._onBeforeRenderObserver) {
  116119. this.onBeforeRenderObservable.remove(this._onBeforeRenderObserver);
  116120. }
  116121. this._onBeforeRenderObserver = this.onBeforeRenderObservable.add(callback);
  116122. },
  116123. enumerable: true,
  116124. configurable: true
  116125. });
  116126. Object.defineProperty(Layer.prototype, "onAfterRender", {
  116127. /**
  116128. * Back compatibility with callback before the onAfterRenderObservable existed.
  116129. * The set callback will be triggered just after rendering the layer.
  116130. */
  116131. set: function (callback) {
  116132. if (this._onAfterRenderObserver) {
  116133. this.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  116134. }
  116135. this._onAfterRenderObserver = this.onAfterRenderObservable.add(callback);
  116136. },
  116137. enumerable: true,
  116138. configurable: true
  116139. });
  116140. Layer.prototype._createIndexBuffer = function () {
  116141. var engine = this._scene.getEngine();
  116142. // Indices
  116143. var indices = [];
  116144. indices.push(0);
  116145. indices.push(1);
  116146. indices.push(2);
  116147. indices.push(0);
  116148. indices.push(2);
  116149. indices.push(3);
  116150. this._indexBuffer = engine.createIndexBuffer(indices);
  116151. };
  116152. /** @hidden */
  116153. Layer.prototype._rebuild = function () {
  116154. var vb = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116155. if (vb) {
  116156. vb._rebuild();
  116157. }
  116158. this._createIndexBuffer();
  116159. };
  116160. /**
  116161. * Renders the layer in the scene.
  116162. */
  116163. Layer.prototype.render = function () {
  116164. var currentEffect = this.alphaTest ? this._alphaTestEffect : this._effect;
  116165. // Check
  116166. if (!currentEffect.isReady() || !this.texture || !this.texture.isReady()) {
  116167. return;
  116168. }
  116169. var engine = this._scene.getEngine();
  116170. this.onBeforeRenderObservable.notifyObservers(this);
  116171. // Render
  116172. engine.enableEffect(currentEffect);
  116173. engine.setState(false);
  116174. // Texture
  116175. currentEffect.setTexture("textureSampler", this.texture);
  116176. currentEffect.setMatrix("textureMatrix", this.texture.getTextureMatrix());
  116177. // Color
  116178. currentEffect.setFloat4("color", this.color.r, this.color.g, this.color.b, this.color.a);
  116179. // Scale / offset
  116180. currentEffect.setVector2("offset", this.offset);
  116181. currentEffect.setVector2("scale", this.scale);
  116182. // VBOs
  116183. engine.bindBuffers(this._vertexBuffers, this._indexBuffer, currentEffect);
  116184. // Draw order
  116185. if (!this.alphaTest) {
  116186. engine.setAlphaMode(this.alphaBlendingMode);
  116187. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116188. engine.setAlphaMode(BABYLON.Engine.ALPHA_DISABLE);
  116189. }
  116190. else {
  116191. engine.drawElementsType(BABYLON.Material.TriangleFillMode, 0, 6);
  116192. }
  116193. this.onAfterRenderObservable.notifyObservers(this);
  116194. };
  116195. /**
  116196. * Disposes and releases the associated ressources.
  116197. */
  116198. Layer.prototype.dispose = function () {
  116199. var vertexBuffer = this._vertexBuffers[BABYLON.VertexBuffer.PositionKind];
  116200. if (vertexBuffer) {
  116201. vertexBuffer.dispose();
  116202. this._vertexBuffers[BABYLON.VertexBuffer.PositionKind] = null;
  116203. }
  116204. if (this._indexBuffer) {
  116205. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  116206. this._indexBuffer = null;
  116207. }
  116208. if (this.texture) {
  116209. this.texture.dispose();
  116210. this.texture = null;
  116211. }
  116212. // Clean RTT list
  116213. this.renderTargetTextures = [];
  116214. // Remove from scene
  116215. var index = this._scene.layers.indexOf(this);
  116216. this._scene.layers.splice(index, 1);
  116217. // Callback
  116218. this.onDisposeObservable.notifyObservers(this);
  116219. this.onDisposeObservable.clear();
  116220. this.onAfterRenderObservable.clear();
  116221. this.onBeforeRenderObservable.clear();
  116222. };
  116223. return Layer;
  116224. }());
  116225. BABYLON.Layer = Layer;
  116226. })(BABYLON || (BABYLON = {}));
  116227. //# sourceMappingURL=babylon.layer.js.map
  116228. var BABYLON;
  116229. (function (BABYLON) {
  116230. /**
  116231. * Class used to host texture specific utilities
  116232. */
  116233. var TextureTools = /** @class */ (function () {
  116234. function TextureTools() {
  116235. }
  116236. /**
  116237. * Uses the GPU to create a copy texture rescaled at a given size
  116238. * @param texture Texture to copy from
  116239. * @param width defines the desired width
  116240. * @param height defines the desired height
  116241. * @param useBilinearMode defines if bilinear mode has to be used
  116242. * @return the generated texture
  116243. */
  116244. TextureTools.CreateResizedCopy = function (texture, width, height, useBilinearMode) {
  116245. if (useBilinearMode === void 0) { useBilinearMode = true; }
  116246. var scene = texture.getScene();
  116247. var engine = scene.getEngine();
  116248. var rtt = new BABYLON.RenderTargetTexture('resized' + texture.name, { width: width, height: height }, scene, !texture.noMipmap, true, texture._texture.type, false, texture._samplingMode, false);
  116249. rtt.wrapU = texture.wrapU;
  116250. rtt.wrapV = texture.wrapV;
  116251. rtt.uOffset = texture.uOffset;
  116252. rtt.vOffset = texture.vOffset;
  116253. rtt.uScale = texture.uScale;
  116254. rtt.vScale = texture.vScale;
  116255. rtt.uAng = texture.uAng;
  116256. rtt.vAng = texture.vAng;
  116257. rtt.wAng = texture.wAng;
  116258. rtt.coordinatesIndex = texture.coordinatesIndex;
  116259. rtt.level = texture.level;
  116260. rtt.anisotropicFilteringLevel = texture.anisotropicFilteringLevel;
  116261. rtt._texture.isReady = false;
  116262. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116263. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116264. var passPostProcess = new BABYLON.PassPostProcess("pass", 1, null, useBilinearMode ? BABYLON.Texture.BILINEAR_SAMPLINGMODE : BABYLON.Texture.NEAREST_SAMPLINGMODE, engine, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT);
  116265. passPostProcess.getEffect().executeWhenCompiled(function () {
  116266. passPostProcess.onApply = function (effect) {
  116267. effect.setTexture("textureSampler", texture);
  116268. };
  116269. var internalTexture = rtt.getInternalTexture();
  116270. if (internalTexture) {
  116271. scene.postProcessManager.directRender([passPostProcess], internalTexture);
  116272. engine.unBindFramebuffer(internalTexture);
  116273. rtt.disposeFramebufferObjects();
  116274. passPostProcess.dispose();
  116275. internalTexture.isReady = true;
  116276. }
  116277. });
  116278. return rtt;
  116279. };
  116280. /**
  116281. * Gets an environment BRDF texture for a given scene
  116282. * @param scene defines the hosting scene
  116283. * @returns the environment BRDF texture
  116284. */
  116285. TextureTools.GetEnvironmentBRDFTexture = function (scene) {
  116286. if (!scene._environmentBRDFTexture) {
  116287. var texture = BABYLON.Texture.CreateFromBase64String(this._environmentBRDFBase64Texture, "EnvironmentBRDFTexture", scene, true, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE);
  116288. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116289. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  116290. scene._environmentBRDFTexture = texture;
  116291. }
  116292. return scene._environmentBRDFTexture;
  116293. };
  116294. TextureTools._environmentBRDFBase64Texture = 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8qaCBseMyx4vxPB8iP+RU8A24Kg9R8Qgaj/av8lDBgcwApQ+QdVgW0bKr3+jsk//AztzBKgtv4K+Kj08rl7JFgt9BnCAIsQcD2AsQAolQj0CAGAqhOFCK5u3cA+84dyIJLCPm6buAgoBa5qDoDF6wzUkZ13iSDKKwTamSKZSf29cuzJUwq7LV/wz18RwH2Nl9dKABLArv6bC5B/+9OBGxmsIIR1AQ3w2gk4RECTfwBulgC0rP96/FYJUOv9SzkAB/xuKTBY/qsTgZ0LILF/s/RW9v81ywEwhbeAwUIH6hRwGp+wEOhqoF49fojqQoPlR/+z+/3t77jd3n3rdru999CzEYAQAYJfXACEAqL8W5lQgA5uoJUK9zxBB3ii9ALiYT2AjvuN72wFILP+XdlP8gLKFeg6f5QM3AC+VlMMZ9ABGuN+VePHWL6tHVD23or3tQPo2iWfBRgShDp0ELcBjmIAbwTWqEzIJvLM6kEDEFcD9erxCzg3my4/9p/e7299x+323lu32+oAtjwAhgE7Cazqv7mAvRLQcgG7A9B5AAwHus87CWBYsIKFfe+eCSBgt2J+7QBQ+VsogOU/9fIPBvLhASEF8AHwlhPQ2wVYFhmo/Wby74QyYLcmQAEbbbue2FcnAb28QTmHQKBwNVCvHv8IESw//h/f7299pyIA7QIE/LsTeIbqL59hPUADvHIBG8jBIWgn0L4rsKMj2Noomz8QgZELsCoAAnh0Caj8lup7ib9tX+ZBoKgUmFkWTGJ8S/UHZa/kAHT+QGaeoeQmMUC/CoAzVYAjYDvSNwPCq8fPnINus/zEfwQE8O7tdt8dwGZjIQQQ9Y9cwAB+RQIC4I4MdvvdLL+O//E7LgLykn6q3Efjf6X8bOUfkoNYcQZ8z/KzBUBYCqT/YQgjBuOBHxPs7JHh7JoAy/IzWz+xEtBKBEYg8fIGw+SeQQQ+CzHZP+oWXWPU/8z9y0/+h/f729/5kAN4791X/6/cpl4SCsDfLRQwHEBLCmJFYH92vssNgBPo7D8qv4CekIHpAjKgx1iffGbKb5UAQwdguIAtz2KsEWj7vIQggNON91lYoIFN2mznYKj9UBmwQgXLLcDstRTdBchEFWAWcLP9MgC9cuzM8aXN8lP//v3+9v/uCUDyAM0FIBFADqAjAsgFiAvYwK3/MfAL8InSd/Yfy37Qpyv3OSTgxf8C5vZXPfF3aB2AA3hJGg5LghMOgCUBo8SgEAyC3Irvh5xAwhW0cT1iQBKYWds/QQLdeVUQcrEjeGoiWH7633sggHfWJOAaAkglYL/wLQyQf3tYsCp9CwmgFIgOgIJ/JwMdBuB3cQTDX4z9wR2whN+WE9idh67761p/F/8bpb8O/OotQCsJDhZfji0qT9p0LsCI83X9H8E9KH8iCSiTrQO29bwAAbvlCipPAw4T/oRKQAVElbaMJ472t7jnqnEjrlt+1t+539/6P4oAxLquawIkF7Bb/40M9hAAHcD2GVzABmBYKSgxfyMGAbROCipl1w6gs/8ZF0Cy/UIOOr7vHAIu9iHP/2v77yX9ROUt29+AHVUCnDJgtvSn8wXsnQGzIUAW3F27qFS4z2CrD07wCogqbR8LtGecUwR4vX/5OX/7FQFsOYC9FCiToBGAEAH83ZwA5AM06BspiPKrNQIt/kcg69iffBegNqVXb/wdQgIMC0DltUuQ+L+Bmz0OrNTdK/91+4JVf15SEPMCYRkwEfc3stBxurMS0AoTMKRocaV8cKw6jpcFsdUn2/8qRT8buGeP55HC8vP+5v3+1v99cADvvfNQBZB4dO24Kv5GAntSUOz/+n1wAis4wAnoMAC/N9svSUKsBABgmwPAbQTwWzsW/2vAI6j14h+1CEjnBYZFQWSxj+sEVFyPjgBBrhf+aOtPY39vRaBVJlQ2vyOGIATQsb6etBguDMSQyAF4IMhUAmZANNNnUNSqBDvtzzif6HSWL/wbuwN4eycA4gDEBQgRYPzfSGC3/BYBdOCHxKBHBAJoAbdWfIz1I9XXsf5g9y0yAJB7iUDPCaC6e2EA2ngMGyIHwAgBldncf4ID0EDXVp1NYmbnrclOtyfDhiPOoCO4CEXB/rOBfOZ4yy/8a7sDAALY1gKAfWMEgOovoNdk0IArKr+7gwH02gWQ2L4t/sEEoLL2IQnoFX96HYC4CIz/jcSgAJSVAtu2RPZ/SPRBHkC7AkYEqceC2fqBfdKaCcHAAeAkpKVBCANcElBVgBQRTC4HngHOTJ+rQo2jhEbP6xf/VU4AmBza7L+EAZgLgGSgxP8dGQDwmQOQbS2xp6oEWAnQn1seIEMCJO4fsv8Q2w/JQU0IJMvPiCCT/NPuQP/noJ0rAFBa23VSr1N/vQhIgxzzB9odMMIAkGvFZPF6JkyIlJeFFl6IcRYYX0ciOOOcll/6l+/3t/7fngPYy4BSCmyT0SGAlgvY4/+BAET10fZjUhAWCg2AV8nBEPQ6D6DJgSUAoQ/G+Dr+T9l/pfg0HxAs/e3WBUhbsihIgHKkHGiGCQHYO/UHomDgdd0BcRkZlYtyAFlgZNtlzqkSJcwc1xr/6FjLL/tLPQG8t+YA3tuXBKPiqISgAB//bjZdkoNE/Rs5EAIYXIAKCwYHYJADlvhalp8RgS4PogNwFN8jgo1A2LoALxRw1gA09TbCAjckQHBZlQEFwEoS0Iv1S3mAYFGPlwOIJn+0v+ocPohEsHzRX9gJYM0BvPvwTyoB2gGsP6iEAowANsBJWAAVgRYeAPCb/WdkAKEAttNJwRbzM+UPQI8K36k9Kf3RagBTe2vhj3o8uAFXLxUGxTdXBrK1AIltTZ2JzUe7Lp/Ralvxvrb5kcWP9nv2fwBzIRF4FRFkx/XcwRljHCGm5Vf++fv9re+63d4xCABVRhOAJoOtRCguQKoCmghwv7L/mBPQwB/KfMQhCEF0ym8RAUkIToUAxrP/gxOwSoDGmn9WCjTzASw3kHQA5poA7Q4g3n+MEMAChiadiopXwHZV26usvB43e/7Lr/pznADakmBdDcB8AFj+5ggcF4AhgAlwwyUM6m+pPgF8U3BS6jOdAAkJ3HUAO5C7ZKBT99/IVDsGhwyY3e8qNfhCERXDa5BrlW/ftaoqe265Ar0U+PIQQCUzqwqYBYfnSK4AcuW8sjmHaMzl1/zZnQDeud3eXRcCrfH/ngNYbyxzAKL8nQNAMiC5gI0gBNz42XIBAnAkBACwqDyWByPlp2BPWP7WD0Crs/5ewq+1JaBnWX8rEajbDiVAlbNpwHRyAJ4D6EqECQcQWfxo/0wI4E3wcPJnUbSLXqH5A26qHaD9kb7ssKaj+nV/ZiSALRG4rwhsJLBfUKt/k3yAJMGwEtCFBGD/PTIY4n6d8ANyaEk/Q/nPUv8h+WeRgXYCVgIwSwbK3osKi4PonEGUC2C2Pngc2LL73Xanlj9bBTg7BIgAFe2vuoxZS14B7wy/DCT8xX/qfn/rrYccwLtrElA7AJkgkrDSJUHJfO/Z/wZ4Kx8g4IXyYKfm0i9QfkoSJK5HghALr51Ce2Jwv0ad9BvAj1WCidKfZf1x3UDnvPQ90HYf7o1WfSQMGbOpU1D3H6oCynpjPE7VfSccpoalMEHNdAxFKkDLgDzTRo5ZaXukz1E34f1Gy2/8kzEB6MUlsjCoCwWMEAAdgOcGTECrnECn+JYTgPyABn0U82vwt7hfJft0rK9DAlHooTSolH94GxBUAnTSL/reAbz6UBADt344SDkIJBIT5E62HgnEAwgFmjq3ChFkAJUFd7Zd9fwsdZ89nnX85Tf/8Z0A1hwAOgDJAxBbuU1usboYCoiCKvWX+L/lAUDlNUG0bD8Bt7dviP9Vf0v9LbV3XQCz/3qbZf2d0h8D+JAPYDb/RAfArL1l92W7Z/OjEICpOZvkw7bES0EisET7M0RxRNkzx78qJGj37rf+MUUA+zoAnQjs1gTAhJNyFy4X7kBtkYHKB0ifDMgrLiADfJMESGa/Cwe0/a+CHsmA5QQ8N6ByAzJZh1IhEobOAegsvwaVDhEKDkCre0cielYbau4SQfIZggyIM0DMtMkc6ywnMHMsduzlt/+R+/2tt2+3d8QBiAtQSUBaEVDxPyYB22cEuiYDQgJtLUFk7539ke1vgAeAR05gC3ekbAclwuaEjEVA3XoAAnLpT6sBCuStrUrIpqsBHhkwcBOVTecFJAteCAFSyk/GzapwBOJofwV0mbEQkNX2p/X9HX9IEcB7eyLw3q8IlPgSbV/LBThEIMreQJkhAeYOIsDrsELV8VmIgHX9ITGo1L+BnxGB5wQY6IvKLzZZCKD7nsj8m+sADjoAVHk9ga19tF1CzSk5GO8T9MCUAdpZbSqEUW17lpNYfucfvN/fBgfwLlQBcEnwdkA9cdGiCjCgGrCpZhACDMSA6wL28dewgKl6GzuI963EXwtf1Nr/wQ0YMb+bCJwAPgKc5gPIPeiImeUC4B5J2zbZnGXBQjI4Mdk2HFNPYqv9MNlJCJByAzPPEezIiUAe7a8ANjPWGYpePc52Db/799/vb7/zKgQQAnhvDwH0cwFWLqBluwkRYJ7AqgoMTiHjApTqR9ZfbLxbCbCUX1wOKQGiO8ASn7XdKgMimL2SoG4nkxGVnqk+OoeBDHR4AN87EmCWnlULBGiBuiNJMFC5RJB8HsACRgYwZ7WpEEY2pNEuYOoYv/f37Q7g3dvtnT3+39YC6BBAv3IK1wVA9p8SAYC5gRDBqz53QDasvag/dQboGMCy0zBA7e/CgoTyszX/VeA35QeH1YGc2Hwr2YchGn5mJNGVd8FdoEOIHEBo9VkeQc3cqFJgEkPhxSBHwoIMCVTAlx1vlggq4y+/7/fe72+tDuDdV2XARgD7isDtd95BpZWjKRUov4Acwa6BT5OEsEjICg1aBUAl8DpwA2kgQeCYbHsjL0zygfKbll9XC5xk3zYGgM1yA0IKERGgI2PJQJ20M13CAQfgWv1kEjBj+Yc2zlqAGdWPgBPtrwI2O16FXMrn8Ad+z04AaxVgTwDiasAtBNgnrK4E6HBgSApichCBBHkBCnQNbmb1iTPoSEXlDXCfTv6x0EAA2OUDtCPA70bMT6sAXjVAlf4sIhieC8BYXy0CYk5gIPKCA8CJGzoAI5QYJqoRzx8NAZ6KCLLgzra7igSWP/i79hzA6gCAAMQFrBMNSUCrFypUm+x78k/cQRffY45AqatOGDJy0CDHkh5dDERielFhWvrTIYHO+icy/jK+qe6sCkCAH70erLsXylXMWv5GFowQrLyACISU6HZ0W+RALX0Qz2ug4NgYUWScRNQ+q6IZ8GbaVMCdHS99jX/4dwIBCAmsoNd5AHAB1sRDArByAV1YgLkBnfRDF6AtPbP4LNY32lkOgMX/tPynSKFzC466Y2JP+mT+mk8BOiVAVP2MA9COgH4nQGcgHxyCAe5uMicqARTcJ+QBIlB5+6O+V4E7c9wMCSx/9HfkCEDyAMPDJiQZ2AABqtZUVwG7s+ZWMlCDO/F9iPFZso9l/IkDaMRgxPqe4g8JQa30yg14pdaM7TddgWHxXcUPVgLqvnqyWw6AqrlT0jPV33AekYJb4IlAdfX+6LwR0BVi8Yhg+WO//X5/e68AyLMAawlwCAEwF2BkpTfgqwlu5QU6G45KrdYNsNi9qwAQMgjBnyEDI77XYGcxfjXut1wAhlfSptsGoNHJPab6XkLwTAeAk1MIidp+mJlRJYCqPxCABwizr0aUDl3I/ogEMsDMjJEZp0oYjECWP/HbSA4ACEDWAbA8gJ6MjADWbYP6i5LqvyRROBBABHgjXEAV14k963s7d0koOkm/s+J+FiaERADqbjkAHKNNrsRCoE7lmYsQ0HjlPm+dgMzKRLmQkkgyBJhR/SPWPwPyTJuriWD5U78FHMB7eyJQ5QDaYiBhXL0mgGWumRNQAO/KbieTASMOL8bvVgUSq2/lAvAaOvDiwiEjs6/BThdZ6bUBJNvfuQN0Z+pzVzI09nXqrT3UMRMAACAASURBVJcKg+J6xKAnLao7Tvruc6ZcyBS6EDpUXUIEvgyAz2oTnQuqe+aYzT386d98v69rALZ1AEIAazVgz/4zBzC8aorlAdS2rkIgC4e8v2TxkOsGMLeA45I6vgZ7ygFg4g8JQhOdl+FPZv+ZnRey0CQhE4PtH1TfCBmkXQd+S+1ZXkCTiQZq0gG4sb6qMHSAKFYQHpsIMoDMtKla/syYy5/9Tb0DWGP/7R8QgOUA2NtnzEw3LhRS6hjlA9CK6/gfS4XU5rOk427p9bg02cfATtS9CwGcSsB6/taTf9Zvx0ItvQ2JgH7WgEYyMMA+5AwmHMBMDsAjAhrPTz5M9H4mggy4M65g+XO/YSeAXf1lLYAsBca/24D7MwKdakBIYOUBxKYyJ0BDAeIOTOW2QI75AgVkXNVH7b+VBFTgDisAQda/gd5LrCrlZpa/WXJrEVBk+cGxNWAkqwDMQWiFNq2/zNKgDOi6A2NFICULRAV8rrSN7HgEzmh/NH4G2MZlDi8qXf78Fz8QgNj/thjIcADtvw9HNcgQwGxIwPIGLHTQVj8BfszWmzkAlZsQwFrlPbcCYOUCjBwKKwl6pUBRWyFhukxY7LmO7414X8f61BVY4YLY9iDBhy6BTX6LPJCoPHtcAXelbQRUD+gZEojGZyCvjrv8hV/fOwArBGBLgnFpcGdJYUJ0gNknxLDNCwm8xKEV6xtqPwt4DWpm92kIQICN7bSNF2Xv/pLfUgNd5wxoCEAA34GbqL0VAmhSuMIBuIqv8wGJRUQWmCzAfNIQwV/8tff7O+9BEhBKgEMiUIUAXjLQinMbAAAcCIruFWMVgBPFX28iLhW2Yvzu+JCo06A21wAQm69XRVJwk+RpaiEQCxeQKEDlaWhgtEWQWEqvt7vhwoQDKAFfjR+5hytdgjf20X1HLH/kIpa//GtUCLATgE4CogOQz628IwzslKx0gosuG1bWnuUGotJhyzUYYUIjBSsnoJKVXZnPCAeYo3EBH1UDDIA38CniiBR/CA1I1r5VEQBUg/1XVt8jjG7iWZUD5WEz5UIK8sRagIhYquQQgfqI/a/aeBYKZMOD5a/86r0MCGsApAqQcQDbgTQBMNuqJ70GE/nuOgMSGjDFj7ZZhNABnxBTIxon459Vfa9yYpUEEfRU5RXounEUkJEgGJlEYNb9O2IQ16hsO07y9nk2ETjzJKG4JIKUSlgQKqyDzgzQM22ic/AcxPLXflXSAew30no8eDsJvBGWyhmJsKojQOAOi3R0yRFtPcvuqxo/tf7qeryYv2T/mZqT0IARgfzmG9Eg6erP8Jvr+4Tk4Sk6IwnWfgA/IxsCPhmfKWuk3ugcqENIgLwC+hl1j4Ac7c+CPDNOd4/++q/ccwCRA1iFHkqAtBrA3ICh/J46Yp7AjM+DHIK27t1aA0YIbKGPIisrw59NAOqSH/0NEKyMCBS4qwnAtNpnk4JGnN8pfKYKoIgiA2R2DEYglW1XE8FZQI6AHu1vv8nf+BUPBNDKgFYOgDkAsHdmQhAnkhP74kNDg72OwgMP0CRuN90GW+CTdCwWoVluQKv3EAYQ1cZjuOpv9JXJNyT49KIgliMwlByVu7kJUFwvPBjcQuaxYSuUOBAGZMjGIxEP1BEQn3z/3/oi4gA0CQD4uxAACMBLCKLNjFSPJd3Q7rtJOWu1oZNcHMgmE+8H5T3P3Xj7OlCzCgEeN+sEVDs8Rpu4Ol9ggd1ScuYWkAQIsDv1lrYqB+BZ/2FfsBqQAe3sbZG6Xwn2aGzr3Ja//cuJA8CnAXfr314SajgBkwBwAs6EAwmwWWFChThY0s8iI297B3DDPYRtCLi3Psb2AdRAHrKvqb9BCEyNtaKXS4OkoqAnomXjKUEo9e/GSjqAs0HvAS8C5WzfaNwKES1/95cZDmAlAbIacPudIRcgi4H0oqBuUirgU6WDSVtJsHnJw8gtZNyGWeJLEJNn61vZzYjzo/3dQ0Ea1DgmUXMWAqTAbil9UOaLynttQj+iAzibCCLQRfstUM+ShJiqqP/y937p7gDuex5gBz5bByD23woDMA9ACeCAG8jkCLTis+8ZUhjCAisZOKvwySw/OoWONFWMrmv4ZsWAqX+wrXMGbLkwnMvgIowEIWuHTsV1CTKz978WeViA88IKDzRnA/Ts8TyCcUng7/+SngC2twFZJLBPljIB4IQ1wgA9waPM+rCfJApN9Tae1beOGZ1LO06CEKj7UbF9A7CVB7AShIa9R3Uf1gOwhF9V6S1iEEQFDqFN3my14IJEYNYRTANNERd+PZMMIsXXp7H8g198v68VgHf2uP9dBX5xAtvbgaUUqEqCg/1HKweAlx9vsLeGIlqxchWojCyqY1RCgXK5jxGHofIsD9B+V92nSAgIxCEkgLEGBU8mAaO4PgoVmEJbOQQG1CzIs+08Msg6kAwRzJBOlgiWf/SLRgewksCq8l0YAKBveQAgBGb/t4vDhJQmAwf4a9dQeZPWnJbiHMfgOYeNlAKlx3BFOxs3L6B+LySS8EUg6rzwuEgQ3luBGugDqx/lCzyCGPbtCBBi05M9Io2OFB4hEXgmGLMgzZDEjIvYruUf/0I7BGgkAJWAbY46SUArGThMyAIZVADH2ppEkiCBir2n5xmpu5ME1I5pUH+LYEnFICKEDpiFEADPSSu0JhQX/MphTBFBIYnI3MRjgLviLs48H9OR/JNf4IcAK9bxPwoV9TerAXgj4T0BOJk9MhAQDZOfACUCNgIy0zbTJpPZpyGAQwTiKug7AYkr0L+N991Vf00gpGyHINbK3yZVMQQwVT2xEMh1BEZ/Nvk1EKsKmgXyGeOeTQQdEf/TL3wggNX2b/H//jqwLRGo1gC0HMCeD9AlQPw+WDqZJEZIoCdaNY6OgOmFAVq5u7ae3Y9AHam7sd8kApUsZHaekclAvrv86eoBcwkZkFvrA1hf1wU4Cu4Btu1T/c8G/hWgrxDEmSFDc0D//OdDCEAqADoPIMnA7a8wrv6LpSEFfJlkoQtAdfKShEmAWlUDN7xgOYYE6DPuBY+Lv0W0HRXdK/cN2X6l0jqcsICubbx2AVeFAK7Sy+zV1YDiasAjgH6MvqZth+vXH6sksfyLn/eKAFaw6yoA5gEE9FYScDsZZfsR8CwhSJNb2Tq5UVLsQO0lE5Pk4bqRiBDU/oEcHFVn9X1T4dFZ6TKhYfWZcltqbm6HsZm6D07QKuGRcqQGgEUKSF5N2QySYPutbZkw4SmJwCIIJIXIYSz/8uf2BEDXAWAosN/w7gUhAHwhge7GY2wGBKFtf5oMGKgcl1Cx/wKwKKQY2hWB3oHbqver7ab6J8t/2L9VbaR6sM8auk4gArlRNbBchQnSaBw5RyV7lRCAgSYCerS/otRZwqiMmSECc7x/9XNUDkCvAyB5AAwDtrlBQgG8KegCOsvolQgrgPKcQKTQSReBhOCquBP3a8LTToXF/vpY8ls2J6AdBFH/rNJfov4YDoL6UzVP5gDc8MBJBFbBnwHrWW08EEcqrvhw+5oNBZZ//bMLBCDqb7kAcAJtUQeyOuQDcGIPnzFeJQClSbJqngBULW3xIzKpkBYe3wGxkISn/u5zASwccLbh5NHhht43ELsFcGeFXwfmA1UAdBsZ9YxU/ej+zDkwJ+RtO5Mkmhh9yc+637cKwJ79lxyAlP/kKcC1IqBzAJgL0K4AQwC0m7hgyAsBrAVEaL0HJU6SQKeiyT6dWictOwsTsqW+9ttosAax/pA3AKJBEqEhQLX+T+J2PG9GEIxEPPC6ag/SNzhOtm/fZo3JABYpfLT/KBFU+leUvxHNR37mSAAC/lYBUDkA76EgIYWOAHASKnXHm4/hwaB8pIxIV8oFFpxlziNws/0diSgF91bwuQQmE7QQ+2fUvwO+pf7KkXRA9db6W6QB1+KCHu1qMgTQE70DoTOG24/Y5qMuIEMOFYBXQ4FM++WjP2MnAFUClGTg5gCEAMhy4M4F7JNou/eZ0qBWELD7qO6D0uNkZXmEwKqb4HXI4wzAa8ejLTYSjb5mfXz8jgCvlP86YrhC/ZH4lfpSFU4SgAfMo88TZFxAlRgyY1aI4Iy2zQF87KfbBLCVAAP199YCaBJAV9AlnAxX0NqwnIBSrHSSziAPa/VeJt/ACMp0AY6l1+CNvofqb6h6NikoJMMUHN2apayZNt3YxRwAPa6Tb2iTXj4cVP2MwkdkUQFz5njsGt1tX/rTHghArwHY7P++DBhdwDanYCWgzgPIfh2TtfUB+6QcJhcBedfGUXoGwAaOyXhdKy4rC1rxPAtlymqfjP0x5h6ArVSdARJdiQa6BWC8t3h8RhQ616AnY+cEigRQdREWUZ1NDBnFz4I5Y+OroMf2y5f9VE4ACH50AS4B7OD28gDtxyEVgW6yOIQwWGlg/Uz8bQLXcBoa/AM56Dq8FcMbCTyx/o3ISF3fsvaMWPRv7JLEPht08nC4TyTDb5UNI1VnwO3coaHQFPBKxa0QwAO/G1LAucwA+2oHkDkny2Vs27/8pygCANUXF9D+h2CdC1CA334rcQf7Z7yxsp8qiFpBOKhPQAiW6jIlN9UdzllAKQBjdtxT9eF8HJLQ5xNae6Lska1nSu+pfyMjb3GOlxwEYrHANwA6sO/abdBxyRiPAf4ZoGf6WOA9y0Es/+YnAwHs4JfsP4v/JSEoTgD/is1veYFZEsB+xAp7gDEX0yRU2asQaHX2wD8QjEEsCDKt0pZqM2LpSqaiiNpteCW7mQSgukc4UTWxsH0Z8EaKT/erRGIW/E/pAo6AOdt35+Pxvwf/t0gA8BKQFfzZMiDmAYakoJ4oUB2gE4UtHDLiYQSa9bnsDEhJj4HfdBYHF/V4Vn8gvh3sh9Rfk60ot7c9Uf+Xc80AkDnCNGng+RrnzCa/RS6Z8zXBJDv0ORnf9bHY96Pbov7LV/ykMQfQrQMgVQABvP67//60BKgXA7UTU9Z/mDgk+TeAndjrBtpCBcEF9Wz23on7j1p9TW74mzaH4jgC/Vtri20uDdakzvIDbTL0y1I9Gx+V8CJHgNeTBfIMEXhjz5LDU5HB8pU/ccwByBOAXQ6AxP9sQVBL5EJGF8uByPYDCehJE1UGAuB7JKD3MadA22iFx9DCiPPpeZAFOZWyH46Jk2cDPiZFRX1IvI7XrMdg2fsOvCRsYGMM25QadgC8KAeQIg5BblAajOL26v5Z4DPrb6m95wKWf/cTxhwAPgJskQAu/aUhAIB5+22J9aelQa0uOuFFQoRBCY2Soc4PNBDBMQVAGJ50amqVI8kYOH4F3FTZsyU9EvuLMs4q/NBP3SNT1Y2FPQyQcs0RYYT7JxYTZQgiAmoE/Ki/8E80DgO+RQYe8Nvx/v2P3wng9updALgAyEoEYrY/ejS4katyBegG2OfOEqpSX7s4K0QohgVUpSft+5VgR7BFsb/nEkxScByD/s31pB2IIOMSIETRE9YLF0wiOGMtwcUu4EoyyIAe79uyEsDwIhAsBSrrT6sAuyJ0i4KU6p9CAkpl9boBNuHT7iCw9vThJBJfe8erKrt2IZZjoWSIcTkLCTwVt6oC6nojwLKYvuoWIsUf1DsZRljn7m3PAPcMBY/GqIK8YU/IHTYs/+HHKQLYAd+tBCQkMIQA7L0AQAxo8bbjI1MXPiOIqMJNOgIEly4HmvsUIaUA7oQ0tD/LuBsAzTqC7XosUnAy/MwBZADtKTl1fjhB2aT19j9RCHAGOWTGyII/Gyos//HHAgEo5c8kAbv4X6m+lRDEmy73EtViSEA5pcFOIVTSMHIEAgTLVuvVceXVeFWwO3F+ByIW5zuxv1ZRRqL6d2TK64E1Y/9dIiDWfVB3veqPEcEThAARcDNgPKtNdC6Dw/lPP+Z+fxcWAOHbgM2FQKDsQ/wP+7TSo+qzsiAqk1apLmGoVUor4kTpcCCDALzZen1EQpbNp+QEjgNdiZWxN8t4pCKQUXeLOChZOFacEoFxTmzsYRIjEZwQAnjjRwCL7Hu0PxofLnVc1IM7gzxGE96vWgkAHwUWF8AWAuGDQOyhIAQ/KwPu+9t5KmVvJwXtMHSgE9BQfU0g7oMy2g4byb9ZMFtkwUCMhNDtJ2VDDVoNLBoSEBLpQBYB18kPpElkv9HM1XRzwFB85gzw2BaArX4uoRRAFYG7up+RQYYgKm5i+aof/RACiPK39wAAEbB3ArSq3v4Bl//qpcAa8Nt3QhAM7N0FE7DTSWc4goEUAAwm8Ky1CNYCG69syWr/BJBWLkArvWflL1H/iDwE2I6dH0hKJkeyYtCRFYCThSdZYLuEwo6hCGwGlE9FBsNx//OP2gkAwwBJBBoVgK4SsE8KyQWwuJ8RAoIdCQJvpMXqVnlQA3z4TpRdjsHA1IEo6hss7JFzQQDQYwaE0AHAUmMrSWgAmJKomuRH7D8DmOVWGMAjgHb7T8oBeORR2XcFOcyMyfps2776C/ocwPr7df8rkEMC23xS/0uQLgVm3IBOAHYni1ldneHVcSMJKdbJEYYOQU7BDR+M8VMZeQZUY1tHVNYxlQJnQgJNKNbk9tzGAFovx0CWDXurDkPF1+MVcgBZhzDbbgaoVWdQsftNaIHcNwLQIYCQgCh9SwaC2jfgQ/lPg92qAnQnokIB6gCUcrlVAqNsZqqco+xMtTM2/FTwVxyBofAsvGGgNe25UxqskgxV+ETIkCaCAgFEzkLmqdXuqZ1ARBam6gMAl6/5kSoEUPYfwa/fBNSeBQBi2MZW7wRox8skBgnYTUfgKLeA11O4KDk3gJ0pWzI00BOYxuhOeU9fhwXWqdg/Io7MfuJKKNhBfRrAJisAFJgH1wF4oPYAF4HxyP6oLwN6xhls/f7Lj7jf5dHf9hdeBNoRgJH5L4UB+2TSpBDmBADsCG5U9izYq+Sg25uKqqsJhnJ64JdrcC13Mfan14tAdDL76MhM0qmOFdh2fRxGJBZQoycKI7BkQZ5tFx0v2h+BPw30BrhXH7bweCOA/eWf+kUgFvjxKcChGqAAbuYADCLQ4N5O14j9I/DjftcGe1UDpn7Ogh2LhCrHfyzw098Hwews/aVkkMzkD8qd7JciggNJQItUjoC0CuAjxMLOMzz3r/3h4ADgLcDM+ktOwKwC4HJg9ZmV/RoXWaGBUv1TiYABO8ofWLHwRDLPBd8JCn8quLMWPeMkiPozK5/dNpBCkAPIgnwWiLP9QqAqBc8of6rN1/3wh4VA8gRg9AxARwI7iFgJUCcAKwlBFg50lQIdDoCbMC1rpYKQrBygW+kUMcjkR+CsxvHus/sReCPQRvsR0A74rPCBnXtK6ZVTsdzgYwK+ovaVthE5zCi/8MnydZ+vQgC1AIiFARveINHnJQMbNlHlAbDbiTj7NBmUiYCoNqsiDBNUT+YjoHaSh3Lz3BDBcivedkaSjvqa8X2ypBe+QEQBVl9vBHrmCCi4H7EKcJban00GFcJYvv6H9UlA+i4AXAuAZT/1WWf/LdXv8G6VAQkxlMHPMsJFJ3CJylugstTaU2FPdT3wZpQ9UZ4LiYvU/TswJ1xDRsWZ88v0a0oIFjtDNt7YEQCPEEc0dnX/AwGQ2P9oDkDCAvld9XdP9dEV4I3tbpaenMZ3V2lIn0yCSlv0wyTh1Nkz9p6ppxVGoFU2VV/UOqn+6NKiMbtzdQgmcgRv1P/hJlXdw/C7/dcfajsAifeFDESU27MB+wa5jzoUaOB3LD4SA4v9NVF4LgAnd3ehgeozAHugHianEx6wCR+FG2YeA294whVQYtjvWQRUMw9BlDIkG7b6j4VmVrusOp9s/y0ncJX6R+POAD4kiI0A4L8BQ+Uf3gfg2H/2MBBTfdP+C7vAzdaPAFfIwLSERHVoIoqUBjNKm3EDGVIwx8kAOFLuaL86hkkkxcU/jDgrSh8CUhG9B6iMzc+0iUB7xO6H4EWszLqBb/ghJARgTwKytwI7OYAhBHBcQDYckOtlTmFYABIA3XILbCEJ3QaE1ampsRItHTbsF+mqqpUryCzZzYA/QzJJN+ICPLFqLwPCI/F/aXy5N4YjiRT6akB7BGmd2/INP/ghBGjJPwL+1QnIfGf2X8CuQ4GGEZXoO9UFEOdwhAxYDiCtXE79ngKh2t7LFWTAHwAbSTEKEby2kaqznEHUJ6XmCUJJjaPUdFbFK4CvtI2IprJ/+caVAHQSkD0ObL0MxCgJbnNNqb7+XlX+KATYLlwdky4NZVaRxY/ZcMGLZwNHkCaXCPwZ1bbOBZXNyS0wkJruSKmll1w9CsrHdACzZOBdYwWwYj7CcAhcijf+8o0/KHYAkgzs/u4Trqm+/g7gKYUDRNG7F4jKhTlAbz+SbgNjdz+g0S5yA0wFO5AQAnHVzwOoZ/vPAn8yMeclKSMlPwOspm1nhO2oeRZEM+0qgH8q9d/O8ZtWAig4AMGQuRDIWQ48JAUBkO3eRcDWuQSi+pETQOBSdpxQ/kjJI7IYljkrVXaBlajpZxbqeGrOQEDzGqA8OoywfvdqHP5+IICznEKFSDJOYhjvm35g0QEkFwIh2Bm4w3AgcAJ6MrV5R+y9BpcmCFQl+oOz8MByE0qNu/EK4UDkJBihWHF7Bvz4m5jAJct+I8Wn+6+I1a8YE0k4+OwBtaLwlbYZwIfjrQQwrP4jK/82+6+2y8q/IQmolR2SiNvvqFUc3x/A9jOwESfAgB6BnxGJFR6E9tWbhJ499ey9FUbIhDT6ejadAjwKMbSVtkgxY7kvAOuZjwFn1fvq0CACeAhucGPycejzzT9gdABYERheCLqDUQhh+0qeC2iYNcBvWf4wMWgQhE7+CdHoC04TAlFy0zkY6+41udAJkyANar8JKVIHEBFEspYfOZLIxofkmSEOr82B+H9WvWcIoALaStuILNj+bdtKAF4JUKu+uQpQx/5AFKj6NBwQeiLOYCCxKEegCELb++GHcCoCA2taYHXU0IrtXTJhjsd5kKcDpziDBEEgQZkkg+MBWVigiYjA/T3gZofjGI4kC+azwTszXgTaqwlgHX/5ls97tRRYVL2tADRCgUH1yYKgDofE4nc4VqDG/EGbE0ZiziMIF/yGYlCHYJEKKzviJLaOEWTbQ5CQpN9AAhcoP5JWGaBA8lmyKYHZI+FgldwMeLNhgncNlX0RWczufyAAWQqcjP2tCgACV+Z+t0RYAUmIpAOxEdtHTmDbTybBsHaAnIMmiuHmatcBk9m8iexcEgrqVgP2c6cxvFL+LMii2HkYJ5Er8H6TaeL4ANj/CKSPofiIowcH8P23COBGnwHQhOBVALxHg1l4kCED0mbIEVjqTIhk+4GT26dJIXAF0yGBQR4U6MR5ZNsNTkIRS0mVsa8ir+o4LnF4ZKvPYXKV3xWK/1o4gG/9/ioJKC8E9dyAAXaM75sDANDp+N8LA7p3CyjF1Y5B3xxKEsZ6AVo5SIDYZHMvGRUlqqLseLCSbzunpBVGMsy6hTA0icAWXf9sIjC45irZyPzKuJUjIH4KxR8cwLd+v50A1PMAmOzTnwXTYvkld7Bth5uM+9uBo3yAodKR8uP4HUEQ5dFtGYEM25QCDwQQqVAEzAgcQdx/JvipC4jICX50Cpxk/wzoorCkAsrM8WbHM0WCEGXU9qr9y0oAWwiglH8LCYz1/w3wqvznqr5BDhqsUwuEqg5BkUwHdgOI2yGsx02tHIHcaGd/pMQIbArMRF7hCGAwFMqAxWwTEdys+sO9zJzfjBuoKPVVba8lgGISsFsApElivyE45wdXADdNhwUdlkm8nnYCCeWXY+l439tecgvG5OxuZqSMjnPoJnwWYJETYUoenWOkaBP9M2C2yDML8my72fg/Am2FLKKxZvZvfb7t+77KAWxOwEj8NXUHp7DNb3QBCvwSAnSCq0MAQhiitugOcCzcbsX71qrAri9OXEY21nMGHUu9GnG4oQVncMg2Z8FPSDEFNMcVHemf6ssIidw3a6wsyM9oVwXhUQLwznkQMVIKbQRAV/45RKDJoAHcIQMhiwjUQwjQscer3hYh0BWBxhhCNCzej/ZZx9FuIsolHLbMFUWfAXIUviAY2ecKOUVjMTIoXH8EmAwhRSA/Cuoj/c255pHot33uQw6A5QFku5cLQGAjMSDmLCcw4BImixUaCDCZkntuwGtPCcABCx6nHBJkVDg7qSuvwEoAcQDIBPi9MTIAKyt59rcKyGWWHCr9IvJ4kv2NAII8gIC1Wwqs1wUAoi0yEABrx82UP+sGziCFDsgkHLDyBN1N80gjqCLg+CkQJOPqdn4BUOhEniENVJtE/2x8TduRa/IAmT1WBMSzxomO8yj7P/65r1YCotIPn0m8j28BFpVvwGdkoCRf2/gOd1k3MNgImIEEyBZZYEKJugVrHYEoi3EsTSzu5HEIZCCFyuQPnMIl4If7kgVMtt0hUkOCMj5XgVex7VM2XU3IlEAQxyPDdP0//n3GlYAh+FWs370OXBbbqWSfblNxAlbbsuUPyMLLBeA9YLafTZruB8+AO2vps+32650Flqem4b4T1d881oyreWICqJLL1e2XjQDkjUDkmX+d5WffEVeWE0CBNJU/qfq6f0eQBdVv/Qw1tdyCBWzGsDJGqBIZgiCAzjqK0kQ6A1hnjOGBNUEwIUmd5AAqxyndB0PFw7nkOAY9R5ePf+9XSUBGBAJudAVt234Ttn37xi4ESGyTE0rnAIBtBqwfAD/+Zl68r8nGdA3RykEsy2TtfJYkKsfWk+wM4GavJwnA2fj/CDCPgqzSPwoLov1HSOUVAeBKwGgtgJH80+AfbL8OC9A66Od0gFy0UiuCa+Sjt0cKboYQRGmHsR0w4vmGE0GRltk+AapuIlTbG9dcDh8mxpkCauL6wt/eUcojfY8AUiv0Wd+tc3ogAA/8xsKfDuykTVP2/YO1GlCLNnUCiii0Cpu7LUfgjUf2WTG/JgXLORwFtbkE2VLQRNKPTgiHjNKASBw7PZZ2J0Vnc+Q4ugsk6gAAG0BJREFUVVKKQH/muZxKCp/4Xv3DQGLn0fI3sEerAPVTghAaaFyllgcDi1Asq43t6yzwI2IIKgHiOFKWjZyjZ3XZBMuAOJqYbTJVwwuDfIb/l8FR2cy5VX6Ts0HmZdunz90i7eClJZnjZdoMv1EjAMcFbLiYAT+x8TpX0DCeAHPXxAA5XTug7YiW7on9NPYPwgLtEEKiSNjcTg2y4YSehCeBv+xUZid98ne5khCmwHaQDGeOGfVZVgKwqgAiiBH4U2XAfTCco1qxNcAZxiOAm+J/kSvwEoYU4Anl325ath0hr5BYNPDYq9Sr4LzY+reJfBZZVa/vhPYRGGf2Z/p4bZZPfM++CmCFAF4YIETR/upnApw3AqUJAQ4ShQPD/ovA3wjdANDwwxvKZbVjN45uSwI427eqnIywpsbIKOT7iAAy4Ix+p5kxMn2kzSsCCKoA+AiwJoOOAJTtF8vPSAK3NSFLhAJdPwLuTKiwHc8jhsx+1YaGBSRxJdeadQgWETBVTJNG0mVEE3TbXww9yg6lmPzL/gapawNSitpXgIdcF40783tlzmUd94EAEiVAuc8m+HWOoCH61fxAy19R/mplAElHicqrryeD3wM1fVkpm1gBkOgxHEV0gZA4VnpiFlQ5MzHNNoXjpM+9APBozKuI59BvpgAwJgE/B0KA6CWgrP7vZP4bWcBJZJYEI1FYQuzlAtw8gTFg2jXs12I+diz7gQA9tu/2GaRkOQvrfYapiZgNR6znyMn1zQCkpG7GOZfG0PenQAAZIM6cS2bcq9osnxAC0C6AgH14+Ie9EIQQwoY5FRo0HAbbKY5In3Yf2QtHEGVWiGEAVhHow1cHPHgeJnAZqAIll3GrSUdKBkdyBmQF41WTsxv3LMK6mAAe5bdwSKt6/AcCMEIAmevrbz88A7Dv1CofVQQ66w9ftAJrMdSuAHD46ucIiEGDeRDcKCwgB43KgZYa47l4biIav0QyybjfOufhWGcRiQHK7nivKQFUATcQ+Ylgnhl7+cT3sEOARgDO038dATjZ/w74AKTM9q05AScjBY8YEHRVy4/Kr4mEKZXbRnaSa/IAvR3HISk3CZkkr3AMOPeM3c2SiTtWAfyzgDyz3+xYZ/6e6XPoCMBZ9tuAboB8cALKIbT5x54H2CeVBrkGOHUFHjFQNlBJ6wnVZ+AWgogA3Fg6cVymuJ1zME/kYQdT0CwgXTUpEFdmUodtCgQQjrVf2NXtMuNn2lTu18x4rxyACgO8sp+n+ts+A+Rs+a+0Z1jFfXS/ASLLGQxjJEAYlgpn1FwdN0UazloDD6wR4aQVH4GTPP+ZCUkn/MmhxtWgsu7H7O9x5fkun/hsFQKw5B+AGsGfjfc9UrDIYjukmmjatlv4taoAFduvyccFWYJIvOSdFvIo7s8Avps0ScBaE606VoVUdFvL9byO4Inc2PvhnEcC2CfL+mf7p+P//ar1dgTsEA7AmJ1gFrZ36k36tXEjV8CshFwT3tEsqBPt2rDQNqX68GNl2kfEUQGmpcQR+VSOkQJIQf2vUMorxkxdd1R+hbl6aLzmAMhCnuEZAKPmrxW+EYAFcGtpsLM9dATgUrSiMvLQbSruYArQCaKIAJxyCjgxnGN6hGLuyy55npicFuEcJZSjAD7aPwvOK46TGfPBAej4nz3959T8B8VXYMR5aK4HIACOLD8DLZvzlp2nZiAB1G1+J9pVbD8jrdR6Awts5PymQL+Pf6j6EBCCNVHN/7iV/lgq6XkWCcn1k2NmwX2UxLLHyQBeLkPGXD7x3cccQGbdP1P9UPmt5CAAqiMLOVvD8re2XkjggHXASALUWfAzl4BzKLT0wblk+kdt0vuNc6lMbBPkhtU9tMpRgfUogGaApfmi8lsdPd9S/44ASLyPQEelZwlATQqIPU/56ctB1MtEGI61slP1NybvU4LfELBXmxMZfzZGxnGkQY8HgB9rxkVM9XkK0imqfYUYqgRYAnHBEelxXzkAJwcg4EOFz9p+5hSasBPlZuGCMgIPIkwmiN50RjWg+22zDsFxHRnwR21cEKtzjADvTUx0OzMgjsY2VbEI/iq4ps+L3JiKslfPszJ2pS2exwMBZHMA+8Re709HAGxxELTtnACgWZNIa5ew/APY9c0xngno+qlBXHxfDP7tBlaOwSZjsn+GFLZJciAMOUQYRQI4dKxHBvWVJDAz9vKJz4rXAYjidiHA/sPRtQDWE4LGOwIt1e+2KxvgEsD7DPyotNPqXwQNO84ApIkxI3IJwXryMcPjnUAAVeCd1f6MaxsJgNX9WXjgKbzlCIwyX7vn3jJhpZCUAGBjRBCKTzjukoraOlfbp04iooTk04mFic4I6QiwvQkvp+XlL44cewYkZwF0uDZ1D2Ztu76VR8ZZPv5ZDxpOwwDr+X9P4ZV9b66B2HodRmgXnHEGrc8Tgz98B4GF4wJp0Bud7B+BqDu9fcxMn6hNaT+5llL/IsnNkMNMn9eZUDYC0M/5I2jXzxqowzaw9l1bZzsCl1p9I1zQJCHkhffeVH+HJBgA9HwysZYE4TA/Z/sZziECi+clPAXOKg62y5xLFHJMjZFU2ciVnA30GRJ4jD7Lxz/zVQ5AwFVa/rt3osAv5gIQ3A+25OFuenbefV6AlBLZeBb4U/hMNSLQC8gonPyzx7Xq7gapyObwfKJx4SfIOJmzjveYQM78VlW7PktU2eseCSCI9wegW5Y/SQwakDpksPYLM1juofVTQHFxE71NKGkJQmyGDTyt9qsFGeCYo8N5ZcfJtnMnsvo9smNm2mWBUHU50bFnjvvYY67H6wiAvvLLyQPgk3xWqKCFRZSdAbdti5KBilws8YrcAd70cgxfJYtAYQPI97uPEog62DbxCmNGE7UKJjx2duwz2kVjXLl/hiAihzEz5isCCFYByhzRCj0A37H92xjE1neuwtmP/V1nQBYKWfMbQ40MCKvtD5EMO6ErgBqMGQGBnWa6z37sdPujoUYUipy4f9a+R0A/c9zl277bXgXYRQABjsDUIK0Anym7DiW0m2CCaS0ZHsggafuzYO6GSwCQNkn0CwnojDESYUwFjDjcTL9osVHZTTwigCMgvu77txCAEkCy7s9IAcHI3IIGNoJwIAV0ppmwYD+4xgn9HoCpAuIQl0aDsF9nH0J6KDWo2v5DKk86zxy/QjCZtq9Tm+hcrtq/EUCn9M4LQIYwYL+x5mpABUgK8H0jgmH47IC/U38Sl1fBnwV+GryzuYILwd+GTl5ENPmyzNONkzx2xg7PklP2ujLtHqtNdJxov3YljQBEibW1t7Y34CVW/Wngt3vv9MXxB4sPd5w5CBY+6PESTvihCUzU7JzF68uCwzrnSnKudCx1MZmJUxo/itWTP+bMeWX7PEW7s46ZGSdq00IA+uYfou4DkEG9vX2W7Weqz8gBccjcAQNPRfnNuUjcCQPB6a7BZIMqBI32SfBVjhZNtm6sxPFL48HglX5XtM2OeWa7zFhWm+VbP6NPAgrYXOX3VH8fwFT9qEqg+rvq76izRxQZfEVlQXcOJ4nDBdgZY6TZKoZ6ZpLFo4iq8JZHj1Htf1X7K8bNjDnTZiCAyPLPxvs4LnUEiaW/HaifCPyReEXEkSGfM22/nO82OaKTTyP4QMOLQo/M5NdnfXWf6viZ9pk263Vm2m0hwOoAUK3NxUCBsrvEkFH9YI1AN3+zFYHki0M6UBog8bCDYcth0SUHOgW3pwxyAPiJ9wvMjp6Z7Gzsx+pXPU62/RntGgFYyt/IQVnS9au3DwHL6vc6RIjWASDIBntvOMvsSkAPwBZuuu0HQBuNUwUFPd+LwZ+diFc4kPSxyQ/52H2rx6u0z7bV7ZZvkRyAEddr694BP3IFmXyAE/NHlt8iAv2fjXju1wJ/Cvhq4AzOzDZO58y4mXxClUxObX/4IvqzyU547xqOjnGkf7VvpX2p7bd8eCIJKIpLXAFTfq322jl0feCOee00qC2HYIHfUt408GFgb26n5v0JawVmiOVUgHuDpX6E+GwqEzseLRcnXz3OzDVV+3jtl5UAEKAIOhO40WO+mZifOA5KBEG7DuCJhUADIcDkZPPUJIQDil21/dP4KXYsNs9g46HNgYGrkz1/UucRwHrMo+c527/abwwBdgLoSIAou1bjSNU98jD/81Ct/t7/IyAuRPocAH9F9be2pEM0x+l+tTEag03u11H55Zy2yTZzURUUH2xbBVDmcEfGfOy+yzfrEMBaCrzfTAbsiBwyYcGg/oSEAOu9sKi2oe2fUP3WJQnacN4XbH84lp6VB9xJZoKn25RPPD3yaQ2PAC5zEkfHP9I/03cjAAbgAegHFv9YBMEsPyqsPgcNbNaWgb+bh4QsNLHgjWV9Q4IxZoZFIubxghmWcRWZSVrgj/xwb8Df/VYZMEY/7hVjPBAAgIIqvKHGkfJ3Y0UEsl99+L4AaQcoxLmm593Z4Gfz2pvrw76kg5giBXIiV+EwHDdsEE336/efAaiZszzzuEfHWr7508k7ARXIEMjMGZhKnnkpKGnDxhu2ESWfAX8K0Jn/ZwBmgjn3E7Y/i5uIWDITM3uszFgdYV01cPVEgvZHwXP0dK46fmXc5Zs+nZcBN8BFqn10v7H8V5NMZ7kTVYHBoicBTMkgqaqhC3AaRHiJ9m8TccJZeBM4dUw2wIHrjABVmdjkJ2nDV8eJzuus/VeelzX2RgCDwnuLghxV74CbedQ3Uy5MvBQkUn53P7odreIJUFnzvdueGKdq+b3xLwF2NqE/zRxnweiDNc6VpLD+Uo0AGnjBWg92f6dVur2yNFhA59h4nEfb5+T6fw2MCPxU9ZV8mG3UXKNzn1yjnqIRZtz9RXIpinaIplkiCgd+08D9Bc4ihuUbMQRQkzXrDBAv4UNBcllR+IDK/Ejgb5MZZnVEIJ7V9J4M9EAdEUI7ZqZhVrkzZJawFslTegPvR/gFMiSxEYBW2PX7oPIROWTe+JsIHzoygS/6fDTwjiq/Bv8s8BmJAOfR2x6BxnMW1dDBIyxrTkbnt/VzGqX6PwIgjhxCX0MGXEeO9xh912t4IIAo5nfAj2o0kAaqeDLb341hHNcDf/QEoAvsI8lCA4nW5D/iAE5558ABxR/O/SDCD3a/DCuZ83q/E8HyDZ/mVAF2pCEoKcizdj5DJEIaVfAnlgJXwT/lApxS3wzoM2DLTNSK8mfHE+UvtS/A9apxM6fwlMeW81vJ5WrnsREAA/W2LQHsVMyfGKez/gr8Q1ignEXm8V8PzFXXYIHJUmY2mWbIwPq/EvWEzkzeTJuQNMgg2XEzIJwJb6rjHgp7zjrYI43D3MryX8EBWHZ+VvUtEmGAbseAGUSPWwT/2apvglntOAv0bRwDWRnAXdYmM/BkEvKpgZm8tEeC7nWH6QhgRvVdkColt9rKcT1ioC4gsP0V8LttjUnMwFkBvjXJhu2EFGcBEk3saL8cN5uHmD3PaMpnzzMax9v/GMc4cn5n9N0IANXXBWnmPQCi0Enwb8AO2mbAXwFw1fJXiKQBxLg7FYJAR8aGiyboZfvVwNFxMhN1ZoyZPplzie5hZYzXve3y9RICEBAOZJAEdQnQxpiuG3DWBWA//RnJhu5TdyskFTIDKwBPtU2qfwQGb3/Ut/utEo0TTUxczPSd6ZMF5pVjZ88hanfkHDcCiAC7HSAqFQJthi4icAlU8YMyImPtAcAOmLBtCHzCHikwR6GEvtMnVxQY6ZFD2vMt8TDTjFN5yj5Xgisa29t/BNSV4y5f/6nj04ADABNZfI8kqJor5XcVPwF+D7RybimSgF/PHDNQ5YhAPCC2vkl3EYF6VvlpP7VxZpJW+lTasntbAYLVduYcKse9evzoXJav+9RX6wBkMnUKfgH4U+VFDcTkcmANCAR/SBIF8M+CPOUUCDnijZwB9UyfDlSJmZpo0s3HTPtMm7McRMkNRcgK9s9e18HDDt03AugArx7qMfftQ0XKP+MmvD4U4HguhDi8PpV9mfUGTJFToJdrMGaGNWHO2u46iYCQjgAwC4RsuyxRZoA0c8xo3CvGjI7p3dvla4kD2Dqom06JIOsOEs8A4A9jOZCzwV9yBKpxBtSZNt01JY5h3cwzicA7p84VZGZech1AFhjZdjPneYTIop+iet7ReGed60YAFuBc9T8R/IPiF2N+Rh6RWtM+xEmIw/EmlEckacA6KnsGuL0JaO5LJv2ykztqF+2fBXV23LNApcc5cnyPCM4Yd/kv6ACyoM62q7wSTD+BaDiQlAuYLBNSIBeAGRGBSQbkTlZAf0bb4dySbqQ62TOTNtPGDVkIarJjnkkCR45Z/V1nHMPa5xUBwEQ/TfnhF3DHJC8TYa7gKPhLqg8Hi4Bd3W9ZbDZhzgB3ZYx2bs7szUzsqM3R/Y/pBqJzPZM0HgP4eD0bAaTi/WxeoBDvD6SQIAzG/K1bslJgEUF3o48+XUhi32EiFev8WYKYAjzOPBCDSFkicHj7o75Zlc+MQy4vurS2vzp+9ryvtveZ81i+5lPGMiBT3zRJ7J3Tig9UHvVxHYC6SxmQm22csVwC2q8lcgTbGGRWHQF4tq83KbYxjNkegWAW6NG4mUk84wYyx50Zt3K+FgFUzu2o+9gIIALeVeBHuxmdQxb8VeAP48IAEZCn9zvHsCZQFuDZdvQ4CeWPJudTE0F0fjNOoDLmEQKoHmfmWjRhLF8dOQA1KVygFpKDrwP4B7IwgDkNdOYIDJBlgXt2O7wPenJEE3IG7DN9qhM9Ou8rx5slgMo5zzoT5hY2AjBBfTL48cfZhs6+OhzOvANtArBpR5AA5mEiIHc5GjPrCLLEcIXyW5O3uj07sTNgybTJgjU7Vna8KtEebe/1X/6z5QAmwT+AnL1g9CD4hTzcsMAiDba9mPCLQEv3G2RlTfoMoDNtvEnZ+quBZlR6Buwzx7lCvTMAz7SZIYDsuFlyZCrvnddGAIMDCMDfgbxCFIkKgUcg2q6m1X3/VWj7yTUD7Ec1iSHhLrJEcAT0dLIVKxHRRKwSQQSAq/dH15PdX2030z76LRj4oz7LV2kHQJRqIAgB1GOD31DRChF0bR3lM8GcKO91fYvuwmJr73y8yeQSRlL5zwL1rOJHk/jo/oxyR8e4GtDZ41fPoyeAQhKvVBk4Q/kD8FdIYLvhCTLxQozIAWzDBwCLQB3tj87BnQwTyl8hgkrbzKSNAHD1/gxJZNtkrhfVPLo2rfyV9hsBlMH8RMpfBjn8MpbyZ8asEEEbT/1GFZWOgB/tD13EBcpfBfwVbiCa+FfvrwA7OpfKWLNksZ7D8p8+lFwI9AS2H1U0A1Rp47YlwLTaTwF/7xSB9Oj+I+pfeX15SCYGyWYm5etGAhlQPmabqxwFjrsRgAaO+f0k5ccTcI+dBGuaHJLjReByCSNQ16PAj/qHgIUBKqrN2h7tH6ncFQQRgSoCeLQ/Gj+65gxxasufPSZrt/zHrAN4jcCfBjyG4RPPCZQdgAOuCLgeqUSEFIIeZt0VQD46pjeBryCBCMRX788CNjqPCplYx9wIIHQAB8GfVvwT3gNAgTQBflflme0l7qJCIDMgzwCvtQmcSZpECi82rTiECBTVsWbHi/pl9kdtzgT20bGW/xA5gNcc/K4bOAh8D8DdD3/kPygplhVLoL9Q+TPnESlUFdTV9rPOIgLw0f1HQRv9rjpE8I63EYDpAF5D8LuAP2j5o7GpSkMn/UNXvlfaZtxCa3Oh8lcAWWk7C9yzjpEFmAes2X3ZY2dIKNNm+feWA3hC8FeASNuS9QxZNbeOTfur38i6edkxI2BnVFc7kyPWPnO8yvhntI0m9WOSwBGQRy7g6P4skWwEMDiASfDjzTFdxX5m3f4CYCNyyCzwicZIkQUBv6fiFYWvtDVB9cjKnyWLqrqfBehZsM4CcbZfFrjR+BFRynGWf6cdwCT4GahSJBCAPwJrtx++6GOnQK3icVO5T3p+oAL0qG13fYScvImVAW/p+CoIzYxfPb8qkUSAuIIgZseMzjWzP9NmPb+NABpYXgPwlwAPE02vZjwT8BHJsMn7ZG6AzLoMAM9qU7H5Z6j7GWNkVLd6nCwAFVe2r5HCn7V/+crVAVSeAUALbyjhrPJ7LsIC9NaHKN4lDsBQVtMpOI7CIyg2ebxjzKr/DOgzfSok8NhtI2CeCfQjID3SN7pG3L985cvEOgAE/ZFXfSceCio7AMO1uIShriflFhySqQL2DMKgx0yofwbAnnupALYCpsx5PUaY8H4ILSoAjxzG8hUvi88C7Ee3VB5PjrZJuA02BgVp4EBSwM7E/cn1BBVV90A2tQ86RQCOCCuz/ygRZAF/lETOBLSnypXz9Igssy8igIp7WP7tTgAhcCfVuyOBE8DfLq4A/shVuERhAGsKpBeFBNH/gmRNqogoov2PRQJHj/MYJDBDDkeAPHs8fcxGAJaiVwHMwLZtS4Df7Kst+8HKgQX44fj7hizYz24XKbH8rmjzItAe3R+dU9WmZ53AB5UEZoE8228ggH+TdQAFADMgpQhGAZ0SAlHkSOGj/VZ4MRNCZPvMtuv6JQgqA9gqKWTBmAV3tl32uGcpvgWy6vZZpT8L5CgQlAA85a2qtwZ6RflDB5AEfwT4aL+21Fb7LIhn+kfAzfzHIhVgR22j8zmq/BVQZc61SgKV41fH9n6bWXI4q9/y5SoJiAMfBb9Xm7ccwXB8cQVE7QayIW8groI0s5KwOmYEHm9Cm/suUP+MEp/V5oiaV8B6VdsZEphR9Jk+FXLYCMAE0oTtb2OpCZoBq+kAjLFMsgDP4x33TOsfugohMnJuEUEM56lmRaSIV+/PnP8RwGfHrxzjyrZnksPlBPBlRhlwxrpnwW8CnWXJC0RymBCS5b4zwV5Wf+hwBNhH+lqW9rHdwVF1P9r/dQZ6ljiWlQC0SjIbPLRRilYFv0cC7Yc9WOrLAFWf94y9n+ljnZurdie8YnzquMS9PAUJHAVshqCs63oMsFeuzzvPaB8eZ/lS7QCU4jJVNckgUGurH1XuiVJfilSYFTdUtUIgR0nA67/tU7OjouBll2GEKVnQZ4EWXUPFps8es3KM15EEskoPt3T7KP02AojUO0UCk+CnoCWAzII7Au2w3yG8o6COzoUBioKCnKPrFBjJqRlQcQLVY2WJIjNuBaCvIwlUVX0G0NVjdATwMXEAAYBdEnhC8Ecgc/efGPNH5xFNdhOQRdt/ptpHCh3tj675CFE8JTFUjv2UriFz7GUlgOp/DNKRwUHwdxPfUeMjDoCCq5BfOOoEZvpr2x+BLavolXEyAM6obnTMzHEqoMuc09HxKv2rbTPAVYZO/ydUbXfkKP4/BnecprBuissAAAAASUVORK5CYII=";
  116295. return TextureTools;
  116296. }());
  116297. BABYLON.TextureTools = TextureTools;
  116298. })(BABYLON || (BABYLON = {}));
  116299. //# sourceMappingURL=babylon.textureTools.js.map
  116300. var BABYLON;
  116301. (function (BABYLON) {
  116302. /**
  116303. * 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.
  116304. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  116305. */
  116306. var FramingBehavior = /** @class */ (function () {
  116307. function FramingBehavior() {
  116308. this._mode = FramingBehavior.FitFrustumSidesMode;
  116309. this._radiusScale = 1.0;
  116310. this._positionScale = 0.5;
  116311. this._defaultElevation = 0.3;
  116312. this._elevationReturnTime = 1500;
  116313. this._elevationReturnWaitTime = 1000;
  116314. this._zoomStopsAnimation = false;
  116315. this._framingTime = 1500;
  116316. /**
  116317. * Define if the behavior should automatically change the configured
  116318. * camera limits and sensibilities.
  116319. */
  116320. this.autoCorrectCameraLimitsAndSensibility = true;
  116321. this._isPointerDown = false;
  116322. this._lastInteractionTime = -Infinity;
  116323. // Framing control
  116324. this._animatables = new Array();
  116325. this._betaIsAnimating = false;
  116326. }
  116327. Object.defineProperty(FramingBehavior.prototype, "name", {
  116328. /**
  116329. * Gets the name of the behavior.
  116330. */
  116331. get: function () {
  116332. return "Framing";
  116333. },
  116334. enumerable: true,
  116335. configurable: true
  116336. });
  116337. Object.defineProperty(FramingBehavior.prototype, "mode", {
  116338. /**
  116339. * Gets current mode used by the behavior.
  116340. */
  116341. get: function () {
  116342. return this._mode;
  116343. },
  116344. /**
  116345. * Sets the current mode used by the behavior
  116346. */
  116347. set: function (mode) {
  116348. this._mode = mode;
  116349. },
  116350. enumerable: true,
  116351. configurable: true
  116352. });
  116353. Object.defineProperty(FramingBehavior.prototype, "radiusScale", {
  116354. /**
  116355. * Gets the scale applied to the radius
  116356. */
  116357. get: function () {
  116358. return this._radiusScale;
  116359. },
  116360. /**
  116361. * Sets the scale applied to the radius (1 by default)
  116362. */
  116363. set: function (radius) {
  116364. this._radiusScale = radius;
  116365. },
  116366. enumerable: true,
  116367. configurable: true
  116368. });
  116369. Object.defineProperty(FramingBehavior.prototype, "positionScale", {
  116370. /**
  116371. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116372. */
  116373. get: function () {
  116374. return this._positionScale;
  116375. },
  116376. /**
  116377. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  116378. */
  116379. set: function (scale) {
  116380. this._positionScale = scale;
  116381. },
  116382. enumerable: true,
  116383. configurable: true
  116384. });
  116385. Object.defineProperty(FramingBehavior.prototype, "defaultElevation", {
  116386. /**
  116387. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116388. * behaviour is triggered, in radians.
  116389. */
  116390. get: function () {
  116391. return this._defaultElevation;
  116392. },
  116393. /**
  116394. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  116395. * behaviour is triggered, in radians.
  116396. */
  116397. set: function (elevation) {
  116398. this._defaultElevation = elevation;
  116399. },
  116400. enumerable: true,
  116401. configurable: true
  116402. });
  116403. Object.defineProperty(FramingBehavior.prototype, "elevationReturnTime", {
  116404. /**
  116405. * Gets the time (in milliseconds) taken to return to the default beta position.
  116406. * Negative value indicates camera should not return to default.
  116407. */
  116408. get: function () {
  116409. return this._elevationReturnTime;
  116410. },
  116411. /**
  116412. * Sets the time (in milliseconds) taken to return to the default beta position.
  116413. * Negative value indicates camera should not return to default.
  116414. */
  116415. set: function (speed) {
  116416. this._elevationReturnTime = speed;
  116417. },
  116418. enumerable: true,
  116419. configurable: true
  116420. });
  116421. Object.defineProperty(FramingBehavior.prototype, "elevationReturnWaitTime", {
  116422. /**
  116423. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116424. */
  116425. get: function () {
  116426. return this._elevationReturnWaitTime;
  116427. },
  116428. /**
  116429. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  116430. */
  116431. set: function (time) {
  116432. this._elevationReturnWaitTime = time;
  116433. },
  116434. enumerable: true,
  116435. configurable: true
  116436. });
  116437. Object.defineProperty(FramingBehavior.prototype, "zoomStopsAnimation", {
  116438. /**
  116439. * Gets the flag that indicates if user zooming should stop animation.
  116440. */
  116441. get: function () {
  116442. return this._zoomStopsAnimation;
  116443. },
  116444. /**
  116445. * Sets the flag that indicates if user zooming should stop animation.
  116446. */
  116447. set: function (flag) {
  116448. this._zoomStopsAnimation = flag;
  116449. },
  116450. enumerable: true,
  116451. configurable: true
  116452. });
  116453. Object.defineProperty(FramingBehavior.prototype, "framingTime", {
  116454. /**
  116455. * Gets the transition time when framing the mesh, in milliseconds
  116456. */
  116457. get: function () {
  116458. return this._framingTime;
  116459. },
  116460. /**
  116461. * Sets the transition time when framing the mesh, in milliseconds
  116462. */
  116463. set: function (time) {
  116464. this._framingTime = time;
  116465. },
  116466. enumerable: true,
  116467. configurable: true
  116468. });
  116469. /**
  116470. * Initializes the behavior.
  116471. */
  116472. FramingBehavior.prototype.init = function () {
  116473. // Do notihng
  116474. };
  116475. /**
  116476. * Attaches the behavior to its arc rotate camera.
  116477. * @param camera Defines the camera to attach the behavior to
  116478. */
  116479. FramingBehavior.prototype.attach = function (camera) {
  116480. var _this = this;
  116481. this._attachedCamera = camera;
  116482. var scene = this._attachedCamera.getScene();
  116483. FramingBehavior.EasingFunction.setEasingMode(FramingBehavior.EasingMode);
  116484. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  116485. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  116486. _this._isPointerDown = true;
  116487. return;
  116488. }
  116489. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  116490. _this._isPointerDown = false;
  116491. }
  116492. });
  116493. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116494. if (mesh) {
  116495. _this.zoomOnMesh(mesh);
  116496. }
  116497. });
  116498. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116499. // Stop the animation if there is user interaction and the animation should stop for this interaction
  116500. _this._applyUserInteraction();
  116501. // Maintain the camera above the ground. If the user pulls the camera beneath the ground plane, lift it
  116502. // back to the default position after a given timeout
  116503. _this._maintainCameraAboveGround();
  116504. });
  116505. };
  116506. /**
  116507. * Detaches the behavior from its current arc rotate camera.
  116508. */
  116509. FramingBehavior.prototype.detach = function () {
  116510. if (!this._attachedCamera) {
  116511. return;
  116512. }
  116513. var scene = this._attachedCamera.getScene();
  116514. if (this._onPrePointerObservableObserver) {
  116515. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  116516. }
  116517. if (this._onAfterCheckInputsObserver) {
  116518. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116519. }
  116520. if (this._onMeshTargetChangedObserver) {
  116521. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116522. }
  116523. this._attachedCamera = null;
  116524. };
  116525. /**
  116526. * Targets the given mesh and updates zoom level accordingly.
  116527. * @param mesh The mesh to target.
  116528. * @param radius Optional. If a cached radius position already exists, overrides default.
  116529. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116530. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116531. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116532. */
  116533. FramingBehavior.prototype.zoomOnMesh = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116534. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116535. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116536. mesh.computeWorldMatrix(true);
  116537. var boundingBox = mesh.getBoundingInfo().boundingBox;
  116538. this.zoomOnBoundingInfo(boundingBox.minimumWorld, boundingBox.maximumWorld, focusOnOriginXZ, onAnimationEnd);
  116539. };
  116540. /**
  116541. * Targets the given mesh with its children and updates zoom level accordingly.
  116542. * @param mesh The mesh to target.
  116543. * @param radius Optional. If a cached radius position already exists, overrides default.
  116544. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116545. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116546. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116547. */
  116548. FramingBehavior.prototype.zoomOnMeshHierarchy = function (mesh, focusOnOriginXZ, onAnimationEnd) {
  116549. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116550. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116551. mesh.computeWorldMatrix(true);
  116552. var boundingBox = mesh.getHierarchyBoundingVectors(true);
  116553. this.zoomOnBoundingInfo(boundingBox.min, boundingBox.max, focusOnOriginXZ, onAnimationEnd);
  116554. };
  116555. /**
  116556. * Targets the given meshes with their children and updates zoom level accordingly.
  116557. * @param meshes The mesh to target.
  116558. * @param radius Optional. If a cached radius position already exists, overrides default.
  116559. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  116560. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116561. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116562. */
  116563. FramingBehavior.prototype.zoomOnMeshesHierarchy = function (meshes, focusOnOriginXZ, onAnimationEnd) {
  116564. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116565. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116566. var min = new BABYLON.Vector3(Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE);
  116567. var max = new BABYLON.Vector3(-Number.MAX_VALUE, -Number.MAX_VALUE, -Number.MAX_VALUE);
  116568. for (var i = 0; i < meshes.length; i++) {
  116569. var boundingInfo = meshes[i].getHierarchyBoundingVectors(true);
  116570. BABYLON.Tools.CheckExtends(boundingInfo.min, min, max);
  116571. BABYLON.Tools.CheckExtends(boundingInfo.max, min, max);
  116572. }
  116573. this.zoomOnBoundingInfo(min, max, focusOnOriginXZ, onAnimationEnd);
  116574. };
  116575. /**
  116576. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  116577. * @param minimumWorld Determines the smaller position of the bounding box extend
  116578. * @param maximumWorld Determines the bigger position of the bounding box extend
  116579. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  116580. * @param onAnimationEnd Callback triggered at the end of the framing animation
  116581. */
  116582. FramingBehavior.prototype.zoomOnBoundingInfo = function (minimumWorld, maximumWorld, focusOnOriginXZ, onAnimationEnd) {
  116583. var _this = this;
  116584. if (focusOnOriginXZ === void 0) { focusOnOriginXZ = false; }
  116585. if (onAnimationEnd === void 0) { onAnimationEnd = null; }
  116586. var zoomTarget;
  116587. if (!this._attachedCamera) {
  116588. return;
  116589. }
  116590. // Find target by interpolating from bottom of bounding box in world-space to top via framingPositionY
  116591. var bottom = minimumWorld.y;
  116592. var top = maximumWorld.y;
  116593. var zoomTargetY = bottom + (top - bottom) * this._positionScale;
  116594. var radiusWorld = maximumWorld.subtract(minimumWorld).scale(0.5);
  116595. if (focusOnOriginXZ) {
  116596. zoomTarget = new BABYLON.Vector3(0, zoomTargetY, 0);
  116597. }
  116598. else {
  116599. var centerWorld = minimumWorld.add(radiusWorld);
  116600. zoomTarget = new BABYLON.Vector3(centerWorld.x, zoomTargetY, centerWorld.z);
  116601. }
  116602. if (!this._vectorTransition) {
  116603. this._vectorTransition = BABYLON.Animation.CreateAnimation("target", BABYLON.Animation.ANIMATIONTYPE_VECTOR3, 60, FramingBehavior.EasingFunction);
  116604. }
  116605. this._betaIsAnimating = true;
  116606. var animatable = BABYLON.Animation.TransitionTo("target", zoomTarget, this._attachedCamera, this._attachedCamera.getScene(), 60, this._vectorTransition, this._framingTime);
  116607. if (animatable) {
  116608. this._animatables.push(animatable);
  116609. }
  116610. // sets the radius and lower radius bounds
  116611. // Small delta ensures camera is not always at lower zoom limit.
  116612. var radius = 0;
  116613. if (this._mode === FramingBehavior.FitFrustumSidesMode) {
  116614. var position = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116615. if (this.autoCorrectCameraLimitsAndSensibility) {
  116616. this._attachedCamera.lowerRadiusLimit = radiusWorld.length() + this._attachedCamera.minZ;
  116617. }
  116618. radius = position;
  116619. }
  116620. else if (this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116621. radius = this._calculateLowerRadiusFromModelBoundingSphere(minimumWorld, maximumWorld);
  116622. if (this.autoCorrectCameraLimitsAndSensibility && this._attachedCamera.lowerRadiusLimit === null) {
  116623. this._attachedCamera.lowerRadiusLimit = this._attachedCamera.minZ;
  116624. }
  116625. }
  116626. // Set sensibilities
  116627. if (this.autoCorrectCameraLimitsAndSensibility) {
  116628. var extend = maximumWorld.subtract(minimumWorld).length();
  116629. this._attachedCamera.panningSensibility = 5000 / extend;
  116630. this._attachedCamera.wheelPrecision = 100 / radius;
  116631. }
  116632. // transition to new radius
  116633. if (!this._radiusTransition) {
  116634. this._radiusTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116635. }
  116636. animatable = BABYLON.Animation.TransitionTo("radius", radius, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusTransition, this._framingTime, function () {
  116637. _this.stopAllAnimations();
  116638. if (onAnimationEnd) {
  116639. onAnimationEnd();
  116640. }
  116641. if (_this._attachedCamera && _this._attachedCamera.useInputToRestoreState) {
  116642. _this._attachedCamera.storeState();
  116643. }
  116644. });
  116645. if (animatable) {
  116646. this._animatables.push(animatable);
  116647. }
  116648. };
  116649. /**
  116650. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  116651. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  116652. * frustum width.
  116653. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  116654. * to fully enclose the mesh in the viewing frustum.
  116655. */
  116656. FramingBehavior.prototype._calculateLowerRadiusFromModelBoundingSphere = function (minimumWorld, maximumWorld) {
  116657. var size = maximumWorld.subtract(minimumWorld);
  116658. var boxVectorGlobalDiagonal = size.length();
  116659. var frustumSlope = this._getFrustumSlope();
  116660. // Formula for setting distance
  116661. // (Good explanation: http://stackoverflow.com/questions/2866350/move-camera-to-fit-3d-scene)
  116662. var radiusWithoutFraming = boxVectorGlobalDiagonal * 0.5;
  116663. // Horizon distance
  116664. var radius = radiusWithoutFraming * this._radiusScale;
  116665. var distanceForHorizontalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.x * frustumSlope.x));
  116666. var distanceForVerticalFrustum = radius * Math.sqrt(1.0 + 1.0 / (frustumSlope.y * frustumSlope.y));
  116667. var distance = Math.max(distanceForHorizontalFrustum, distanceForVerticalFrustum);
  116668. var camera = this._attachedCamera;
  116669. if (!camera) {
  116670. return 0;
  116671. }
  116672. if (camera.lowerRadiusLimit && this._mode === FramingBehavior.IgnoreBoundsSizeMode) {
  116673. // Don't exceed the requested limit
  116674. distance = distance < camera.lowerRadiusLimit ? camera.lowerRadiusLimit : distance;
  116675. }
  116676. // Don't exceed the upper radius limit
  116677. if (camera.upperRadiusLimit) {
  116678. distance = distance > camera.upperRadiusLimit ? camera.upperRadiusLimit : distance;
  116679. }
  116680. return distance;
  116681. };
  116682. /**
  116683. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  116684. * is automatically returned to its default position (expected to be above ground plane).
  116685. */
  116686. FramingBehavior.prototype._maintainCameraAboveGround = function () {
  116687. var _this = this;
  116688. if (this._elevationReturnTime < 0) {
  116689. return;
  116690. }
  116691. var timeSinceInteraction = BABYLON.Tools.Now - this._lastInteractionTime;
  116692. var defaultBeta = Math.PI * 0.5 - this._defaultElevation;
  116693. var limitBeta = Math.PI * 0.5;
  116694. // Bring the camera back up if below the ground plane
  116695. if (this._attachedCamera && !this._betaIsAnimating && this._attachedCamera.beta > limitBeta && timeSinceInteraction >= this._elevationReturnWaitTime) {
  116696. this._betaIsAnimating = true;
  116697. //Transition to new position
  116698. this.stopAllAnimations();
  116699. if (!this._betaTransition) {
  116700. this._betaTransition = BABYLON.Animation.CreateAnimation("beta", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, FramingBehavior.EasingFunction);
  116701. }
  116702. var animatabe = BABYLON.Animation.TransitionTo("beta", defaultBeta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._betaTransition, this._elevationReturnTime, function () {
  116703. _this._clearAnimationLocks();
  116704. _this.stopAllAnimations();
  116705. });
  116706. if (animatabe) {
  116707. this._animatables.push(animatabe);
  116708. }
  116709. }
  116710. };
  116711. /**
  116712. * Returns the frustum slope based on the canvas ratio and camera FOV
  116713. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  116714. */
  116715. FramingBehavior.prototype._getFrustumSlope = function () {
  116716. // Calculate the viewport ratio
  116717. // Aspect Ratio is Height/Width.
  116718. var camera = this._attachedCamera;
  116719. if (!camera) {
  116720. return BABYLON.Vector2.Zero();
  116721. }
  116722. var engine = camera.getScene().getEngine();
  116723. var aspectRatio = engine.getAspectRatio(camera);
  116724. // Camera FOV is the vertical field of view (top-bottom) in radians.
  116725. // Slope of the frustum top/bottom planes in view space, relative to the forward vector.
  116726. var frustumSlopeY = Math.tan(camera.fov / 2);
  116727. // Slope of the frustum left/right planes in view space, relative to the forward vector.
  116728. // Provides the amount that one side (e.g. left) of the frustum gets wider for every unit
  116729. // along the forward vector.
  116730. var frustumSlopeX = frustumSlopeY * aspectRatio;
  116731. return new BABYLON.Vector2(frustumSlopeX, frustumSlopeY);
  116732. };
  116733. /**
  116734. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  116735. */
  116736. FramingBehavior.prototype._clearAnimationLocks = function () {
  116737. this._betaIsAnimating = false;
  116738. };
  116739. /**
  116740. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  116741. */
  116742. FramingBehavior.prototype._applyUserInteraction = function () {
  116743. if (this.isUserIsMoving) {
  116744. this._lastInteractionTime = BABYLON.Tools.Now;
  116745. this.stopAllAnimations();
  116746. this._clearAnimationLocks();
  116747. }
  116748. };
  116749. /**
  116750. * Stops and removes all animations that have been applied to the camera
  116751. */
  116752. FramingBehavior.prototype.stopAllAnimations = function () {
  116753. if (this._attachedCamera) {
  116754. this._attachedCamera.animations = [];
  116755. }
  116756. while (this._animatables.length) {
  116757. if (this._animatables[0]) {
  116758. this._animatables[0].onAnimationEnd = null;
  116759. this._animatables[0].stop();
  116760. }
  116761. this._animatables.shift();
  116762. }
  116763. };
  116764. Object.defineProperty(FramingBehavior.prototype, "isUserIsMoving", {
  116765. /**
  116766. * Gets a value indicating if the user is moving the camera
  116767. */
  116768. get: function () {
  116769. if (!this._attachedCamera) {
  116770. return false;
  116771. }
  116772. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  116773. this._attachedCamera.inertialBetaOffset !== 0 ||
  116774. this._attachedCamera.inertialRadiusOffset !== 0 ||
  116775. this._attachedCamera.inertialPanningX !== 0 ||
  116776. this._attachedCamera.inertialPanningY !== 0 ||
  116777. this._isPointerDown;
  116778. },
  116779. enumerable: true,
  116780. configurable: true
  116781. });
  116782. /**
  116783. * The easing function used by animations
  116784. */
  116785. FramingBehavior.EasingFunction = new BABYLON.ExponentialEase();
  116786. /**
  116787. * The easing mode used by animations
  116788. */
  116789. FramingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEINOUT;
  116790. // Statics
  116791. /**
  116792. * The camera can move all the way towards the mesh.
  116793. */
  116794. FramingBehavior.IgnoreBoundsSizeMode = 0;
  116795. /**
  116796. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  116797. */
  116798. FramingBehavior.FitFrustumSidesMode = 1;
  116799. return FramingBehavior;
  116800. }());
  116801. BABYLON.FramingBehavior = FramingBehavior;
  116802. })(BABYLON || (BABYLON = {}));
  116803. //# sourceMappingURL=babylon.framingBehavior.js.map
  116804. var BABYLON;
  116805. (function (BABYLON) {
  116806. /**
  116807. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  116808. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  116809. */
  116810. var BouncingBehavior = /** @class */ (function () {
  116811. function BouncingBehavior() {
  116812. /**
  116813. * The duration of the animation, in milliseconds
  116814. */
  116815. this.transitionDuration = 450;
  116816. /**
  116817. * Length of the distance animated by the transition when lower radius is reached
  116818. */
  116819. this.lowerRadiusTransitionRange = 2;
  116820. /**
  116821. * Length of the distance animated by the transition when upper radius is reached
  116822. */
  116823. this.upperRadiusTransitionRange = -2;
  116824. this._autoTransitionRange = false;
  116825. // Animations
  116826. this._radiusIsAnimating = false;
  116827. this._radiusBounceTransition = null;
  116828. this._animatables = new Array();
  116829. }
  116830. Object.defineProperty(BouncingBehavior.prototype, "name", {
  116831. /**
  116832. * Gets the name of the behavior.
  116833. */
  116834. get: function () {
  116835. return "Bouncing";
  116836. },
  116837. enumerable: true,
  116838. configurable: true
  116839. });
  116840. Object.defineProperty(BouncingBehavior.prototype, "autoTransitionRange", {
  116841. /**
  116842. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116843. */
  116844. get: function () {
  116845. return this._autoTransitionRange;
  116846. },
  116847. /**
  116848. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  116849. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  116850. */
  116851. set: function (value) {
  116852. var _this = this;
  116853. if (this._autoTransitionRange === value) {
  116854. return;
  116855. }
  116856. this._autoTransitionRange = value;
  116857. var camera = this._attachedCamera;
  116858. if (!camera) {
  116859. return;
  116860. }
  116861. if (value) {
  116862. this._onMeshTargetChangedObserver = camera.onMeshTargetChangedObservable.add(function (mesh) {
  116863. if (!mesh) {
  116864. return;
  116865. }
  116866. mesh.computeWorldMatrix(true);
  116867. var diagonal = mesh.getBoundingInfo().diagonalLength;
  116868. _this.lowerRadiusTransitionRange = diagonal * 0.05;
  116869. _this.upperRadiusTransitionRange = diagonal * 0.05;
  116870. });
  116871. }
  116872. else if (this._onMeshTargetChangedObserver) {
  116873. camera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116874. }
  116875. },
  116876. enumerable: true,
  116877. configurable: true
  116878. });
  116879. /**
  116880. * Initializes the behavior.
  116881. */
  116882. BouncingBehavior.prototype.init = function () {
  116883. // Do notihng
  116884. };
  116885. /**
  116886. * Attaches the behavior to its arc rotate camera.
  116887. * @param camera Defines the camera to attach the behavior to
  116888. */
  116889. BouncingBehavior.prototype.attach = function (camera) {
  116890. var _this = this;
  116891. this._attachedCamera = camera;
  116892. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  116893. if (!_this._attachedCamera) {
  116894. return;
  116895. }
  116896. // Add the bounce animation to the lower radius limit
  116897. if (_this._isRadiusAtLimit(_this._attachedCamera.lowerRadiusLimit)) {
  116898. _this._applyBoundRadiusAnimation(_this.lowerRadiusTransitionRange);
  116899. }
  116900. // Add the bounce animation to the upper radius limit
  116901. if (_this._isRadiusAtLimit(_this._attachedCamera.upperRadiusLimit)) {
  116902. _this._applyBoundRadiusAnimation(_this.upperRadiusTransitionRange);
  116903. }
  116904. });
  116905. };
  116906. /**
  116907. * Detaches the behavior from its current arc rotate camera.
  116908. */
  116909. BouncingBehavior.prototype.detach = function () {
  116910. if (!this._attachedCamera) {
  116911. return;
  116912. }
  116913. if (this._onAfterCheckInputsObserver) {
  116914. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  116915. }
  116916. if (this._onMeshTargetChangedObserver) {
  116917. this._attachedCamera.onMeshTargetChangedObservable.remove(this._onMeshTargetChangedObserver);
  116918. }
  116919. this._attachedCamera = null;
  116920. };
  116921. /**
  116922. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  116923. * @param radiusLimit The limit to check against.
  116924. * @return Bool to indicate if at limit.
  116925. */
  116926. BouncingBehavior.prototype._isRadiusAtLimit = function (radiusLimit) {
  116927. if (!this._attachedCamera) {
  116928. return false;
  116929. }
  116930. if (this._attachedCamera.radius === radiusLimit && !this._radiusIsAnimating) {
  116931. return true;
  116932. }
  116933. return false;
  116934. };
  116935. /**
  116936. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  116937. * @param radiusDelta The delta by which to animate to. Can be negative.
  116938. */
  116939. BouncingBehavior.prototype._applyBoundRadiusAnimation = function (radiusDelta) {
  116940. var _this = this;
  116941. if (!this._attachedCamera) {
  116942. return;
  116943. }
  116944. if (!this._radiusBounceTransition) {
  116945. BouncingBehavior.EasingFunction.setEasingMode(BouncingBehavior.EasingMode);
  116946. this._radiusBounceTransition = BABYLON.Animation.CreateAnimation("radius", BABYLON.Animation.ANIMATIONTYPE_FLOAT, 60, BouncingBehavior.EasingFunction);
  116947. }
  116948. // Prevent zoom until bounce has completed
  116949. this._cachedWheelPrecision = this._attachedCamera.wheelPrecision;
  116950. this._attachedCamera.wheelPrecision = Infinity;
  116951. this._attachedCamera.inertialRadiusOffset = 0;
  116952. // Animate to the radius limit
  116953. this.stopAllAnimations();
  116954. this._radiusIsAnimating = true;
  116955. var animatable = BABYLON.Animation.TransitionTo("radius", this._attachedCamera.radius + radiusDelta, this._attachedCamera, this._attachedCamera.getScene(), 60, this._radiusBounceTransition, this.transitionDuration, function () { return _this._clearAnimationLocks(); });
  116956. if (animatable) {
  116957. this._animatables.push(animatable);
  116958. }
  116959. };
  116960. /**
  116961. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  116962. */
  116963. BouncingBehavior.prototype._clearAnimationLocks = function () {
  116964. this._radiusIsAnimating = false;
  116965. if (this._attachedCamera) {
  116966. this._attachedCamera.wheelPrecision = this._cachedWheelPrecision;
  116967. }
  116968. };
  116969. /**
  116970. * Stops and removes all animations that have been applied to the camera
  116971. */
  116972. BouncingBehavior.prototype.stopAllAnimations = function () {
  116973. if (this._attachedCamera) {
  116974. this._attachedCamera.animations = [];
  116975. }
  116976. while (this._animatables.length) {
  116977. this._animatables[0].onAnimationEnd = null;
  116978. this._animatables[0].stop();
  116979. this._animatables.shift();
  116980. }
  116981. };
  116982. /**
  116983. * The easing function used by animations
  116984. */
  116985. BouncingBehavior.EasingFunction = new BABYLON.BackEase(0.3);
  116986. /**
  116987. * The easing mode used by animations
  116988. */
  116989. BouncingBehavior.EasingMode = BABYLON.EasingFunction.EASINGMODE_EASEOUT;
  116990. return BouncingBehavior;
  116991. }());
  116992. BABYLON.BouncingBehavior = BouncingBehavior;
  116993. })(BABYLON || (BABYLON = {}));
  116994. //# sourceMappingURL=babylon.bouncingBehavior.js.map
  116995. var BABYLON;
  116996. (function (BABYLON) {
  116997. /**
  116998. * The autoRotation behavior (BABYLON.AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  116999. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  117000. */
  117001. var AutoRotationBehavior = /** @class */ (function () {
  117002. function AutoRotationBehavior() {
  117003. this._zoomStopsAnimation = false;
  117004. this._idleRotationSpeed = 0.05;
  117005. this._idleRotationWaitTime = 2000;
  117006. this._idleRotationSpinupTime = 2000;
  117007. this._isPointerDown = false;
  117008. this._lastFrameTime = null;
  117009. this._lastInteractionTime = -Infinity;
  117010. this._cameraRotationSpeed = 0;
  117011. this._lastFrameRadius = 0;
  117012. }
  117013. Object.defineProperty(AutoRotationBehavior.prototype, "name", {
  117014. /**
  117015. * Gets the name of the behavior.
  117016. */
  117017. get: function () {
  117018. return "AutoRotation";
  117019. },
  117020. enumerable: true,
  117021. configurable: true
  117022. });
  117023. Object.defineProperty(AutoRotationBehavior.prototype, "zoomStopsAnimation", {
  117024. /**
  117025. * Gets the flag that indicates if user zooming should stop animation.
  117026. */
  117027. get: function () {
  117028. return this._zoomStopsAnimation;
  117029. },
  117030. /**
  117031. * Sets the flag that indicates if user zooming should stop animation.
  117032. */
  117033. set: function (flag) {
  117034. this._zoomStopsAnimation = flag;
  117035. },
  117036. enumerable: true,
  117037. configurable: true
  117038. });
  117039. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpeed", {
  117040. /**
  117041. * Gets the default speed at which the camera rotates around the model.
  117042. */
  117043. get: function () {
  117044. return this._idleRotationSpeed;
  117045. },
  117046. /**
  117047. * Sets the default speed at which the camera rotates around the model.
  117048. */
  117049. set: function (speed) {
  117050. this._idleRotationSpeed = speed;
  117051. },
  117052. enumerable: true,
  117053. configurable: true
  117054. });
  117055. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationWaitTime", {
  117056. /**
  117057. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  117058. */
  117059. get: function () {
  117060. return this._idleRotationWaitTime;
  117061. },
  117062. /**
  117063. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  117064. */
  117065. set: function (time) {
  117066. this._idleRotationWaitTime = time;
  117067. },
  117068. enumerable: true,
  117069. configurable: true
  117070. });
  117071. Object.defineProperty(AutoRotationBehavior.prototype, "idleRotationSpinupTime", {
  117072. /**
  117073. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117074. */
  117075. get: function () {
  117076. return this._idleRotationSpinupTime;
  117077. },
  117078. /**
  117079. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  117080. */
  117081. set: function (time) {
  117082. this._idleRotationSpinupTime = time;
  117083. },
  117084. enumerable: true,
  117085. configurable: true
  117086. });
  117087. Object.defineProperty(AutoRotationBehavior.prototype, "rotationInProgress", {
  117088. /**
  117089. * Gets a value indicating if the camera is currently rotating because of this behavior
  117090. */
  117091. get: function () {
  117092. return Math.abs(this._cameraRotationSpeed) > 0;
  117093. },
  117094. enumerable: true,
  117095. configurable: true
  117096. });
  117097. /**
  117098. * Initializes the behavior.
  117099. */
  117100. AutoRotationBehavior.prototype.init = function () {
  117101. // Do notihng
  117102. };
  117103. /**
  117104. * Attaches the behavior to its arc rotate camera.
  117105. * @param camera Defines the camera to attach the behavior to
  117106. */
  117107. AutoRotationBehavior.prototype.attach = function (camera) {
  117108. var _this = this;
  117109. this._attachedCamera = camera;
  117110. var scene = this._attachedCamera.getScene();
  117111. this._onPrePointerObservableObserver = scene.onPrePointerObservable.add(function (pointerInfoPre) {
  117112. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERDOWN) {
  117113. _this._isPointerDown = true;
  117114. return;
  117115. }
  117116. if (pointerInfoPre.type === BABYLON.PointerEventTypes.POINTERUP) {
  117117. _this._isPointerDown = false;
  117118. }
  117119. });
  117120. this._onAfterCheckInputsObserver = camera.onAfterCheckInputsObservable.add(function () {
  117121. var now = BABYLON.Tools.Now;
  117122. var dt = 0;
  117123. if (_this._lastFrameTime != null) {
  117124. dt = now - _this._lastFrameTime;
  117125. }
  117126. _this._lastFrameTime = now;
  117127. // Stop the animation if there is user interaction and the animation should stop for this interaction
  117128. _this._applyUserInteraction();
  117129. var timeToRotation = now - _this._lastInteractionTime - _this._idleRotationWaitTime;
  117130. var scale = Math.max(Math.min(timeToRotation / (_this._idleRotationSpinupTime), 1), 0);
  117131. _this._cameraRotationSpeed = _this._idleRotationSpeed * scale;
  117132. // Step camera rotation by rotation speed
  117133. if (_this._attachedCamera) {
  117134. _this._attachedCamera.alpha -= _this._cameraRotationSpeed * (dt / 1000);
  117135. }
  117136. });
  117137. };
  117138. /**
  117139. * Detaches the behavior from its current arc rotate camera.
  117140. */
  117141. AutoRotationBehavior.prototype.detach = function () {
  117142. if (!this._attachedCamera) {
  117143. return;
  117144. }
  117145. var scene = this._attachedCamera.getScene();
  117146. if (this._onPrePointerObservableObserver) {
  117147. scene.onPrePointerObservable.remove(this._onPrePointerObservableObserver);
  117148. }
  117149. this._attachedCamera.onAfterCheckInputsObservable.remove(this._onAfterCheckInputsObserver);
  117150. this._attachedCamera = null;
  117151. };
  117152. /**
  117153. * Returns true if user is scrolling.
  117154. * @return true if user is scrolling.
  117155. */
  117156. AutoRotationBehavior.prototype._userIsZooming = function () {
  117157. if (!this._attachedCamera) {
  117158. return false;
  117159. }
  117160. return this._attachedCamera.inertialRadiusOffset !== 0;
  117161. };
  117162. AutoRotationBehavior.prototype._shouldAnimationStopForInteraction = function () {
  117163. if (!this._attachedCamera) {
  117164. return false;
  117165. }
  117166. var zoomHasHitLimit = false;
  117167. if (this._lastFrameRadius === this._attachedCamera.radius && this._attachedCamera.inertialRadiusOffset !== 0) {
  117168. zoomHasHitLimit = true;
  117169. }
  117170. // Update the record of previous radius - works as an approx. indicator of hitting radius limits
  117171. this._lastFrameRadius = this._attachedCamera.radius;
  117172. return this._zoomStopsAnimation ? zoomHasHitLimit : this._userIsZooming();
  117173. };
  117174. /**
  117175. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  117176. */
  117177. AutoRotationBehavior.prototype._applyUserInteraction = function () {
  117178. if (this._userIsMoving() && !this._shouldAnimationStopForInteraction()) {
  117179. this._lastInteractionTime = BABYLON.Tools.Now;
  117180. }
  117181. };
  117182. // Tools
  117183. AutoRotationBehavior.prototype._userIsMoving = function () {
  117184. if (!this._attachedCamera) {
  117185. return false;
  117186. }
  117187. return this._attachedCamera.inertialAlphaOffset !== 0 ||
  117188. this._attachedCamera.inertialBetaOffset !== 0 ||
  117189. this._attachedCamera.inertialRadiusOffset !== 0 ||
  117190. this._attachedCamera.inertialPanningX !== 0 ||
  117191. this._attachedCamera.inertialPanningY !== 0 ||
  117192. this._isPointerDown;
  117193. };
  117194. return AutoRotationBehavior;
  117195. }());
  117196. BABYLON.AutoRotationBehavior = AutoRotationBehavior;
  117197. })(BABYLON || (BABYLON = {}));
  117198. //# sourceMappingURL=babylon.autoRotationBehavior.js.map
  117199. var BABYLON;
  117200. (function (BABYLON) {
  117201. /**
  117202. * Options to create the null engine
  117203. */
  117204. var NullEngineOptions = /** @class */ (function () {
  117205. function NullEngineOptions() {
  117206. /**
  117207. * Render width (Default: 512)
  117208. */
  117209. this.renderWidth = 512;
  117210. /**
  117211. * Render height (Default: 256)
  117212. */
  117213. this.renderHeight = 256;
  117214. /**
  117215. * Texture size (Default: 512)
  117216. */
  117217. this.textureSize = 512;
  117218. /**
  117219. * If delta time between frames should be constant
  117220. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117221. */
  117222. this.deterministicLockstep = false;
  117223. /**
  117224. * Maximum about of steps between frames (Default: 4)
  117225. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117226. */
  117227. this.lockstepMaxSteps = 4;
  117228. }
  117229. return NullEngineOptions;
  117230. }());
  117231. BABYLON.NullEngineOptions = NullEngineOptions;
  117232. /**
  117233. * The null engine class provides support for headless version of babylon.js.
  117234. * This can be used in server side scenario or for testing purposes
  117235. */
  117236. var NullEngine = /** @class */ (function (_super) {
  117237. __extends(NullEngine, _super);
  117238. function NullEngine(options) {
  117239. if (options === void 0) { options = new NullEngineOptions(); }
  117240. var _this = _super.call(this, null) || this;
  117241. if (options.deterministicLockstep === undefined) {
  117242. options.deterministicLockstep = false;
  117243. }
  117244. if (options.lockstepMaxSteps === undefined) {
  117245. options.lockstepMaxSteps = 4;
  117246. }
  117247. _this._options = options;
  117248. // Init caps
  117249. // We consider we are on a webgl1 capable device
  117250. _this._caps = new BABYLON.EngineCapabilities();
  117251. _this._caps.maxTexturesImageUnits = 16;
  117252. _this._caps.maxVertexTextureImageUnits = 16;
  117253. _this._caps.maxTextureSize = 512;
  117254. _this._caps.maxCubemapTextureSize = 512;
  117255. _this._caps.maxRenderTextureSize = 512;
  117256. _this._caps.maxVertexAttribs = 16;
  117257. _this._caps.maxVaryingVectors = 16;
  117258. _this._caps.maxFragmentUniformVectors = 16;
  117259. _this._caps.maxVertexUniformVectors = 16;
  117260. // Extensions
  117261. _this._caps.standardDerivatives = false;
  117262. _this._caps.astc = null;
  117263. _this._caps.s3tc = null;
  117264. _this._caps.pvrtc = null;
  117265. _this._caps.etc1 = null;
  117266. _this._caps.etc2 = null;
  117267. _this._caps.textureAnisotropicFilterExtension = null;
  117268. _this._caps.maxAnisotropy = 0;
  117269. _this._caps.uintIndices = false;
  117270. _this._caps.fragmentDepthSupported = false;
  117271. _this._caps.highPrecisionShaderSupported = true;
  117272. _this._caps.colorBufferFloat = false;
  117273. _this._caps.textureFloat = false;
  117274. _this._caps.textureFloatLinearFiltering = false;
  117275. _this._caps.textureFloatRender = false;
  117276. _this._caps.textureHalfFloat = false;
  117277. _this._caps.textureHalfFloatLinearFiltering = false;
  117278. _this._caps.textureHalfFloatRender = false;
  117279. _this._caps.textureLOD = false;
  117280. _this._caps.drawBuffersExtension = false;
  117281. _this._caps.depthTextureExtension = false;
  117282. _this._caps.vertexArrayObject = false;
  117283. _this._caps.instancedArrays = false;
  117284. BABYLON.Tools.Log("Babylon.js v" + BABYLON.Engine.Version + " - Null engine");
  117285. // Wrappers
  117286. if (typeof URL === "undefined") {
  117287. URL = {
  117288. createObjectURL: function () { },
  117289. revokeObjectURL: function () { }
  117290. };
  117291. }
  117292. if (typeof Blob === "undefined") {
  117293. Blob = function () { };
  117294. }
  117295. return _this;
  117296. }
  117297. /**
  117298. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  117299. */
  117300. NullEngine.prototype.isDeterministicLockStep = function () {
  117301. return this._options.deterministicLockstep;
  117302. };
  117303. /** @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep */
  117304. NullEngine.prototype.getLockstepMaxSteps = function () {
  117305. return this._options.lockstepMaxSteps;
  117306. };
  117307. /**
  117308. * Sets hardware scaling, used to save performance if needed
  117309. * @see https://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  117310. */
  117311. NullEngine.prototype.getHardwareScalingLevel = function () {
  117312. return 1.0;
  117313. };
  117314. NullEngine.prototype.createVertexBuffer = function (vertices) {
  117315. return {
  117316. capacity: 0,
  117317. references: 1,
  117318. is32Bits: false
  117319. };
  117320. };
  117321. NullEngine.prototype.createIndexBuffer = function (indices) {
  117322. return {
  117323. capacity: 0,
  117324. references: 1,
  117325. is32Bits: false
  117326. };
  117327. };
  117328. NullEngine.prototype.clear = function (color, backBuffer, depth, stencil) {
  117329. if (stencil === void 0) { stencil = false; }
  117330. };
  117331. NullEngine.prototype.getRenderWidth = function (useScreen) {
  117332. if (useScreen === void 0) { useScreen = false; }
  117333. if (!useScreen && this._currentRenderTarget) {
  117334. return this._currentRenderTarget.width;
  117335. }
  117336. return this._options.renderWidth;
  117337. };
  117338. NullEngine.prototype.getRenderHeight = function (useScreen) {
  117339. if (useScreen === void 0) { useScreen = false; }
  117340. if (!useScreen && this._currentRenderTarget) {
  117341. return this._currentRenderTarget.height;
  117342. }
  117343. return this._options.renderHeight;
  117344. };
  117345. NullEngine.prototype.setViewport = function (viewport, requiredWidth, requiredHeight) {
  117346. this._cachedViewport = viewport;
  117347. };
  117348. NullEngine.prototype.createShaderProgram = function (vertexCode, fragmentCode, defines, context) {
  117349. return {
  117350. transformFeedback: null,
  117351. __SPECTOR_rebuildProgram: null,
  117352. isParallelCompiled: false
  117353. };
  117354. };
  117355. NullEngine.prototype.getUniforms = function (shaderProgram, uniformsNames) {
  117356. return [];
  117357. };
  117358. NullEngine.prototype.getAttributes = function (shaderProgram, attributesNames) {
  117359. return [];
  117360. };
  117361. NullEngine.prototype.bindSamplers = function (effect) {
  117362. this._currentEffect = null;
  117363. };
  117364. NullEngine.prototype.enableEffect = function (effect) {
  117365. this._currentEffect = effect;
  117366. if (effect.onBind) {
  117367. effect.onBind(effect);
  117368. }
  117369. if (effect._onBindObservable) {
  117370. effect._onBindObservable.notifyObservers(effect);
  117371. }
  117372. };
  117373. NullEngine.prototype.setState = function (culling, zOffset, force, reverseSide) {
  117374. if (zOffset === void 0) { zOffset = 0; }
  117375. if (reverseSide === void 0) { reverseSide = false; }
  117376. };
  117377. NullEngine.prototype.setIntArray = function (uniform, array) {
  117378. };
  117379. NullEngine.prototype.setIntArray2 = function (uniform, array) {
  117380. };
  117381. NullEngine.prototype.setIntArray3 = function (uniform, array) {
  117382. };
  117383. NullEngine.prototype.setIntArray4 = function (uniform, array) {
  117384. };
  117385. NullEngine.prototype.setFloatArray = function (uniform, array) {
  117386. };
  117387. NullEngine.prototype.setFloatArray2 = function (uniform, array) {
  117388. };
  117389. NullEngine.prototype.setFloatArray3 = function (uniform, array) {
  117390. };
  117391. NullEngine.prototype.setFloatArray4 = function (uniform, array) {
  117392. };
  117393. NullEngine.prototype.setArray = function (uniform, array) {
  117394. };
  117395. NullEngine.prototype.setArray2 = function (uniform, array) {
  117396. };
  117397. NullEngine.prototype.setArray3 = function (uniform, array) {
  117398. };
  117399. NullEngine.prototype.setArray4 = function (uniform, array) {
  117400. };
  117401. NullEngine.prototype.setMatrices = function (uniform, matrices) {
  117402. };
  117403. NullEngine.prototype.setMatrix = function (uniform, matrix) {
  117404. };
  117405. NullEngine.prototype.setMatrix3x3 = function (uniform, matrix) {
  117406. };
  117407. NullEngine.prototype.setMatrix2x2 = function (uniform, matrix) {
  117408. };
  117409. NullEngine.prototype.setFloat = function (uniform, value) {
  117410. };
  117411. NullEngine.prototype.setFloat2 = function (uniform, x, y) {
  117412. };
  117413. NullEngine.prototype.setFloat3 = function (uniform, x, y, z) {
  117414. };
  117415. NullEngine.prototype.setBool = function (uniform, bool) {
  117416. };
  117417. NullEngine.prototype.setFloat4 = function (uniform, x, y, z, w) {
  117418. };
  117419. NullEngine.prototype.setColor3 = function (uniform, color3) {
  117420. };
  117421. NullEngine.prototype.setColor4 = function (uniform, color3, alpha) {
  117422. };
  117423. NullEngine.prototype.setAlphaMode = function (mode, noDepthWriteChange) {
  117424. if (noDepthWriteChange === void 0) { noDepthWriteChange = false; }
  117425. if (this._alphaMode === mode) {
  117426. return;
  117427. }
  117428. this._alphaState.alphaBlend = (mode !== BABYLON.Engine.ALPHA_DISABLE);
  117429. if (!noDepthWriteChange) {
  117430. this.setDepthWrite(mode === BABYLON.Engine.ALPHA_DISABLE);
  117431. }
  117432. this._alphaMode = mode;
  117433. };
  117434. NullEngine.prototype.bindBuffers = function (vertexBuffers, indexBuffer, effect) {
  117435. };
  117436. NullEngine.prototype.wipeCaches = function (bruteForce) {
  117437. if (this.preventCacheWipeBetweenFrames) {
  117438. return;
  117439. }
  117440. this.resetTextureCache();
  117441. this._currentEffect = null;
  117442. if (bruteForce) {
  117443. this._currentProgram = null;
  117444. this._stencilState.reset();
  117445. this._depthCullingState.reset();
  117446. this._alphaState.reset();
  117447. }
  117448. this._cachedVertexBuffers = null;
  117449. this._cachedIndexBuffer = null;
  117450. this._cachedEffectForVertexBuffers = null;
  117451. };
  117452. NullEngine.prototype.draw = function (useTriangles, indexStart, indexCount, instancesCount) {
  117453. };
  117454. NullEngine.prototype.drawElementsType = function (fillMode, indexStart, indexCount, instancesCount) {
  117455. };
  117456. NullEngine.prototype.drawArraysType = function (fillMode, verticesStart, verticesCount, instancesCount) {
  117457. };
  117458. /** @hidden */
  117459. NullEngine.prototype._createTexture = function () {
  117460. return {};
  117461. };
  117462. /** @hidden */
  117463. NullEngine.prototype._releaseTexture = function (texture) {
  117464. };
  117465. NullEngine.prototype.createTexture = function (urlArg, noMipmap, invertY, scene, samplingMode, onLoad, onError, buffer, fallBack, format) {
  117466. if (samplingMode === void 0) { samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE; }
  117467. if (onLoad === void 0) { onLoad = null; }
  117468. if (onError === void 0) { onError = null; }
  117469. if (buffer === void 0) { buffer = null; }
  117470. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_URL);
  117471. var url = String(urlArg);
  117472. texture.url = url;
  117473. texture.generateMipMaps = !noMipmap;
  117474. texture.samplingMode = samplingMode;
  117475. texture.invertY = invertY;
  117476. texture.baseWidth = this._options.textureSize;
  117477. texture.baseHeight = this._options.textureSize;
  117478. texture.width = this._options.textureSize;
  117479. texture.height = this._options.textureSize;
  117480. if (format) {
  117481. texture.format = format;
  117482. }
  117483. texture.isReady = true;
  117484. if (onLoad) {
  117485. onLoad();
  117486. }
  117487. this._internalTexturesCache.push(texture);
  117488. return texture;
  117489. };
  117490. NullEngine.prototype.createRenderTargetTexture = function (size, options) {
  117491. var fullOptions = new BABYLON.RenderTargetCreationOptions();
  117492. if (options !== undefined && typeof options === "object") {
  117493. fullOptions.generateMipMaps = options.generateMipMaps;
  117494. fullOptions.generateDepthBuffer = options.generateDepthBuffer === undefined ? true : options.generateDepthBuffer;
  117495. fullOptions.generateStencilBuffer = fullOptions.generateDepthBuffer && options.generateStencilBuffer;
  117496. fullOptions.type = options.type === undefined ? BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT : options.type;
  117497. fullOptions.samplingMode = options.samplingMode === undefined ? BABYLON.Texture.TRILINEAR_SAMPLINGMODE : options.samplingMode;
  117498. }
  117499. else {
  117500. fullOptions.generateMipMaps = options;
  117501. fullOptions.generateDepthBuffer = true;
  117502. fullOptions.generateStencilBuffer = false;
  117503. fullOptions.type = BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT;
  117504. fullOptions.samplingMode = BABYLON.Texture.TRILINEAR_SAMPLINGMODE;
  117505. }
  117506. var texture = new BABYLON.InternalTexture(this, BABYLON.InternalTexture.DATASOURCE_RENDERTARGET);
  117507. var width = size.width || size;
  117508. var height = size.height || size;
  117509. texture._depthStencilBuffer = {};
  117510. texture._framebuffer = {};
  117511. texture.baseWidth = width;
  117512. texture.baseHeight = height;
  117513. texture.width = width;
  117514. texture.height = height;
  117515. texture.isReady = true;
  117516. texture.samples = 1;
  117517. texture.generateMipMaps = fullOptions.generateMipMaps ? true : false;
  117518. texture.samplingMode = fullOptions.samplingMode;
  117519. texture.type = fullOptions.type;
  117520. texture._generateDepthBuffer = fullOptions.generateDepthBuffer;
  117521. texture._generateStencilBuffer = fullOptions.generateStencilBuffer ? true : false;
  117522. this._internalTexturesCache.push(texture);
  117523. return texture;
  117524. };
  117525. NullEngine.prototype.updateTextureSamplingMode = function (samplingMode, texture) {
  117526. texture.samplingMode = samplingMode;
  117527. };
  117528. NullEngine.prototype.bindFramebuffer = function (texture, faceIndex, requiredWidth, requiredHeight, forceFullscreenViewport) {
  117529. if (this._currentRenderTarget) {
  117530. this.unBindFramebuffer(this._currentRenderTarget);
  117531. }
  117532. this._currentRenderTarget = texture;
  117533. this._currentFramebuffer = texture._MSAAFramebuffer ? texture._MSAAFramebuffer : texture._framebuffer;
  117534. if (this._cachedViewport && !forceFullscreenViewport) {
  117535. this.setViewport(this._cachedViewport, requiredWidth, requiredHeight);
  117536. }
  117537. };
  117538. NullEngine.prototype.unBindFramebuffer = function (texture, disableGenerateMipMaps, onBeforeUnbind) {
  117539. if (disableGenerateMipMaps === void 0) { disableGenerateMipMaps = false; }
  117540. this._currentRenderTarget = null;
  117541. if (onBeforeUnbind) {
  117542. if (texture._MSAAFramebuffer) {
  117543. this._currentFramebuffer = texture._framebuffer;
  117544. }
  117545. onBeforeUnbind();
  117546. }
  117547. this._currentFramebuffer = null;
  117548. };
  117549. NullEngine.prototype.createDynamicVertexBuffer = function (vertices) {
  117550. var vbo = {
  117551. capacity: 1,
  117552. references: 1,
  117553. is32Bits: false
  117554. };
  117555. return vbo;
  117556. };
  117557. NullEngine.prototype.updateDynamicTexture = function (texture, canvas, invertY, premulAlpha, format) {
  117558. if (premulAlpha === void 0) { premulAlpha = false; }
  117559. };
  117560. NullEngine.prototype.areAllEffectsReady = function () {
  117561. return true;
  117562. };
  117563. /**
  117564. * @hidden
  117565. * Get the current error code of the webGL context
  117566. * @returns the error code
  117567. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  117568. */
  117569. NullEngine.prototype.getError = function () {
  117570. return 0;
  117571. };
  117572. /** @hidden */
  117573. NullEngine.prototype._getUnpackAlignement = function () {
  117574. return 1;
  117575. };
  117576. /** @hidden */
  117577. NullEngine.prototype._unpackFlipY = function (value) {
  117578. };
  117579. NullEngine.prototype.updateDynamicIndexBuffer = function (indexBuffer, indices, offset) {
  117580. if (offset === void 0) { offset = 0; }
  117581. };
  117582. /**
  117583. * Updates a dynamic vertex buffer.
  117584. * @param vertexBuffer the vertex buffer to update
  117585. * @param data the data used to update the vertex buffer
  117586. * @param byteOffset the byte offset of the data (optional)
  117587. * @param byteLength the byte length of the data (optional)
  117588. */
  117589. NullEngine.prototype.updateDynamicVertexBuffer = function (vertexBuffer, vertices, byteOffset, byteLength) {
  117590. };
  117591. NullEngine.prototype._bindTextureDirectly = function (target, texture) {
  117592. if (this._boundTexturesCache[this._activeChannel] !== texture) {
  117593. this._boundTexturesCache[this._activeChannel] = texture;
  117594. return true;
  117595. }
  117596. return false;
  117597. };
  117598. /** @hidden */
  117599. NullEngine.prototype._bindTexture = function (channel, texture) {
  117600. if (channel < 0) {
  117601. return;
  117602. }
  117603. this._bindTextureDirectly(0, texture);
  117604. };
  117605. /** @hidden */
  117606. NullEngine.prototype._releaseBuffer = function (buffer) {
  117607. buffer.references--;
  117608. if (buffer.references === 0) {
  117609. return true;
  117610. }
  117611. return false;
  117612. };
  117613. NullEngine.prototype.releaseEffects = function () {
  117614. };
  117615. NullEngine.prototype.displayLoadingUI = function () {
  117616. };
  117617. NullEngine.prototype.hideLoadingUI = function () {
  117618. };
  117619. /** @hidden */
  117620. NullEngine.prototype._uploadCompressedDataToTextureDirectly = function (texture, internalFormat, width, height, data, faceIndex, lod) {
  117621. if (faceIndex === void 0) { faceIndex = 0; }
  117622. if (lod === void 0) { lod = 0; }
  117623. };
  117624. /** @hidden */
  117625. NullEngine.prototype._uploadDataToTextureDirectly = function (texture, imageData, faceIndex, lod) {
  117626. if (faceIndex === void 0) { faceIndex = 0; }
  117627. if (lod === void 0) { lod = 0; }
  117628. };
  117629. /** @hidden */
  117630. NullEngine.prototype._uploadArrayBufferViewToTexture = function (texture, imageData, faceIndex, lod) {
  117631. if (faceIndex === void 0) { faceIndex = 0; }
  117632. if (lod === void 0) { lod = 0; }
  117633. };
  117634. /** @hidden */
  117635. NullEngine.prototype._uploadImageToTexture = function (texture, image, faceIndex, lod) {
  117636. if (faceIndex === void 0) { faceIndex = 0; }
  117637. if (lod === void 0) { lod = 0; }
  117638. };
  117639. return NullEngine;
  117640. }(BABYLON.Engine));
  117641. BABYLON.NullEngine = NullEngine;
  117642. })(BABYLON || (BABYLON = {}));
  117643. //# sourceMappingURL=babylon.nullEngine.js.map
  117644. var BABYLON;
  117645. (function (BABYLON) {
  117646. /**
  117647. * This class can be used to get instrumentation data from a Babylon engine
  117648. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117649. */
  117650. var EngineInstrumentation = /** @class */ (function () {
  117651. /**
  117652. * Instantiates a new engine instrumentation.
  117653. * This class can be used to get instrumentation data from a Babylon engine
  117654. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117655. * @param engine Defines the engine to instrument
  117656. */
  117657. function EngineInstrumentation(
  117658. /**
  117659. * Define the instrumented engine.
  117660. */
  117661. engine) {
  117662. this.engine = engine;
  117663. this._captureGPUFrameTime = false;
  117664. this._gpuFrameTime = new BABYLON.PerfCounter();
  117665. this._captureShaderCompilationTime = false;
  117666. this._shaderCompilationTime = new BABYLON.PerfCounter();
  117667. // Observers
  117668. this._onBeginFrameObserver = null;
  117669. this._onEndFrameObserver = null;
  117670. this._onBeforeShaderCompilationObserver = null;
  117671. this._onAfterShaderCompilationObserver = null;
  117672. }
  117673. Object.defineProperty(EngineInstrumentation.prototype, "gpuFrameTimeCounter", {
  117674. // Properties
  117675. /**
  117676. * Gets the perf counter used for GPU frame time
  117677. */
  117678. get: function () {
  117679. return this._gpuFrameTime;
  117680. },
  117681. enumerable: true,
  117682. configurable: true
  117683. });
  117684. Object.defineProperty(EngineInstrumentation.prototype, "captureGPUFrameTime", {
  117685. /**
  117686. * Gets the GPU frame time capture status
  117687. */
  117688. get: function () {
  117689. return this._captureGPUFrameTime;
  117690. },
  117691. /**
  117692. * Enable or disable the GPU frame time capture
  117693. */
  117694. set: function (value) {
  117695. var _this = this;
  117696. if (value === this._captureGPUFrameTime) {
  117697. return;
  117698. }
  117699. this._captureGPUFrameTime = value;
  117700. if (value) {
  117701. this._onBeginFrameObserver = this.engine.onBeginFrameObservable.add(function () {
  117702. if (!_this._gpuFrameTimeToken) {
  117703. _this._gpuFrameTimeToken = _this.engine.startTimeQuery();
  117704. }
  117705. });
  117706. this._onEndFrameObserver = this.engine.onEndFrameObservable.add(function () {
  117707. if (!_this._gpuFrameTimeToken) {
  117708. return;
  117709. }
  117710. var time = _this.engine.endTimeQuery(_this._gpuFrameTimeToken);
  117711. if (time > -1) {
  117712. _this._gpuFrameTimeToken = null;
  117713. _this._gpuFrameTime.fetchNewFrame();
  117714. _this._gpuFrameTime.addCount(time, true);
  117715. }
  117716. });
  117717. }
  117718. else {
  117719. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117720. this._onBeginFrameObserver = null;
  117721. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117722. this._onEndFrameObserver = null;
  117723. }
  117724. },
  117725. enumerable: true,
  117726. configurable: true
  117727. });
  117728. Object.defineProperty(EngineInstrumentation.prototype, "shaderCompilationTimeCounter", {
  117729. /**
  117730. * Gets the perf counter used for shader compilation time
  117731. */
  117732. get: function () {
  117733. return this._shaderCompilationTime;
  117734. },
  117735. enumerable: true,
  117736. configurable: true
  117737. });
  117738. Object.defineProperty(EngineInstrumentation.prototype, "captureShaderCompilationTime", {
  117739. /**
  117740. * Gets the shader compilation time capture status
  117741. */
  117742. get: function () {
  117743. return this._captureShaderCompilationTime;
  117744. },
  117745. /**
  117746. * Enable or disable the shader compilation time capture
  117747. */
  117748. set: function (value) {
  117749. var _this = this;
  117750. if (value === this._captureShaderCompilationTime) {
  117751. return;
  117752. }
  117753. this._captureShaderCompilationTime = value;
  117754. if (value) {
  117755. this._onBeforeShaderCompilationObserver = this.engine.onBeforeShaderCompilationObservable.add(function () {
  117756. _this._shaderCompilationTime.fetchNewFrame();
  117757. _this._shaderCompilationTime.beginMonitoring();
  117758. });
  117759. this._onAfterShaderCompilationObserver = this.engine.onAfterShaderCompilationObservable.add(function () {
  117760. _this._shaderCompilationTime.endMonitoring();
  117761. });
  117762. }
  117763. else {
  117764. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117765. this._onBeforeShaderCompilationObserver = null;
  117766. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117767. this._onAfterShaderCompilationObserver = null;
  117768. }
  117769. },
  117770. enumerable: true,
  117771. configurable: true
  117772. });
  117773. /**
  117774. * Dispose and release associated resources.
  117775. */
  117776. EngineInstrumentation.prototype.dispose = function () {
  117777. this.engine.onBeginFrameObservable.remove(this._onBeginFrameObserver);
  117778. this._onBeginFrameObserver = null;
  117779. this.engine.onEndFrameObservable.remove(this._onEndFrameObserver);
  117780. this._onEndFrameObserver = null;
  117781. this.engine.onBeforeShaderCompilationObservable.remove(this._onBeforeShaderCompilationObserver);
  117782. this._onBeforeShaderCompilationObserver = null;
  117783. this.engine.onAfterShaderCompilationObservable.remove(this._onAfterShaderCompilationObserver);
  117784. this._onAfterShaderCompilationObserver = null;
  117785. this.engine = null;
  117786. };
  117787. return EngineInstrumentation;
  117788. }());
  117789. BABYLON.EngineInstrumentation = EngineInstrumentation;
  117790. })(BABYLON || (BABYLON = {}));
  117791. //# sourceMappingURL=babylon.engineInstrumentation.js.map
  117792. var BABYLON;
  117793. (function (BABYLON) {
  117794. /**
  117795. * This class can be used to get instrumentation data from a Babylon engine
  117796. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117797. */
  117798. var SceneInstrumentation = /** @class */ (function () {
  117799. /**
  117800. * Instantiates a new scene instrumentation.
  117801. * This class can be used to get instrumentation data from a Babylon engine
  117802. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117803. * @param scene Defines the scene to instrument
  117804. */
  117805. function SceneInstrumentation(
  117806. /**
  117807. * Defines the scene to instrument
  117808. */
  117809. scene) {
  117810. var _this = this;
  117811. this.scene = scene;
  117812. this._captureActiveMeshesEvaluationTime = false;
  117813. this._activeMeshesEvaluationTime = new BABYLON.PerfCounter();
  117814. this._captureRenderTargetsRenderTime = false;
  117815. this._renderTargetsRenderTime = new BABYLON.PerfCounter();
  117816. this._captureFrameTime = false;
  117817. this._frameTime = new BABYLON.PerfCounter();
  117818. this._captureRenderTime = false;
  117819. this._renderTime = new BABYLON.PerfCounter();
  117820. this._captureInterFrameTime = false;
  117821. this._interFrameTime = new BABYLON.PerfCounter();
  117822. this._captureParticlesRenderTime = false;
  117823. this._particlesRenderTime = new BABYLON.PerfCounter();
  117824. this._captureSpritesRenderTime = false;
  117825. this._spritesRenderTime = new BABYLON.PerfCounter();
  117826. this._capturePhysicsTime = false;
  117827. this._physicsTime = new BABYLON.PerfCounter();
  117828. this._captureAnimationsTime = false;
  117829. this._animationsTime = new BABYLON.PerfCounter();
  117830. this._captureCameraRenderTime = false;
  117831. this._cameraRenderTime = new BABYLON.PerfCounter();
  117832. // Observers
  117833. this._onBeforeActiveMeshesEvaluationObserver = null;
  117834. this._onAfterActiveMeshesEvaluationObserver = null;
  117835. this._onBeforeRenderTargetsRenderObserver = null;
  117836. this._onAfterRenderTargetsRenderObserver = null;
  117837. this._onAfterRenderObserver = null;
  117838. this._onBeforeDrawPhaseObserver = null;
  117839. this._onAfterDrawPhaseObserver = null;
  117840. this._onBeforeAnimationsObserver = null;
  117841. this._onBeforeParticlesRenderingObserver = null;
  117842. this._onAfterParticlesRenderingObserver = null;
  117843. this._onBeforeSpritesRenderingObserver = null;
  117844. this._onAfterSpritesRenderingObserver = null;
  117845. this._onBeforePhysicsObserver = null;
  117846. this._onAfterPhysicsObserver = null;
  117847. this._onAfterAnimationsObserver = null;
  117848. this._onBeforeCameraRenderObserver = null;
  117849. this._onAfterCameraRenderObserver = null;
  117850. // Before render
  117851. this._onBeforeAnimationsObserver = scene.onBeforeAnimationsObservable.add(function () {
  117852. if (_this._captureActiveMeshesEvaluationTime) {
  117853. _this._activeMeshesEvaluationTime.fetchNewFrame();
  117854. }
  117855. if (_this._captureRenderTargetsRenderTime) {
  117856. _this._renderTargetsRenderTime.fetchNewFrame();
  117857. }
  117858. if (_this._captureFrameTime) {
  117859. BABYLON.Tools.StartPerformanceCounter("Scene rendering");
  117860. _this._frameTime.beginMonitoring();
  117861. }
  117862. if (_this._captureInterFrameTime) {
  117863. _this._interFrameTime.endMonitoring();
  117864. }
  117865. if (_this._captureParticlesRenderTime) {
  117866. _this._particlesRenderTime.fetchNewFrame();
  117867. }
  117868. if (_this._captureSpritesRenderTime) {
  117869. _this._spritesRenderTime.fetchNewFrame();
  117870. }
  117871. if (_this._captureAnimationsTime) {
  117872. _this._animationsTime.beginMonitoring();
  117873. }
  117874. _this.scene.getEngine()._drawCalls.fetchNewFrame();
  117875. _this.scene.getEngine()._textureCollisions.fetchNewFrame();
  117876. });
  117877. // After render
  117878. this._onAfterRenderObserver = scene.onAfterRenderObservable.add(function () {
  117879. if (_this._captureFrameTime) {
  117880. BABYLON.Tools.EndPerformanceCounter("Scene rendering");
  117881. _this._frameTime.endMonitoring();
  117882. }
  117883. if (_this._captureRenderTime) {
  117884. _this._renderTime.endMonitoring(false);
  117885. }
  117886. if (_this._captureInterFrameTime) {
  117887. _this._interFrameTime.beginMonitoring();
  117888. }
  117889. });
  117890. }
  117891. Object.defineProperty(SceneInstrumentation.prototype, "activeMeshesEvaluationTimeCounter", {
  117892. // Properties
  117893. /**
  117894. * Gets the perf counter used for active meshes evaluation time
  117895. */
  117896. get: function () {
  117897. return this._activeMeshesEvaluationTime;
  117898. },
  117899. enumerable: true,
  117900. configurable: true
  117901. });
  117902. Object.defineProperty(SceneInstrumentation.prototype, "captureActiveMeshesEvaluationTime", {
  117903. /**
  117904. * Gets the active meshes evaluation time capture status
  117905. */
  117906. get: function () {
  117907. return this._captureActiveMeshesEvaluationTime;
  117908. },
  117909. /**
  117910. * Enable or disable the active meshes evaluation time capture
  117911. */
  117912. set: function (value) {
  117913. var _this = this;
  117914. if (value === this._captureActiveMeshesEvaluationTime) {
  117915. return;
  117916. }
  117917. this._captureActiveMeshesEvaluationTime = value;
  117918. if (value) {
  117919. this._onBeforeActiveMeshesEvaluationObserver = this.scene.onBeforeActiveMeshesEvaluationObservable.add(function () {
  117920. BABYLON.Tools.StartPerformanceCounter("Active meshes evaluation");
  117921. _this._activeMeshesEvaluationTime.beginMonitoring();
  117922. });
  117923. this._onAfterActiveMeshesEvaluationObserver = this.scene.onAfterActiveMeshesEvaluationObservable.add(function () {
  117924. BABYLON.Tools.EndPerformanceCounter("Active meshes evaluation");
  117925. _this._activeMeshesEvaluationTime.endMonitoring();
  117926. });
  117927. }
  117928. else {
  117929. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  117930. this._onBeforeActiveMeshesEvaluationObserver = null;
  117931. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  117932. this._onAfterActiveMeshesEvaluationObserver = null;
  117933. }
  117934. },
  117935. enumerable: true,
  117936. configurable: true
  117937. });
  117938. Object.defineProperty(SceneInstrumentation.prototype, "renderTargetsRenderTimeCounter", {
  117939. /**
  117940. * Gets the perf counter used for render targets render time
  117941. */
  117942. get: function () {
  117943. return this._renderTargetsRenderTime;
  117944. },
  117945. enumerable: true,
  117946. configurable: true
  117947. });
  117948. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTargetsRenderTime", {
  117949. /**
  117950. * Gets the render targets render time capture status
  117951. */
  117952. get: function () {
  117953. return this._captureRenderTargetsRenderTime;
  117954. },
  117955. /**
  117956. * Enable or disable the render targets render time capture
  117957. */
  117958. set: function (value) {
  117959. var _this = this;
  117960. if (value === this._captureRenderTargetsRenderTime) {
  117961. return;
  117962. }
  117963. this._captureRenderTargetsRenderTime = value;
  117964. if (value) {
  117965. this._onBeforeRenderTargetsRenderObserver = this.scene.onBeforeRenderTargetsRenderObservable.add(function () {
  117966. BABYLON.Tools.StartPerformanceCounter("Render targets rendering");
  117967. _this._renderTargetsRenderTime.beginMonitoring();
  117968. });
  117969. this._onAfterRenderTargetsRenderObserver = this.scene.onAfterRenderTargetsRenderObservable.add(function () {
  117970. BABYLON.Tools.EndPerformanceCounter("Render targets rendering");
  117971. _this._renderTargetsRenderTime.endMonitoring(false);
  117972. });
  117973. }
  117974. else {
  117975. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  117976. this._onBeforeRenderTargetsRenderObserver = null;
  117977. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  117978. this._onAfterRenderTargetsRenderObserver = null;
  117979. }
  117980. },
  117981. enumerable: true,
  117982. configurable: true
  117983. });
  117984. Object.defineProperty(SceneInstrumentation.prototype, "particlesRenderTimeCounter", {
  117985. /**
  117986. * Gets the perf counter used for particles render time
  117987. */
  117988. get: function () {
  117989. return this._particlesRenderTime;
  117990. },
  117991. enumerable: true,
  117992. configurable: true
  117993. });
  117994. Object.defineProperty(SceneInstrumentation.prototype, "captureParticlesRenderTime", {
  117995. /**
  117996. * Gets the particles render time capture status
  117997. */
  117998. get: function () {
  117999. return this._captureParticlesRenderTime;
  118000. },
  118001. /**
  118002. * Enable or disable the particles render time capture
  118003. */
  118004. set: function (value) {
  118005. var _this = this;
  118006. if (value === this._captureParticlesRenderTime) {
  118007. return;
  118008. }
  118009. this._captureParticlesRenderTime = value;
  118010. if (value) {
  118011. this._onBeforeParticlesRenderingObserver = this.scene.onBeforeParticlesRenderingObservable.add(function () {
  118012. BABYLON.Tools.StartPerformanceCounter("Particles");
  118013. _this._particlesRenderTime.beginMonitoring();
  118014. });
  118015. this._onAfterParticlesRenderingObserver = this.scene.onAfterParticlesRenderingObservable.add(function () {
  118016. BABYLON.Tools.EndPerformanceCounter("Particles");
  118017. _this._particlesRenderTime.endMonitoring(false);
  118018. });
  118019. }
  118020. else {
  118021. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118022. this._onBeforeParticlesRenderingObserver = null;
  118023. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118024. this._onAfterParticlesRenderingObserver = null;
  118025. }
  118026. },
  118027. enumerable: true,
  118028. configurable: true
  118029. });
  118030. Object.defineProperty(SceneInstrumentation.prototype, "spritesRenderTimeCounter", {
  118031. /**
  118032. * Gets the perf counter used for sprites render time
  118033. */
  118034. get: function () {
  118035. return this._spritesRenderTime;
  118036. },
  118037. enumerable: true,
  118038. configurable: true
  118039. });
  118040. Object.defineProperty(SceneInstrumentation.prototype, "captureSpritesRenderTime", {
  118041. /**
  118042. * Gets the sprites render time capture status
  118043. */
  118044. get: function () {
  118045. return this._captureSpritesRenderTime;
  118046. },
  118047. /**
  118048. * Enable or disable the sprites render time capture
  118049. */
  118050. set: function (value) {
  118051. var _this = this;
  118052. if (value === this._captureSpritesRenderTime) {
  118053. return;
  118054. }
  118055. this._captureSpritesRenderTime = value;
  118056. if (!this.scene.spriteManagers) {
  118057. return;
  118058. }
  118059. if (value) {
  118060. this._onBeforeSpritesRenderingObserver = this.scene.onBeforeSpritesRenderingObservable.add(function () {
  118061. BABYLON.Tools.StartPerformanceCounter("Sprites");
  118062. _this._spritesRenderTime.beginMonitoring();
  118063. });
  118064. this._onAfterSpritesRenderingObserver = this.scene.onAfterSpritesRenderingObservable.add(function () {
  118065. BABYLON.Tools.EndPerformanceCounter("Sprites");
  118066. _this._spritesRenderTime.endMonitoring(false);
  118067. });
  118068. }
  118069. else {
  118070. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118071. this._onBeforeSpritesRenderingObserver = null;
  118072. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118073. this._onAfterSpritesRenderingObserver = null;
  118074. }
  118075. },
  118076. enumerable: true,
  118077. configurable: true
  118078. });
  118079. Object.defineProperty(SceneInstrumentation.prototype, "physicsTimeCounter", {
  118080. /**
  118081. * Gets the perf counter used for physics time
  118082. */
  118083. get: function () {
  118084. return this._physicsTime;
  118085. },
  118086. enumerable: true,
  118087. configurable: true
  118088. });
  118089. Object.defineProperty(SceneInstrumentation.prototype, "capturePhysicsTime", {
  118090. /**
  118091. * Gets the physics time capture status
  118092. */
  118093. get: function () {
  118094. return this._capturePhysicsTime;
  118095. },
  118096. /**
  118097. * Enable or disable the physics time capture
  118098. */
  118099. set: function (value) {
  118100. var _this = this;
  118101. if (value === this._capturePhysicsTime) {
  118102. return;
  118103. }
  118104. if (!this.scene.onBeforePhysicsObservable) {
  118105. return;
  118106. }
  118107. this._capturePhysicsTime = value;
  118108. if (value) {
  118109. this._onBeforePhysicsObserver = this.scene.onBeforePhysicsObservable.add(function () {
  118110. BABYLON.Tools.StartPerformanceCounter("Physics");
  118111. _this._physicsTime.beginMonitoring();
  118112. });
  118113. this._onAfterPhysicsObserver = this.scene.onAfterPhysicsObservable.add(function () {
  118114. BABYLON.Tools.EndPerformanceCounter("Physics");
  118115. _this._physicsTime.endMonitoring();
  118116. });
  118117. }
  118118. else {
  118119. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118120. this._onBeforePhysicsObserver = null;
  118121. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118122. this._onAfterPhysicsObserver = null;
  118123. }
  118124. },
  118125. enumerable: true,
  118126. configurable: true
  118127. });
  118128. Object.defineProperty(SceneInstrumentation.prototype, "animationsTimeCounter", {
  118129. /**
  118130. * Gets the perf counter used for animations time
  118131. */
  118132. get: function () {
  118133. return this._animationsTime;
  118134. },
  118135. enumerable: true,
  118136. configurable: true
  118137. });
  118138. Object.defineProperty(SceneInstrumentation.prototype, "captureAnimationsTime", {
  118139. /**
  118140. * Gets the animations time capture status
  118141. */
  118142. get: function () {
  118143. return this._captureAnimationsTime;
  118144. },
  118145. /**
  118146. * Enable or disable the animations time capture
  118147. */
  118148. set: function (value) {
  118149. var _this = this;
  118150. if (value === this._captureAnimationsTime) {
  118151. return;
  118152. }
  118153. this._captureAnimationsTime = value;
  118154. if (value) {
  118155. this._onAfterAnimationsObserver = this.scene.onAfterAnimationsObservable.add(function () {
  118156. _this._animationsTime.endMonitoring();
  118157. });
  118158. }
  118159. else {
  118160. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118161. this._onAfterAnimationsObserver = null;
  118162. }
  118163. },
  118164. enumerable: true,
  118165. configurable: true
  118166. });
  118167. Object.defineProperty(SceneInstrumentation.prototype, "frameTimeCounter", {
  118168. /**
  118169. * Gets the perf counter used for frame time capture
  118170. */
  118171. get: function () {
  118172. return this._frameTime;
  118173. },
  118174. enumerable: true,
  118175. configurable: true
  118176. });
  118177. Object.defineProperty(SceneInstrumentation.prototype, "captureFrameTime", {
  118178. /**
  118179. * Gets the frame time capture status
  118180. */
  118181. get: function () {
  118182. return this._captureFrameTime;
  118183. },
  118184. /**
  118185. * Enable or disable the frame time capture
  118186. */
  118187. set: function (value) {
  118188. this._captureFrameTime = value;
  118189. },
  118190. enumerable: true,
  118191. configurable: true
  118192. });
  118193. Object.defineProperty(SceneInstrumentation.prototype, "interFrameTimeCounter", {
  118194. /**
  118195. * Gets the perf counter used for inter-frames time capture
  118196. */
  118197. get: function () {
  118198. return this._interFrameTime;
  118199. },
  118200. enumerable: true,
  118201. configurable: true
  118202. });
  118203. Object.defineProperty(SceneInstrumentation.prototype, "captureInterFrameTime", {
  118204. /**
  118205. * Gets the inter-frames time capture status
  118206. */
  118207. get: function () {
  118208. return this._captureInterFrameTime;
  118209. },
  118210. /**
  118211. * Enable or disable the inter-frames time capture
  118212. */
  118213. set: function (value) {
  118214. this._captureInterFrameTime = value;
  118215. },
  118216. enumerable: true,
  118217. configurable: true
  118218. });
  118219. Object.defineProperty(SceneInstrumentation.prototype, "renderTimeCounter", {
  118220. /**
  118221. * Gets the perf counter used for render time capture
  118222. */
  118223. get: function () {
  118224. return this._renderTime;
  118225. },
  118226. enumerable: true,
  118227. configurable: true
  118228. });
  118229. Object.defineProperty(SceneInstrumentation.prototype, "captureRenderTime", {
  118230. /**
  118231. * Gets the render time capture status
  118232. */
  118233. get: function () {
  118234. return this._captureRenderTime;
  118235. },
  118236. /**
  118237. * Enable or disable the render time capture
  118238. */
  118239. set: function (value) {
  118240. var _this = this;
  118241. if (value === this._captureRenderTime) {
  118242. return;
  118243. }
  118244. this._captureRenderTime = value;
  118245. if (value) {
  118246. this._onBeforeDrawPhaseObserver = this.scene.onBeforeDrawPhaseObservable.add(function () {
  118247. _this._renderTime.beginMonitoring();
  118248. BABYLON.Tools.StartPerformanceCounter("Main render");
  118249. });
  118250. this._onAfterDrawPhaseObserver = this.scene.onAfterDrawPhaseObservable.add(function () {
  118251. _this._renderTime.endMonitoring(false);
  118252. BABYLON.Tools.EndPerformanceCounter("Main render");
  118253. });
  118254. }
  118255. else {
  118256. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118257. this._onBeforeDrawPhaseObserver = null;
  118258. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118259. this._onAfterDrawPhaseObserver = null;
  118260. }
  118261. },
  118262. enumerable: true,
  118263. configurable: true
  118264. });
  118265. Object.defineProperty(SceneInstrumentation.prototype, "cameraRenderTimeCounter", {
  118266. /**
  118267. * Gets the perf counter used for camera render time capture
  118268. */
  118269. get: function () {
  118270. return this._cameraRenderTime;
  118271. },
  118272. enumerable: true,
  118273. configurable: true
  118274. });
  118275. Object.defineProperty(SceneInstrumentation.prototype, "captureCameraRenderTime", {
  118276. /**
  118277. * Gets the camera render time capture status
  118278. */
  118279. get: function () {
  118280. return this._captureCameraRenderTime;
  118281. },
  118282. /**
  118283. * Enable or disable the camera render time capture
  118284. */
  118285. set: function (value) {
  118286. var _this = this;
  118287. if (value === this._captureCameraRenderTime) {
  118288. return;
  118289. }
  118290. this._captureCameraRenderTime = value;
  118291. if (value) {
  118292. this._onBeforeCameraRenderObserver = this.scene.onBeforeCameraRenderObservable.add(function (camera) {
  118293. _this._cameraRenderTime.beginMonitoring();
  118294. BABYLON.Tools.StartPerformanceCounter("Rendering camera " + camera.name);
  118295. });
  118296. this._onAfterCameraRenderObserver = this.scene.onAfterCameraRenderObservable.add(function (camera) {
  118297. _this._cameraRenderTime.endMonitoring(false);
  118298. BABYLON.Tools.EndPerformanceCounter("Rendering camera " + camera.name);
  118299. });
  118300. }
  118301. else {
  118302. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118303. this._onBeforeCameraRenderObserver = null;
  118304. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118305. this._onAfterCameraRenderObserver = null;
  118306. }
  118307. },
  118308. enumerable: true,
  118309. configurable: true
  118310. });
  118311. Object.defineProperty(SceneInstrumentation.prototype, "drawCallsCounter", {
  118312. /**
  118313. * Gets the perf counter used for draw calls
  118314. */
  118315. get: function () {
  118316. return this.scene.getEngine()._drawCalls;
  118317. },
  118318. enumerable: true,
  118319. configurable: true
  118320. });
  118321. Object.defineProperty(SceneInstrumentation.prototype, "textureCollisionsCounter", {
  118322. /**
  118323. * Gets the perf counter used for texture collisions
  118324. */
  118325. get: function () {
  118326. return this.scene.getEngine()._textureCollisions;
  118327. },
  118328. enumerable: true,
  118329. configurable: true
  118330. });
  118331. /**
  118332. * Dispose and release associated resources.
  118333. */
  118334. SceneInstrumentation.prototype.dispose = function () {
  118335. this.scene.onAfterRenderObservable.remove(this._onAfterRenderObserver);
  118336. this._onAfterRenderObserver = null;
  118337. this.scene.onBeforeActiveMeshesEvaluationObservable.remove(this._onBeforeActiveMeshesEvaluationObserver);
  118338. this._onBeforeActiveMeshesEvaluationObserver = null;
  118339. this.scene.onAfterActiveMeshesEvaluationObservable.remove(this._onAfterActiveMeshesEvaluationObserver);
  118340. this._onAfterActiveMeshesEvaluationObserver = null;
  118341. this.scene.onBeforeRenderTargetsRenderObservable.remove(this._onBeforeRenderTargetsRenderObserver);
  118342. this._onBeforeRenderTargetsRenderObserver = null;
  118343. this.scene.onAfterRenderTargetsRenderObservable.remove(this._onAfterRenderTargetsRenderObserver);
  118344. this._onAfterRenderTargetsRenderObserver = null;
  118345. this.scene.onBeforeAnimationsObservable.remove(this._onBeforeAnimationsObserver);
  118346. this._onBeforeAnimationsObserver = null;
  118347. this.scene.onBeforeParticlesRenderingObservable.remove(this._onBeforeParticlesRenderingObserver);
  118348. this._onBeforeParticlesRenderingObserver = null;
  118349. this.scene.onAfterParticlesRenderingObservable.remove(this._onAfterParticlesRenderingObserver);
  118350. this._onAfterParticlesRenderingObserver = null;
  118351. if (this._onBeforeSpritesRenderingObserver) {
  118352. this.scene.onBeforeSpritesRenderingObservable.remove(this._onBeforeSpritesRenderingObserver);
  118353. this._onBeforeSpritesRenderingObserver = null;
  118354. }
  118355. if (this._onAfterSpritesRenderingObserver) {
  118356. this.scene.onAfterSpritesRenderingObservable.remove(this._onAfterSpritesRenderingObserver);
  118357. this._onAfterSpritesRenderingObserver = null;
  118358. }
  118359. this.scene.onBeforeDrawPhaseObservable.remove(this._onBeforeDrawPhaseObserver);
  118360. this._onBeforeDrawPhaseObserver = null;
  118361. this.scene.onAfterDrawPhaseObservable.remove(this._onAfterDrawPhaseObserver);
  118362. this._onAfterDrawPhaseObserver = null;
  118363. if (this._onBeforePhysicsObserver) {
  118364. this.scene.onBeforePhysicsObservable.remove(this._onBeforePhysicsObserver);
  118365. this._onBeforePhysicsObserver = null;
  118366. }
  118367. if (this._onAfterPhysicsObserver) {
  118368. this.scene.onAfterPhysicsObservable.remove(this._onAfterPhysicsObserver);
  118369. this._onAfterPhysicsObserver = null;
  118370. }
  118371. this.scene.onAfterAnimationsObservable.remove(this._onAfterAnimationsObserver);
  118372. this._onAfterAnimationsObserver = null;
  118373. this.scene.onBeforeCameraRenderObservable.remove(this._onBeforeCameraRenderObserver);
  118374. this._onBeforeCameraRenderObserver = null;
  118375. this.scene.onAfterCameraRenderObservable.remove(this._onAfterCameraRenderObserver);
  118376. this._onAfterCameraRenderObserver = null;
  118377. this.scene = null;
  118378. };
  118379. return SceneInstrumentation;
  118380. }());
  118381. BABYLON.SceneInstrumentation = SceneInstrumentation;
  118382. })(BABYLON || (BABYLON = {}));
  118383. //# sourceMappingURL=babylon.sceneInstrumentation.js.map
  118384. var BABYLON;
  118385. (function (BABYLON) {
  118386. /**
  118387. * @hidden
  118388. **/
  118389. var _TimeToken = /** @class */ (function () {
  118390. function _TimeToken() {
  118391. this._timeElapsedQueryEnded = false;
  118392. }
  118393. return _TimeToken;
  118394. }());
  118395. BABYLON._TimeToken = _TimeToken;
  118396. })(BABYLON || (BABYLON = {}));
  118397. //# sourceMappingURL=babylon.timeToken.js.map
  118398. var BABYLON;
  118399. (function (BABYLON) {
  118400. /**
  118401. * Background material defines definition.
  118402. * @hidden Mainly internal Use
  118403. */
  118404. var BackgroundMaterialDefines = /** @class */ (function (_super) {
  118405. __extends(BackgroundMaterialDefines, _super);
  118406. /**
  118407. * Constructor of the defines.
  118408. */
  118409. function BackgroundMaterialDefines() {
  118410. var _this = _super.call(this) || this;
  118411. /**
  118412. * True if the diffuse texture is in use.
  118413. */
  118414. _this.DIFFUSE = false;
  118415. /**
  118416. * The direct UV channel to use.
  118417. */
  118418. _this.DIFFUSEDIRECTUV = 0;
  118419. /**
  118420. * True if the diffuse texture is in gamma space.
  118421. */
  118422. _this.GAMMADIFFUSE = false;
  118423. /**
  118424. * True if the diffuse texture has opacity in the alpha channel.
  118425. */
  118426. _this.DIFFUSEHASALPHA = false;
  118427. /**
  118428. * True if you want the material to fade to transparent at grazing angle.
  118429. */
  118430. _this.OPACITYFRESNEL = false;
  118431. /**
  118432. * True if an extra blur needs to be added in the reflection.
  118433. */
  118434. _this.REFLECTIONBLUR = false;
  118435. /**
  118436. * True if you want the material to fade to reflection at grazing angle.
  118437. */
  118438. _this.REFLECTIONFRESNEL = false;
  118439. /**
  118440. * True if you want the material to falloff as far as you move away from the scene center.
  118441. */
  118442. _this.REFLECTIONFALLOFF = false;
  118443. /**
  118444. * False if the current Webgl implementation does not support the texture lod extension.
  118445. */
  118446. _this.TEXTURELODSUPPORT = false;
  118447. /**
  118448. * True to ensure the data are premultiplied.
  118449. */
  118450. _this.PREMULTIPLYALPHA = false;
  118451. /**
  118452. * True if the texture contains cooked RGB values and not gray scaled multipliers.
  118453. */
  118454. _this.USERGBCOLOR = false;
  118455. /**
  118456. * True if highlight and shadow levels have been specified. It can help ensuring the main perceived color
  118457. * stays aligned with the desired configuration.
  118458. */
  118459. _this.USEHIGHLIGHTANDSHADOWCOLORS = false;
  118460. /**
  118461. * True to add noise in order to reduce the banding effect.
  118462. */
  118463. _this.NOISE = false;
  118464. /**
  118465. * is the reflection texture in BGR color scheme?
  118466. * Mainly used to solve a bug in ios10 video tag
  118467. */
  118468. _this.REFLECTIONBGR = false;
  118469. _this.IMAGEPROCESSING = false;
  118470. _this.VIGNETTE = false;
  118471. _this.VIGNETTEBLENDMODEMULTIPLY = false;
  118472. _this.VIGNETTEBLENDMODEOPAQUE = false;
  118473. _this.TONEMAPPING = false;
  118474. _this.TONEMAPPING_ACES = false;
  118475. _this.CONTRAST = false;
  118476. _this.COLORCURVES = false;
  118477. _this.COLORGRADING = false;
  118478. _this.COLORGRADING3D = false;
  118479. _this.SAMPLER3DGREENDEPTH = false;
  118480. _this.SAMPLER3DBGRMAP = false;
  118481. _this.IMAGEPROCESSINGPOSTPROCESS = false;
  118482. _this.EXPOSURE = false;
  118483. // Reflection.
  118484. _this.REFLECTION = false;
  118485. _this.REFLECTIONMAP_3D = false;
  118486. _this.REFLECTIONMAP_SPHERICAL = false;
  118487. _this.REFLECTIONMAP_PLANAR = false;
  118488. _this.REFLECTIONMAP_CUBIC = false;
  118489. _this.REFLECTIONMAP_PROJECTION = false;
  118490. _this.REFLECTIONMAP_SKYBOX = false;
  118491. _this.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  118492. _this.REFLECTIONMAP_EXPLICIT = false;
  118493. _this.REFLECTIONMAP_EQUIRECTANGULAR = false;
  118494. _this.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  118495. _this.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  118496. _this.INVERTCUBICMAP = false;
  118497. _this.REFLECTIONMAP_OPPOSITEZ = false;
  118498. _this.LODINREFLECTIONALPHA = false;
  118499. _this.GAMMAREFLECTION = false;
  118500. _this.RGBDREFLECTION = false;
  118501. _this.EQUIRECTANGULAR_RELFECTION_FOV = false;
  118502. // Default BJS.
  118503. _this.MAINUV1 = false;
  118504. _this.MAINUV2 = false;
  118505. _this.UV1 = false;
  118506. _this.UV2 = false;
  118507. _this.CLIPPLANE = false;
  118508. _this.CLIPPLANE2 = false;
  118509. _this.CLIPPLANE3 = false;
  118510. _this.CLIPPLANE4 = false;
  118511. _this.POINTSIZE = false;
  118512. _this.FOG = false;
  118513. _this.NORMAL = false;
  118514. _this.NUM_BONE_INFLUENCERS = 0;
  118515. _this.BonesPerMesh = 0;
  118516. _this.INSTANCES = false;
  118517. _this.SHADOWFLOAT = false;
  118518. _this.rebuild();
  118519. return _this;
  118520. }
  118521. return BackgroundMaterialDefines;
  118522. }(BABYLON.MaterialDefines));
  118523. /**
  118524. * Background material used to create an efficient environement around your scene.
  118525. */
  118526. var BackgroundMaterial = /** @class */ (function (_super) {
  118527. __extends(BackgroundMaterial, _super);
  118528. /**
  118529. * Instantiates a Background Material in the given scene
  118530. * @param name The friendly name of the material
  118531. * @param scene The scene to add the material to
  118532. */
  118533. function BackgroundMaterial(name, scene) {
  118534. var _this = _super.call(this, name, scene) || this;
  118535. /**
  118536. * Key light Color (multiply against the environement texture)
  118537. */
  118538. _this.primaryColor = BABYLON.Color3.White();
  118539. _this._primaryColorShadowLevel = 0;
  118540. _this._primaryColorHighlightLevel = 0;
  118541. /**
  118542. * Reflection Texture used in the material.
  118543. * Should be author in a specific way for the best result (refer to the documentation).
  118544. */
  118545. _this.reflectionTexture = null;
  118546. /**
  118547. * Reflection Texture level of blur.
  118548. *
  118549. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  118550. * texture twice.
  118551. */
  118552. _this.reflectionBlur = 0;
  118553. /**
  118554. * Diffuse Texture used in the material.
  118555. * Should be author in a specific way for the best result (refer to the documentation).
  118556. */
  118557. _this.diffuseTexture = null;
  118558. _this._shadowLights = null;
  118559. /**
  118560. * Specify the list of lights casting shadow on the material.
  118561. * All scene shadow lights will be included if null.
  118562. */
  118563. _this.shadowLights = null;
  118564. /**
  118565. * Helps adjusting the shadow to a softer level if required.
  118566. * 0 means black shadows and 1 means no shadows.
  118567. */
  118568. _this.shadowLevel = 0;
  118569. /**
  118570. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  118571. * It is usually zero but might be interesting to modify according to your setup.
  118572. */
  118573. _this.sceneCenter = BABYLON.Vector3.Zero();
  118574. /**
  118575. * This helps specifying that the material is falling off to the sky box at grazing angle.
  118576. * This helps ensuring a nice transition when the camera goes under the ground.
  118577. */
  118578. _this.opacityFresnel = true;
  118579. /**
  118580. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  118581. * This helps adding a mirror texture on the ground.
  118582. */
  118583. _this.reflectionFresnel = false;
  118584. /**
  118585. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  118586. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  118587. */
  118588. _this.reflectionFalloffDistance = 0.0;
  118589. /**
  118590. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  118591. */
  118592. _this.reflectionAmount = 1.0;
  118593. /**
  118594. * This specifies the weight of the reflection at grazing angle.
  118595. */
  118596. _this.reflectionReflectance0 = 0.05;
  118597. /**
  118598. * This specifies the weight of the reflection at a perpendicular point of view.
  118599. */
  118600. _this.reflectionReflectance90 = 0.5;
  118601. /**
  118602. * Helps to directly use the maps channels instead of their level.
  118603. */
  118604. _this.useRGBColor = true;
  118605. /**
  118606. * This helps reducing the banding effect that could occur on the background.
  118607. */
  118608. _this.enableNoise = false;
  118609. _this._fovMultiplier = 1.0;
  118610. /**
  118611. * Enable the FOV adjustment feature controlled by fovMultiplier.
  118612. */
  118613. _this.useEquirectangularFOV = false;
  118614. _this._maxSimultaneousLights = 4;
  118615. /**
  118616. * Number of Simultaneous lights allowed on the material.
  118617. */
  118618. _this.maxSimultaneousLights = 4;
  118619. /**
  118620. * Keep track of the image processing observer to allow dispose and replace.
  118621. */
  118622. _this._imageProcessingObserver = null;
  118623. /**
  118624. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  118625. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  118626. */
  118627. _this.switchToBGR = false;
  118628. // Temp values kept as cache in the material.
  118629. _this._renderTargets = new BABYLON.SmartArray(16);
  118630. _this._reflectionControls = BABYLON.Vector4.Zero();
  118631. _this._white = BABYLON.Color3.White();
  118632. _this._primaryShadowColor = BABYLON.Color3.Black();
  118633. _this._primaryHighlightColor = BABYLON.Color3.Black();
  118634. // Setup the default processing configuration to the scene.
  118635. _this._attachImageProcessingConfiguration(null);
  118636. _this.getRenderTargetTextures = function () {
  118637. _this._renderTargets.reset();
  118638. if (_this._diffuseTexture && _this._diffuseTexture.isRenderTarget) {
  118639. _this._renderTargets.push(_this._diffuseTexture);
  118640. }
  118641. if (_this._reflectionTexture && _this._reflectionTexture.isRenderTarget) {
  118642. _this._renderTargets.push(_this._reflectionTexture);
  118643. }
  118644. return _this._renderTargets;
  118645. };
  118646. return _this;
  118647. }
  118648. Object.defineProperty(BackgroundMaterial.prototype, "_perceptualColor", {
  118649. /**
  118650. * Experimental Internal Use Only.
  118651. *
  118652. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  118653. * This acts as a helper to set the primary color to a more "human friendly" value.
  118654. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  118655. * output color as close as possible from the chosen value.
  118656. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  118657. * part of lighting setup.)
  118658. */
  118659. get: function () {
  118660. return this.__perceptualColor;
  118661. },
  118662. set: function (value) {
  118663. this.__perceptualColor = value;
  118664. this._computePrimaryColorFromPerceptualColor();
  118665. this._markAllSubMeshesAsLightsDirty();
  118666. },
  118667. enumerable: true,
  118668. configurable: true
  118669. });
  118670. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorShadowLevel", {
  118671. /**
  118672. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  118673. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  118674. */
  118675. get: function () {
  118676. return this._primaryColorShadowLevel;
  118677. },
  118678. set: function (value) {
  118679. this._primaryColorShadowLevel = value;
  118680. this._computePrimaryColors();
  118681. this._markAllSubMeshesAsLightsDirty();
  118682. },
  118683. enumerable: true,
  118684. configurable: true
  118685. });
  118686. Object.defineProperty(BackgroundMaterial.prototype, "primaryColorHighlightLevel", {
  118687. /**
  118688. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  118689. * The primary color is used at the level chosen to define what the white area would look.
  118690. */
  118691. get: function () {
  118692. return this._primaryColorHighlightLevel;
  118693. },
  118694. set: function (value) {
  118695. this._primaryColorHighlightLevel = value;
  118696. this._computePrimaryColors();
  118697. this._markAllSubMeshesAsLightsDirty();
  118698. },
  118699. enumerable: true,
  118700. configurable: true
  118701. });
  118702. Object.defineProperty(BackgroundMaterial.prototype, "reflectionStandardFresnelWeight", {
  118703. /**
  118704. * Sets the reflection reflectance fresnel values according to the default standard
  118705. * empirically know to work well :-)
  118706. */
  118707. set: function (value) {
  118708. var reflectionWeight = value;
  118709. if (reflectionWeight < 0.5) {
  118710. reflectionWeight = reflectionWeight * 2.0;
  118711. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 * reflectionWeight;
  118712. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 * reflectionWeight;
  118713. }
  118714. else {
  118715. reflectionWeight = reflectionWeight * 2.0 - 1.0;
  118716. this.reflectionReflectance0 = BackgroundMaterial.StandardReflectance0 + (1.0 - BackgroundMaterial.StandardReflectance0) * reflectionWeight;
  118717. this.reflectionReflectance90 = BackgroundMaterial.StandardReflectance90 + (1.0 - BackgroundMaterial.StandardReflectance90) * reflectionWeight;
  118718. }
  118719. },
  118720. enumerable: true,
  118721. configurable: true
  118722. });
  118723. Object.defineProperty(BackgroundMaterial.prototype, "fovMultiplier", {
  118724. /**
  118725. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  118726. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  118727. * Recommended to be keep at 1.0 except for special cases.
  118728. */
  118729. get: function () {
  118730. return this._fovMultiplier;
  118731. },
  118732. set: function (value) {
  118733. if (isNaN(value)) {
  118734. value = 1.0;
  118735. }
  118736. this._fovMultiplier = Math.max(0.0, Math.min(2.0, value));
  118737. },
  118738. enumerable: true,
  118739. configurable: true
  118740. });
  118741. /**
  118742. * Attaches a new image processing configuration to the PBR Material.
  118743. * @param configuration (if null the scene configuration will be use)
  118744. */
  118745. BackgroundMaterial.prototype._attachImageProcessingConfiguration = function (configuration) {
  118746. var _this = this;
  118747. if (configuration === this._imageProcessingConfiguration) {
  118748. return;
  118749. }
  118750. // Detaches observer.
  118751. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  118752. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  118753. }
  118754. // Pick the scene configuration if needed.
  118755. if (!configuration) {
  118756. this._imageProcessingConfiguration = this.getScene().imageProcessingConfiguration;
  118757. }
  118758. else {
  118759. this._imageProcessingConfiguration = configuration;
  118760. }
  118761. // Attaches observer.
  118762. if (this._imageProcessingConfiguration) {
  118763. this._imageProcessingObserver = this._imageProcessingConfiguration.onUpdateParameters.add(function (conf) {
  118764. _this._computePrimaryColorFromPerceptualColor();
  118765. _this._markAllSubMeshesAsImageProcessingDirty();
  118766. });
  118767. }
  118768. };
  118769. Object.defineProperty(BackgroundMaterial.prototype, "imageProcessingConfiguration", {
  118770. /**
  118771. * Gets the image processing configuration used either in this material.
  118772. */
  118773. get: function () {
  118774. return this._imageProcessingConfiguration;
  118775. },
  118776. /**
  118777. * Sets the Default image processing configuration used either in the this material.
  118778. *
  118779. * If sets to null, the scene one is in use.
  118780. */
  118781. set: function (value) {
  118782. this._attachImageProcessingConfiguration(value);
  118783. // Ensure the effect will be rebuilt.
  118784. this._markAllSubMeshesAsTexturesDirty();
  118785. },
  118786. enumerable: true,
  118787. configurable: true
  118788. });
  118789. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurvesEnabled", {
  118790. /**
  118791. * Gets wether the color curves effect is enabled.
  118792. */
  118793. get: function () {
  118794. return this.imageProcessingConfiguration.colorCurvesEnabled;
  118795. },
  118796. /**
  118797. * Sets wether the color curves effect is enabled.
  118798. */
  118799. set: function (value) {
  118800. this.imageProcessingConfiguration.colorCurvesEnabled = value;
  118801. },
  118802. enumerable: true,
  118803. configurable: true
  118804. });
  118805. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingEnabled", {
  118806. /**
  118807. * Gets wether the color grading effect is enabled.
  118808. */
  118809. get: function () {
  118810. return this.imageProcessingConfiguration.colorGradingEnabled;
  118811. },
  118812. /**
  118813. * Gets wether the color grading effect is enabled.
  118814. */
  118815. set: function (value) {
  118816. this.imageProcessingConfiguration.colorGradingEnabled = value;
  118817. },
  118818. enumerable: true,
  118819. configurable: true
  118820. });
  118821. Object.defineProperty(BackgroundMaterial.prototype, "cameraToneMappingEnabled", {
  118822. /**
  118823. * Gets wether tonemapping is enabled or not.
  118824. */
  118825. get: function () {
  118826. return this._imageProcessingConfiguration.toneMappingEnabled;
  118827. },
  118828. /**
  118829. * Sets wether tonemapping is enabled or not
  118830. */
  118831. set: function (value) {
  118832. this._imageProcessingConfiguration.toneMappingEnabled = value;
  118833. },
  118834. enumerable: true,
  118835. configurable: true
  118836. });
  118837. Object.defineProperty(BackgroundMaterial.prototype, "cameraExposure", {
  118838. /**
  118839. * The camera exposure used on this material.
  118840. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118841. * This corresponds to a photographic exposure.
  118842. */
  118843. get: function () {
  118844. return this._imageProcessingConfiguration.exposure;
  118845. },
  118846. /**
  118847. * The camera exposure used on this material.
  118848. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  118849. * This corresponds to a photographic exposure.
  118850. */
  118851. set: function (value) {
  118852. this._imageProcessingConfiguration.exposure = value;
  118853. },
  118854. enumerable: true,
  118855. configurable: true
  118856. });
  118857. Object.defineProperty(BackgroundMaterial.prototype, "cameraContrast", {
  118858. /**
  118859. * Gets The camera contrast used on this material.
  118860. */
  118861. get: function () {
  118862. return this._imageProcessingConfiguration.contrast;
  118863. },
  118864. /**
  118865. * Sets The camera contrast used on this material.
  118866. */
  118867. set: function (value) {
  118868. this._imageProcessingConfiguration.contrast = value;
  118869. },
  118870. enumerable: true,
  118871. configurable: true
  118872. });
  118873. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorGradingTexture", {
  118874. /**
  118875. * Gets the Color Grading 2D Lookup Texture.
  118876. */
  118877. get: function () {
  118878. return this._imageProcessingConfiguration.colorGradingTexture;
  118879. },
  118880. /**
  118881. * Sets the Color Grading 2D Lookup Texture.
  118882. */
  118883. set: function (value) {
  118884. this.imageProcessingConfiguration.colorGradingTexture = value;
  118885. },
  118886. enumerable: true,
  118887. configurable: true
  118888. });
  118889. Object.defineProperty(BackgroundMaterial.prototype, "cameraColorCurves", {
  118890. /**
  118891. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118892. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118893. * 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;
  118894. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118895. */
  118896. get: function () {
  118897. return this.imageProcessingConfiguration.colorCurves;
  118898. },
  118899. /**
  118900. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  118901. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  118902. * 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;
  118903. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  118904. */
  118905. set: function (value) {
  118906. this.imageProcessingConfiguration.colorCurves = value;
  118907. },
  118908. enumerable: true,
  118909. configurable: true
  118910. });
  118911. Object.defineProperty(BackgroundMaterial.prototype, "hasRenderTargetTextures", {
  118912. /**
  118913. * Gets a boolean indicating that current material needs to register RTT
  118914. */
  118915. get: function () {
  118916. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  118917. return true;
  118918. }
  118919. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  118920. return true;
  118921. }
  118922. return false;
  118923. },
  118924. enumerable: true,
  118925. configurable: true
  118926. });
  118927. /**
  118928. * The entire material has been created in order to prevent overdraw.
  118929. * @returns false
  118930. */
  118931. BackgroundMaterial.prototype.needAlphaTesting = function () {
  118932. return true;
  118933. };
  118934. /**
  118935. * The entire material has been created in order to prevent overdraw.
  118936. * @returns true if blending is enable
  118937. */
  118938. BackgroundMaterial.prototype.needAlphaBlending = function () {
  118939. return ((this.alpha < 0) || (this._diffuseTexture != null && this._diffuseTexture.hasAlpha));
  118940. };
  118941. /**
  118942. * Checks wether the material is ready to be rendered for a given mesh.
  118943. * @param mesh The mesh to render
  118944. * @param subMesh The submesh to check against
  118945. * @param useInstances Specify wether or not the material is used with instances
  118946. * @returns true if all the dependencies are ready (Textures, Effects...)
  118947. */
  118948. BackgroundMaterial.prototype.isReadyForSubMesh = function (mesh, subMesh, useInstances) {
  118949. var _this = this;
  118950. if (useInstances === void 0) { useInstances = false; }
  118951. if (subMesh.effect && this.isFrozen) {
  118952. if (this._wasPreviouslyReady) {
  118953. return true;
  118954. }
  118955. }
  118956. if (!subMesh._materialDefines) {
  118957. subMesh._materialDefines = new BackgroundMaterialDefines();
  118958. }
  118959. var scene = this.getScene();
  118960. var defines = subMesh._materialDefines;
  118961. if (!this.checkReadyOnEveryCall && subMesh.effect) {
  118962. if (defines._renderId === scene.getRenderId()) {
  118963. return true;
  118964. }
  118965. }
  118966. var engine = scene.getEngine();
  118967. // Lights
  118968. BABYLON.MaterialHelper.PrepareDefinesForLights(scene, mesh, defines, false, this._maxSimultaneousLights);
  118969. defines._needNormals = true;
  118970. // Textures
  118971. if (defines._areTexturesDirty) {
  118972. defines._needUVs = false;
  118973. if (scene.texturesEnabled) {
  118974. if (scene.getEngine().getCaps().textureLOD) {
  118975. defines.TEXTURELODSUPPORT = true;
  118976. }
  118977. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  118978. if (!this._diffuseTexture.isReadyOrNotBlocking()) {
  118979. return false;
  118980. }
  118981. BABYLON.MaterialHelper.PrepareDefinesForMergedUV(this._diffuseTexture, defines, "DIFFUSE");
  118982. defines.DIFFUSEHASALPHA = this._diffuseTexture.hasAlpha;
  118983. defines.GAMMADIFFUSE = this._diffuseTexture.gammaSpace;
  118984. defines.OPACITYFRESNEL = this._opacityFresnel;
  118985. }
  118986. else {
  118987. defines.DIFFUSE = false;
  118988. defines.DIFFUSEHASALPHA = false;
  118989. defines.GAMMADIFFUSE = false;
  118990. defines.OPACITYFRESNEL = false;
  118991. }
  118992. var reflectionTexture = this._reflectionTexture;
  118993. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  118994. if (!reflectionTexture.isReadyOrNotBlocking()) {
  118995. return false;
  118996. }
  118997. defines.REFLECTION = true;
  118998. defines.GAMMAREFLECTION = reflectionTexture.gammaSpace;
  118999. defines.RGBDREFLECTION = reflectionTexture.isRGBD;
  119000. defines.REFLECTIONBLUR = this._reflectionBlur > 0;
  119001. defines.REFLECTIONMAP_OPPOSITEZ = this.getScene().useRightHandedSystem ? !reflectionTexture.invertZ : reflectionTexture.invertZ;
  119002. defines.LODINREFLECTIONALPHA = reflectionTexture.lodLevelInAlpha;
  119003. defines.EQUIRECTANGULAR_RELFECTION_FOV = this.useEquirectangularFOV;
  119004. defines.REFLECTIONBGR = this.switchToBGR;
  119005. if (reflectionTexture.coordinatesMode === BABYLON.Texture.INVCUBIC_MODE) {
  119006. defines.INVERTCUBICMAP = true;
  119007. }
  119008. defines.REFLECTIONMAP_3D = reflectionTexture.isCube;
  119009. switch (reflectionTexture.coordinatesMode) {
  119010. case BABYLON.Texture.EXPLICIT_MODE:
  119011. defines.REFLECTIONMAP_EXPLICIT = true;
  119012. break;
  119013. case BABYLON.Texture.PLANAR_MODE:
  119014. defines.REFLECTIONMAP_PLANAR = true;
  119015. break;
  119016. case BABYLON.Texture.PROJECTION_MODE:
  119017. defines.REFLECTIONMAP_PROJECTION = true;
  119018. break;
  119019. case BABYLON.Texture.SKYBOX_MODE:
  119020. defines.REFLECTIONMAP_SKYBOX = true;
  119021. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = !reflectionTexture.getReflectionTextureMatrix().isIdentity();
  119022. break;
  119023. case BABYLON.Texture.SPHERICAL_MODE:
  119024. defines.REFLECTIONMAP_SPHERICAL = true;
  119025. break;
  119026. case BABYLON.Texture.EQUIRECTANGULAR_MODE:
  119027. defines.REFLECTIONMAP_EQUIRECTANGULAR = true;
  119028. break;
  119029. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MODE:
  119030. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = true;
  119031. break;
  119032. case BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE:
  119033. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = true;
  119034. break;
  119035. case BABYLON.Texture.CUBIC_MODE:
  119036. case BABYLON.Texture.INVCUBIC_MODE:
  119037. default:
  119038. defines.REFLECTIONMAP_CUBIC = true;
  119039. break;
  119040. }
  119041. if (this.reflectionFresnel) {
  119042. defines.REFLECTIONFRESNEL = true;
  119043. defines.REFLECTIONFALLOFF = this.reflectionFalloffDistance > 0;
  119044. this._reflectionControls.x = this.reflectionAmount;
  119045. this._reflectionControls.y = this.reflectionReflectance0;
  119046. this._reflectionControls.z = this.reflectionReflectance90;
  119047. this._reflectionControls.w = 1 / this.reflectionFalloffDistance;
  119048. }
  119049. else {
  119050. defines.REFLECTIONFRESNEL = false;
  119051. defines.REFLECTIONFALLOFF = false;
  119052. }
  119053. }
  119054. else {
  119055. defines.REFLECTION = false;
  119056. defines.REFLECTIONFRESNEL = false;
  119057. defines.REFLECTIONFALLOFF = false;
  119058. defines.REFLECTIONBLUR = false;
  119059. defines.REFLECTIONMAP_3D = false;
  119060. defines.REFLECTIONMAP_SPHERICAL = false;
  119061. defines.REFLECTIONMAP_PLANAR = false;
  119062. defines.REFLECTIONMAP_CUBIC = false;
  119063. defines.REFLECTIONMAP_PROJECTION = false;
  119064. defines.REFLECTIONMAP_SKYBOX = false;
  119065. defines.REFLECTIONMAP_SKYBOX_TRANSFORMED = false;
  119066. defines.REFLECTIONMAP_EXPLICIT = false;
  119067. defines.REFLECTIONMAP_EQUIRECTANGULAR = false;
  119068. defines.REFLECTIONMAP_EQUIRECTANGULAR_FIXED = false;
  119069. defines.REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED = false;
  119070. defines.INVERTCUBICMAP = false;
  119071. defines.REFLECTIONMAP_OPPOSITEZ = false;
  119072. defines.LODINREFLECTIONALPHA = false;
  119073. defines.GAMMAREFLECTION = false;
  119074. defines.RGBDREFLECTION = false;
  119075. }
  119076. }
  119077. defines.PREMULTIPLYALPHA = (this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED || this.alphaMode === BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF);
  119078. defines.USERGBCOLOR = this._useRGBColor;
  119079. defines.NOISE = this._enableNoise;
  119080. }
  119081. if (defines._areLightsDirty) {
  119082. defines.USEHIGHLIGHTANDSHADOWCOLORS = !this._useRGBColor && (this._primaryColorShadowLevel !== 0 || this._primaryColorHighlightLevel !== 0);
  119083. }
  119084. if (defines._areImageProcessingDirty && this._imageProcessingConfiguration) {
  119085. if (!this._imageProcessingConfiguration.isReady()) {
  119086. return false;
  119087. }
  119088. this._imageProcessingConfiguration.prepareDefines(defines);
  119089. }
  119090. // Misc.
  119091. BABYLON.MaterialHelper.PrepareDefinesForMisc(mesh, scene, false, this.pointsCloud, this.fogEnabled, this._shouldTurnAlphaTestOn(mesh), defines);
  119092. // Values that need to be evaluated on every frame
  119093. BABYLON.MaterialHelper.PrepareDefinesForFrameBoundValues(scene, engine, defines, useInstances);
  119094. // Attribs
  119095. if (BABYLON.MaterialHelper.PrepareDefinesForAttributes(mesh, defines, false, true, false)) {
  119096. if (mesh) {
  119097. if (!scene.getEngine().getCaps().standardDerivatives && !mesh.isVerticesDataPresent(BABYLON.VertexBuffer.NormalKind)) {
  119098. mesh.createNormals(true);
  119099. BABYLON.Tools.Warn("BackgroundMaterial: Normals have been created for the mesh: " + mesh.name);
  119100. }
  119101. }
  119102. }
  119103. // Get correct effect
  119104. if (defines.isDirty) {
  119105. defines.markAsProcessed();
  119106. scene.resetCachedMaterial();
  119107. // Fallbacks
  119108. var fallbacks = new BABYLON.EffectFallbacks();
  119109. if (defines.FOG) {
  119110. fallbacks.addFallback(0, "FOG");
  119111. }
  119112. if (defines.POINTSIZE) {
  119113. fallbacks.addFallback(1, "POINTSIZE");
  119114. }
  119115. BABYLON.MaterialHelper.HandleFallbacksForShadows(defines, fallbacks, this._maxSimultaneousLights);
  119116. if (defines.NUM_BONE_INFLUENCERS > 0) {
  119117. fallbacks.addCPUSkinningFallback(0, mesh);
  119118. }
  119119. //Attributes
  119120. var attribs = [BABYLON.VertexBuffer.PositionKind];
  119121. if (defines.NORMAL) {
  119122. attribs.push(BABYLON.VertexBuffer.NormalKind);
  119123. }
  119124. if (defines.UV1) {
  119125. attribs.push(BABYLON.VertexBuffer.UVKind);
  119126. }
  119127. if (defines.UV2) {
  119128. attribs.push(BABYLON.VertexBuffer.UV2Kind);
  119129. }
  119130. BABYLON.MaterialHelper.PrepareAttributesForBones(attribs, mesh, defines, fallbacks);
  119131. BABYLON.MaterialHelper.PrepareAttributesForInstances(attribs, defines);
  119132. var uniforms = ["world", "view", "viewProjection", "vEyePosition", "vLightsType",
  119133. "vFogInfos", "vFogColor", "pointSize",
  119134. "vClipPlane", "vClipPlane2", "vClipPlane3", "vClipPlane4", "mBones",
  119135. "vPrimaryColor", "vPrimaryColorShadow",
  119136. "vReflectionInfos", "reflectionMatrix", "vReflectionMicrosurfaceInfos", "fFovMultiplier",
  119137. "shadowLevel", "alpha",
  119138. "vBackgroundCenter", "vReflectionControl",
  119139. "vDiffuseInfos", "diffuseMatrix",
  119140. ];
  119141. var samplers = ["diffuseSampler", "reflectionSampler", "reflectionSamplerLow", "reflectionSamplerHigh"];
  119142. var uniformBuffers = ["Material", "Scene"];
  119143. if (BABYLON.ImageProcessingConfiguration) {
  119144. BABYLON.ImageProcessingConfiguration.PrepareUniforms(uniforms, defines);
  119145. BABYLON.ImageProcessingConfiguration.PrepareSamplers(samplers, defines);
  119146. }
  119147. BABYLON.MaterialHelper.PrepareUniformsAndSamplersList({
  119148. uniformsNames: uniforms,
  119149. uniformBuffersNames: uniformBuffers,
  119150. samplers: samplers,
  119151. defines: defines,
  119152. maxSimultaneousLights: this._maxSimultaneousLights
  119153. });
  119154. var onCompiled = function (effect) {
  119155. if (_this.onCompiled) {
  119156. _this.onCompiled(effect);
  119157. }
  119158. _this.bindSceneUniformBuffer(effect, scene.getSceneUniformBuffer());
  119159. };
  119160. var join = defines.toString();
  119161. subMesh.setEffect(scene.getEngine().createEffect("background", {
  119162. attributes: attribs,
  119163. uniformsNames: uniforms,
  119164. uniformBuffersNames: uniformBuffers,
  119165. samplers: samplers,
  119166. defines: join,
  119167. fallbacks: fallbacks,
  119168. onCompiled: onCompiled,
  119169. onError: this.onError,
  119170. indexParameters: { maxSimultaneousLights: this._maxSimultaneousLights }
  119171. }, engine), defines);
  119172. this.buildUniformLayout();
  119173. }
  119174. if (!subMesh.effect || !subMesh.effect.isReady()) {
  119175. return false;
  119176. }
  119177. defines._renderId = scene.getRenderId();
  119178. this._wasPreviouslyReady = true;
  119179. return true;
  119180. };
  119181. /**
  119182. * Compute the primary color according to the chosen perceptual color.
  119183. */
  119184. BackgroundMaterial.prototype._computePrimaryColorFromPerceptualColor = function () {
  119185. if (!this.__perceptualColor) {
  119186. return;
  119187. }
  119188. this._primaryColor.copyFrom(this.__perceptualColor);
  119189. // Revert gamma space.
  119190. this._primaryColor.toLinearSpaceToRef(this._primaryColor);
  119191. // Revert image processing configuration.
  119192. if (this._imageProcessingConfiguration) {
  119193. // Revert Exposure.
  119194. this._primaryColor.scaleToRef(1 / this._imageProcessingConfiguration.exposure, this._primaryColor);
  119195. }
  119196. this._computePrimaryColors();
  119197. };
  119198. /**
  119199. * Compute the highlights and shadow colors according to their chosen levels.
  119200. */
  119201. BackgroundMaterial.prototype._computePrimaryColors = function () {
  119202. if (this._primaryColorShadowLevel === 0 && this._primaryColorHighlightLevel === 0) {
  119203. return;
  119204. }
  119205. // Find the highlight color based on the configuration.
  119206. this._primaryColor.scaleToRef(this._primaryColorShadowLevel, this._primaryShadowColor);
  119207. this._primaryColor.subtractToRef(this._primaryShadowColor, this._primaryShadowColor);
  119208. // Find the shadow color based on the configuration.
  119209. this._white.subtractToRef(this._primaryColor, this._primaryHighlightColor);
  119210. this._primaryHighlightColor.scaleToRef(this._primaryColorHighlightLevel, this._primaryHighlightColor);
  119211. this._primaryColor.addToRef(this._primaryHighlightColor, this._primaryHighlightColor);
  119212. };
  119213. /**
  119214. * Build the uniform buffer used in the material.
  119215. */
  119216. BackgroundMaterial.prototype.buildUniformLayout = function () {
  119217. // Order is important !
  119218. this._uniformBuffer.addUniform("vPrimaryColor", 4);
  119219. this._uniformBuffer.addUniform("vPrimaryColorShadow", 4);
  119220. this._uniformBuffer.addUniform("vDiffuseInfos", 2);
  119221. this._uniformBuffer.addUniform("vReflectionInfos", 2);
  119222. this._uniformBuffer.addUniform("diffuseMatrix", 16);
  119223. this._uniformBuffer.addUniform("reflectionMatrix", 16);
  119224. this._uniformBuffer.addUniform("vReflectionMicrosurfaceInfos", 3);
  119225. this._uniformBuffer.addUniform("fFovMultiplier", 1);
  119226. this._uniformBuffer.addUniform("pointSize", 1);
  119227. this._uniformBuffer.addUniform("shadowLevel", 1);
  119228. this._uniformBuffer.addUniform("alpha", 1);
  119229. this._uniformBuffer.addUniform("vBackgroundCenter", 3);
  119230. this._uniformBuffer.addUniform("vReflectionControl", 4);
  119231. this._uniformBuffer.create();
  119232. };
  119233. /**
  119234. * Unbind the material.
  119235. */
  119236. BackgroundMaterial.prototype.unbind = function () {
  119237. if (this._diffuseTexture && this._diffuseTexture.isRenderTarget) {
  119238. this._uniformBuffer.setTexture("diffuseSampler", null);
  119239. }
  119240. if (this._reflectionTexture && this._reflectionTexture.isRenderTarget) {
  119241. this._uniformBuffer.setTexture("reflectionSampler", null);
  119242. }
  119243. _super.prototype.unbind.call(this);
  119244. };
  119245. /**
  119246. * Bind only the world matrix to the material.
  119247. * @param world The world matrix to bind.
  119248. */
  119249. BackgroundMaterial.prototype.bindOnlyWorldMatrix = function (world) {
  119250. this._activeEffect.setMatrix("world", world);
  119251. };
  119252. /**
  119253. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  119254. * @param world The world matrix to bind.
  119255. * @param subMesh The submesh to bind for.
  119256. */
  119257. BackgroundMaterial.prototype.bindForSubMesh = function (world, mesh, subMesh) {
  119258. var scene = this.getScene();
  119259. var defines = subMesh._materialDefines;
  119260. if (!defines) {
  119261. return;
  119262. }
  119263. var effect = subMesh.effect;
  119264. if (!effect) {
  119265. return;
  119266. }
  119267. this._activeEffect = effect;
  119268. // Matrices
  119269. this.bindOnlyWorldMatrix(world);
  119270. // Bones
  119271. BABYLON.MaterialHelper.BindBonesParameters(mesh, this._activeEffect);
  119272. var mustRebind = this._mustRebind(scene, effect, mesh.visibility);
  119273. if (mustRebind) {
  119274. this._uniformBuffer.bindToEffect(effect, "Material");
  119275. this.bindViewProjection(effect);
  119276. var reflectionTexture = this._reflectionTexture;
  119277. if (!this._uniformBuffer.useUbo || !this.isFrozen || !this._uniformBuffer.isSync) {
  119278. // Texture uniforms
  119279. if (scene.texturesEnabled) {
  119280. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119281. this._uniformBuffer.updateFloat2("vDiffuseInfos", this._diffuseTexture.coordinatesIndex, this._diffuseTexture.level);
  119282. BABYLON.MaterialHelper.BindTextureMatrix(this._diffuseTexture, this._uniformBuffer, "diffuse");
  119283. }
  119284. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119285. this._uniformBuffer.updateMatrix("reflectionMatrix", reflectionTexture.getReflectionTextureMatrix());
  119286. this._uniformBuffer.updateFloat2("vReflectionInfos", reflectionTexture.level, this._reflectionBlur);
  119287. this._uniformBuffer.updateFloat3("vReflectionMicrosurfaceInfos", reflectionTexture.getSize().width, reflectionTexture.lodGenerationScale, reflectionTexture.lodGenerationOffset);
  119288. }
  119289. }
  119290. if (this.shadowLevel > 0) {
  119291. this._uniformBuffer.updateFloat("shadowLevel", this.shadowLevel);
  119292. }
  119293. this._uniformBuffer.updateFloat("alpha", this.alpha);
  119294. // Point size
  119295. if (this.pointsCloud) {
  119296. this._uniformBuffer.updateFloat("pointSize", this.pointSize);
  119297. }
  119298. if (defines.USEHIGHLIGHTANDSHADOWCOLORS) {
  119299. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryHighlightColor, 1.0);
  119300. this._uniformBuffer.updateColor4("vPrimaryColorShadow", this._primaryShadowColor, 1.0);
  119301. }
  119302. else {
  119303. this._uniformBuffer.updateColor4("vPrimaryColor", this._primaryColor, 1.0);
  119304. }
  119305. }
  119306. this._uniformBuffer.updateFloat("fFovMultiplier", this._fovMultiplier);
  119307. // Textures
  119308. if (scene.texturesEnabled) {
  119309. if (this._diffuseTexture && BABYLON.StandardMaterial.DiffuseTextureEnabled) {
  119310. this._uniformBuffer.setTexture("diffuseSampler", this._diffuseTexture);
  119311. }
  119312. if (reflectionTexture && BABYLON.StandardMaterial.ReflectionTextureEnabled) {
  119313. if (defines.REFLECTIONBLUR && defines.TEXTURELODSUPPORT) {
  119314. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119315. }
  119316. else if (!defines.REFLECTIONBLUR) {
  119317. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture);
  119318. }
  119319. else {
  119320. this._uniformBuffer.setTexture("reflectionSampler", reflectionTexture._lodTextureMid || reflectionTexture);
  119321. this._uniformBuffer.setTexture("reflectionSamplerLow", reflectionTexture._lodTextureLow || reflectionTexture);
  119322. this._uniformBuffer.setTexture("reflectionSamplerHigh", reflectionTexture._lodTextureHigh || reflectionTexture);
  119323. }
  119324. if (defines.REFLECTIONFRESNEL) {
  119325. this._uniformBuffer.updateFloat3("vBackgroundCenter", this.sceneCenter.x, this.sceneCenter.y, this.sceneCenter.z);
  119326. this._uniformBuffer.updateFloat4("vReflectionControl", this._reflectionControls.x, this._reflectionControls.y, this._reflectionControls.z, this._reflectionControls.w);
  119327. }
  119328. }
  119329. }
  119330. // Clip plane
  119331. BABYLON.MaterialHelper.BindClipPlane(this._activeEffect, scene);
  119332. BABYLON.MaterialHelper.BindEyePosition(effect, scene);
  119333. }
  119334. if (mustRebind || !this.isFrozen) {
  119335. if (scene.lightsEnabled) {
  119336. BABYLON.MaterialHelper.BindLights(scene, mesh, this._activeEffect, defines, this._maxSimultaneousLights, false);
  119337. }
  119338. // View
  119339. this.bindView(effect);
  119340. // Fog
  119341. BABYLON.MaterialHelper.BindFogParameters(scene, mesh, this._activeEffect, true);
  119342. // image processing
  119343. if (this._imageProcessingConfiguration) {
  119344. this._imageProcessingConfiguration.bind(this._activeEffect);
  119345. }
  119346. }
  119347. this._uniformBuffer.update();
  119348. this._afterBind(mesh, this._activeEffect);
  119349. };
  119350. /**
  119351. * Dispose the material.
  119352. * @param forceDisposeEffect Force disposal of the associated effect.
  119353. * @param forceDisposeTextures Force disposal of the associated textures.
  119354. */
  119355. BackgroundMaterial.prototype.dispose = function (forceDisposeEffect, forceDisposeTextures) {
  119356. if (forceDisposeEffect === void 0) { forceDisposeEffect = false; }
  119357. if (forceDisposeTextures === void 0) { forceDisposeTextures = false; }
  119358. if (forceDisposeTextures) {
  119359. if (this.diffuseTexture) {
  119360. this.diffuseTexture.dispose();
  119361. }
  119362. if (this.reflectionTexture) {
  119363. this.reflectionTexture.dispose();
  119364. }
  119365. }
  119366. this._renderTargets.dispose();
  119367. if (this._imageProcessingConfiguration && this._imageProcessingObserver) {
  119368. this._imageProcessingConfiguration.onUpdateParameters.remove(this._imageProcessingObserver);
  119369. }
  119370. _super.prototype.dispose.call(this, forceDisposeEffect);
  119371. };
  119372. /**
  119373. * Clones the material.
  119374. * @param name The cloned name.
  119375. * @returns The cloned material.
  119376. */
  119377. BackgroundMaterial.prototype.clone = function (name) {
  119378. var _this = this;
  119379. return BABYLON.SerializationHelper.Clone(function () { return new BackgroundMaterial(name, _this.getScene()); }, this);
  119380. };
  119381. /**
  119382. * Serializes the current material to its JSON representation.
  119383. * @returns The JSON representation.
  119384. */
  119385. BackgroundMaterial.prototype.serialize = function () {
  119386. var serializationObject = BABYLON.SerializationHelper.Serialize(this);
  119387. serializationObject.customType = "BABYLON.BackgroundMaterial";
  119388. return serializationObject;
  119389. };
  119390. /**
  119391. * Gets the class name of the material
  119392. * @returns "BackgroundMaterial"
  119393. */
  119394. BackgroundMaterial.prototype.getClassName = function () {
  119395. return "BackgroundMaterial";
  119396. };
  119397. /**
  119398. * Parse a JSON input to create back a background material.
  119399. * @param source The JSON data to parse
  119400. * @param scene The scene to create the parsed material in
  119401. * @param rootUrl The root url of the assets the material depends upon
  119402. * @returns the instantiated BackgroundMaterial.
  119403. */
  119404. BackgroundMaterial.Parse = function (source, scene, rootUrl) {
  119405. return BABYLON.SerializationHelper.Parse(function () { return new BackgroundMaterial(source.name, scene); }, source, scene, rootUrl);
  119406. };
  119407. /**
  119408. * Standard reflectance value at parallel view angle.
  119409. */
  119410. BackgroundMaterial.StandardReflectance0 = 0.05;
  119411. /**
  119412. * Standard reflectance value at grazing angle.
  119413. */
  119414. BackgroundMaterial.StandardReflectance90 = 0.5;
  119415. __decorate([
  119416. BABYLON.serializeAsColor3()
  119417. ], BackgroundMaterial.prototype, "_primaryColor", void 0);
  119418. __decorate([
  119419. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119420. ], BackgroundMaterial.prototype, "primaryColor", void 0);
  119421. __decorate([
  119422. BABYLON.serializeAsColor3()
  119423. ], BackgroundMaterial.prototype, "__perceptualColor", void 0);
  119424. __decorate([
  119425. BABYLON.serialize()
  119426. ], BackgroundMaterial.prototype, "_primaryColorShadowLevel", void 0);
  119427. __decorate([
  119428. BABYLON.serialize()
  119429. ], BackgroundMaterial.prototype, "_primaryColorHighlightLevel", void 0);
  119430. __decorate([
  119431. BABYLON.expandToProperty("_markAllSubMeshesAsLightsDirty")
  119432. ], BackgroundMaterial.prototype, "primaryColorHighlightLevel", null);
  119433. __decorate([
  119434. BABYLON.serializeAsTexture()
  119435. ], BackgroundMaterial.prototype, "_reflectionTexture", void 0);
  119436. __decorate([
  119437. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119438. ], BackgroundMaterial.prototype, "reflectionTexture", void 0);
  119439. __decorate([
  119440. BABYLON.serialize()
  119441. ], BackgroundMaterial.prototype, "_reflectionBlur", void 0);
  119442. __decorate([
  119443. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119444. ], BackgroundMaterial.prototype, "reflectionBlur", void 0);
  119445. __decorate([
  119446. BABYLON.serializeAsTexture()
  119447. ], BackgroundMaterial.prototype, "_diffuseTexture", void 0);
  119448. __decorate([
  119449. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119450. ], BackgroundMaterial.prototype, "diffuseTexture", void 0);
  119451. __decorate([
  119452. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119453. ], BackgroundMaterial.prototype, "shadowLights", void 0);
  119454. __decorate([
  119455. BABYLON.serialize()
  119456. ], BackgroundMaterial.prototype, "_shadowLevel", void 0);
  119457. __decorate([
  119458. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119459. ], BackgroundMaterial.prototype, "shadowLevel", void 0);
  119460. __decorate([
  119461. BABYLON.serializeAsVector3()
  119462. ], BackgroundMaterial.prototype, "_sceneCenter", void 0);
  119463. __decorate([
  119464. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119465. ], BackgroundMaterial.prototype, "sceneCenter", void 0);
  119466. __decorate([
  119467. BABYLON.serialize()
  119468. ], BackgroundMaterial.prototype, "_opacityFresnel", void 0);
  119469. __decorate([
  119470. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119471. ], BackgroundMaterial.prototype, "opacityFresnel", void 0);
  119472. __decorate([
  119473. BABYLON.serialize()
  119474. ], BackgroundMaterial.prototype, "_reflectionFresnel", void 0);
  119475. __decorate([
  119476. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119477. ], BackgroundMaterial.prototype, "reflectionFresnel", void 0);
  119478. __decorate([
  119479. BABYLON.serialize()
  119480. ], BackgroundMaterial.prototype, "_reflectionFalloffDistance", void 0);
  119481. __decorate([
  119482. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119483. ], BackgroundMaterial.prototype, "reflectionFalloffDistance", void 0);
  119484. __decorate([
  119485. BABYLON.serialize()
  119486. ], BackgroundMaterial.prototype, "_reflectionAmount", void 0);
  119487. __decorate([
  119488. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119489. ], BackgroundMaterial.prototype, "reflectionAmount", void 0);
  119490. __decorate([
  119491. BABYLON.serialize()
  119492. ], BackgroundMaterial.prototype, "_reflectionReflectance0", void 0);
  119493. __decorate([
  119494. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119495. ], BackgroundMaterial.prototype, "reflectionReflectance0", void 0);
  119496. __decorate([
  119497. BABYLON.serialize()
  119498. ], BackgroundMaterial.prototype, "_reflectionReflectance90", void 0);
  119499. __decorate([
  119500. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119501. ], BackgroundMaterial.prototype, "reflectionReflectance90", void 0);
  119502. __decorate([
  119503. BABYLON.serialize()
  119504. ], BackgroundMaterial.prototype, "_useRGBColor", void 0);
  119505. __decorate([
  119506. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119507. ], BackgroundMaterial.prototype, "useRGBColor", void 0);
  119508. __decorate([
  119509. BABYLON.serialize()
  119510. ], BackgroundMaterial.prototype, "_enableNoise", void 0);
  119511. __decorate([
  119512. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119513. ], BackgroundMaterial.prototype, "enableNoise", void 0);
  119514. __decorate([
  119515. BABYLON.serialize()
  119516. ], BackgroundMaterial.prototype, "_maxSimultaneousLights", void 0);
  119517. __decorate([
  119518. BABYLON.expandToProperty("_markAllSubMeshesAsTexturesDirty")
  119519. ], BackgroundMaterial.prototype, "maxSimultaneousLights", void 0);
  119520. __decorate([
  119521. BABYLON.serializeAsImageProcessingConfiguration()
  119522. ], BackgroundMaterial.prototype, "_imageProcessingConfiguration", void 0);
  119523. return BackgroundMaterial;
  119524. }(BABYLON.PushMaterial));
  119525. BABYLON.BackgroundMaterial = BackgroundMaterial;
  119526. })(BABYLON || (BABYLON = {}));
  119527. //# sourceMappingURL=babylon.backgroundMaterial.js.map
  119528. var __assign = (this && this.__assign) || function () {
  119529. __assign = Object.assign || function(t) {
  119530. for (var s, i = 1, n = arguments.length; i < n; i++) {
  119531. s = arguments[i];
  119532. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  119533. t[p] = s[p];
  119534. }
  119535. return t;
  119536. };
  119537. return __assign.apply(this, arguments);
  119538. };
  119539. var BABYLON;
  119540. (function (BABYLON) {
  119541. /**
  119542. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  119543. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  119544. * It also helps with the default setup of your imageProcessing configuration.
  119545. */
  119546. var EnvironmentHelper = /** @class */ (function () {
  119547. /**
  119548. * constructor
  119549. * @param options
  119550. * @param scene The scene to add the material to
  119551. */
  119552. function EnvironmentHelper(options, scene) {
  119553. var _this = this;
  119554. this._errorHandler = function (message, exception) {
  119555. _this.onErrorObservable.notifyObservers({ message: message, exception: exception });
  119556. };
  119557. this._options = __assign({}, EnvironmentHelper._getDefaultOptions(), options);
  119558. this._scene = scene;
  119559. this.onErrorObservable = new BABYLON.Observable();
  119560. this._setupBackground();
  119561. this._setupImageProcessing();
  119562. }
  119563. /**
  119564. * Creates the default options for the helper.
  119565. */
  119566. EnvironmentHelper._getDefaultOptions = function () {
  119567. return {
  119568. createGround: true,
  119569. groundSize: 15,
  119570. groundTexture: this._groundTextureCDNUrl,
  119571. groundColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119572. groundOpacity: 0.9,
  119573. enableGroundShadow: true,
  119574. groundShadowLevel: 0.5,
  119575. enableGroundMirror: false,
  119576. groundMirrorSizeRatio: 0.3,
  119577. groundMirrorBlurKernel: 64,
  119578. groundMirrorAmount: 1,
  119579. groundMirrorFresnelWeight: 1,
  119580. groundMirrorFallOffDistance: 0,
  119581. groundMirrorTextureType: BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT,
  119582. groundYBias: 0.00001,
  119583. createSkybox: true,
  119584. skyboxSize: 20,
  119585. skyboxTexture: this._skyboxTextureCDNUrl,
  119586. skyboxColor: new BABYLON.Color3(0.2, 0.2, 0.3).toLinearSpace().scale(3),
  119587. backgroundYRotation: 0,
  119588. sizeAuto: true,
  119589. rootPosition: BABYLON.Vector3.Zero(),
  119590. setupImageProcessing: true,
  119591. environmentTexture: this._environmentTextureCDNUrl,
  119592. cameraExposure: 0.8,
  119593. cameraContrast: 1.2,
  119594. toneMappingEnabled: true,
  119595. };
  119596. };
  119597. Object.defineProperty(EnvironmentHelper.prototype, "rootMesh", {
  119598. /**
  119599. * Gets the root mesh created by the helper.
  119600. */
  119601. get: function () {
  119602. return this._rootMesh;
  119603. },
  119604. enumerable: true,
  119605. configurable: true
  119606. });
  119607. Object.defineProperty(EnvironmentHelper.prototype, "skybox", {
  119608. /**
  119609. * Gets the skybox created by the helper.
  119610. */
  119611. get: function () {
  119612. return this._skybox;
  119613. },
  119614. enumerable: true,
  119615. configurable: true
  119616. });
  119617. Object.defineProperty(EnvironmentHelper.prototype, "skyboxTexture", {
  119618. /**
  119619. * Gets the skybox texture created by the helper.
  119620. */
  119621. get: function () {
  119622. return this._skyboxTexture;
  119623. },
  119624. enumerable: true,
  119625. configurable: true
  119626. });
  119627. Object.defineProperty(EnvironmentHelper.prototype, "skyboxMaterial", {
  119628. /**
  119629. * Gets the skybox material created by the helper.
  119630. */
  119631. get: function () {
  119632. return this._skyboxMaterial;
  119633. },
  119634. enumerable: true,
  119635. configurable: true
  119636. });
  119637. Object.defineProperty(EnvironmentHelper.prototype, "ground", {
  119638. /**
  119639. * Gets the ground mesh created by the helper.
  119640. */
  119641. get: function () {
  119642. return this._ground;
  119643. },
  119644. enumerable: true,
  119645. configurable: true
  119646. });
  119647. Object.defineProperty(EnvironmentHelper.prototype, "groundTexture", {
  119648. /**
  119649. * Gets the ground texture created by the helper.
  119650. */
  119651. get: function () {
  119652. return this._groundTexture;
  119653. },
  119654. enumerable: true,
  119655. configurable: true
  119656. });
  119657. Object.defineProperty(EnvironmentHelper.prototype, "groundMirror", {
  119658. /**
  119659. * Gets the ground mirror created by the helper.
  119660. */
  119661. get: function () {
  119662. return this._groundMirror;
  119663. },
  119664. enumerable: true,
  119665. configurable: true
  119666. });
  119667. Object.defineProperty(EnvironmentHelper.prototype, "groundMirrorRenderList", {
  119668. /**
  119669. * Gets the ground mirror render list to helps pushing the meshes
  119670. * you wish in the ground reflection.
  119671. */
  119672. get: function () {
  119673. if (this._groundMirror) {
  119674. return this._groundMirror.renderList;
  119675. }
  119676. return null;
  119677. },
  119678. enumerable: true,
  119679. configurable: true
  119680. });
  119681. Object.defineProperty(EnvironmentHelper.prototype, "groundMaterial", {
  119682. /**
  119683. * Gets the ground material created by the helper.
  119684. */
  119685. get: function () {
  119686. return this._groundMaterial;
  119687. },
  119688. enumerable: true,
  119689. configurable: true
  119690. });
  119691. /**
  119692. * Updates the background according to the new options
  119693. * @param options
  119694. */
  119695. EnvironmentHelper.prototype.updateOptions = function (options) {
  119696. var newOptions = __assign({}, this._options, options);
  119697. if (this._ground && !newOptions.createGround) {
  119698. this._ground.dispose();
  119699. this._ground = null;
  119700. }
  119701. if (this._groundMaterial && !newOptions.createGround) {
  119702. this._groundMaterial.dispose();
  119703. this._groundMaterial = null;
  119704. }
  119705. if (this._groundTexture) {
  119706. if (this._options.groundTexture != newOptions.groundTexture) {
  119707. this._groundTexture.dispose();
  119708. this._groundTexture = null;
  119709. }
  119710. }
  119711. if (this._skybox && !newOptions.createSkybox) {
  119712. this._skybox.dispose();
  119713. this._skybox = null;
  119714. }
  119715. if (this._skyboxMaterial && !newOptions.createSkybox) {
  119716. this._skyboxMaterial.dispose();
  119717. this._skyboxMaterial = null;
  119718. }
  119719. if (this._skyboxTexture) {
  119720. if (this._options.skyboxTexture != newOptions.skyboxTexture) {
  119721. this._skyboxTexture.dispose();
  119722. this._skyboxTexture = null;
  119723. }
  119724. }
  119725. if (this._groundMirror && !newOptions.enableGroundMirror) {
  119726. this._groundMirror.dispose();
  119727. this._groundMirror = null;
  119728. }
  119729. if (this._scene.environmentTexture) {
  119730. if (this._options.environmentTexture != newOptions.environmentTexture) {
  119731. this._scene.environmentTexture.dispose();
  119732. }
  119733. }
  119734. this._options = newOptions;
  119735. this._setupBackground();
  119736. this._setupImageProcessing();
  119737. };
  119738. /**
  119739. * Sets the primary color of all the available elements.
  119740. * @param color the main color to affect to the ground and the background
  119741. */
  119742. EnvironmentHelper.prototype.setMainColor = function (color) {
  119743. if (this.groundMaterial) {
  119744. this.groundMaterial.primaryColor = color;
  119745. }
  119746. if (this.skyboxMaterial) {
  119747. this.skyboxMaterial.primaryColor = color;
  119748. }
  119749. if (this.groundMirror) {
  119750. this.groundMirror.clearColor = new BABYLON.Color4(color.r, color.g, color.b, 1.0);
  119751. }
  119752. };
  119753. /**
  119754. * Setup the image processing according to the specified options.
  119755. */
  119756. EnvironmentHelper.prototype._setupImageProcessing = function () {
  119757. if (this._options.setupImageProcessing) {
  119758. this._scene.imageProcessingConfiguration.contrast = this._options.cameraContrast;
  119759. this._scene.imageProcessingConfiguration.exposure = this._options.cameraExposure;
  119760. this._scene.imageProcessingConfiguration.toneMappingEnabled = this._options.toneMappingEnabled;
  119761. this._setupEnvironmentTexture();
  119762. }
  119763. };
  119764. /**
  119765. * Setup the environment texture according to the specified options.
  119766. */
  119767. EnvironmentHelper.prototype._setupEnvironmentTexture = function () {
  119768. if (this._scene.environmentTexture) {
  119769. return;
  119770. }
  119771. if (this._options.environmentTexture instanceof BABYLON.BaseTexture) {
  119772. this._scene.environmentTexture = this._options.environmentTexture;
  119773. return;
  119774. }
  119775. var environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData(this._options.environmentTexture, this._scene);
  119776. this._scene.environmentTexture = environmentTexture;
  119777. };
  119778. /**
  119779. * Setup the background according to the specified options.
  119780. */
  119781. EnvironmentHelper.prototype._setupBackground = function () {
  119782. if (!this._rootMesh) {
  119783. this._rootMesh = new BABYLON.Mesh("BackgroundHelper", this._scene);
  119784. }
  119785. this._rootMesh.rotation.y = this._options.backgroundYRotation;
  119786. var sceneSize = this._getSceneSize();
  119787. if (this._options.createGround) {
  119788. this._setupGround(sceneSize);
  119789. this._setupGroundMaterial();
  119790. this._setupGroundDiffuseTexture();
  119791. if (this._options.enableGroundMirror) {
  119792. this._setupGroundMirrorTexture(sceneSize);
  119793. }
  119794. this._setupMirrorInGroundMaterial();
  119795. }
  119796. if (this._options.createSkybox) {
  119797. this._setupSkybox(sceneSize);
  119798. this._setupSkyboxMaterial();
  119799. this._setupSkyboxReflectionTexture();
  119800. }
  119801. this._rootMesh.position.x = sceneSize.rootPosition.x;
  119802. this._rootMesh.position.z = sceneSize.rootPosition.z;
  119803. this._rootMesh.position.y = sceneSize.rootPosition.y;
  119804. };
  119805. /**
  119806. * Get the scene sizes according to the setup.
  119807. */
  119808. EnvironmentHelper.prototype._getSceneSize = function () {
  119809. var _this = this;
  119810. var groundSize = this._options.groundSize;
  119811. var skyboxSize = this._options.skyboxSize;
  119812. var rootPosition = this._options.rootPosition;
  119813. if (!this._scene.meshes || this._scene.meshes.length === 1) { // 1 only means the root of the helper.
  119814. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119815. }
  119816. var sceneExtends = this._scene.getWorldExtends(function (mesh) {
  119817. return (mesh !== _this._ground && mesh !== _this._rootMesh && mesh !== _this._skybox);
  119818. });
  119819. var sceneDiagonal = sceneExtends.max.subtract(sceneExtends.min);
  119820. if (this._options.sizeAuto) {
  119821. if (this._scene.activeCamera instanceof BABYLON.ArcRotateCamera &&
  119822. this._scene.activeCamera.upperRadiusLimit) {
  119823. groundSize = this._scene.activeCamera.upperRadiusLimit * 2;
  119824. skyboxSize = groundSize;
  119825. }
  119826. var sceneDiagonalLenght = sceneDiagonal.length();
  119827. if (sceneDiagonalLenght > groundSize) {
  119828. groundSize = sceneDiagonalLenght * 2;
  119829. skyboxSize = groundSize;
  119830. }
  119831. // 10 % bigger.
  119832. groundSize *= 1.1;
  119833. skyboxSize *= 1.5;
  119834. rootPosition = sceneExtends.min.add(sceneDiagonal.scale(0.5));
  119835. rootPosition.y = sceneExtends.min.y - this._options.groundYBias;
  119836. }
  119837. return { groundSize: groundSize, skyboxSize: skyboxSize, rootPosition: rootPosition };
  119838. };
  119839. /**
  119840. * Setup the ground according to the specified options.
  119841. */
  119842. EnvironmentHelper.prototype._setupGround = function (sceneSize) {
  119843. var _this = this;
  119844. if (!this._ground || this._ground.isDisposed()) {
  119845. this._ground = BABYLON.Mesh.CreatePlane("BackgroundPlane", sceneSize.groundSize, this._scene);
  119846. this._ground.rotation.x = Math.PI / 2; // Face up by default.
  119847. this._ground.parent = this._rootMesh;
  119848. this._ground.onDisposeObservable.add(function () { _this._ground = null; });
  119849. }
  119850. this._ground.receiveShadows = this._options.enableGroundShadow;
  119851. };
  119852. /**
  119853. * Setup the ground material according to the specified options.
  119854. */
  119855. EnvironmentHelper.prototype._setupGroundMaterial = function () {
  119856. if (!this._groundMaterial) {
  119857. this._groundMaterial = new BABYLON.BackgroundMaterial("BackgroundPlaneMaterial", this._scene);
  119858. }
  119859. this._groundMaterial.alpha = this._options.groundOpacity;
  119860. this._groundMaterial.alphaMode = BABYLON.Engine.ALPHA_PREMULTIPLIED_PORTERDUFF;
  119861. this._groundMaterial.shadowLevel = this._options.groundShadowLevel;
  119862. this._groundMaterial.primaryColor = this._options.groundColor;
  119863. this._groundMaterial.useRGBColor = false;
  119864. this._groundMaterial.enableNoise = true;
  119865. if (this._ground) {
  119866. this._ground.material = this._groundMaterial;
  119867. }
  119868. };
  119869. /**
  119870. * Setup the ground diffuse texture according to the specified options.
  119871. */
  119872. EnvironmentHelper.prototype._setupGroundDiffuseTexture = function () {
  119873. if (!this._groundMaterial) {
  119874. return;
  119875. }
  119876. if (this._groundTexture) {
  119877. return;
  119878. }
  119879. if (this._options.groundTexture instanceof BABYLON.BaseTexture) {
  119880. this._groundMaterial.diffuseTexture = this._options.groundTexture;
  119881. return;
  119882. }
  119883. var diffuseTexture = new BABYLON.Texture(this._options.groundTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119884. diffuseTexture.gammaSpace = false;
  119885. diffuseTexture.hasAlpha = true;
  119886. this._groundMaterial.diffuseTexture = diffuseTexture;
  119887. };
  119888. /**
  119889. * Setup the ground mirror texture according to the specified options.
  119890. */
  119891. EnvironmentHelper.prototype._setupGroundMirrorTexture = function (sceneSize) {
  119892. var wrapping = BABYLON.Texture.CLAMP_ADDRESSMODE;
  119893. if (!this._groundMirror) {
  119894. this._groundMirror = new BABYLON.MirrorTexture("BackgroundPlaneMirrorTexture", { ratio: this._options.groundMirrorSizeRatio }, this._scene, false, this._options.groundMirrorTextureType, BABYLON.Texture.BILINEAR_SAMPLINGMODE, true);
  119895. this._groundMirror.mirrorPlane = new BABYLON.Plane(0, -1, 0, sceneSize.rootPosition.y);
  119896. this._groundMirror.anisotropicFilteringLevel = 1;
  119897. this._groundMirror.wrapU = wrapping;
  119898. this._groundMirror.wrapV = wrapping;
  119899. this._groundMirror.gammaSpace = false;
  119900. if (this._groundMirror.renderList) {
  119901. for (var i = 0; i < this._scene.meshes.length; i++) {
  119902. var mesh = this._scene.meshes[i];
  119903. if (mesh !== this._ground &&
  119904. mesh !== this._skybox &&
  119905. mesh !== this._rootMesh) {
  119906. this._groundMirror.renderList.push(mesh);
  119907. }
  119908. }
  119909. }
  119910. }
  119911. this._groundMirror.clearColor = new BABYLON.Color4(this._options.groundColor.r, this._options.groundColor.g, this._options.groundColor.b, 1);
  119912. this._groundMirror.adaptiveBlurKernel = this._options.groundMirrorBlurKernel;
  119913. };
  119914. /**
  119915. * Setup the ground to receive the mirror texture.
  119916. */
  119917. EnvironmentHelper.prototype._setupMirrorInGroundMaterial = function () {
  119918. if (this._groundMaterial) {
  119919. this._groundMaterial.reflectionTexture = this._groundMirror;
  119920. this._groundMaterial.reflectionFresnel = true;
  119921. this._groundMaterial.reflectionAmount = this._options.groundMirrorAmount;
  119922. this._groundMaterial.reflectionStandardFresnelWeight = this._options.groundMirrorFresnelWeight;
  119923. this._groundMaterial.reflectionFalloffDistance = this._options.groundMirrorFallOffDistance;
  119924. }
  119925. };
  119926. /**
  119927. * Setup the skybox according to the specified options.
  119928. */
  119929. EnvironmentHelper.prototype._setupSkybox = function (sceneSize) {
  119930. var _this = this;
  119931. if (!this._skybox || this._skybox.isDisposed()) {
  119932. this._skybox = BABYLON.Mesh.CreateBox("BackgroundSkybox", sceneSize.skyboxSize, this._scene, undefined, BABYLON.Mesh.BACKSIDE);
  119933. this._skybox.onDisposeObservable.add(function () { _this._skybox = null; });
  119934. }
  119935. this._skybox.parent = this._rootMesh;
  119936. };
  119937. /**
  119938. * Setup the skybox material according to the specified options.
  119939. */
  119940. EnvironmentHelper.prototype._setupSkyboxMaterial = function () {
  119941. if (!this._skybox) {
  119942. return;
  119943. }
  119944. if (!this._skyboxMaterial) {
  119945. this._skyboxMaterial = new BABYLON.BackgroundMaterial("BackgroundSkyboxMaterial", this._scene);
  119946. }
  119947. this._skyboxMaterial.useRGBColor = false;
  119948. this._skyboxMaterial.primaryColor = this._options.skyboxColor;
  119949. this._skyboxMaterial.enableNoise = true;
  119950. this._skybox.material = this._skyboxMaterial;
  119951. };
  119952. /**
  119953. * Setup the skybox reflection texture according to the specified options.
  119954. */
  119955. EnvironmentHelper.prototype._setupSkyboxReflectionTexture = function () {
  119956. if (!this._skyboxMaterial) {
  119957. return;
  119958. }
  119959. if (this._skyboxTexture) {
  119960. return;
  119961. }
  119962. if (this._options.skyboxTexture instanceof BABYLON.BaseTexture) {
  119963. this._skyboxMaterial.reflectionTexture = this._options.skyboxTexture;
  119964. return;
  119965. }
  119966. this._skyboxTexture = new BABYLON.CubeTexture(this._options.skyboxTexture, this._scene, undefined, undefined, undefined, undefined, this._errorHandler);
  119967. this._skyboxTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  119968. this._skyboxTexture.gammaSpace = false;
  119969. this._skyboxMaterial.reflectionTexture = this._skyboxTexture;
  119970. };
  119971. /**
  119972. * Dispose all the elements created by the Helper.
  119973. */
  119974. EnvironmentHelper.prototype.dispose = function () {
  119975. if (this._groundMaterial) {
  119976. this._groundMaterial.dispose(true, true);
  119977. }
  119978. if (this._skyboxMaterial) {
  119979. this._skyboxMaterial.dispose(true, true);
  119980. }
  119981. this._rootMesh.dispose(false);
  119982. };
  119983. /**
  119984. * Default ground texture URL.
  119985. */
  119986. EnvironmentHelper._groundTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundGround.png";
  119987. /**
  119988. * Default skybox texture URL.
  119989. */
  119990. EnvironmentHelper._skyboxTextureCDNUrl = "https://assets.babylonjs.com/environments/backgroundSkybox.dds";
  119991. /**
  119992. * Default environment texture URL.
  119993. */
  119994. EnvironmentHelper._environmentTextureCDNUrl = "https://assets.babylonjs.com/environments/environmentSpecular.env";
  119995. return EnvironmentHelper;
  119996. }());
  119997. BABYLON.EnvironmentHelper = EnvironmentHelper;
  119998. })(BABYLON || (BABYLON = {}));
  119999. //# sourceMappingURL=babylon.environmentHelper.js.map
  120000. var BABYLON;
  120001. (function (BABYLON) {
  120002. /** Internal class used to store shapes for emitters */
  120003. var ParticleSystemSetEmitterCreationOptions = /** @class */ (function () {
  120004. function ParticleSystemSetEmitterCreationOptions() {
  120005. }
  120006. return ParticleSystemSetEmitterCreationOptions;
  120007. }());
  120008. /**
  120009. * Represents a set of particle systems working together to create a specific effect
  120010. */
  120011. var ParticleSystemSet = /** @class */ (function () {
  120012. function ParticleSystemSet() {
  120013. /**
  120014. * Gets the particle system list
  120015. */
  120016. this.systems = new Array();
  120017. }
  120018. Object.defineProperty(ParticleSystemSet.prototype, "emitterNode", {
  120019. /**
  120020. * Gets the emitter node used with this set
  120021. */
  120022. get: function () {
  120023. return this._emitterNode;
  120024. },
  120025. enumerable: true,
  120026. configurable: true
  120027. });
  120028. /**
  120029. * Creates a new emitter mesh as a sphere
  120030. * @param options defines the options used to create the sphere
  120031. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  120032. * @param scene defines the hosting scene
  120033. */
  120034. ParticleSystemSet.prototype.setEmitterAsSphere = function (options, renderingGroupId, scene) {
  120035. if (this._emitterNode) {
  120036. this._emitterNode.dispose();
  120037. }
  120038. this._emitterCreationOptions = {
  120039. kind: "Sphere",
  120040. options: options,
  120041. renderingGroupId: renderingGroupId
  120042. };
  120043. var emitterMesh = BABYLON.MeshBuilder.CreateSphere("emitterSphere", { diameter: options.diameter, segments: options.segments }, scene);
  120044. emitterMesh.renderingGroupId = renderingGroupId;
  120045. var material = new BABYLON.StandardMaterial("emitterSphereMaterial", scene);
  120046. material.emissiveColor = options.color;
  120047. emitterMesh.material = material;
  120048. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120049. var system = _a[_i];
  120050. system.emitter = emitterMesh;
  120051. }
  120052. this._emitterNode = emitterMesh;
  120053. };
  120054. /**
  120055. * Starts all particle systems of the set
  120056. * @param emitter defines an optional mesh to use as emitter for the particle systems
  120057. */
  120058. ParticleSystemSet.prototype.start = function (emitter) {
  120059. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120060. var system = _a[_i];
  120061. if (emitter) {
  120062. system.emitter = emitter;
  120063. }
  120064. system.start();
  120065. }
  120066. };
  120067. /**
  120068. * Release all associated resources
  120069. */
  120070. ParticleSystemSet.prototype.dispose = function () {
  120071. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120072. var system = _a[_i];
  120073. system.dispose();
  120074. }
  120075. this.systems = [];
  120076. if (this._emitterNode) {
  120077. this._emitterNode.dispose();
  120078. this._emitterNode = null;
  120079. }
  120080. };
  120081. /**
  120082. * Serialize the set into a JSON compatible object
  120083. * @returns a JSON compatible representation of the set
  120084. */
  120085. ParticleSystemSet.prototype.serialize = function () {
  120086. var result = {};
  120087. result.systems = [];
  120088. for (var _i = 0, _a = this.systems; _i < _a.length; _i++) {
  120089. var system = _a[_i];
  120090. result.systems.push(system.serialize());
  120091. }
  120092. if (this._emitterNode) {
  120093. result.emitter = this._emitterCreationOptions;
  120094. }
  120095. return result;
  120096. };
  120097. /**
  120098. * Parse a new ParticleSystemSet from a serialized source
  120099. * @param data defines a JSON compatible representation of the set
  120100. * @param scene defines the hosting scene
  120101. * @param gpu defines if we want GPU particles or CPU particles
  120102. * @returns a new ParticleSystemSet
  120103. */
  120104. ParticleSystemSet.Parse = function (data, scene, gpu) {
  120105. if (gpu === void 0) { gpu = false; }
  120106. var result = new ParticleSystemSet();
  120107. var rootUrl = BABYLON.ParticleHelper.BaseAssetsUrl + "/textures/";
  120108. scene = scene || BABYLON.Engine.LastCreatedScene;
  120109. for (var _i = 0, _a = data.systems; _i < _a.length; _i++) {
  120110. var system = _a[_i];
  120111. result.systems.push(gpu ? BABYLON.GPUParticleSystem.Parse(system, scene, rootUrl, true) : BABYLON.ParticleSystem.Parse(system, scene, rootUrl, true));
  120112. }
  120113. if (data.emitter) {
  120114. var options = data.emitter.options;
  120115. switch (data.emitter.kind) {
  120116. case "Sphere":
  120117. result.setEmitterAsSphere({
  120118. diameter: options.diameter,
  120119. segments: options.segments,
  120120. color: BABYLON.Color3.FromArray(options.color)
  120121. }, data.emitter.renderingGroupId, scene);
  120122. break;
  120123. }
  120124. }
  120125. return result;
  120126. };
  120127. return ParticleSystemSet;
  120128. }());
  120129. BABYLON.ParticleSystemSet = ParticleSystemSet;
  120130. })(BABYLON || (BABYLON = {}));
  120131. //# sourceMappingURL=babylon.particleSystemSet.js.map
  120132. var BABYLON;
  120133. (function (BABYLON) {
  120134. /**
  120135. * This class is made for on one-liner static method to help creating particle system set.
  120136. */
  120137. var ParticleHelper = /** @class */ (function () {
  120138. function ParticleHelper() {
  120139. }
  120140. /**
  120141. * Create a default particle system that you can tweak
  120142. * @param emitter defines the emitter to use
  120143. * @param capacity defines the system capacity (default is 500 particles)
  120144. * @param scene defines the hosting scene
  120145. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  120146. * @returns the new Particle system
  120147. */
  120148. ParticleHelper.CreateDefault = function (emitter, capacity, scene, useGPU) {
  120149. if (capacity === void 0) { capacity = 500; }
  120150. if (useGPU === void 0) { useGPU = false; }
  120151. var system;
  120152. if (useGPU) {
  120153. system = new BABYLON.GPUParticleSystem("default system", { capacity: capacity }, scene);
  120154. }
  120155. else {
  120156. system = new BABYLON.ParticleSystem("default system", capacity, scene);
  120157. }
  120158. system.emitter = emitter;
  120159. system.particleTexture = new BABYLON.Texture("https://www.babylonjs.com/assets/Flare.png", system.getScene());
  120160. system.createConeEmitter(0.1, Math.PI / 4);
  120161. // Particle color
  120162. system.color1 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120163. system.color2 = new BABYLON.Color4(1.0, 1.0, 1.0, 1.0);
  120164. system.colorDead = new BABYLON.Color4(1.0, 1.0, 1.0, 0.0);
  120165. // Particle Size
  120166. system.minSize = 0.1;
  120167. system.maxSize = 0.1;
  120168. // Emission speed
  120169. system.minEmitPower = 2;
  120170. system.maxEmitPower = 2;
  120171. // Update speed
  120172. system.updateSpeed = 1 / 60;
  120173. system.emitRate = 30;
  120174. return system;
  120175. };
  120176. /**
  120177. * This is the main static method (one-liner) of this helper to create different particle systems
  120178. * @param type This string represents the type to the particle system to create
  120179. * @param scene The scene where the particle system should live
  120180. * @param gpu If the system will use gpu
  120181. * @returns the ParticleSystemSet created
  120182. */
  120183. ParticleHelper.CreateAsync = function (type, scene, gpu) {
  120184. if (gpu === void 0) { gpu = false; }
  120185. if (!scene) {
  120186. scene = BABYLON.Engine.LastCreatedScene;
  120187. }
  120188. var token = {};
  120189. scene._addPendingData(token);
  120190. return new Promise(function (resolve, reject) {
  120191. if (gpu && !BABYLON.GPUParticleSystem.IsSupported) {
  120192. scene._removePendingData(token);
  120193. return reject("Particle system with GPU is not supported.");
  120194. }
  120195. BABYLON.Tools.LoadFile(ParticleHelper.BaseAssetsUrl + "/systems/" + type + ".json", function (data, response) {
  120196. scene._removePendingData(token);
  120197. var newData = JSON.parse(data.toString());
  120198. return resolve(BABYLON.ParticleSystemSet.Parse(newData, scene, gpu));
  120199. }, undefined, undefined, undefined, function (req, exception) {
  120200. scene._removePendingData(token);
  120201. return reject("An error occured while the creation of your particle system. Check if your type '" + type + "' exists.");
  120202. });
  120203. });
  120204. };
  120205. /**
  120206. * Static function used to export a particle system to a ParticleSystemSet variable.
  120207. * Please note that the emitter shape is not exported
  120208. * @param systems defines the particle systems to export
  120209. * @returns the created particle system set
  120210. */
  120211. ParticleHelper.ExportSet = function (systems) {
  120212. var set = new BABYLON.ParticleSystemSet();
  120213. for (var _i = 0, systems_1 = systems; _i < systems_1.length; _i++) {
  120214. var system = systems_1[_i];
  120215. set.systems.push(system);
  120216. }
  120217. return set;
  120218. };
  120219. /**
  120220. * Gets or sets base Assets URL
  120221. */
  120222. ParticleHelper.BaseAssetsUrl = "https://assets.babylonjs.com/particles";
  120223. return ParticleHelper;
  120224. }());
  120225. BABYLON.ParticleHelper = ParticleHelper;
  120226. })(BABYLON || (BABYLON = {}));
  120227. //# sourceMappingURL=babylon.particleHelper.js.map
  120228. var BABYLON;
  120229. (function (BABYLON) {
  120230. /**
  120231. * Display a 360 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  120232. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  120233. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  120234. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120235. */
  120236. var VideoDome = /** @class */ (function (_super) {
  120237. __extends(VideoDome, _super);
  120238. /**
  120239. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  120240. * @param name Element's name, child elements will append suffixes for their own names.
  120241. * @param urlsOrVideo defines the url(s) or the video element to use
  120242. * @param options An object containing optional or exposed sub element properties
  120243. */
  120244. function VideoDome(name, urlsOrVideo, options, scene) {
  120245. var _this = _super.call(this, name, scene) || this;
  120246. _this._useDirectMapping = false;
  120247. // set defaults and manage values
  120248. name = name || "videoDome";
  120249. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120250. options.clickToPlay = Boolean(options.clickToPlay);
  120251. options.autoPlay = options.autoPlay === undefined ? true : Boolean(options.autoPlay);
  120252. options.loop = options.loop === undefined ? true : Boolean(options.loop);
  120253. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120254. if (options.useDirectMapping === undefined) {
  120255. _this._useDirectMapping = true;
  120256. }
  120257. else {
  120258. _this._useDirectMapping = options.useDirectMapping;
  120259. }
  120260. _this._setReady(false);
  120261. // create
  120262. var tempOptions = { loop: options.loop, autoPlay: options.autoPlay, autoUpdateTexture: true, poster: options.poster };
  120263. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120264. var texture = _this._videoTexture = new BABYLON.VideoTexture(name + "_texture", urlsOrVideo, scene, false, _this._useDirectMapping, BABYLON.Texture.TRILINEAR_SAMPLINGMODE, tempOptions);
  120265. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120266. texture.onLoadObservable.addOnce(function () {
  120267. _this._setReady(true);
  120268. });
  120269. // configure material
  120270. material.useEquirectangularFOV = true;
  120271. material.fovMultiplier = 1.0;
  120272. material.opacityFresnel = false;
  120273. if (_this._useDirectMapping) {
  120274. texture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120275. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120276. material.diffuseTexture = texture;
  120277. }
  120278. else {
  120279. texture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120280. texture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120281. material.reflectionTexture = texture;
  120282. }
  120283. // configure mesh
  120284. _this._mesh.material = material;
  120285. _this._mesh.parent = _this;
  120286. // optional configuration
  120287. if (options.clickToPlay) {
  120288. scene.onPointerUp = function () {
  120289. _this._videoTexture.video.play();
  120290. };
  120291. }
  120292. return _this;
  120293. }
  120294. Object.defineProperty(VideoDome.prototype, "videoTexture", {
  120295. /**
  120296. * Gets the video texture being displayed on the sphere
  120297. */
  120298. get: function () {
  120299. return this._videoTexture;
  120300. },
  120301. enumerable: true,
  120302. configurable: true
  120303. });
  120304. Object.defineProperty(VideoDome.prototype, "fovMultiplier", {
  120305. /**
  120306. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120307. * Also see the options.resolution property.
  120308. */
  120309. get: function () {
  120310. return this._material.fovMultiplier;
  120311. },
  120312. set: function (value) {
  120313. this._material.fovMultiplier = value;
  120314. },
  120315. enumerable: true,
  120316. configurable: true
  120317. });
  120318. /**
  120319. * Releases resources associated with this node.
  120320. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120321. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120322. */
  120323. VideoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120324. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120325. this._videoTexture.dispose();
  120326. this._mesh.dispose();
  120327. this._material.dispose();
  120328. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120329. };
  120330. return VideoDome;
  120331. }(BABYLON.TransformNode));
  120332. BABYLON.VideoDome = VideoDome;
  120333. })(BABYLON || (BABYLON = {}));
  120334. //# sourceMappingURL=babylon.videoDome.js.map
  120335. var BABYLON;
  120336. (function (BABYLON) {
  120337. /**
  120338. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  120339. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  120340. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  120341. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  120342. */
  120343. var PhotoDome = /** @class */ (function (_super) {
  120344. __extends(PhotoDome, _super);
  120345. /**
  120346. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  120347. * @param name Element's name, child elements will append suffixes for their own names.
  120348. * @param urlsOfPhoto defines the url of the photo to display
  120349. * @param options defines an object containing optional or exposed sub element properties
  120350. * @param onError defines a callback called when an error occured while loading the texture
  120351. */
  120352. function PhotoDome(name, urlOfPhoto, options, scene, onError) {
  120353. if (onError === void 0) { onError = null; }
  120354. var _this = _super.call(this, name, scene) || this;
  120355. _this._useDirectMapping = false;
  120356. /**
  120357. * Observable raised when an error occured while loading the 360 image
  120358. */
  120359. _this.onLoadErrorObservable = new BABYLON.Observable();
  120360. // set defaults and manage values
  120361. name = name || "photoDome";
  120362. options.resolution = (Math.abs(options.resolution) | 0) || 32;
  120363. options.size = Math.abs(options.size) || (scene.activeCamera ? scene.activeCamera.maxZ * 0.48 : 1000);
  120364. if (options.useDirectMapping === undefined) {
  120365. _this._useDirectMapping = true;
  120366. }
  120367. else {
  120368. _this._useDirectMapping = options.useDirectMapping;
  120369. }
  120370. _this._setReady(false);
  120371. // create
  120372. var material = _this._material = new BABYLON.BackgroundMaterial(name + "_material", scene);
  120373. _this._mesh = BABYLON.Mesh.CreateSphere(name + "_mesh", options.resolution, options.size, scene, false, BABYLON.Mesh.BACKSIDE);
  120374. // configure material
  120375. material.opacityFresnel = false;
  120376. material.useEquirectangularFOV = true;
  120377. material.fovMultiplier = 1.0;
  120378. _this.photoTexture = new BABYLON.Texture(urlOfPhoto, scene, true, !_this._useDirectMapping, undefined, undefined, function (message, exception) {
  120379. _this.onLoadErrorObservable.notifyObservers(message || "Unknown error occured");
  120380. if (onError) {
  120381. onError(message, exception);
  120382. }
  120383. });
  120384. _this.photoTexture.onLoadObservable.addOnce(function () {
  120385. _this._setReady(true);
  120386. });
  120387. // configure mesh
  120388. _this._mesh.material = material;
  120389. _this._mesh.parent = _this;
  120390. return _this;
  120391. }
  120392. Object.defineProperty(PhotoDome.prototype, "photoTexture", {
  120393. /**
  120394. * Gets or sets the texture being displayed on the sphere
  120395. */
  120396. get: function () {
  120397. return this._photoTexture;
  120398. },
  120399. set: function (value) {
  120400. if (this._photoTexture === value) {
  120401. return;
  120402. }
  120403. this._photoTexture = value;
  120404. if (this._useDirectMapping) {
  120405. this._photoTexture.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120406. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120407. this._material.diffuseTexture = this._photoTexture;
  120408. }
  120409. else {
  120410. this._photoTexture.coordinatesMode = BABYLON.Texture.FIXED_EQUIRECTANGULAR_MIRRORED_MODE; // matches orientation
  120411. this._photoTexture.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
  120412. this._material.reflectionTexture = this._photoTexture;
  120413. }
  120414. },
  120415. enumerable: true,
  120416. configurable: true
  120417. });
  120418. Object.defineProperty(PhotoDome.prototype, "fovMultiplier", {
  120419. /**
  120420. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  120421. * Also see the options.resolution property.
  120422. */
  120423. get: function () {
  120424. return this._material.fovMultiplier;
  120425. },
  120426. set: function (value) {
  120427. this._material.fovMultiplier = value;
  120428. },
  120429. enumerable: true,
  120430. configurable: true
  120431. });
  120432. /**
  120433. * Releases resources associated with this node.
  120434. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  120435. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  120436. */
  120437. PhotoDome.prototype.dispose = function (doNotRecurse, disposeMaterialAndTextures) {
  120438. if (disposeMaterialAndTextures === void 0) { disposeMaterialAndTextures = false; }
  120439. this._photoTexture.dispose();
  120440. this._mesh.dispose();
  120441. this._material.dispose();
  120442. this.onLoadErrorObservable.clear();
  120443. _super.prototype.dispose.call(this, doNotRecurse, disposeMaterialAndTextures);
  120444. };
  120445. return PhotoDome;
  120446. }(BABYLON.TransformNode));
  120447. BABYLON.PhotoDome = PhotoDome;
  120448. })(BABYLON || (BABYLON = {}));
  120449. //# sourceMappingURL=babylon.photoDome.js.map
  120450. var BABYLON;
  120451. (function (BABYLON) {
  120452. /** @hidden */
  120453. var _OcclusionDataStorage = /** @class */ (function () {
  120454. function _OcclusionDataStorage() {
  120455. /** @hidden */
  120456. this.occlusionInternalRetryCounter = 0;
  120457. /** @hidden */
  120458. this.isOcclusionQueryInProgress = false;
  120459. /** @hidden */
  120460. this.isOccluded = false;
  120461. /** @hidden */
  120462. this.occlusionRetryCount = -1;
  120463. /** @hidden */
  120464. this.occlusionType = BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE;
  120465. /** @hidden */
  120466. this.occlusionQueryAlgorithmType = BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE;
  120467. }
  120468. return _OcclusionDataStorage;
  120469. }());
  120470. BABYLON.Engine.prototype.createQuery = function () {
  120471. return this._gl.createQuery();
  120472. };
  120473. BABYLON.Engine.prototype.deleteQuery = function (query) {
  120474. this._gl.deleteQuery(query);
  120475. return this;
  120476. };
  120477. BABYLON.Engine.prototype.isQueryResultAvailable = function (query) {
  120478. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT_AVAILABLE);
  120479. };
  120480. BABYLON.Engine.prototype.getQueryResult = function (query) {
  120481. return this._gl.getQueryParameter(query, this._gl.QUERY_RESULT);
  120482. };
  120483. BABYLON.Engine.prototype.beginOcclusionQuery = function (algorithmType, query) {
  120484. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120485. this._gl.beginQuery(glAlgorithm, query);
  120486. return this;
  120487. };
  120488. BABYLON.Engine.prototype.endOcclusionQuery = function (algorithmType) {
  120489. var glAlgorithm = this._getGlAlgorithmType(algorithmType);
  120490. this._gl.endQuery(glAlgorithm);
  120491. return this;
  120492. };
  120493. BABYLON.Engine.prototype._createTimeQuery = function () {
  120494. var timerQuery = this.getCaps().timerQuery;
  120495. if (timerQuery.createQueryEXT) {
  120496. return timerQuery.createQueryEXT();
  120497. }
  120498. return this.createQuery();
  120499. };
  120500. BABYLON.Engine.prototype._deleteTimeQuery = function (query) {
  120501. var timerQuery = this.getCaps().timerQuery;
  120502. if (timerQuery.deleteQueryEXT) {
  120503. timerQuery.deleteQueryEXT(query);
  120504. return;
  120505. }
  120506. this.deleteQuery(query);
  120507. };
  120508. BABYLON.Engine.prototype._getTimeQueryResult = function (query) {
  120509. var timerQuery = this.getCaps().timerQuery;
  120510. if (timerQuery.getQueryObjectEXT) {
  120511. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_EXT);
  120512. }
  120513. return this.getQueryResult(query);
  120514. };
  120515. BABYLON.Engine.prototype._getTimeQueryAvailability = function (query) {
  120516. var timerQuery = this.getCaps().timerQuery;
  120517. if (timerQuery.getQueryObjectEXT) {
  120518. return timerQuery.getQueryObjectEXT(query, timerQuery.QUERY_RESULT_AVAILABLE_EXT);
  120519. }
  120520. return this.isQueryResultAvailable(query);
  120521. };
  120522. BABYLON.Engine.prototype.startTimeQuery = function () {
  120523. var caps = this.getCaps();
  120524. var timerQuery = caps.timerQuery;
  120525. if (!timerQuery) {
  120526. return null;
  120527. }
  120528. var token = new BABYLON._TimeToken();
  120529. this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120530. if (caps.canUseTimestampForTimerQuery) {
  120531. token._startTimeQuery = this._createTimeQuery();
  120532. timerQuery.queryCounterEXT(token._startTimeQuery, timerQuery.TIMESTAMP_EXT);
  120533. }
  120534. else {
  120535. if (this._currentNonTimestampToken) {
  120536. return this._currentNonTimestampToken;
  120537. }
  120538. token._timeElapsedQuery = this._createTimeQuery();
  120539. if (timerQuery.beginQueryEXT) {
  120540. timerQuery.beginQueryEXT(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120541. }
  120542. else {
  120543. this._gl.beginQuery(timerQuery.TIME_ELAPSED_EXT, token._timeElapsedQuery);
  120544. }
  120545. this._currentNonTimestampToken = token;
  120546. }
  120547. return token;
  120548. };
  120549. BABYLON.Engine.prototype.endTimeQuery = function (token) {
  120550. var caps = this.getCaps();
  120551. var timerQuery = caps.timerQuery;
  120552. if (!timerQuery || !token) {
  120553. return -1;
  120554. }
  120555. if (caps.canUseTimestampForTimerQuery) {
  120556. if (!token._startTimeQuery) {
  120557. return -1;
  120558. }
  120559. if (!token._endTimeQuery) {
  120560. token._endTimeQuery = this._createTimeQuery();
  120561. timerQuery.queryCounterEXT(token._endTimeQuery, timerQuery.TIMESTAMP_EXT);
  120562. }
  120563. }
  120564. else if (!token._timeElapsedQueryEnded) {
  120565. if (!token._timeElapsedQuery) {
  120566. return -1;
  120567. }
  120568. if (timerQuery.endQueryEXT) {
  120569. timerQuery.endQueryEXT(timerQuery.TIME_ELAPSED_EXT);
  120570. }
  120571. else {
  120572. this._gl.endQuery(timerQuery.TIME_ELAPSED_EXT);
  120573. }
  120574. token._timeElapsedQueryEnded = true;
  120575. }
  120576. var disjoint = this._gl.getParameter(timerQuery.GPU_DISJOINT_EXT);
  120577. var available = false;
  120578. if (token._endTimeQuery) {
  120579. available = this._getTimeQueryAvailability(token._endTimeQuery);
  120580. }
  120581. else if (token._timeElapsedQuery) {
  120582. available = this._getTimeQueryAvailability(token._timeElapsedQuery);
  120583. }
  120584. if (available && !disjoint) {
  120585. var result = 0;
  120586. if (caps.canUseTimestampForTimerQuery) {
  120587. if (!token._startTimeQuery || !token._endTimeQuery) {
  120588. return -1;
  120589. }
  120590. var timeStart = this._getTimeQueryResult(token._startTimeQuery);
  120591. var timeEnd = this._getTimeQueryResult(token._endTimeQuery);
  120592. result = timeEnd - timeStart;
  120593. this._deleteTimeQuery(token._startTimeQuery);
  120594. this._deleteTimeQuery(token._endTimeQuery);
  120595. token._startTimeQuery = null;
  120596. token._endTimeQuery = null;
  120597. }
  120598. else {
  120599. if (!token._timeElapsedQuery) {
  120600. return -1;
  120601. }
  120602. result = this._getTimeQueryResult(token._timeElapsedQuery);
  120603. this._deleteTimeQuery(token._timeElapsedQuery);
  120604. token._timeElapsedQuery = null;
  120605. token._timeElapsedQueryEnded = false;
  120606. this._currentNonTimestampToken = null;
  120607. }
  120608. return result;
  120609. }
  120610. return -1;
  120611. };
  120612. BABYLON.Engine.prototype._getGlAlgorithmType = function (algorithmType) {
  120613. return algorithmType === BABYLON.AbstractMesh.OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE ? this._gl.ANY_SAMPLES_PASSED_CONSERVATIVE : this._gl.ANY_SAMPLES_PASSED;
  120614. };
  120615. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOcclusionQueryInProgress", {
  120616. get: function () {
  120617. return this._occlusionDataStorage.isOcclusionQueryInProgress;
  120618. },
  120619. enumerable: false,
  120620. configurable: true
  120621. });
  120622. Object.defineProperty(BABYLON.AbstractMesh.prototype, "_occlusionDataStorage", {
  120623. get: function () {
  120624. if (!this.__occlusionDataStorage) {
  120625. this.__occlusionDataStorage = new _OcclusionDataStorage();
  120626. }
  120627. return this.__occlusionDataStorage;
  120628. },
  120629. enumerable: false,
  120630. configurable: true
  120631. });
  120632. Object.defineProperty(BABYLON.AbstractMesh.prototype, "isOccluded", {
  120633. get: function () {
  120634. return this._occlusionDataStorage.isOccluded;
  120635. },
  120636. set: function (value) {
  120637. this._occlusionDataStorage.isOccluded = value;
  120638. },
  120639. enumerable: true,
  120640. configurable: true
  120641. });
  120642. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionQueryAlgorithmType", {
  120643. get: function () {
  120644. return this._occlusionDataStorage.occlusionQueryAlgorithmType;
  120645. },
  120646. set: function (value) {
  120647. this._occlusionDataStorage.occlusionQueryAlgorithmType = value;
  120648. },
  120649. enumerable: true,
  120650. configurable: true
  120651. });
  120652. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionType", {
  120653. get: function () {
  120654. return this._occlusionDataStorage.occlusionType;
  120655. },
  120656. set: function (value) {
  120657. this._occlusionDataStorage.occlusionType = value;
  120658. },
  120659. enumerable: true,
  120660. configurable: true
  120661. });
  120662. Object.defineProperty(BABYLON.AbstractMesh.prototype, "occlusionRetryCount", {
  120663. get: function () {
  120664. return this._occlusionDataStorage.occlusionRetryCount;
  120665. },
  120666. set: function (value) {
  120667. this._occlusionDataStorage.occlusionRetryCount = value;
  120668. },
  120669. enumerable: true,
  120670. configurable: true
  120671. });
  120672. // We also need to update AbstractMesh as there is a portion of the code there
  120673. BABYLON.AbstractMesh.prototype._checkOcclusionQuery = function () {
  120674. var dataStorage = this._occlusionDataStorage;
  120675. if (dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_NONE) {
  120676. dataStorage.isOccluded = false;
  120677. return false;
  120678. }
  120679. var engine = this.getEngine();
  120680. if (engine.webGLVersion < 2) {
  120681. dataStorage.isOccluded = false;
  120682. return false;
  120683. }
  120684. if (!engine.isQueryResultAvailable) { // Occlusion query where not referenced
  120685. dataStorage.isOccluded = false;
  120686. return false;
  120687. }
  120688. if (this.isOcclusionQueryInProgress && this._occlusionQuery) {
  120689. var isOcclusionQueryAvailable = engine.isQueryResultAvailable(this._occlusionQuery);
  120690. if (isOcclusionQueryAvailable) {
  120691. var occlusionQueryResult = engine.getQueryResult(this._occlusionQuery);
  120692. dataStorage.isOcclusionQueryInProgress = false;
  120693. dataStorage.occlusionInternalRetryCounter = 0;
  120694. dataStorage.isOccluded = occlusionQueryResult === 1 ? false : true;
  120695. }
  120696. else {
  120697. dataStorage.occlusionInternalRetryCounter++;
  120698. if (dataStorage.occlusionRetryCount !== -1 && dataStorage.occlusionInternalRetryCounter > dataStorage.occlusionRetryCount) {
  120699. dataStorage.isOcclusionQueryInProgress = false;
  120700. dataStorage.occlusionInternalRetryCounter = 0;
  120701. // if optimistic set isOccluded to false regardless of the status of isOccluded. (Render in the current render loop)
  120702. // if strict continue the last state of the object.
  120703. dataStorage.isOccluded = dataStorage.occlusionType === BABYLON.AbstractMesh.OCCLUSION_TYPE_OPTIMISTIC ? false : dataStorage.isOccluded;
  120704. }
  120705. else {
  120706. return false;
  120707. }
  120708. }
  120709. }
  120710. var scene = this.getScene();
  120711. if (scene.getBoundingBoxRenderer) {
  120712. var occlusionBoundingBoxRenderer = scene.getBoundingBoxRenderer();
  120713. if (!this._occlusionQuery) {
  120714. this._occlusionQuery = engine.createQuery();
  120715. }
  120716. engine.beginOcclusionQuery(dataStorage.occlusionQueryAlgorithmType, this._occlusionQuery);
  120717. occlusionBoundingBoxRenderer.renderOcclusionBoundingBox(this);
  120718. engine.endOcclusionQuery(dataStorage.occlusionQueryAlgorithmType);
  120719. this._occlusionDataStorage.isOcclusionQueryInProgress = true;
  120720. }
  120721. return dataStorage.isOccluded;
  120722. };
  120723. })(BABYLON || (BABYLON = {}));
  120724. //# sourceMappingURL=babylon.engine.occlusionQuery.js.map
  120725. var BABYLON;
  120726. (function (BABYLON) {
  120727. /**
  120728. * Class used to generate noise procedural textures
  120729. */
  120730. var NoiseProceduralTexture = /** @class */ (function (_super) {
  120731. __extends(NoiseProceduralTexture, _super);
  120732. /**
  120733. * Creates a new NoiseProceduralTexture
  120734. * @param name defines the name fo the texture
  120735. * @param size defines the size of the texture (default is 256)
  120736. * @param scene defines the hosting scene
  120737. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120738. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120739. */
  120740. function NoiseProceduralTexture(name, size, scene, fallbackTexture, generateMipMaps) {
  120741. if (size === void 0) { size = 256; }
  120742. if (scene === void 0) { scene = BABYLON.Engine.LastCreatedScene; }
  120743. var _this = _super.call(this, name, size, "noise", scene, fallbackTexture, generateMipMaps) || this;
  120744. _this._time = 0;
  120745. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120746. _this.brightness = 0.2;
  120747. /** Defines the number of octaves to process */
  120748. _this.octaves = 3;
  120749. /** Defines the level of persistence (0.8 by default) */
  120750. _this.persistence = 0.8;
  120751. /** Gets or sets animation speed factor (default is 1) */
  120752. _this.animationSpeedFactor = 1;
  120753. _this.autoClear = false;
  120754. _this._updateShaderUniforms();
  120755. return _this;
  120756. }
  120757. NoiseProceduralTexture.prototype._updateShaderUniforms = function () {
  120758. var scene = this.getScene();
  120759. if (!scene) {
  120760. return;
  120761. }
  120762. this._time += scene.getAnimationRatio() * this.animationSpeedFactor * 0.01;
  120763. this.setFloat("brightness", this.brightness);
  120764. this.setFloat("persistence", this.persistence);
  120765. this.setFloat("timeScale", this._time);
  120766. };
  120767. NoiseProceduralTexture.prototype._getDefines = function () {
  120768. return "#define OCTAVES " + (this.octaves | 0);
  120769. };
  120770. /** Generate the current state of the procedural texture */
  120771. NoiseProceduralTexture.prototype.render = function (useCameraPostProcess) {
  120772. this._updateShaderUniforms();
  120773. _super.prototype.render.call(this, useCameraPostProcess);
  120774. };
  120775. /**
  120776. * Serializes this noise procedural texture
  120777. * @returns a serialized noise procedural texture object
  120778. */
  120779. NoiseProceduralTexture.prototype.serialize = function () {
  120780. var serializationObject = {};
  120781. serializationObject.customType = "BABYLON.NoiseProceduralTexture";
  120782. serializationObject.brightness = this.brightness;
  120783. serializationObject.octaves = this.octaves;
  120784. serializationObject.persistence = this.persistence;
  120785. serializationObject.animationSpeedFactor = this.animationSpeedFactor;
  120786. serializationObject.size = this.getSize().width;
  120787. serializationObject.generateMipMaps = this._generateMipMaps;
  120788. return serializationObject;
  120789. };
  120790. /**
  120791. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120792. * @param parsedTexture defines parsed texture data
  120793. * @param scene defines the current scene
  120794. * @param rootUrl defines the root URL containing noise procedural texture information
  120795. * @returns a parsed NoiseProceduralTexture
  120796. */
  120797. NoiseProceduralTexture.Parse = function (parsedTexture, scene, rootUrl) {
  120798. var texture = new NoiseProceduralTexture(parsedTexture.name, parsedTexture.size, scene, undefined, parsedTexture.generateMipMaps);
  120799. texture.brightness = parsedTexture.brightness;
  120800. texture.octaves = parsedTexture.octaves;
  120801. texture.persistence = parsedTexture.persistence;
  120802. texture.animationSpeedFactor = parsedTexture.animationSpeedFactor;
  120803. return texture;
  120804. };
  120805. return NoiseProceduralTexture;
  120806. }(BABYLON.ProceduralTexture));
  120807. BABYLON.NoiseProceduralTexture = NoiseProceduralTexture;
  120808. })(BABYLON || (BABYLON = {}));
  120809. //# sourceMappingURL=babylon.noiseProceduralTexture.js.map
  120810. var __assign = (this && this.__assign) || function () {
  120811. __assign = Object.assign || function(t) {
  120812. for (var s, i = 1, n = arguments.length; i < n; i++) {
  120813. s = arguments[i];
  120814. for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p))
  120815. t[p] = s[p];
  120816. }
  120817. return t;
  120818. };
  120819. return __assign.apply(this, arguments);
  120820. };
  120821. var BABYLON;
  120822. (function (BABYLON) {
  120823. /**
  120824. * This can helps recording videos from BabylonJS.
  120825. * This is based on the available WebRTC functionalities of the browser.
  120826. *
  120827. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  120828. */
  120829. var VideoRecorder = /** @class */ (function () {
  120830. /**
  120831. * Create a new VideoCapture object which can help converting what you see in Babylon to
  120832. * a video file.
  120833. * @param engine Defines the BabylonJS Engine you wish to record
  120834. * @param options Defines options that can be used to customized the capture
  120835. */
  120836. function VideoRecorder(engine, options) {
  120837. if (options === void 0) { options = null; }
  120838. if (!VideoRecorder.IsSupported(engine)) {
  120839. throw "Your browser does not support recording so far.";
  120840. }
  120841. var canvas = engine.getRenderingCanvas();
  120842. if (!canvas) {
  120843. throw "The babylon engine must have a canvas to be recorded";
  120844. }
  120845. this._canvas = canvas;
  120846. this._canvas.isRecording = false;
  120847. this._options = __assign({}, VideoRecorder._defaultOptions, options);
  120848. var stream = this._canvas.captureStream(this._options.fps);
  120849. this._mediaRecorder = new MediaRecorder(stream, { mimeType: this._options.mimeType });
  120850. this._mediaRecorder.ondataavailable = this._handleDataAvailable.bind(this);
  120851. this._mediaRecorder.onerror = this._handleError.bind(this);
  120852. this._mediaRecorder.onstop = this._handleStop.bind(this);
  120853. }
  120854. /**
  120855. * Returns wehther or not the VideoRecorder is available in your browser.
  120856. * @param engine Defines the Babylon Engine to check the support for
  120857. * @returns true if supported otherwise false
  120858. */
  120859. VideoRecorder.IsSupported = function (engine) {
  120860. var canvas = engine.getRenderingCanvas();
  120861. return (!!canvas && typeof canvas.captureStream === "function");
  120862. };
  120863. Object.defineProperty(VideoRecorder.prototype, "isRecording", {
  120864. /**
  120865. * True wether a recording is already in progress.
  120866. */
  120867. get: function () {
  120868. return !!this._canvas && this._canvas.isRecording;
  120869. },
  120870. enumerable: true,
  120871. configurable: true
  120872. });
  120873. /**
  120874. * Stops the current recording before the default capture timeout passed in the startRecording
  120875. * functions.
  120876. */
  120877. VideoRecorder.prototype.stopRecording = function () {
  120878. if (!this._canvas || !this._mediaRecorder) {
  120879. return;
  120880. }
  120881. if (!this.isRecording) {
  120882. return;
  120883. }
  120884. this._canvas.isRecording = false;
  120885. this._mediaRecorder.stop();
  120886. };
  120887. /**
  120888. * Starts recording the canvas for a max duration specified in parameters.
  120889. * @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.
  120890. * @param maxDuration Defines the maximum recording time in seconds.
  120891. * It default to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  120892. * @return a promise callback at the end of the recording with the video data in Blob.
  120893. */
  120894. VideoRecorder.prototype.startRecording = function (fileName, maxDuration) {
  120895. var _this = this;
  120896. if (fileName === void 0) { fileName = "babylonjs.webm"; }
  120897. if (maxDuration === void 0) { maxDuration = 7; }
  120898. if (!this._canvas || !this._mediaRecorder) {
  120899. throw "Recorder has already been disposed";
  120900. }
  120901. if (this.isRecording) {
  120902. throw "Recording already in progress";
  120903. }
  120904. if (maxDuration > 0) {
  120905. setTimeout(function () {
  120906. _this.stopRecording();
  120907. }, maxDuration * 1000);
  120908. }
  120909. this._fileName = fileName;
  120910. this._recordedChunks = [];
  120911. this._resolve = null;
  120912. this._reject = null;
  120913. this._canvas.isRecording = true;
  120914. this._mediaRecorder.start(this._options.recordChunckSize);
  120915. return new Promise(function (resolve, reject) {
  120916. _this._resolve = resolve;
  120917. _this._reject = reject;
  120918. });
  120919. };
  120920. /**
  120921. * Releases internal resources used during the recording.
  120922. */
  120923. VideoRecorder.prototype.dispose = function () {
  120924. this._canvas = null;
  120925. this._mediaRecorder = null;
  120926. this._recordedChunks = [];
  120927. this._fileName = null;
  120928. this._resolve = null;
  120929. this._reject = null;
  120930. };
  120931. VideoRecorder.prototype._handleDataAvailable = function (event) {
  120932. if (event.data.size > 0) {
  120933. this._recordedChunks.push(event.data);
  120934. }
  120935. };
  120936. VideoRecorder.prototype._handleError = function (event) {
  120937. this.stopRecording();
  120938. if (this._reject) {
  120939. this._reject(event.error);
  120940. }
  120941. else {
  120942. throw new event.error();
  120943. }
  120944. };
  120945. VideoRecorder.prototype._handleStop = function () {
  120946. this.stopRecording();
  120947. var superBuffer = new Blob(this._recordedChunks);
  120948. if (this._resolve) {
  120949. this._resolve(superBuffer);
  120950. }
  120951. window.URL.createObjectURL(superBuffer);
  120952. if (this._fileName) {
  120953. BABYLON.Tools.Download(superBuffer, this._fileName);
  120954. }
  120955. };
  120956. VideoRecorder._defaultOptions = {
  120957. mimeType: "video/webm",
  120958. fps: 25,
  120959. recordChunckSize: 3000
  120960. };
  120961. return VideoRecorder;
  120962. }());
  120963. BABYLON.VideoRecorder = VideoRecorder;
  120964. })(BABYLON || (BABYLON = {}));
  120965. //# sourceMappingURL=babylon.videoRecorder.js.map
  120966. var BABYLON;
  120967. (function (BABYLON) {
  120968. BABYLON.Scene.prototype.createDefaultLight = function (replace) {
  120969. if (replace === void 0) { replace = false; }
  120970. // Dispose existing light in replace mode.
  120971. if (replace) {
  120972. if (this.lights) {
  120973. for (var i = 0; i < this.lights.length; i++) {
  120974. this.lights[i].dispose();
  120975. }
  120976. }
  120977. }
  120978. // Light
  120979. if (this.lights.length === 0) {
  120980. new BABYLON.HemisphericLight("default light", BABYLON.Vector3.Up(), this);
  120981. }
  120982. };
  120983. BABYLON.Scene.prototype.createDefaultCamera = function (createArcRotateCamera, replace, attachCameraControls) {
  120984. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  120985. if (replace === void 0) { replace = false; }
  120986. if (attachCameraControls === void 0) { attachCameraControls = false; }
  120987. // Dispose existing camera in replace mode.
  120988. if (replace) {
  120989. if (this.activeCamera) {
  120990. this.activeCamera.dispose();
  120991. this.activeCamera = null;
  120992. }
  120993. }
  120994. // Camera
  120995. if (!this.activeCamera) {
  120996. var worldExtends = this.getWorldExtends();
  120997. var worldSize = worldExtends.max.subtract(worldExtends.min);
  120998. var worldCenter = worldExtends.min.add(worldSize.scale(0.5));
  120999. var camera;
  121000. var radius = worldSize.length() * 1.5;
  121001. // empty scene scenario!
  121002. if (!isFinite(radius)) {
  121003. radius = 1;
  121004. worldCenter.copyFromFloats(0, 0, 0);
  121005. }
  121006. if (createArcRotateCamera) {
  121007. var arcRotateCamera = new BABYLON.ArcRotateCamera("default camera", -(Math.PI / 2), Math.PI / 2, radius, worldCenter, this);
  121008. arcRotateCamera.lowerRadiusLimit = radius * 0.01;
  121009. arcRotateCamera.wheelPrecision = 100 / radius;
  121010. camera = arcRotateCamera;
  121011. }
  121012. else {
  121013. var freeCamera = new BABYLON.FreeCamera("default camera", new BABYLON.Vector3(worldCenter.x, worldCenter.y, -radius), this);
  121014. freeCamera.setTarget(worldCenter);
  121015. camera = freeCamera;
  121016. }
  121017. camera.minZ = radius * 0.01;
  121018. camera.maxZ = radius * 1000;
  121019. camera.speed = radius * 0.2;
  121020. this.activeCamera = camera;
  121021. var canvas = this.getEngine().getRenderingCanvas();
  121022. if (attachCameraControls && canvas) {
  121023. camera.attachControl(canvas);
  121024. }
  121025. }
  121026. };
  121027. BABYLON.Scene.prototype.createDefaultCameraOrLight = function (createArcRotateCamera, replace, attachCameraControls) {
  121028. if (createArcRotateCamera === void 0) { createArcRotateCamera = false; }
  121029. if (replace === void 0) { replace = false; }
  121030. if (attachCameraControls === void 0) { attachCameraControls = false; }
  121031. this.createDefaultLight(replace);
  121032. this.createDefaultCamera(createArcRotateCamera, replace, attachCameraControls);
  121033. };
  121034. BABYLON.Scene.prototype.createDefaultSkybox = function (environmentTexture, pbr, scale, blur, setGlobalEnvTexture) {
  121035. if (pbr === void 0) { pbr = false; }
  121036. if (scale === void 0) { scale = 1000; }
  121037. if (blur === void 0) { blur = 0; }
  121038. if (setGlobalEnvTexture === void 0) { setGlobalEnvTexture = true; }
  121039. if (!environmentTexture) {
  121040. BABYLON.Tools.Warn("Can not create default skybox without environment texture.");
  121041. return null;
  121042. }
  121043. if (setGlobalEnvTexture) {
  121044. if (environmentTexture) {
  121045. this.environmentTexture = environmentTexture;
  121046. }
  121047. }
  121048. // Skybox
  121049. var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", scale, this);
  121050. if (pbr) {
  121051. var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", this);
  121052. hdrSkyboxMaterial.backFaceCulling = false;
  121053. hdrSkyboxMaterial.reflectionTexture = environmentTexture.clone();
  121054. if (hdrSkyboxMaterial.reflectionTexture) {
  121055. hdrSkyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121056. }
  121057. hdrSkyboxMaterial.microSurface = 1.0 - blur;
  121058. hdrSkyboxMaterial.disableLighting = true;
  121059. hdrSkyboxMaterial.twoSidedLighting = true;
  121060. hdrSkybox.infiniteDistance = true;
  121061. hdrSkybox.material = hdrSkyboxMaterial;
  121062. }
  121063. else {
  121064. var skyboxMaterial = new BABYLON.StandardMaterial("skyBox", this);
  121065. skyboxMaterial.backFaceCulling = false;
  121066. skyboxMaterial.reflectionTexture = environmentTexture.clone();
  121067. if (skyboxMaterial.reflectionTexture) {
  121068. skyboxMaterial.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE;
  121069. }
  121070. skyboxMaterial.disableLighting = true;
  121071. hdrSkybox.infiniteDistance = true;
  121072. hdrSkybox.material = skyboxMaterial;
  121073. }
  121074. hdrSkybox.isPickable = false;
  121075. return hdrSkybox;
  121076. };
  121077. BABYLON.Scene.prototype.createDefaultEnvironment = function (options) {
  121078. if (BABYLON.EnvironmentHelper) {
  121079. return new BABYLON.EnvironmentHelper(options, this);
  121080. }
  121081. return null;
  121082. };
  121083. BABYLON.Scene.prototype.createDefaultVRExperience = function (webVROptions) {
  121084. if (webVROptions === void 0) { webVROptions = {}; }
  121085. return new BABYLON.VRExperienceHelper(this, webVROptions);
  121086. };
  121087. BABYLON.Scene.prototype.createDefaultXRExperienceAsync = function () {
  121088. var _this = this;
  121089. return BABYLON.WebXRExperienceHelper.CreateAsync(this).then(function (helper) {
  121090. var outputCanvas = new BABYLON.WebXRManagedOutputCanvas(helper);
  121091. return BABYLON.WebXREnterExitUI.CreateAsync(_this, helper, { outputCanvasContext: outputCanvas.canvasContext })
  121092. .then(function (ui) {
  121093. new BABYLON.WebXRInput(helper);
  121094. return helper;
  121095. });
  121096. });
  121097. };
  121098. })(BABYLON || (BABYLON = {}));
  121099. //# sourceMappingURL=babylon.sceneHelpers.js.map
  121100. BABYLON.Effect.ShadersStore={"defaultVertexShader":"#include<__decl__defaultVertex>\n\n#define CUSTOM_VERTEX_BEGIN\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nvarying vec2 vSpecularUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\n#define CUSTOM_VERTEX_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_VERTEX_MAIN_BEGIN\nvec3 positionUpdated=position;\n#ifdef NORMAL \nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#define CUSTOM_VERTEX_UPDATE_POSITION\n#define CUSTOM_VERTEX_UPDATE_NORMAL\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif\n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM) && SPECULARDIRECTUV == 0\nif (vSpecularInfos.x == 0.)\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvSpecularUV=vec2(specularMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#include<bumpVertex>\n#include<clipPlaneVertex>\n#include<fogVertex>\n#include<shadowsVertex>[0..maxSimultaneousLights]\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n#include<pointCloudVertex>\n#include<logDepthVertex>\n#define CUSTOM_VERTEX_MAIN_END\n}\n","defaultPixelShader":"#include<__decl__defaultFragment>\n#if defined(BUMP) || !defined(NORMAL)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#define CUSTOM_FRAGMENT_BEGIN\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\n\n#define RECIPROCAL_PI2 0.15915494\nuniform vec3 vEyePosition;\nuniform vec3 vAmbientColor;\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2;\n#endif\n\n#include<helperFunctions>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY \n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\nuniform samplerCube refractionCubeSampler;\n#else\nuniform sampler2D refraction2DSampler;\n#endif\n#endif\n#if defined(SPECULAR) && defined(SPECULARTERM)\n#if SPECULARDIRECTUV == 1\n#define vSpecularUV vMainUV1\n#elif SPECULARDIRECTUV == 2\n#define vSpecularUV vMainUV2\n#else\nvarying vec2 vSpecularUV;\n#endif\nuniform sampler2D specularSampler;\n#endif\n#ifdef ALPHATEST\nuniform float alphaCutOff;\n#endif\n\n#include<fresnelFunction>\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\nuniform samplerCube reflectionCubeSampler;\n#else\nuniform sampler2D reflection2DSampler;\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#include<imageProcessingDeclaration>\n#include<imageProcessingFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n#include<fogFragmentDeclaration>\n#define CUSTOM_FRAGMENT_DEFINITIONS\nvoid main(void) {\n#define CUSTOM_FRAGMENT_MAIN_BEGIN\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\nvec4 baseColor=vec4(1.,1.,1.,1.);\nvec3 diffuseColor=vDiffuseColor.rgb;\n\nfloat alpha=vDiffuseColor.a;\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(-cross(dFdx(vPositionW),dFdy(vPositionW)));\n#endif\n#include<bumpFragment>\n#ifdef TWOSIDEDLIGHTING\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n#ifdef DIFFUSE\nbaseColor=texture2D(diffuseSampler,vDiffuseUV+uvOffset);\n#ifdef ALPHATEST\nif (baseColor.a<alphaCutOff)\ndiscard;\n#endif\n#ifdef ALPHAFROMDIFFUSE\nalpha*=baseColor.a;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_ALPHA\nbaseColor.rgb*=vDiffuseInfos.y;\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nbaseColor.rgb*=vColor.rgb;\n#endif\n#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE\n\nvec3 baseAmbientColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nbaseAmbientColor=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_LIGHTS\n\n#ifdef SPECULARTERM\nfloat glossiness=vSpecularColor.a;\nvec3 specularColor=vSpecularColor.rgb;\n#ifdef SPECULAR\nvec4 specularMapColor=texture2D(specularSampler,vSpecularUV+uvOffset);\nspecularColor=specularMapColor.rgb;\n#ifdef GLOSSINESS\nglossiness=glossiness*specularMapColor.a;\n#endif\n#endif\n#else\nfloat glossiness=0.;\n#endif\n\nvec3 diffuseBase=vec3(0.,0.,0.);\nlightingInfo info;\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\nfloat shadow=1.;\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb*vLightmapInfos.y;\n#endif\n#include<lightFragment>[0..maxSimultaneousLights]\n\nvec3 refractionColor=vec3(0.,0.,0.);\n#ifdef REFRACTION\nvec3 refractionVector=normalize(refract(-viewDirectionW,normalW,vRefractionInfos.y));\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nif (dot(refractionVector,viewDirectionW)<1.0) {\nrefractionColor=textureCube(refractionCubeSampler,refractionVector).rgb;\n}\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\nrefractionColor=texture2D(refraction2DSampler,refractionCoords).rgb;\n#endif\n#ifdef IS_REFRACTION_LINEAR\nrefractionColor=toGammaSpace(refractionColor);\n#endif\nrefractionColor*=vRefractionInfos.x;\n#endif\n\nvec3 reflectionColor=vec3(0.,0.,0.);\n#ifdef REFLECTION\nvec3 vReflectionUVW=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_3D\n#ifdef ROUGHNESS\nfloat bias=vReflectionInfos.y;\n#ifdef SPECULARTERM\n#ifdef SPECULAR\n#ifdef GLOSSINESS\nbias*=(1.0-specularMapColor.a);\n#endif\n#endif\n#endif\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW,bias).rgb;\n#else\nreflectionColor=textureCube(reflectionCubeSampler,vReflectionUVW).rgb;\n#endif\n#else\nvec2 coords=vReflectionUVW.xy;\n#ifdef REFLECTIONMAP_PROJECTION\ncoords/=vReflectionUVW.z;\n#endif\ncoords.y=1.0-coords.y;\nreflectionColor=texture2D(reflection2DSampler,coords).rgb;\n#endif\n#ifdef IS_REFLECTION_LINEAR\nreflectionColor=toGammaSpace(reflectionColor);\n#endif\nreflectionColor*=vReflectionInfos.x;\n#ifdef REFLECTIONFRESNEL\nfloat reflectionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,reflectionRightColor.a,reflectionLeftColor.a);\n#ifdef REFLECTIONFRESNELFROMSPECULAR\n#ifdef SPECULARTERM\nreflectionColor*=specularColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#else\nreflectionColor*=reflectionLeftColor.rgb*(1.0-reflectionFresnelTerm)+reflectionFresnelTerm*reflectionRightColor.rgb;\n#endif\n#endif\n#endif\n#ifdef REFRACTIONFRESNEL\nfloat refractionFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,refractionRightColor.a,refractionLeftColor.a);\nrefractionColor*=refractionLeftColor.rgb*(1.0-refractionFresnelTerm)+refractionFresnelTerm*refractionRightColor.rgb;\n#endif\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nopacityMap.rgb=opacityMap.rgb*vec3(0.3,0.59,0.11);\nalpha*=(opacityMap.x+opacityMap.y+opacityMap.z)* vOpacityInfos.y;\n#else\nalpha*=opacityMap.a*vOpacityInfos.y;\n#endif\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#ifdef OPACITYFRESNEL\nfloat opacityFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,opacityParts.z,opacityParts.w);\nalpha+=opacityParts.x*(1.0-opacityFresnelTerm)+opacityFresnelTerm*opacityParts.y;\n#endif\n\nvec3 emissiveColor=vEmissiveColor;\n#ifdef EMISSIVE\nemissiveColor+=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb*vEmissiveInfos.y;\n#endif\n#ifdef EMISSIVEFRESNEL\nfloat emissiveFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,emissiveRightColor.a,emissiveLeftColor.a);\nemissiveColor*=emissiveLeftColor.rgb*(1.0-emissiveFresnelTerm)+emissiveFresnelTerm*emissiveRightColor.rgb;\n#endif\n\n#ifdef DIFFUSEFRESNEL\nfloat diffuseFresnelTerm=computeFresnelTerm(viewDirectionW,normalW,diffuseRightColor.a,diffuseLeftColor.a);\ndiffuseBase*=diffuseLeftColor.rgb*(1.0-diffuseFresnelTerm)+diffuseFresnelTerm*diffuseRightColor.rgb;\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\n#ifdef LINKEMISSIVEWITHDIFFUSE\nvec3 finalDiffuse=clamp((diffuseBase+emissiveColor)*diffuseColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#else\nvec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;\n#endif\n#endif\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase*specularColor;\n#ifdef SPECULAROVERALPHA\nalpha=clamp(alpha+dot(finalSpecular,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n#else\nvec3 finalSpecular=vec3(0.0);\n#endif\n#ifdef REFLECTIONOVERALPHA\nalpha=clamp(alpha+dot(reflectionColor,vec3(0.3,0.59,0.11)),0.,1.);\n#endif\n\n#ifdef EMISSIVEASILLUMINATION\nvec4 color=vec4(clamp(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+emissiveColor+refractionColor,0.0,1.0),alpha);\n#else\nvec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor+refractionColor,alpha);\n#endif\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\ncolor.rgb*=lightmapColor;\n#else\ncolor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FOG\ncolor.rgb=max(color.rgb,0.);\n#include<logDepthFragment>\n#include<fogFragment>\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\ncolor.rgb=toLinearSpace(color.rgb);\n#else\n#ifdef IMAGEPROCESSING\ncolor.rgb=toLinearSpace(color.rgb);\ncolor=applyImageProcessing(color);\n#endif\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR\ngl_FragColor=color;\n}\n","pbrVertexShader":"precision highp float;\n#include<__decl__pbrVertex>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#ifdef TANGENT\nattribute vec4 tangent;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif \n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<helperFunctions>\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n#if defined(ALBEDO) && ALBEDODIRECTUV == 0\nvarying vec2 vAlbedoUV;\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0\nvarying vec2 vAmbientUV;\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0\nvarying vec2 vOpacityUV;\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0\nvarying vec2 vEmissiveUV;\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0\nvarying vec2 vLightmapUV;\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0\nvarying vec2 vReflectivityUV;\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0\nvarying vec2 vBumpUV;\n#endif\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#include<harmonicsFunctions>\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n#include<bumpVertexDeclaration>\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\nvec3 positionUpdated=position;\n#ifdef NORMAL\nvec3 normalUpdated=normal;\n#endif\n#ifdef TANGENT\nvec4 tangentUpdated=tangent;\n#endif\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(positionUpdated,1.0)).xyz;\n#else\nvPositionUVW=positionUpdated;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(positionUpdated,1.0);\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normalUpdated);\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvec3 reflectionVector=vec3(reflectionMatrix*vec4(vNormalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\nvEnvironmentIrradiance=environmentIrradianceJones(reflectionVector);\n#endif\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(positionUpdated,0.0)));\n#endif\n\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif \n#if defined(ALBEDO) && ALBEDODIRECTUV == 0 \nif (vAlbedoInfos.x == 0.)\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAlbedoUV=vec2(albedoMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(AMBIENT) && AMBIENTDIRECTUV == 0 \nif (vAmbientInfos.x == 0.)\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvAmbientUV=vec2(ambientMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(OPACITY) && OPACITYDIRECTUV == 0 \nif (vOpacityInfos.x == 0.)\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvOpacityUV=vec2(opacityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(EMISSIVE) && EMISSIVEDIRECTUV == 0 \nif (vEmissiveInfos.x == 0.)\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvEmissiveUV=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(LIGHTMAP) && LIGHTMAPDIRECTUV == 0 \nif (vLightmapInfos.x == 0.)\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvLightmapUV=vec2(lightmapMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(REFLECTIVITY) && REFLECTIVITYDIRECTUV == 0 \nif (vReflectivityInfos.x == 0.)\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvReflectivityUV=vec2(reflectivityMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(MICROSURFACEMAP) && MICROSURFACEMAPDIRECTUV == 0 \nif (vMicroSurfaceSamplerInfos.x == 0.)\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvMicroSurfaceSamplerUV=vec2(microSurfaceSamplerMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n#if defined(BUMP) && BUMPDIRECTUV == 0 \nif (vBumpInfos.x == 0.)\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvBumpUV=vec2(bumpMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<bumpVertex>\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n\n#include<logDepthVertex>\n}","pbrPixelShader":"#if defined(BUMP) || !defined(NORMAL) || defined(FORCENORMALFORWARD) || defined(SPECULARAA)\n#extension GL_OES_standard_derivatives : enable\n#endif\n#ifdef LODBASEDMICROSFURACE\n#extension GL_EXT_shader_texture_lod : enable\n#endif\n#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nprecision highp float;\n#include<__decl__pbrFragment>\nuniform vec4 vEyePosition;\nuniform vec3 vAmbientColor;\nuniform vec4 vCameraInfos;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2;\n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#if defined(USESPHERICALFROMREFLECTIONMAP) && defined(USESPHERICALINVERTEX)\nvarying vec3 vEnvironmentIrradiance;\n#endif\n#endif\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n\n#ifdef ALBEDO\n#if ALBEDODIRECTUV == 1\n#define vAlbedoUV vMainUV1\n#elif ALBEDODIRECTUV == 2\n#define vAlbedoUV vMainUV2\n#else\nvarying vec2 vAlbedoUV;\n#endif\nuniform sampler2D albedoSampler;\n#endif\n#ifdef AMBIENT\n#if AMBIENTDIRECTUV == 1\n#define vAmbientUV vMainUV1\n#elif AMBIENTDIRECTUV == 2\n#define vAmbientUV vMainUV2\n#else\nvarying vec2 vAmbientUV;\n#endif\nuniform sampler2D ambientSampler;\n#endif\n#ifdef OPACITY\n#if OPACITYDIRECTUV == 1\n#define vOpacityUV vMainUV1\n#elif OPACITYDIRECTUV == 2\n#define vOpacityUV vMainUV2\n#else\nvarying vec2 vOpacityUV;\n#endif\nuniform sampler2D opacitySampler;\n#endif\n#ifdef EMISSIVE\n#if EMISSIVEDIRECTUV == 1\n#define vEmissiveUV vMainUV1\n#elif EMISSIVEDIRECTUV == 2\n#define vEmissiveUV vMainUV2\n#else\nvarying vec2 vEmissiveUV;\n#endif\nuniform sampler2D emissiveSampler;\n#endif\n#ifdef LIGHTMAP\n#if LIGHTMAPDIRECTUV == 1\n#define vLightmapUV vMainUV1\n#elif LIGHTMAPDIRECTUV == 2\n#define vLightmapUV vMainUV2\n#else\nvarying vec2 vLightmapUV;\n#endif\nuniform sampler2D lightmapSampler;\n#endif\n#ifdef REFLECTIVITY\n#if REFLECTIVITYDIRECTUV == 1\n#define vReflectivityUV vMainUV1\n#elif REFLECTIVITYDIRECTUV == 2\n#define vReflectivityUV vMainUV2\n#else\nvarying vec2 vReflectivityUV;\n#endif\nuniform sampler2D reflectivitySampler;\n#endif\n#ifdef MICROSURFACEMAP\n#if MICROSURFACEMAPDIRECTUV == 1\n#define vMicroSurfaceSamplerUV vMainUV1\n#elif MICROSURFACEMAPDIRECTUV == 2\n#define vMicroSurfaceSamplerUV vMainUV2\n#else\nvarying vec2 vMicroSurfaceSamplerUV;\n#endif\nuniform sampler2D microSurfaceSampler;\n#endif\n\n#ifdef REFRACTION\n#ifdef REFRACTIONMAP_3D\n#define sampleRefraction(s,c) textureCube(s,c)\nuniform samplerCube refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#else\n#define sampleRefraction(s,c) texture2D(s,c)\nuniform sampler2D refractionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleRefractionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube refractionSamplerLow;\nuniform samplerCube refractionSamplerHigh;\n#endif\n#endif\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef LODBASEDMICROSFURACE\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n#ifdef ENVIRONMENTBRDF\nuniform sampler2D environmentBrdfSampler;\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n\n#include<shadowsFragmentFunctions>\n#include<pbrFunctions>\n#include<harmonicsFunctions>\n#include<pbrLightFunctions>\n#include<bumpFragmentFunctions>\n#include<clipPlaneFragmentDeclaration>\n#include<logDepthDeclaration>\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\n#include<clipPlaneFragment>\n\n\nvec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#endif\n#include<bumpFragment>\n#ifdef SPECULARAA\nvec3 nDfdx=dFdx(normalW.xyz);\nvec3 nDfdy=dFdy(normalW.xyz);\nfloat slopeSquare=max(dot(nDfdx,nDfdx),dot(nDfdy,nDfdy));\n\nfloat geometricRoughnessFactor=pow(clamp(slopeSquare ,0.,1.),0.333);\n\nfloat geometricAlphaGFactor=sqrt(slopeSquare);\n#else\nfloat geometricRoughnessFactor=0.;\n#endif\n#if defined(FORCENORMALFORWARD) && defined(NORMAL)\nvec3 faceNormal=normalize(cross(dFdx(vPositionW),dFdy(vPositionW)))*vEyePosition.w;\n#if defined(TWOSIDEDLIGHTING)\nfaceNormal=gl_FrontFacing ? faceNormal : -faceNormal;\n#endif\nnormalW*=sign(dot(normalW,faceNormal));\n#endif\n#if defined(TWOSIDEDLIGHTING) && defined(NORMAL)\nnormalW=gl_FrontFacing ? normalW : -normalW;\n#endif\n\n\nvec3 surfaceAlbedo=vAlbedoColor.rgb;\n\nfloat alpha=vAlbedoColor.a;\n#ifdef ALBEDO\nvec4 albedoTexture=texture2D(albedoSampler,vAlbedoUV+uvOffset);\n#if defined(ALPHAFROMALBEDO) || defined(ALPHATEST)\nalpha*=albedoTexture.a;\n#endif\nsurfaceAlbedo*=toLinearSpace(albedoTexture.rgb);\nsurfaceAlbedo*=vAlbedoInfos.y;\n#endif\n\n#ifdef OPACITY\nvec4 opacityMap=texture2D(opacitySampler,vOpacityUV+uvOffset);\n#ifdef OPACITYRGB\nalpha=getLuminance(opacityMap.rgb);\n#else\nalpha*=opacityMap.a;\n#endif\nalpha*=vOpacityInfos.y;\n#endif\n#ifdef VERTEXALPHA\nalpha*=vColor.a;\n#endif\n#if !defined(LINKREFRACTIONTOTRANSPARENCY) && !defined(ALPHAFRESNEL)\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#include<depthPrePass>\n#ifdef VERTEXCOLOR\nsurfaceAlbedo*=vColor.rgb;\n#endif\n\nvec3 ambientOcclusionColor=vec3(1.,1.,1.);\n#ifdef AMBIENT\nvec3 ambientOcclusionColorMap=texture2D(ambientSampler,vAmbientUV+uvOffset).rgb*vAmbientInfos.y;\n#ifdef AMBIENTINGRAYSCALE\nambientOcclusionColorMap=vec3(ambientOcclusionColorMap.r,ambientOcclusionColorMap.r,ambientOcclusionColorMap.r);\n#endif\nambientOcclusionColor=mix(ambientOcclusionColor,ambientOcclusionColorMap,vAmbientInfos.z);\n#endif\n#ifdef UNLIT\nvec3 diffuseBase=vec3(1.,1.,1.);\n#else\n\nfloat microSurface=vReflectivityColor.a;\nvec3 surfaceReflectivityColor=vReflectivityColor.rgb;\n#ifdef METALLICWORKFLOW\nvec2 metallicRoughness=surfaceReflectivityColor.rg;\n#ifdef REFLECTIVITY\nvec4 surfaceMetallicColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\n#ifdef AOSTOREINMETALMAPRED\nvec3 aoStoreInMetalMap=vec3(surfaceMetallicColorMap.r,surfaceMetallicColorMap.r,surfaceMetallicColorMap.r);\nambientOcclusionColor=mix(ambientOcclusionColor,aoStoreInMetalMap,vReflectivityInfos.z);\n#endif\n#ifdef METALLNESSSTOREINMETALMAPBLUE\nmetallicRoughness.r*=surfaceMetallicColorMap.b;\n#else\nmetallicRoughness.r*=surfaceMetallicColorMap.r;\n#endif\n#ifdef ROUGHNESSSTOREINMETALMAPALPHA\nmetallicRoughness.g*=surfaceMetallicColorMap.a;\n#else\n#ifdef ROUGHNESSSTOREINMETALMAPGREEN\nmetallicRoughness.g*=surfaceMetallicColorMap.g;\n#endif\n#endif\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmetallicRoughness.g*=microSurfaceTexel.r;\n#endif\n\nmicroSurface=1.0-metallicRoughness.g;\n\nvec3 baseColor=surfaceAlbedo;\n\n\nconst vec3 DefaultSpecularReflectanceDielectric=vec3(0.04,0.04,0.04);\n\nsurfaceAlbedo=mix(baseColor.rgb*(1.0-DefaultSpecularReflectanceDielectric.r),vec3(0.,0.,0.),metallicRoughness.r);\n\nsurfaceReflectivityColor=mix(DefaultSpecularReflectanceDielectric,baseColor,metallicRoughness.r);\n#else\n#ifdef REFLECTIVITY\nvec4 surfaceReflectivityColorMap=texture2D(reflectivitySampler,vReflectivityUV+uvOffset);\nsurfaceReflectivityColor*=toLinearSpace(surfaceReflectivityColorMap.rgb);\nsurfaceReflectivityColor*=vReflectivityInfos.y;\n#ifdef MICROSURFACEFROMREFLECTIVITYMAP\nmicroSurface*=surfaceReflectivityColorMap.a;\nmicroSurface*=vReflectivityInfos.z;\n#else\n#ifdef MICROSURFACEAUTOMATIC\nmicroSurface*=computeDefaultMicroSurface(microSurface,surfaceReflectivityColor);\n#endif\n#ifdef MICROSURFACEMAP\nvec4 microSurfaceTexel=texture2D(microSurfaceSampler,vMicroSurfaceSamplerUV+uvOffset)*vMicroSurfaceSamplerInfos.y;\nmicroSurface*=microSurfaceTexel.r;\n#endif\n#endif\n#endif\n#endif\n\nmicroSurface=clamp(microSurface,0.,1.);\n\nfloat roughness=1.-microSurface;\n\n#ifdef ALPHAFRESNEL\n#if defined(ALPHATEST) || defined(ALPHABLEND)\n\n\n\nfloat opacityPerceptual=alpha;\n#ifdef LINEARALPHAFRESNEL\nfloat opacity0=opacityPerceptual;\n#else\nfloat opacity0=opacityPerceptual*opacityPerceptual;\n#endif\nfloat opacity90=fresnelGrazingReflectance(opacity0);\nvec3 normalForward=faceforward(normalW,-viewDirectionW,normalW);\n\nalpha=fresnelSchlickEnvironmentGGX(clamp(dot(viewDirectionW,normalForward),0.0,1.0),vec3(opacity0),vec3(opacity90),sqrt(microSurface)).x;\n#ifdef ALPHATEST\nif (alpha<ALPHATESTVALUE)\ndiscard;\n#ifndef ALPHABLEND\n\nalpha=1.0;\n#endif\n#endif\n#endif\n#endif\n\n\nfloat NdotVUnclamped=dot(normalW,viewDirectionW);\nfloat NdotV=clamp(NdotVUnclamped,0.,1.)+0.00001;\nfloat alphaG=convertRoughnessToAverageSlope(roughness);\n#ifdef SPECULARAA\n\n\nalphaG+=(0.75*geometricAlphaGFactor);\n#endif\n\n#ifdef REFRACTION\nvec4 environmentRefraction=vec4(0.,0.,0.,0.);\nvec3 refractionVector=refract(-viewDirectionW,normalW,vRefractionInfos.y);\n#ifdef REFRACTIONMAP_OPPOSITEZ\nrefractionVector.z*=-1.0;\n#endif\n\n#ifdef REFRACTIONMAP_3D\nrefractionVector.y=refractionVector.y*vRefractionInfos.w;\nvec3 refractionCoords=refractionVector;\nrefractionCoords=vec3(refractionMatrix*vec4(refractionCoords,0));\n#else\nvec3 vRefractionUVW=vec3(refractionMatrix*(view*vec4(vPositionW+refractionVector*vRefractionInfos.z,1.0)));\nvec2 refractionCoords=vRefractionUVW.xy/vRefractionUVW.z;\nrefractionCoords.y=1.0-refractionCoords.y;\n#endif\n#ifdef LODINREFRACTIONALPHA\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat refractionLOD=getLodFromAlphaG(vRefractionMicrosurfaceInfos.x,alphaG,1.0);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nrefractionLOD=refractionLOD*vRefractionMicrosurfaceInfos.y+vRefractionMicrosurfaceInfos.z;\n#ifdef LODINREFRACTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticRefractionLOD=UNPACK_LOD(sampleRefraction(refractionSampler,refractionCoords).a);\nfloat requestedRefractionLOD=max(automaticRefractionLOD,refractionLOD);\n#else\nfloat requestedRefractionLOD=refractionLOD;\n#endif\nenvironmentRefraction=sampleRefractionLod(refractionSampler,refractionCoords,requestedRefractionLOD);\n#else\nfloat lodRefractionNormalized=clamp(refractionLOD/log2(vRefractionMicrosurfaceInfos.x),0.,1.);\nfloat lodRefractionNormalizedDoubled=lodRefractionNormalized*2.0;\nvec4 environmentRefractionMid=sampleRefraction(refractionSampler,refractionCoords);\nif(lodRefractionNormalizedDoubled<1.0){\nenvironmentRefraction=mix(\nsampleRefraction(refractionSamplerHigh,refractionCoords),\nenvironmentRefractionMid,\nlodRefractionNormalizedDoubled\n);\n}else{\nenvironmentRefraction=mix(\nenvironmentRefractionMid,\nsampleRefraction(refractionSamplerLow,refractionCoords),\nlodRefractionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFRACTION\nenvironmentRefraction.rgb=fromRGBD(environmentRefraction);\n#endif\n#ifdef GAMMAREFRACTION\nenvironmentRefraction.rgb=toLinearSpace(environmentRefraction.rgb);\n#endif\n\nenvironmentRefraction.rgb*=vRefractionInfos.x;\n#endif\n\n#ifdef REFLECTION\nvec4 environmentRadiance=vec4(0.,0.,0.,0.);\nvec3 environmentIrradiance=vec3(0.,0.,0.);\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#if defined(LODINREFLECTIONALPHA) && !defined(REFLECTIONMAP_SKYBOX)\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,NdotVUnclamped);\n#else\nfloat reflectionLOD=getLodFromAlphaG(vReflectionMicrosurfaceInfos.x,alphaG,1.);\n#endif\n#ifdef LODBASEDMICROSFURACE\n\nreflectionLOD=reflectionLOD*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\n#ifdef LODINREFLECTIONALPHA\n\n\n\n\n\n\n\n\n\nfloat automaticReflectionLOD=UNPACK_LOD(sampleReflection(reflectionSampler,reflectionCoords).a);\nfloat requestedReflectionLOD=max(automaticReflectionLOD,reflectionLOD);\n#else\nfloat requestedReflectionLOD=reflectionLOD;\n#endif\nenvironmentRadiance=sampleReflectionLod(reflectionSampler,reflectionCoords,requestedReflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD/log2(vReflectionMicrosurfaceInfos.x),0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 environmentSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nenvironmentRadiance=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nenvironmentSpecularMid,\nlodReflectionNormalizedDoubled\n);\n}else{\nenvironmentRadiance=mix(\nenvironmentSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#ifdef RGBDREFLECTION\nenvironmentRadiance.rgb=fromRGBD(environmentRadiance);\n#endif\n#ifdef GAMMAREFLECTION\nenvironmentRadiance.rgb=toLinearSpace(environmentRadiance.rgb);\n#endif\n\n#ifdef USESPHERICALFROMREFLECTIONMAP\n#if defined(NORMAL) && defined(USESPHERICALINVERTEX)\nenvironmentIrradiance=vEnvironmentIrradiance;\n#else\nvec3 irradianceVector=vec3(reflectionMatrix*vec4(normalW,0)).xyz;\n#ifdef REFLECTIONMAP_OPPOSITEZ\nirradianceVector.z*=-1.0;\n#endif\nenvironmentIrradiance=environmentIrradianceJones(irradianceVector);\n#endif\n#endif\n\nenvironmentRadiance.rgb*=vReflectionInfos.x;\nenvironmentRadiance.rgb*=vReflectionColor.rgb;\nenvironmentIrradiance*=vReflectionColor.rgb;\n#endif\n\n\n\nfloat reflectance=max(max(surfaceReflectivityColor.r,surfaceReflectivityColor.g),surfaceReflectivityColor.b);\nfloat reflectance90=fresnelGrazingReflectance(reflectance);\nvec3 specularEnvironmentR0=surfaceReflectivityColor.rgb;\nvec3 specularEnvironmentR90=vec3(1.0,1.0,1.0)*reflectance90;\n\nvec3 diffuseBase=vec3(0.,0.,0.);\n#ifdef SPECULARTERM\nvec3 specularBase=vec3(0.,0.,0.);\n#endif\n#ifdef LIGHTMAP\nvec3 lightmapColor=texture2D(lightmapSampler,vLightmapUV+uvOffset).rgb;\n#ifdef GAMMALIGHTMAP\nlightmapColor=toLinearSpace(lightmapColor);\n#endif\nlightmapColor*=vLightmapInfos.y;\n#endif\nlightingInfo info;\npointLightingInfo pointInfo;\nspotLightingInfo spotInfo;\nfloat shadow=1.; \nfloat NdotL=-1.;\n#include<lightFragment>[0..maxSimultaneousLights]\n\n#if defined(ENVIRONMENTBRDF) && !defined(REFLECTIONMAP_SKYBOX)\n\nvec2 brdfSamplerUV=vec2(NdotV,roughness);\n\nvec4 environmentBrdf=texture2D(environmentBrdfSampler,brdfSamplerUV);\nvec3 specularEnvironmentReflectance=specularEnvironmentR0*environmentBrdf.x+environmentBrdf.y;\n#ifdef RADIANCEOCCLUSION\n#ifdef AMBIENTINGRAYSCALE\nfloat ambientMonochrome=ambientOcclusionColor.r;\n#else\nfloat ambientMonochrome=getLuminance(ambientOcclusionColor);\n#endif\nfloat seo=environmentRadianceOcclusion(ambientMonochrome,NdotVUnclamped);\nspecularEnvironmentReflectance*=seo;\n#endif\n#ifdef HORIZONOCCLUSION\n#ifdef BUMP\n#ifdef REFLECTIONMAP_3D\nfloat eho=environmentHorizonOcclusion(-viewDirectionW,normalW);\nspecularEnvironmentReflectance*=eho;\n#endif\n#endif\n#endif\n#else\n\nvec3 specularEnvironmentReflectance=fresnelSchlickEnvironmentGGX(NdotV,specularEnvironmentR0,specularEnvironmentR90,sqrt(microSurface));\n#endif\n\n#ifdef REFRACTION\nvec3 refractance=vec3(0.0,0.0,0.0);\nvec3 transmission=vec3(1.0,1.0,1.0);\n#ifdef LINKREFRACTIONTOTRANSPARENCY\n\ntransmission*=(1.0-alpha);\n\n\nvec3 mixedAlbedo=surfaceAlbedo;\nfloat maxChannel=max(max(mixedAlbedo.r,mixedAlbedo.g),mixedAlbedo.b);\nvec3 tint=clamp(maxChannel*mixedAlbedo,0.0,1.0);\n\nsurfaceAlbedo*=alpha;\n\nenvironmentIrradiance*=alpha;\n\nenvironmentRefraction.rgb*=tint;\n\nalpha=1.0;\n#endif\n\nvec3 bounceSpecularEnvironmentReflectance=(2.0*specularEnvironmentReflectance)/(1.0+specularEnvironmentReflectance);\nspecularEnvironmentReflectance=mix(bounceSpecularEnvironmentReflectance,specularEnvironmentReflectance,alpha);\n\ntransmission*=1.0-specularEnvironmentReflectance;\n\nrefractance=transmission;\n#endif\n\n\n\n\nsurfaceAlbedo.rgb=(1.-reflectance)*surfaceAlbedo.rgb;\n\n#ifdef REFLECTION\nvec3 finalIrradiance=environmentIrradiance;\nfinalIrradiance*=surfaceAlbedo.rgb;\n#endif\n\n#ifdef SPECULARTERM\nvec3 finalSpecular=specularBase;\nfinalSpecular=max(finalSpecular,0.0);\n\nvec3 finalSpecularScaled=finalSpecular*vLightingIntensity.x*vLightingIntensity.w;\n#endif\n\n#ifdef REFLECTION\nvec3 finalRadiance=environmentRadiance.rgb;\nfinalRadiance*=specularEnvironmentReflectance;\n\nvec3 finalRadianceScaled=finalRadiance*vLightingIntensity.z;\n#endif\n\n#ifdef REFRACTION\nvec3 finalRefraction=environmentRefraction.rgb;\nfinalRefraction*=refractance;\n#endif\n\n#ifdef ALPHABLEND\nfloat luminanceOverAlpha=0.0;\n#if defined(REFLECTION) && defined(RADIANCEOVERALPHA)\nluminanceOverAlpha+=getLuminance(finalRadianceScaled);\n#endif\n#if defined(SPECULARTERM) && defined(SPECULAROVERALPHA)\nluminanceOverAlpha+=getLuminance(finalSpecularScaled);\n#endif\n#if defined(RADIANCEOVERALPHA) || defined(SPECULAROVERALPHA)\nalpha=clamp(alpha+luminanceOverAlpha*luminanceOverAlpha,0.,1.);\n#endif\n#endif\n#endif\n\nvec3 finalDiffuse=diffuseBase;\nfinalDiffuse.rgb+=vAmbientColor;\nfinalDiffuse*=surfaceAlbedo.rgb;\nfinalDiffuse=max(finalDiffuse,0.0);\n\nvec3 finalEmissive=vEmissiveColor;\n#ifdef EMISSIVE\nvec3 emissiveColorTex=texture2D(emissiveSampler,vEmissiveUV+uvOffset).rgb;\nfinalEmissive*=toLinearSpace(emissiveColorTex.rgb);\nfinalEmissive*=vEmissiveInfos.y;\n#endif\n\n#ifdef AMBIENT\nvec3 ambientOcclusionForDirectDiffuse=mix(vec3(1.),ambientOcclusionColor,vAmbientInfos.w);\n#else\nvec3 ambientOcclusionForDirectDiffuse=ambientOcclusionColor;\n#endif\n\n\n\nvec4 finalColor=vec4(\nfinalDiffuse*ambientOcclusionForDirectDiffuse*vLightingIntensity.x +\n#ifndef UNLIT\n#ifdef REFLECTION\nfinalIrradiance*ambientOcclusionColor*vLightingIntensity.z +\n#endif\n#ifdef SPECULARTERM\n\n\nfinalSpecularScaled +\n#endif\n#ifdef REFLECTION\n\n\nfinalRadianceScaled +\n#endif\n#ifdef REFRACTION\nfinalRefraction*vLightingIntensity.z +\n#endif\n#endif\nfinalEmissive*vLightingIntensity.y,\nalpha);\n\n#ifdef LIGHTMAP\n#ifndef LIGHTMAPEXCLUDED\n#ifdef USELIGHTMAPASSHADOWMAP\nfinalColor.rgb*=lightmapColor;\n#else\nfinalColor.rgb+=lightmapColor;\n#endif\n#endif\n#endif\n\nfinalColor=max(finalColor,0.0);\n#include<logDepthFragment>\n#include<fogFragment>(color,finalColor)\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\nfinalColor.rgb=clamp(finalColor.rgb,0.,30.0);\n#else\n\nfinalColor=applyImageProcessing(finalColor);\n#endif\n#ifdef PREMULTIPLYALPHA\n\nfinalColor.rgb*=finalColor.a;\n#endif\ngl_FragColor=finalColor;\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n}\n","rgbdEncodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=toRGBD(texture2D(textureSampler,vUV).rgb);\n}","rgbdDecodePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<helperFunctions>\nvoid main(void) \n{\ngl_FragColor=vec4(fromRGBD(texture2D(textureSampler,vUV)),1.0);\n}","spritesVertexShader":"\nattribute vec4 position;\nattribute vec4 options;\nattribute vec4 cellInfo;\nattribute vec4 color;\n\nuniform vec2 textureInfos;\nuniform mat4 view;\nuniform mat4 projection;\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#include<fogVertexDeclaration>\nvoid main(void) { \nvec3 viewPos=(view*vec4(position.xyz,1.0)).xyz; \nvec2 cornerPos;\nfloat angle=position.w;\nvec2 size=vec2(options.x,options.y);\nvec2 offset=options.zw;\nvec2 uvScale=textureInfos.xy;\ncornerPos=vec2(offset.x-0.5,offset.y-0.5)*size;\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nviewPos+=rotatedCorner;\ngl_Position=projection*vec4(viewPos,1.0); \n\nvColor=color;\n\nvec2 uvOffset=vec2(abs(offset.x-cellInfo.x),1.0-abs(offset.y-cellInfo.y));\nvUV=(uvOffset+cellInfo.zw)*uvScale;\n\n#ifdef FOG\nvFogDistance=viewPos;\n#endif\n}","spritesPixelShader":"uniform bool alphaTest;\nvarying vec4 vColor;\n\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n\n#include<fogFragmentDeclaration>\nvoid main(void) {\nvec4 color=texture2D(diffuseSampler,vUV);\nif (alphaTest) \n{\nif (color.a<0.95)\ndiscard;\n}\ncolor*=vColor;\n#include<fogFragment>\ngl_FragColor=color;\n}","particlesVertexShader":"\nattribute vec3 position;\nattribute vec4 color;\nattribute float angle;\nattribute vec2 size;\n#ifdef ANIMATESHEET \nattribute float cellIndex;\n#endif\n#ifndef BILLBOARD \nattribute vec3 direction;\n#endif\n#ifdef BILLBOARDSTRETCHED\nattribute vec3 direction; \n#endif\n#ifdef RAMPGRADIENT\nattribute vec4 remapData;\n#endif\nattribute vec2 offset;\n\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n#ifdef ANIMATESHEET \nuniform vec3 particlesInfos; \n#endif\n\nvarying vec2 vUV;\nvarying vec4 vColor;\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\n#endif\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration>\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main(void) { \nvec2 cornerPos;\ncornerPos=(vec2(offset.x-0.5,offset.y-0.5)-translationPivot)*size+translationPivot;\n#ifdef BILLBOARD \n\nvec3 rotatedCorner;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner);\nvec3 viewPos=(view*vec4(worldPos,1.0)).xyz; \n#else\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner; \n#endif\n#ifdef RAMPGRADIENT\nremapRanges=remapData;\n#endif\n\ngl_Position=projection*vec4(viewPos,1.0); \n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=normalize(direction);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\ngl_Position=projection*view*vec4(worldPos,1.0); \n#endif \nvColor=color;\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/particlesInfos.z);\nfloat columnOffset=cellIndex-rowOffset*particlesInfos.z;\nvec2 uvScale=particlesInfos.xy;\nvec2 uvOffset=vec2(offset.x ,1.0-offset.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else\nvUV=offset;\n#endif\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*vec4(viewPos,1.0);\n#endif\n#include<clipPlaneVertex>\n}","particlesPixelShader":"\nvarying vec2 vUV;\nvarying vec4 vColor;\nuniform vec4 textureMask;\nuniform sampler2D diffuseSampler;\n#include<clipPlaneFragmentDeclaration>\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\n#ifdef RAMPGRADIENT\nvarying vec4 remapRanges;\nuniform sampler2D rampSampler;\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec4 textureColor=texture2D(diffuseSampler,vUV);\nvec4 baseColor=(textureColor*textureMask+(vec4(1.,1.,1.,1.)-textureMask))*vColor;\n#ifdef RAMPGRADIENT\nfloat alpha=baseColor.a;\nfloat remappedColorIndex=clamp((alpha-remapRanges.x)/remapRanges.y,0.0,1.0);\nvec4 rampColor=texture2D(rampSampler,vec2(1.0-remappedColorIndex,0.));\nbaseColor.rgb*=rampColor.rgb;\n\nfloat finalAlpha=baseColor.a;\nbaseColor.a=clamp((alpha*rampColor.a-remapRanges.z)/remapRanges.w,0.0,1.0);\n#endif\n#ifdef BLENDMULTIPLYMODE\nfloat sourceAlpha=vColor.a*textureColor.a;\nbaseColor.rgb=baseColor.rgb*sourceAlpha+vec3(1.0)*(1.0-sourceAlpha);\n#endif\n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\nbaseColor.rgb=toLinearSpace(baseColor.rgb);\nbaseColor=applyImageProcessing(baseColor);\n#endif\n#endif\ngl_FragColor=baseColor;\n}","colorVertexShader":"\nattribute vec3 position;\n#ifdef VERTEXCOLOR\nattribute vec4 color;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n\n#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#endif\nvoid main(void) {\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#ifdef VERTEXCOLOR\n\nvColor=color;\n#endif\n}","colorPixelShader":"#ifdef VERTEXCOLOR\nvarying vec4 vColor;\n#else\nuniform vec4 color;\n#endif\nvoid main(void) {\n#ifdef VERTEXCOLOR\ngl_FragColor=vColor;\n#else\ngl_FragColor=color;\n#endif\n}","gpuRenderParticlesVertexShader":"#version 300 es\nuniform mat4 view;\nuniform mat4 projection;\nuniform vec2 translationPivot;\n\nin vec3 position;\nin float age;\nin float life;\nin vec3 size;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef BILLBOARDSTRETCHED\nin vec3 direction;\n#endif\nin float angle;\n#ifdef ANIMATESHEET\nin float cellIndex;\n#endif\nin vec2 offset;\nin vec2 uv;\nout vec2 vUV;\nout vec4 vColor;\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nuniform mat4 invView;\n#endif\n#include<clipPlaneVertexDeclaration2>\n#ifdef COLORGRADIENTS\nuniform sampler2D colorGradientSampler;\n#else\nuniform vec4 colorDead;\nin vec4 color;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 sheetInfos;\n#endif\n#ifdef BILLBOARD\nuniform vec3 eyePosition; \n#endif\nvec3 rotate(vec3 yaxis,vec3 rotatedCorner) {\nvec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));\nvec3 zaxis=normalize(cross(yaxis,xaxis));\nvec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);\nvec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);\nvec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner;\n}\n#ifdef BILLBOARDSTRETCHED\nvec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {\nvec3 normalizedToCamera=normalize(toCamera);\nvec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));\nvec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));\nvec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);\nvec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);\nvec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);\nmat3 rotMatrix=mat3(row0,row1,row2);\nvec3 alignedCorner=rotMatrix*rotatedCorner;\nreturn position+alignedCorner; \n}\n#endif\nvoid main() {\n#ifdef ANIMATESHEET\nfloat rowOffset=floor(cellIndex/sheetInfos.z);\nfloat columnOffset=cellIndex-rowOffset*sheetInfos.z;\nvec2 uvScale=sheetInfos.xy;\nvec2 uvOffset=vec2(uv.x ,1.0-uv.y);\nvUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale;\n#else \nvUV=uv;\n#endif\nfloat ratio=age/life;\n#ifdef COLORGRADIENTS\nvColor=texture(colorGradientSampler,vec2(ratio,0));\n#else\nvColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio);\n#endif\nvec2 cornerPos=(offset-translationPivot)*size.yz*size.x+translationPivot;\n#ifdef BILLBOARD\nvec4 rotatedCorner;\nrotatedCorner.w=0.;\n#ifdef BILLBOARDY \nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.y=0.;\nvec3 yaxis=position-eyePosition;\nyaxis.y=0.;\nvec3 worldPos=rotate(normalize(yaxis),rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#elif defined(BILLBOARDSTRETCHED)\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\nvec3 toCamera=position-eyePosition; \nvec3 worldPos=rotateAlign(toCamera,rotatedCorner.xyz);\nvec4 viewPosition=(view*vec4(worldPos,1.0)); \n#else\n\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nrotatedCorner.z=0.;\n\nvec4 viewPosition=view*vec4(position,1.0)+rotatedCorner;\n#endif\n#else\n\nvec3 rotatedCorner;\nrotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);\nrotatedCorner.y=0.;\nrotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);\nvec3 yaxis=normalize(initialDirection);\nvec3 worldPos=rotate(yaxis,rotatedCorner);\n\nvec4 viewPosition=view*vec4(worldPos,1.0); \n#endif\ngl_Position=projection*viewPosition;\n\n#if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4)\nvec4 worldPos=invView*viewPosition;\n#endif \n#include<clipPlaneVertex>\n}","gpuRenderParticlesPixelShader":"#version 300 es\nuniform sampler2D textureSampler;\nin vec2 vUV;\nin vec4 vColor;\nout vec4 outFragColor;\n#include<clipPlaneFragmentDeclaration2> \n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main() {\n#include<clipPlaneFragment> \nvec4 textureColor=texture(textureSampler,vUV);\noutFragColor=textureColor*vColor;\n#ifdef BLENDMULTIPLYMODE\nfloat alpha=vColor.a*textureColor.a;\noutFragColor.rgb=outFragColor.rgb*alpha+vec3(1.0)*(1.0-alpha); \n#endif \n\n\n#ifdef IMAGEPROCESSINGPOSTPROCESS\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\n#else\n#ifdef IMAGEPROCESSING\noutFragColor.rgb=toLinearSpace(outFragColor.rgb);\noutFragColor=applyImageProcessing(outFragColor);\n#endif\n#endif\n}\n","gpuUpdateParticlesVertexShader":"#version 300 es\n#define PI 3.14159\nuniform float currentCount;\nuniform float timeDelta;\nuniform float stopFactor;\nuniform mat4 emitterWM;\nuniform vec2 lifeTime;\nuniform vec2 emitPower;\nuniform vec2 sizeRange;\nuniform vec4 scaleRange;\n#ifndef COLORGRADIENTS\nuniform vec4 color1;\nuniform vec4 color2;\n#endif\nuniform vec3 gravity;\nuniform sampler2D randomSampler;\nuniform sampler2D randomSampler2;\nuniform vec4 angleRange;\n#ifdef BOXEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\nuniform vec3 minEmitBox;\nuniform vec3 maxEmitBox;\n#endif\n#ifdef POINTEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#endif\n#ifdef HEMISPHERICEMITTER\nuniform float radius;\nuniform float radiusRange;\nuniform float directionRandomizer;\n#endif\n#ifdef SPHEREEMITTER\nuniform float radius;\nuniform float radiusRange;\n#ifdef DIRECTEDSPHEREEMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CYLINDEREMITTER\nuniform float radius;\nuniform float height;\nuniform float radiusRange;\n#ifdef DIRECTEDCYLINDEREMITTER\nuniform vec3 direction1;\nuniform vec3 direction2;\n#else\nuniform float directionRandomizer;\n#endif\n#endif\n#ifdef CONEEMITTER\nuniform vec2 radius;\nuniform float coneAngle;\nuniform vec2 height;\nuniform float directionRandomizer;\n#endif\n\nin vec3 position;\nin float age;\nin float life;\nin vec4 seed;\nin vec3 size;\n#ifndef COLORGRADIENTS\nin vec4 color;\n#endif\nin vec3 direction;\n#ifndef BILLBOARD\nin vec3 initialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nin float angle;\n#else\nin vec2 angle;\n#endif\n#ifdef ANIMATESHEET\nin float cellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nin float cellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nin vec3 noiseCoordinates1;\nin vec3 noiseCoordinates2;\n#endif\n\nout vec3 outPosition;\nout float outAge;\nout float outLife;\nout vec4 outSeed;\nout vec3 outSize;\n#ifndef COLORGRADIENTS\nout vec4 outColor;\n#endif\nout vec3 outDirection;\n#ifndef BILLBOARD\nout vec3 outInitialDirection;\n#endif\n#ifdef ANGULARSPEEDGRADIENTS\nout float outAngle;\n#else\nout vec2 outAngle;\n#endif\n#ifdef ANIMATESHEET\nout float outCellIndex;\n#ifdef ANIMATESHEETRANDOMSTART\nout float outCellStartOffset;\n#endif\n#endif\n#ifdef NOISE\nout vec3 outNoiseCoordinates1;\nout vec3 outNoiseCoordinates2;\n#endif\n#ifdef SIZEGRADIENTS\nuniform sampler2D sizeGradientSampler;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nuniform sampler2D angularSpeedGradientSampler;\n#endif \n#ifdef VELOCITYGRADIENTS\nuniform sampler2D velocityGradientSampler;\n#endif\n#ifdef LIMITVELOCITYGRADIENTS\nuniform sampler2D limitVelocityGradientSampler;\nuniform float limitVelocityDamping;\n#endif\n#ifdef DRAGGRADIENTS\nuniform sampler2D dragGradientSampler;\n#endif\n#ifdef NOISE\nuniform vec3 noiseStrength;\nuniform sampler2D noiseSampler;\n#endif\n#ifdef ANIMATESHEET\nuniform vec3 cellInfos;\n#endif\nvec3 getRandomVec3(float offset) {\nreturn texture(randomSampler2,vec2(float(gl_VertexID)*offset/currentCount,0)).rgb;\n}\nvec4 getRandomVec4(float offset) {\nreturn texture(randomSampler,vec2(float(gl_VertexID)*offset/currentCount,0));\n}\nvoid main() {\nfloat newAge=age+timeDelta; \n\nif (newAge>=life && stopFactor != 0.) {\nvec3 position;\nvec3 direction;\n\nvec4 randoms=getRandomVec4(seed.x);\n\noutLife=lifeTime.x+(lifeTime.y-lifeTime.x)*randoms.r;\noutAge=mod(newAge,outLife);\n\noutSeed=seed;\n\n#ifdef SIZEGRADIENTS \noutSize.x=texture(sizeGradientSampler,vec2(0,0)).r;\n#else\noutSize.x=sizeRange.x+(sizeRange.y-sizeRange.x)*randoms.g;\n#endif\noutSize.y=scaleRange.x+(scaleRange.y-scaleRange.x)*randoms.b;\noutSize.z=scaleRange.z+(scaleRange.w-scaleRange.z)*randoms.a; \n#ifndef COLORGRADIENTS\n\noutColor=color1+(color2-color1)*randoms.b;\n#endif\n\n#ifndef ANGULARSPEEDGRADIENTS \noutAngle.y=angleRange.x+(angleRange.y-angleRange.x)*randoms.a;\noutAngle.x=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#else\noutAngle=angleRange.z+(angleRange.w-angleRange.z)*randoms.r;\n#endif \n\n#ifdef POINTEMITTER\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=vec3(0,0,0);\ndirection=direction1+(direction2-direction1)*randoms3;\n#elif defined(BOXEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\nposition=minEmitBox+(maxEmitBox-minEmitBox)*randoms2;\ndirection=direction1+(direction2-direction1)*randoms3; \n#elif defined(HEMISPHERICEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,abs(randY),randZ);\ndirection=position+directionRandomizer*randoms3; \n#elif defined(SPHEREEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat phi=2.0*PI*randoms2.x;\nfloat theta=acos(2.0*randoms2.y-1.0);\nfloat randX=cos(phi)*sin(theta);\nfloat randY=cos(theta);\nfloat randZ=sin(phi)*sin(theta);\nposition=(radius-(radius*radiusRange*randoms2.z))*vec3(randX,randY,randZ);\n#ifdef DIRECTEDSPHEREEMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\ndirection=position+directionRandomizer*randoms3;\n#endif\n#elif defined(CYLINDEREMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nvec3 randoms3=getRandomVec3(seed.z);\n\nfloat yPos=(randoms2.x-0.5)*height;\nfloat angle=randoms2.y*PI*2.;\nfloat inverseRadiusRangeSquared=((1.-radiusRange)*(1.-radiusRange));\nfloat positionRadius=radius*sqrt(inverseRadiusRangeSquared+(randoms2.z*(1.-inverseRadiusRangeSquared)));\nfloat xPos=positionRadius*cos(angle);\nfloat zPos=positionRadius*sin(angle);\nposition=vec3(xPos,yPos,zPos);\n#ifdef DIRECTEDCYLINDEREMITTER\ndirection=direction1+(direction2-direction1)*randoms3;\n#else\n\nangle=angle+((randoms3.x-0.5)*PI);\ndirection=vec3(cos(angle),randoms3.y-0.5,sin(angle));\ndirection=normalize(direction);\n#endif\n#elif defined(CONEEMITTER)\nvec3 randoms2=getRandomVec3(seed.y);\nfloat s=2.0*PI*randoms2.x;\n#ifdef CONEEMITTERSPAWNPOINT\nfloat h=0.00001;\n#else\nfloat h=randoms2.y*height.y;\n\nh=1.-h*h; \n#endif\nfloat lRadius=radius.x-radius.x*randoms2.z*radius.y;\nlRadius=lRadius*h;\nfloat randX=lRadius*sin(s);\nfloat randZ=lRadius*cos(s);\nfloat randY=h*height.x;\nposition=vec3(randX,randY,randZ); \n\nif (abs(cos(coneAngle)) == 1.0) {\ndirection=vec3(0.,1.0,0.);\n} else {\nvec3 randoms3=getRandomVec3(seed.z);\ndirection=position+directionRandomizer*randoms3;\n}\n#else \n\nposition=vec3(0.,0.,0.);\n\ndirection=2.0*(getRandomVec3(seed.w)-vec3(0.5,0.5,0.5));\n#endif\nfloat power=emitPower.x+(emitPower.y-emitPower.x)*randoms.a;\noutPosition=(emitterWM*vec4(position,1.)).xyz;\nvec3 initial=(emitterWM*vec4(direction,0.)).xyz;\noutDirection=initial*power;\n#ifndef BILLBOARD \noutInitialDirection=initial;\n#endif\n#ifdef ANIMATESHEET \noutCellIndex=cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=randoms.a*outLife;\n#endif \n#endif\n#ifdef NOISE\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif\n} else {\nfloat directionScale=timeDelta;\noutAge=newAge;\nfloat ageGradient=newAge/life;\n#ifdef VELOCITYGRADIENTS\ndirectionScale*=texture(velocityGradientSampler,vec2(ageGradient,0)).r;\n#endif\n#ifdef DRAGGRADIENTS\ndirectionScale*=1.0-texture(dragGradientSampler,vec2(ageGradient,0)).r;\n#endif\noutPosition=position+direction*directionScale;\noutLife=life;\noutSeed=seed;\n#ifndef COLORGRADIENTS \noutColor=color;\n#endif\n#ifdef SIZEGRADIENTS\noutSize.x=texture(sizeGradientSampler,vec2(ageGradient,0)).r;\noutSize.yz=size.yz;\n#else\noutSize=size;\n#endif \n#ifndef BILLBOARD \noutInitialDirection=initialDirection;\n#endif\nvec3 updatedDirection=direction+gravity*timeDelta;\n#ifdef LIMITVELOCITYGRADIENTS\nfloat limitVelocity=texture(limitVelocityGradientSampler,vec2(ageGradient,0)).r;\nfloat currentVelocity=length(updatedDirection);\nif (currentVelocity>limitVelocity) {\nupdatedDirection=updatedDirection*limitVelocityDamping;\n}\n#endif\noutDirection=updatedDirection;\n#ifdef NOISE\nvec3 localPosition=outPosition-emitterWM[3].xyz;\nfloat fetchedR=texture(noiseSampler,vec2(noiseCoordinates1.x,noiseCoordinates1.y)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedG=texture(noiseSampler,vec2(noiseCoordinates1.z,noiseCoordinates2.x)*vec2(0.5)+vec2(0.5)).r;\nfloat fetchedB=texture(noiseSampler,vec2(noiseCoordinates2.y,noiseCoordinates2.z)*vec2(0.5)+vec2(0.5)).r;\nvec3 force=vec3(2.*fetchedR-1.,2.*fetchedG-1.,2.*fetchedB-1.)*noiseStrength;\noutDirection=outDirection+force*timeDelta;\noutNoiseCoordinates1=noiseCoordinates1;\noutNoiseCoordinates2=noiseCoordinates2;\n#endif \n#ifdef ANGULARSPEEDGRADIENTS\nfloat angularSpeed=texture(angularSpeedGradientSampler,vec2(ageGradient,0)).r;\noutAngle=angle+angularSpeed*timeDelta;\n#else\noutAngle=vec2(angle.x+angle.y*timeDelta,angle.y);\n#endif\n#ifdef ANIMATESHEET \nfloat offsetAge=outAge;\nfloat dist=cellInfos.y-cellInfos.x;\n#ifdef ANIMATESHEETRANDOMSTART\noutCellStartOffset=cellStartOffset;\noffsetAge+=cellStartOffset;\n#endif \nfloat ratio=clamp(mod(offsetAge*cellInfos.z,life)/life,0.,1.0);\noutCellIndex=float(int(cellInfos.x+ratio*dist));\n#endif\n}\n}","gpuUpdateParticlesPixelShader":"#version 300 es\nvoid main() {\ndiscard;\n}\n","postprocessVertexShader":"\nattribute vec2 position;\nuniform vec2 scale;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd)*scale;\ngl_Position=vec4(position,0.0,1.0);\n}","passPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\n}","passCubePixelShader":"\nvarying vec2 vUV;\nuniform samplerCube textureSampler;\nvoid main(void) \n{\nvec2 uv=vUV*2.0-1.0;\n#ifdef POSITIVEX\ngl_FragColor=textureCube(textureSampler,vec3(1.001,uv.y,uv.x));\n#endif\n#ifdef NEGATIVEX\ngl_FragColor=textureCube(textureSampler,vec3(-1.001,uv.y,uv.x));\n#endif\n#ifdef POSITIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,1.001,uv.x));\n#endif\n#ifdef NEGATIVEY\ngl_FragColor=textureCube(textureSampler,vec3(uv.y,-1.001,uv.x));\n#endif\n#ifdef POSITIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,1.001));\n#endif\n#ifdef NEGATIVEZ\ngl_FragColor=textureCube(textureSampler,vec3(uv,-1.001));\n#endif\n}","shadowMapVertexShader":"\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\nuniform vec3 lightData;\n#endif\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\n#include<helperFunctions>\nuniform mat4 viewProjection;\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 worldPos=finalWorld*vec4(positionUpdated,1.0);\n\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvec3 worldNor=normalize(normalWorld*normal);\n#ifdef DIRECTIONINLIGHTDATA\nvec3 worldLightDir=normalize(-lightData.xyz);\n#else\nvec3 directionToLight=lightData.xyz-worldPos.xyz;\nvec3 worldLightDir=normalize(directionToLight);\n#endif\nfloat ndl=dot(worldNor,worldLightDir);\nfloat sinNL=sqrt(1.0-ndl*ndl);\nfloat normalBias=biasAndScale.y*sinNL;\nworldPos.xyz-=worldNor*normalBias;\n#endif\n\ngl_Position=viewProjection*worldPos;\n#ifdef DEPTHTEXTURE\n\ngl_Position.z+=biasAndScale.x*gl_Position.w;\n#endif\n\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y))+biasAndScale.x;\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","shadowMapPixelShader":"#ifndef FLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvarying float vDepthMetric;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nuniform vec3 biasAndScale;\nuniform vec2 depthValues;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\nfloat depth=vDepthMetric;\n#ifdef ESM\ndepth=clamp(exp(-min(87.,biasAndScale.z*depth)),0.,1.);\n#endif\n#ifdef FLOAT\ngl_FragColor=vec4(depth,1.0,1.0,1.0);\n#else\ngl_FragColor=pack(depth);\n#endif\n}","depthBoxBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nvoid main(void)\n{\nvec4 colorDepth=vec4(0.0);\nfor (int x=-OFFSET; x<=OFFSET; x++)\nfor (int y=-OFFSET; y<=OFFSET; y++)\ncolorDepth+=texture2D(textureSampler,vUV+vec2(x,y)/screenSize);\ngl_FragColor=(colorDepth/float((OFFSET*2+1)*(OFFSET*2+1)));\n}","proceduralVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vPosition;\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvPosition=position;\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","depthVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nuniform vec2 depthValues;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvDepthMetric=((gl_Position.z+depthValues.x)/(depthValues.y));\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","depthPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\nvarying float vDepthMetric;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(vDepthMetric,vDepthMetric*vDepthMetric,0.0,1.0);\n}","geometryVertexShader":"precision highp float;\nprecision highp int;\n#include<bonesDeclaration>\n#include<instancesDeclaration>\nattribute vec3 position;\nattribute vec3 normal;\n#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nvarying vec2 uv;\n#endif\n#ifdef UV2\nvarying vec2 uv2;\n#endif\n#endif\n\nuniform mat4 viewProjection;\nuniform mat4 view;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nuniform mat4 previousWorldViewProjection;\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\nvoid main(void)\n{\n#include<instancesVertex>\n#include<bonesVertex>\nvec4 pos=vec4(finalWorld*vec4(position,1.0));\nvNormalV=normalize(vec3((view*finalWorld)*vec4(normal,0.0)));\nvViewPos=view*pos;\n#ifdef POSITION\nvPosition=pos.xyz/pos.w;\n#endif\n#ifdef VELOCITY\nvCurrentPosition=viewProjection*finalWorld*vec4(position,1.0);\nvPreviousPosition=previousWorldViewProjection*vec4(position,1.0);\n#endif\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#if defined(ALPHATEST) || defined(BASIC_RENDER)\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","geometryPixelShader":"#extension GL_EXT_draw_buffers : require\nprecision highp float;\nprecision highp int;\nvarying vec3 vNormalV;\nvarying vec4 vViewPos;\n#ifdef POSITION\nvarying vec3 vPosition;\n#endif\n#ifdef VELOCITY\nvarying vec4 vCurrentPosition;\nvarying vec4 vPreviousPosition;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<mrtFragmentDeclaration>[RENDER_TARGET_COUNT]\nvoid main() {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\ngl_FragData[0]=vec4(vViewPos.z/vViewPos.w,0.0,0.0,1.0);\n\ngl_FragData[1]=vec4(normalize(vNormalV),1.0);\n\n#ifdef POSITION\ngl_FragData[POSITION_INDEX]=vec4(vPosition,1.0);\n#endif\n#ifdef VELOCITY\nvec2 a=(vCurrentPosition.xy/vCurrentPosition.w)*0.5+0.5;\nvec2 b=(vPreviousPosition.xy/vPreviousPosition.w)*0.5+0.5;\nvec2 velocity=(a-b)*0.5+0.5;\nvelocity*=0.5+0.5;\nvelocity=vec2(pow(velocity.x,3.0),pow(velocity.y,3.0));\ngl_FragData[VELOCITY_INDEX]=vec4(velocity,0.0,1.0);\n#endif\n}","ssaoPixelShader":"\nuniform sampler2D textureSampler;\nvarying vec2 vUV;\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float radius;\nuniform float area;\nuniform float fallOff;\nuniform float base;\nvec3 normalFromDepth(float depth,vec2 coords)\n{\nvec2 offset1=vec2(0.0,radius);\nvec2 offset2=vec2(radius,0.0);\nfloat depth1=texture2D(textureSampler,coords+offset1).r;\nfloat depth2=texture2D(textureSampler,coords+offset2).r;\nvec3 p1=vec3(offset1,depth1-depth);\nvec3 p2=vec3(offset2,depth2-depth);\nvec3 normal=cross(p1,p2);\nnormal.z=-normal.z;\nreturn normalize(normal);\n}\nvoid main()\n{\nvec3 random=normalize(texture2D(randomSampler,vUV*randTextureTiles).rgb);\nfloat depth=texture2D(textureSampler,vUV).r;\nvec3 position=vec3(vUV,depth);\nvec3 normal=normalFromDepth(depth,vUV);\nfloat radiusDepth=radius/depth;\nfloat occlusion=0.0;\nvec3 ray;\nvec3 hemiRay;\nfloat occlusionDepth;\nfloat difference;\nfor (int i=0; i<SAMPLES; i++)\n{\nray=radiusDepth*reflect(sampleSphere[i],random);\nhemiRay=position+sign(dot(ray,normal))*ray;\nocclusionDepth=texture2D(textureSampler,clamp(hemiRay.xy,vec2(0.001,0.001),vec2(0.999,0.999))).r;\ndifference=depth-occlusionDepth;\nocclusion+=step(fallOff,difference)*(1.0-smoothstep(fallOff,area,difference));\n}\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor.r=result;\ngl_FragColor.g=result;\ngl_FragColor.b=result;\ngl_FragColor.a=1.0;\n}\n#endif\n","ssao2PixelShader":"\nprecision highp float;\nuniform sampler2D textureSampler;\nuniform float near;\nuniform float far;\nuniform float radius;\nfloat scales[16]=float[16](\n0.1,\n0.11406250000000001,\n0.131640625,\n0.15625,\n0.187890625,\n0.2265625,\n0.272265625,\n0.325,\n0.384765625,\n0.4515625,\n0.525390625,\n0.60625,\n0.694140625,\n0.7890625,\n0.891015625,\n1.0\n);\nvarying vec2 vUV;\nfloat perspectiveDepthToViewZ( const in float invClipZ,const in float near,const in float far ) {\nreturn ( near*far )/( ( far-near )*invClipZ-far );\n}\nfloat viewZToPerspectiveDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( near*far/viewZ+far)/( far-near );\n}\nfloat viewZToOrthographicDepth( const in float viewZ,const in float near,const in float far ) {\nreturn ( viewZ+near )/( near-far );\n}\n#ifdef SSAO\nuniform sampler2D randomSampler;\nuniform sampler2D normalSampler;\nuniform float randTextureTiles;\nuniform float samplesFactor;\nuniform vec3 sampleSphere[SAMPLES];\nuniform float totalStrength;\nuniform float base;\nuniform float xViewport;\nuniform float yViewport;\nuniform float maxZ;\nuniform float minZAspect;\nuniform vec2 texelSize;\nuniform mat4 projection;\nvoid main()\n{\nvec3 random=texture2D(randomSampler,vUV*randTextureTiles).rgb;\nfloat depth=texture2D(textureSampler,vUV).r;\nfloat depthSign=depth/abs(depth);\ndepth=depth*depthSign;\nvec3 normal=texture2D(normalSampler,vUV).rgb; \nfloat occlusion=0.0;\nfloat correctedRadius=min(radius,minZAspect*depth/near);\nvec3 vViewRay=vec3((vUV.x*2.0-1.0)*xViewport,(vUV.y*2.0-1.0)*yViewport,depthSign);\nvec3 origin=vViewRay*depth;\nvec3 rvec=random*2.0-1.0;\nrvec.z=0.0;\n\nfloat dotProduct=dot(rvec,normal);\nrvec=1.0-abs(dotProduct)>1e-2 ? rvec : vec3(-rvec.y,0.0,rvec.x);\nvec3 tangent=normalize(rvec-normal*dot(rvec,normal));\nvec3 bitangent=cross(normal,tangent);\nmat3 tbn=mat3(tangent,bitangent,normal);\nfloat difference;\nfor (int i=0; i<SAMPLES; ++i) {\n\nvec3 samplePosition=scales[(i+int(random.x*16.0)) % 16]*tbn*sampleSphere[(i+int(random.y*16.0)) % 16];\nsamplePosition=samplePosition*correctedRadius+origin;\n\nvec4 offset=vec4(samplePosition,1.0);\noffset=projection*offset;\noffset.xyz/=offset.w;\noffset.xy=offset.xy*0.5+0.5;\nif (offset.x<0.0 || offset.y<0.0 || offset.x>1.0 || offset.y>1.0) {\ncontinue;\n}\n\nfloat sampleDepth=abs(texture2D(textureSampler,offset.xy).r);\n\ndifference=depthSign*samplePosition.z-sampleDepth;\nfloat rangeCheck=1.0-smoothstep(correctedRadius*0.5,correctedRadius,difference);\nocclusion+=(difference>=0.0 ? 1.0 : 0.0)*rangeCheck;\n}\nocclusion=occlusion*(1.0-smoothstep(maxZ*0.75,maxZ,depth));\nfloat ao=1.0-totalStrength*occlusion*samplesFactor;\nfloat result=clamp(ao+base,0.0,1.0);\ngl_FragColor=vec4(vec3(result),1.0);\n}\n#endif\n#ifdef BILATERAL_BLUR\nuniform sampler2D depthSampler;\nuniform float outSize;\nuniform float samplerOffsets[SAMPLES];\nvec4 blur9(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.3846153846)*direction;\nvec2 off2=vec2(3.2307692308)*direction;\ncolor+=texture2D(image,uv)*0.2270270270;\ncolor+=texture2D(image,uv+(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv-(off1/resolution))*0.3162162162;\ncolor+=texture2D(image,uv+(off2/resolution))*0.0702702703;\ncolor+=texture2D(image,uv-(off2/resolution))*0.0702702703;\nreturn color;\n}\nvec4 blur13(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\ncolor+=texture2D(image,uv)*0.1964825501511404;\ncolor+=texture2D(image,uv+(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv-(off1/resolution))*0.2969069646728344;\ncolor+=texture2D(image,uv+(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv-(off2/resolution))*0.09447039785044732;\ncolor+=texture2D(image,uv+(off3/resolution))*0.010381362401148057;\ncolor+=texture2D(image,uv-(off3/resolution))*0.010381362401148057;\nreturn color;\n}\nvec4 blur13Bilateral(sampler2D image,vec2 uv,float resolution,vec2 direction) {\nvec4 color=vec4(0.0);\nvec2 off1=vec2(1.411764705882353)*direction;\nvec2 off2=vec2(3.2941176470588234)*direction;\nvec2 off3=vec2(5.176470588235294)*direction;\nfloat compareDepth=abs(texture2D(depthSampler,uv).r);\nfloat sampleDepth;\nfloat weight;\nfloat weightSum=30.0;\ncolor+=texture2D(image,uv)*30.0;\nsampleDepth=abs(texture2D(depthSampler,uv+(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off1/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off1/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off2/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off2/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv+(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv+(off3/resolution))*weight;\nsampleDepth=abs(texture2D(depthSampler,uv-(off3/resolution)).r);\nweight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30.0);\nweightSum+=weight;\ncolor+=texture2D(image,uv-(off3/resolution))*weight;\nreturn color/weightSum;\n}\nvoid main()\n{\n#if EXPENSIVE\nfloat compareDepth=abs(texture2D(depthSampler,vUV).r);\nfloat texelsize=1.0/outSize;\nfloat result=0.0;\nfloat weightSum=0.0;\nfor (int i=0; i<SAMPLES; ++i)\n{\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\nvec2 sampleOffset=vec2(texelsize*samplerOffsets[i],0.0);\n#else\nvec2 direction=vec2(0.0,1.0);\nvec2 sampleOffset=vec2(0.0,texelsize*samplerOffsets[i]);\n#endif\nvec2 samplePos=vUV+sampleOffset;\nfloat sampleDepth=abs(texture2D(depthSampler,samplePos).r);\nfloat weight=clamp(1.0/( 0.003+abs(compareDepth-sampleDepth)),0.0,30000.0);\nresult+=texture2D(textureSampler,samplePos).r*weight;\nweightSum+=weight;\n}\nresult/=weightSum;\ngl_FragColor.rgb=vec3(result);\ngl_FragColor.a=1.0;\n#else\nvec4 color;\n#ifdef BILATERAL_BLUR_H\nvec2 direction=vec2(1.0,0.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#else\nvec2 direction=vec2(0.0,1.0);\ncolor=blur13Bilateral(textureSampler,vUV,outSize,direction);\n#endif\ngl_FragColor.rgb=vec3(color.r);\ngl_FragColor.a=1.0;\n#endif\n}\n#endif\n","ssaoCombinePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D originalColor;\nuniform vec4 viewport;\nvarying vec2 vUV;\nvoid main(void) {\nvec4 ssaoColor=texture2D(textureSampler,viewport.xy+vUV*viewport.zw);\nvec4 sceneColor=texture2D(originalColor,vUV);\ngl_FragColor=sceneColor*ssaoColor;\n}\n","lensHighlightsPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float gain;\nuniform float threshold;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\n\nvec4 highlightColor(vec4 color) {\nvec4 highlight=color;\nfloat luminance=dot(highlight.rgb,vec3(0.2125,0.7154,0.0721));\nfloat lum_threshold;\nif (threshold>1.0) { lum_threshold=0.94+0.01*threshold; }\nelse { lum_threshold=0.5+0.44*threshold; }\nluminance=clamp((luminance-lum_threshold)*(1.0/(1.0-lum_threshold)),0.0,1.0);\nhighlight*=luminance*gain;\nhighlight.a=1.0;\nreturn highlight;\n}\nvoid main(void)\n{\nvec4 original=texture2D(textureSampler,vUV);\n\nif (gain == -1.0) {\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\nreturn;\n}\nfloat w=2.0/screen_width;\nfloat h=2.0/screen_height;\nfloat weight=1.0;\n\nvec4 blurred=vec4(0.0,0.0,0.0,0.0);\n#ifdef PENTAGON\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.84*w,0.43*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.48*w,-1.29*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.61*w,1.51*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.55*w,-0.74*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.71*w,-0.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.94*w,1.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.40*w,-1.87*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.62*w,1.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.09*w,0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.46*w,-1.71*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.08*w,2.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.85*w,-1.89*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.89*w,0.16*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.29*w,1.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.40*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.54*w,2.26*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.60*w,-0.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.31*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.83*w,2.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.12*w,-2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.60*w,1.11*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.99*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.50*w,-2.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.85*w,3.33*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.94*w,-1.92*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.27*w,-0.53*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.95*w,2.48*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.23*w,-3.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.17*w,2.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.97*w,-0.04*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.25*w,-2.00*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.31*w,3.08*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.94*w,-2.59*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.37*w,0.64*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.13*w,1.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.03*w,-3.65*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.60*w,3.17*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.14*w,-1.19*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.00*w,-1.19*h)));\n#else\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.85*w,0.36*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.52*w,-1.14*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.46*w,1.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.46*w,-0.83*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.79*w,-0.42*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.11*w,1.62*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.29*w,-2.07*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.69*w,1.39*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.28*w,0.12*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.65*w,-1.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.08*w,2.44*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.63*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.55*w,0.31*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.13*w,1.52*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.56*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.38*w,2.34*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.64*w,-0.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.53*w,-1.21*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.06*w,2.63*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.00*w,-2.69*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.59*w,1.32*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.82*w,0.78*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.57*w,-2.50*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(0.54*w,2.93*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.39*w,-1.81*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,-0.28*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.04*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.02*w,-3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.09*w,2.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-3.07*w,-0.25*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.44*w,-1.90*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-0.52*w,3.05*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-1.68*w,-2.61*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(3.01*w,0.79*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.76*w,1.46*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.05*w,-2.94*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(1.21*w,2.88*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(-2.84*w,-1.30*h)));\nblurred+=highlightColor(texture2D(textureSampler,vUV+vec2(2.98*w,-0.96*h)));\n#endif\nblurred/=39.0;\ngl_FragColor=blurred;\n\n}","depthOfFieldPixelShader":"\n\n\n\n\nuniform sampler2D textureSampler;\nuniform sampler2D highlightsSampler;\nuniform sampler2D depthSampler;\nuniform sampler2D grainSampler;\n\nuniform float grain_amount;\nuniform bool blur_noise;\nuniform float screen_width;\nuniform float screen_height;\nuniform float distortion;\nuniform bool dof_enabled;\n\nuniform float screen_distance; \nuniform float aperture;\nuniform float darken;\nuniform float edge_blur;\nuniform bool highlights;\n\nuniform float near;\nuniform float far;\n\nvarying vec2 vUV;\n\n#define PI 3.14159265\n#define TWOPI 6.28318530\n#define inverse_focal_length 0.1 \n\nvec2 centered_screen_pos;\nvec2 distorted_coords;\nfloat radius2;\nfloat radius;\n\nvec2 rand(vec2 co)\n{\nfloat noise1=(fract(sin(dot(co,vec2(12.9898,78.233)))*43758.5453));\nfloat noise2=(fract(sin(dot(co,vec2(12.9898,78.233)*2.0))*43758.5453));\nreturn clamp(vec2(noise1,noise2),0.0,1.0);\n}\n\nvec2 getDistortedCoords(vec2 coords) {\nif (distortion == 0.0) { return coords; }\nvec2 direction=1.0*normalize(centered_screen_pos);\nvec2 dist_coords=vec2(0.5,0.5);\ndist_coords.x=0.5+direction.x*radius2*1.0;\ndist_coords.y=0.5+direction.y*radius2*1.0;\nfloat dist_amount=clamp(distortion*0.23,0.0,1.0);\ndist_coords=mix(coords,dist_coords,dist_amount);\nreturn dist_coords;\n}\n\nfloat sampleScreen(inout vec4 color,const in vec2 offset,const in float weight) {\n\nvec2 coords=distorted_coords;\nfloat angle=rand(coords*100.0).x*TWOPI;\ncoords+=vec2(offset.x*cos(angle)-offset.y*sin(angle),offset.x*sin(angle)+offset.y*cos(angle));\ncolor+=texture2D(textureSampler,coords)*weight;\nreturn weight;\n}\n\nfloat getBlurLevel(float size) {\nreturn min(3.0,ceil(size/1.0));\n}\n\nvec4 getBlurColor(float size) {\nvec4 col=texture2D(textureSampler,distorted_coords);\nif (size == 0.0) { return col; }\n\n\nfloat blur_level=getBlurLevel(size);\nfloat w=(size/screen_width);\nfloat h=(size/screen_height);\nfloat total_weight=1.0;\nvec2 sample_coords;\ntotal_weight+=sampleScreen(col,vec2(-0.50*w,0.24*h),0.93);\ntotal_weight+=sampleScreen(col,vec2(0.30*w,-0.75*h),0.90);\ntotal_weight+=sampleScreen(col,vec2(0.36*w,0.96*h),0.87);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,-0.55*h),0.85);\ntotal_weight+=sampleScreen(col,vec2(1.33*w,-0.37*h),0.83);\ntotal_weight+=sampleScreen(col,vec2(-0.82*w,1.31*h),0.80);\ntotal_weight+=sampleScreen(col,vec2(-0.31*w,-1.67*h),0.78);\ntotal_weight+=sampleScreen(col,vec2(1.47*w,1.11*h),0.76);\ntotal_weight+=sampleScreen(col,vec2(-1.97*w,0.19*h),0.74);\ntotal_weight+=sampleScreen(col,vec2(1.42*w,-1.57*h),0.72);\nif (blur_level>1.0) {\ntotal_weight+=sampleScreen(col,vec2(0.01*w,2.25*h),0.70);\ntotal_weight+=sampleScreen(col,vec2(-1.62*w,-1.74*h),0.67);\ntotal_weight+=sampleScreen(col,vec2(2.49*w,0.20*h),0.65);\ntotal_weight+=sampleScreen(col,vec2(-2.07*w,1.61*h),0.63);\ntotal_weight+=sampleScreen(col,vec2(0.46*w,-2.70*h),0.61);\ntotal_weight+=sampleScreen(col,vec2(1.55*w,2.40*h),0.59);\ntotal_weight+=sampleScreen(col,vec2(-2.88*w,-0.75*h),0.56);\ntotal_weight+=sampleScreen(col,vec2(2.73*w,-1.44*h),0.54);\ntotal_weight+=sampleScreen(col,vec2(-1.08*w,3.02*h),0.52);\ntotal_weight+=sampleScreen(col,vec2(-1.28*w,-3.05*h),0.49);\n}\nif (blur_level>2.0) {\ntotal_weight+=sampleScreen(col,vec2(3.11*w,1.43*h),0.46);\ntotal_weight+=sampleScreen(col,vec2(-3.36*w,1.08*h),0.44);\ntotal_weight+=sampleScreen(col,vec2(1.80*w,-3.16*h),0.41);\ntotal_weight+=sampleScreen(col,vec2(0.83*w,3.65*h),0.38);\ntotal_weight+=sampleScreen(col,vec2(-3.16*w,-2.19*h),0.34);\ntotal_weight+=sampleScreen(col,vec2(3.92*w,-0.53*h),0.31);\ntotal_weight+=sampleScreen(col,vec2(-2.59*w,3.12*h),0.26);\ntotal_weight+=sampleScreen(col,vec2(-0.20*w,-4.15*h),0.22);\ntotal_weight+=sampleScreen(col,vec2(3.02*w,3.00*h),0.15);\n}\ncol/=total_weight; \n\nif (darken>0.0) {\ncol.rgb*=clamp(0.3,1.0,1.05-size*0.5*darken);\n}\n\n\n\n\nreturn col;\n}\nvoid main(void)\n{\n\ncentered_screen_pos=vec2(vUV.x-0.5,vUV.y-0.5);\nradius2=centered_screen_pos.x*centered_screen_pos.x+centered_screen_pos.y*centered_screen_pos.y;\nradius=sqrt(radius2);\ndistorted_coords=getDistortedCoords(vUV); \nvec2 texels_coords=vec2(vUV.x*screen_width,vUV.y*screen_height); \nfloat depth=texture2D(depthSampler,distorted_coords).r; \nfloat distance=near+(far-near)*depth; \nvec4 color=texture2D(textureSampler,vUV); \n\n\nfloat coc=abs(aperture*(screen_distance*(inverse_focal_length-1.0/distance)-1.0));\n\nif (dof_enabled == false || coc<0.07) { coc=0.0; }\n\nfloat edge_blur_amount=0.0;\nif (edge_blur>0.0) {\nedge_blur_amount=clamp((radius*2.0-1.0+0.15*edge_blur)*1.5,0.0,1.0)*1.3;\n}\n\nfloat blur_amount=max(edge_blur_amount,coc);\n\nif (blur_amount == 0.0) {\ngl_FragColor=texture2D(textureSampler,distorted_coords);\n}\nelse {\n\ngl_FragColor=getBlurColor(blur_amount*1.7);\n\nif (highlights) {\ngl_FragColor.rgb+=clamp(coc,0.0,1.0)*texture2D(highlightsSampler,distorted_coords).rgb;\n}\nif (blur_noise) {\n\nvec2 noise=rand(distorted_coords)*0.01*blur_amount;\nvec2 blurred_coord=vec2(distorted_coords.x+noise.x,distorted_coords.y+noise.y);\ngl_FragColor=0.04*texture2D(textureSampler,blurred_coord)+0.96*gl_FragColor;\n}\n}\n\nif (grain_amount>0.0) {\nvec4 grain_color=texture2D(grainSampler,texels_coords*0.003);\ngl_FragColor.rgb+=(-0.5+grain_color.rgb)*0.30*grain_amount;\n}\n}\n","standardPixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\n#if defined(PASS_POST_PROCESS)\nvoid main(void)\n{\nvec4 color=texture2D(textureSampler,vUV);\ngl_FragColor=color;\n}\n#endif\n#if defined(DOWN_SAMPLE_X4)\nuniform vec2 dsOffsets[16];\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+dsOffsets[0]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[1]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[2]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[3]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[4]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[5]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[6]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[7]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[8]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[9]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[10]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[11]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[12]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[13]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[14]);\naverage+=texture2D(textureSampler,vUV+dsOffsets[15]);\naverage/=16.0;\ngl_FragColor=average;\n}\n#endif\n#if defined(BRIGHT_PASS)\nuniform vec2 dsOffsets[4];\nuniform float brightThreshold;\nvoid main(void)\n{\nvec4 average=vec4(0.0,0.0,0.0,0.0);\naverage=texture2D(textureSampler,vUV+vec2(dsOffsets[0].x,dsOffsets[0].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[1].x,dsOffsets[1].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[2].x,dsOffsets[2].y));\naverage+=texture2D(textureSampler,vUV+vec2(dsOffsets[3].x,dsOffsets[3].y));\naverage*=0.25;\nfloat luminance=length(average.rgb);\nif (luminance<brightThreshold) {\naverage=vec4(0.0,0.0,0.0,1.0);\n}\ngl_FragColor=average;\n}\n#endif\n#if defined(TEXTURE_ADDER)\nuniform sampler2D otherSampler;\nuniform sampler2D lensSampler;\nuniform float exposure;\nvoid main(void)\n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\ncolour*=exposure;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\ncolour+=colour*texture2D(lensSampler,vUV).rgb;\nvec4 finalColor=vec4(colour.rgb,1.0)+texture2D(otherSampler,vUV);\ngl_FragColor=finalColor;\n}\n#endif\n#if defined(VLS)\n#define PI 3.1415926535897932384626433832795\nuniform mat4 shadowViewProjection;\nuniform mat4 lightWorld;\nuniform vec3 cameraPosition;\nuniform vec3 sunDirection;\nuniform vec3 sunColor;\nuniform vec2 depthValues;\nuniform float scatteringCoefficient;\nuniform float scatteringPower;\nuniform sampler2D shadowMapSampler;\nuniform sampler2D positionSampler;\nfloat computeScattering(float lightDotView)\n{\nfloat result=1.0-scatteringCoefficient*scatteringCoefficient;\nresult/=(4.0*PI*pow(1.0+scatteringCoefficient*scatteringCoefficient-(2.0*scatteringCoefficient)*lightDotView,1.5));\nreturn result;\n}\nvoid main(void)\n{\n\nvec3 worldPos=texture2D(positionSampler,vUV).rgb;\nvec3 startPosition=cameraPosition;\nvec3 rayVector=worldPos-startPosition;\nfloat rayLength=length(rayVector);\nvec3 rayDirection=rayVector/rayLength;\nfloat stepLength=rayLength/NB_STEPS;\nvec3 stepL=rayDirection*stepLength;\nvec3 currentPosition=startPosition;\nvec3 accumFog=vec3(0.0);\nfor (int i=0; i<int(NB_STEPS); i++)\n{\nvec4 worldInShadowCameraSpace=shadowViewProjection*vec4(currentPosition,1.0);\nfloat depthMetric=(worldInShadowCameraSpace.z+depthValues.x)/(depthValues.y);\nfloat shadowPixelDepth=clamp(depthMetric,0.0,1.0);\nworldInShadowCameraSpace.xyz/=worldInShadowCameraSpace.w;\nworldInShadowCameraSpace.xyz=0.5*worldInShadowCameraSpace.xyz+vec3(0.5);\nfloat shadowMapValue=texture2D(shadowMapSampler,worldInShadowCameraSpace.xy).r;\nif (shadowMapValue>shadowPixelDepth)\naccumFog+=sunColor*computeScattering(dot(rayDirection,sunDirection));\ncurrentPosition+=stepL;\n}\naccumFog/=NB_STEPS;\nvec3 color=accumFog*scatteringPower;\ngl_FragColor=vec4(color*exp(color) ,1.0);\n}\n#endif\n#if defined(VLSMERGE)\nuniform sampler2D originalSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(originalSampler,vUV)+texture2D(textureSampler,vUV);\n}\n#endif\n#if defined(LUMINANCE)\nuniform vec2 lumOffsets[4];\nvoid main()\n{\nfloat average=0.0;\nvec4 color=vec4(0.0);\nfloat maximum=-1e20;\nvec3 weight=vec3(0.299,0.587,0.114);\nfor (int i=0; i<4; i++)\n{\ncolor=texture2D(textureSampler,vUV+ lumOffsets[i]);\n\nfloat GreyValue=dot(color.rgb,vec3(0.33,0.33,0.33));\n\n#ifdef WEIGHTED_AVERAGE\nfloat GreyValue=dot(color.rgb,weight);\n#endif\n#ifdef BRIGHTNESS\nfloat GreyValue=max(color.r,max(color.g,color.b));\n#endif\n#ifdef HSL_COMPONENT\nfloat GreyValue=0.5*(max(color.r,max(color.g,color.b))+min(color.r,min(color.g,color.b)));\n#endif\n#ifdef MAGNITUDE\nfloat GreyValue=length(color.rgb);\n#endif\nmaximum=max(maximum,GreyValue);\naverage+=(0.25*log(1e-5+GreyValue));\n}\naverage=exp(average);\ngl_FragColor=vec4(average,maximum,0.0,1.0);\n}\n#endif\n#if defined(LUMINANCE_DOWN_SAMPLE)\nuniform vec2 dsOffsets[9];\nuniform float halfDestPixelSize;\n#ifdef FINAL_DOWN_SAMPLER\nvec4 pack(float value) {\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(value*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\n#endif\nvoid main()\n{\nvec4 color=vec4(0.0);\nfloat average=0.0;\nfor (int i=0; i<9; i++)\n{\ncolor=texture2D(textureSampler,vUV+vec2(halfDestPixelSize,halfDestPixelSize)+dsOffsets[i]);\naverage+=color.r;\n}\naverage/=9.0;\n#ifdef FINAL_DOWN_SAMPLER\ngl_FragColor=pack(average);\n#else\ngl_FragColor=vec4(average,average,0.0,1.0);\n#endif\n}\n#endif\n#if defined(HDR)\nuniform sampler2D textureAdderSampler;\nuniform float averageLuminance;\nvoid main()\n{\nvec4 color=texture2D(textureAdderSampler,vUV);\nvec4 adjustedColor=color/averageLuminance;\ncolor=adjustedColor;\ncolor.a=1.0;\ngl_FragColor=color;\n}\n#endif\n#if defined(LENS_FLARE)\n#define GHOSTS 3\nuniform sampler2D lensColorSampler;\nuniform float strength;\nuniform float ghostDispersal;\nuniform float haloWidth;\nuniform vec2 resolution;\nuniform float distortionStrength;\nfloat hash(vec2 p)\n{\nfloat h=dot(p,vec2(127.1,311.7));\nreturn -1.0+2.0*fract(sin(h)*43758.5453123);\n}\nfloat noise(in vec2 p)\n{\nvec2 i=floor(p);\nvec2 f=fract(p);\nvec2 u=f*f*(3.0-2.0*f);\nreturn mix(mix(hash(i+vec2(0.0,0.0)),\nhash(i+vec2(1.0,0.0)),u.x),\nmix(hash(i+vec2(0.0,1.0)),\nhash(i+vec2(1.0,1.0)),u.x),u.y);\n}\nfloat fbm(vec2 p)\n{\nfloat f=0.0;\nf+=0.5000*noise(p); p*=2.02;\nf+=0.2500*noise(p); p*=2.03;\nf+=0.1250*noise(p); p*=2.01;\nf+=0.0625*noise(p); p*=2.04;\nf/=0.9375;\nreturn f;\n}\nvec3 pattern(vec2 uv)\n{\nvec2 p=-1.0+2.0*uv;\nfloat p2=dot(p,p);\nfloat f=fbm(vec2(15.0*p2))/2.0;\nfloat r=0.2+0.6*sin(12.5*length(uv-vec2(0.5)));\nfloat g=0.2+0.6*sin(20.5*length(uv-vec2(0.5)));\nfloat b=0.2+0.6*sin(17.2*length(uv-vec2(0.5)));\nreturn (1.0-f)*vec3(r,g,b);\n}\nfloat luminance(vec3 color)\n{\nreturn dot(color.rgb,vec3(0.2126,0.7152,0.0722));\n}\nvec4 textureDistorted(sampler2D tex,vec2 texcoord,vec2 direction,vec3 distortion)\n{\nreturn vec4(\ntexture2D(tex,texcoord+direction*distortion.r).r,\ntexture2D(tex,texcoord+direction*distortion.g).g,\ntexture2D(tex,texcoord+direction*distortion.b).b,\n1.0\n);\n}\nvoid main(void)\n{\nvec2 uv=-vUV+vec2(1.0);\nvec2 ghostDir=(vec2(0.5)-uv)*ghostDispersal;\nvec2 texelSize=1.0/resolution;\nvec3 distortion=vec3(-texelSize.x*distortionStrength,0.0,texelSize.x*distortionStrength);\nvec4 result=vec4(0.0);\nfloat ghostIndice=1.0;\nfor (int i=0; i<GHOSTS; ++i)\n{\nvec2 offset=fract(uv+ghostDir*ghostIndice);\nfloat weight=length(vec2(0.5)-offset)/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,offset,normalize(ghostDir),distortion)*weight*strength;\nghostIndice+=1.0;\n}\nvec2 haloVec=normalize(ghostDir)*haloWidth;\nfloat weight=length(vec2(0.5)-fract(uv+haloVec))/length(vec2(0.5));\nweight=pow(1.0-weight,10.0);\nresult+=textureDistorted(textureSampler,fract(uv+haloVec),normalize(ghostDir),distortion)*weight*strength;\nresult*=texture2D(lensColorSampler,vec2(length(vec2(0.5)-uv)/length(vec2(0.5))));\ngl_FragColor=result;\n}\n#endif\n#if defined(LENS_FLARE_COMPOSE)\nuniform sampler2D otherSampler;\nuniform sampler2D lensDirtSampler;\nuniform sampler2D lensStarSampler;\nuniform mat4 lensStarMatrix;\nvoid main(void)\n{\nvec2 lensFlareCoords=(lensStarMatrix*vec4(vUV,1.0,1.0)).xy;\nvec4 lensMod=texture2D(lensDirtSampler,vUV);\nlensMod+=texture2D(lensStarSampler,vUV);\nvec4 result=texture2D(textureSampler,vUV)*lensMod;\ngl_FragColor=texture2D(otherSampler,vUV)+result;\n}\n#endif\n#if defined(DEPTH_OF_FIELD)\nuniform sampler2D otherSampler;\nuniform sampler2D depthSampler;\nuniform float distance;\nvoid main(void)\n{\nvec4 sharp=texture2D(otherSampler,vUV);\nvec4 blur=texture2D(textureSampler,vUV);\nfloat dist=clamp(texture2D(depthSampler,vUV).r*distance,0.0,1.0);\nfloat factor=0.0;\nif (dist<0.05)\nfactor=1.0;\nelse if (dist<0.1)\nfactor=20.0*(0.1-dist);\nelse if (dist<0.5)\nfactor=0.0;\nelse\nfactor=2.0*(dist-0.5);\nfactor=clamp(factor,0.0,0.90);\ngl_FragColor=mix(sharp,blur,factor);\n}\n#endif\n#if defined(MOTION_BLUR)\nuniform mat4 inverseViewProjection;\nuniform mat4 prevViewProjection;\nuniform vec2 screenSize;\nuniform float motionScale;\nuniform float motionStrength;\nuniform sampler2D depthSampler;\nvoid main(void)\n{\nvec2 texelSize=1.0/screenSize;\nfloat depth=texture2D(depthSampler,vUV).r;\nvec4 cpos=vec4(vUV*2.0-1.0,depth,1.0);\ncpos=cpos*inverseViewProjection;\nvec4 ppos=cpos*prevViewProjection;\nppos.xyz/=ppos.w;\nppos.xy=ppos.xy*0.5+0.5;\nvec2 velocity=(ppos.xy-vUV)*motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint nSamples=int(clamp(speed,1.0,MAX_MOTION_SAMPLES));\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(MAX_MOTION_SAMPLES); ++i) {\nif (i>=nSamples)\nbreak;\nvec2 offset1=vUV+velocity*(float(i)/float(nSamples-1)-0.5);\nresult+=texture2D(textureSampler,offset1);\n}\ngl_FragColor=result/float(nSamples);\n}\n#endif\n","fxaaVertexShader":"\nattribute vec2 position;\nuniform vec2 texelSize;\n\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=(position*madd+madd);\nsampleCoordS=vUV+vec2( 0.0,1.0)*texelSize;\nsampleCoordE=vUV+vec2( 1.0,0.0)*texelSize;\nsampleCoordN=vUV+vec2( 0.0,-1.0)*texelSize;\nsampleCoordW=vUV+vec2(-1.0,0.0)*texelSize;\nsampleCoordNW=vUV+vec2(-1.0,-1.0)*texelSize;\nsampleCoordSE=vUV+vec2( 1.0,1.0)*texelSize;\nsampleCoordNE=vUV+vec2( 1.0,-1.0)*texelSize;\nsampleCoordSW=vUV+vec2(-1.0,1.0)*texelSize;\ngl_Position=vec4(position,0.0,1.0);\n}","fxaaPixelShader":"uniform sampler2D textureSampler;\nuniform vec2 texelSize;\nvarying vec2 vUV;\nvarying vec2 sampleCoordS;\nvarying vec2 sampleCoordE;\nvarying vec2 sampleCoordN;\nvarying vec2 sampleCoordW;\nvarying vec2 sampleCoordNW;\nvarying vec2 sampleCoordSE;\nvarying vec2 sampleCoordNE;\nvarying vec2 sampleCoordSW;\nconst float fxaaQualitySubpix=1.0;\nconst float fxaaQualityEdgeThreshold=0.166;\nconst float fxaaQualityEdgeThresholdMin=0.0833;\nconst vec3 kLumaCoefficients=vec3(0.2126,0.7152,0.0722);\n#define FxaaLuma(rgba) dot(rgba.rgb,kLumaCoefficients)\nvoid main(){\nvec2 posM;\nposM.x=vUV.x;\nposM.y=vUV.y;\nvec4 rgbyM=texture2D(textureSampler,vUV,0.0);\nfloat lumaM=FxaaLuma(rgbyM);\nfloat lumaS=FxaaLuma(texture2D(textureSampler,sampleCoordS,0.0));\nfloat lumaE=FxaaLuma(texture2D(textureSampler,sampleCoordE,0.0));\nfloat lumaN=FxaaLuma(texture2D(textureSampler,sampleCoordN,0.0));\nfloat lumaW=FxaaLuma(texture2D(textureSampler,sampleCoordW,0.0));\nfloat maxSM=max(lumaS,lumaM);\nfloat minSM=min(lumaS,lumaM);\nfloat maxESM=max(lumaE,maxSM);\nfloat minESM=min(lumaE,minSM);\nfloat maxWN=max(lumaN,lumaW);\nfloat minWN=min(lumaN,lumaW);\nfloat rangeMax=max(maxWN,maxESM);\nfloat rangeMin=min(minWN,minESM);\nfloat rangeMaxScaled=rangeMax*fxaaQualityEdgeThreshold;\nfloat range=rangeMax-rangeMin;\nfloat rangeMaxClamped=max(fxaaQualityEdgeThresholdMin,rangeMaxScaled);\n#ifndef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\nreturn;\n}\n#endif\nfloat lumaNW=FxaaLuma(texture2D(textureSampler,sampleCoordNW,0.0));\nfloat lumaSE=FxaaLuma(texture2D(textureSampler,sampleCoordSE,0.0));\nfloat lumaNE=FxaaLuma(texture2D(textureSampler,sampleCoordNE,0.0));\nfloat lumaSW=FxaaLuma(texture2D(textureSampler,sampleCoordSW,0.0));\nfloat lumaNS=lumaN+lumaS;\nfloat lumaWE=lumaW+lumaE;\nfloat subpixRcpRange=1.0/range;\nfloat subpixNSWE=lumaNS+lumaWE;\nfloat edgeHorz1=(-2.0*lumaM)+lumaNS;\nfloat edgeVert1=(-2.0*lumaM)+lumaWE;\nfloat lumaNESE=lumaNE+lumaSE;\nfloat lumaNWNE=lumaNW+lumaNE;\nfloat edgeHorz2=(-2.0*lumaE)+lumaNESE;\nfloat edgeVert2=(-2.0*lumaN)+lumaNWNE;\nfloat lumaNWSW=lumaNW+lumaSW;\nfloat lumaSWSE=lumaSW+lumaSE;\nfloat edgeHorz4=(abs(edgeHorz1)*2.0)+abs(edgeHorz2);\nfloat edgeVert4=(abs(edgeVert1)*2.0)+abs(edgeVert2);\nfloat edgeHorz3=(-2.0*lumaW)+lumaNWSW;\nfloat edgeVert3=(-2.0*lumaS)+lumaSWSE;\nfloat edgeHorz=abs(edgeHorz3)+edgeHorz4;\nfloat edgeVert=abs(edgeVert3)+edgeVert4;\nfloat subpixNWSWNESE=lumaNWSW+lumaNESE;\nfloat lengthSign=texelSize.x;\nbool horzSpan=edgeHorz>=edgeVert;\nfloat subpixA=subpixNSWE*2.0+subpixNWSWNESE;\nif (!horzSpan)\n{\nlumaN=lumaW;\n}\nif (!horzSpan) \n{\nlumaS=lumaE;\n}\nif (horzSpan) \n{\nlengthSign=texelSize.y;\n}\nfloat subpixB=(subpixA*(1.0/12.0))-lumaM;\nfloat gradientN=lumaN-lumaM;\nfloat gradientS=lumaS-lumaM;\nfloat lumaNN=lumaN+lumaM;\nfloat lumaSS=lumaS+lumaM;\nbool pairN=abs(gradientN)>=abs(gradientS);\nfloat gradient=max(abs(gradientN),abs(gradientS));\nif (pairN)\n{\nlengthSign=-lengthSign;\n}\nfloat subpixC=clamp(abs(subpixB)*subpixRcpRange,0.0,1.0);\nvec2 posB;\nposB.x=posM.x;\nposB.y=posM.y;\nvec2 offNP;\noffNP.x=(!horzSpan) ? 0.0 : texelSize.x;\noffNP.y=(horzSpan) ? 0.0 : texelSize.y;\nif (!horzSpan) \n{\nposB.x+=lengthSign*0.5;\n}\nif (horzSpan)\n{\nposB.y+=lengthSign*0.5;\n}\nvec2 posN;\nposN.x=posB.x-offNP.x*1.5;\nposN.y=posB.y-offNP.y*1.5;\nvec2 posP;\nposP.x=posB.x+offNP.x*1.5;\nposP.y=posB.y+offNP.y*1.5;\nfloat subpixD=((-2.0)*subpixC)+3.0;\nfloat lumaEndN=FxaaLuma(texture2D(textureSampler,posN,0.0));\nfloat subpixE=subpixC*subpixC;\nfloat lumaEndP=FxaaLuma(texture2D(textureSampler,posP,0.0));\nif (!pairN) \n{\nlumaNN=lumaSS;\n}\nfloat gradientScaled=gradient*1.0/4.0;\nfloat lumaMM=lumaM-lumaNN*0.5;\nfloat subpixF=subpixD*subpixE;\nbool lumaMLTZero=lumaMM<0.0;\nlumaEndN-=lumaNN*0.5;\nlumaEndP-=lumaNN*0.5;\nbool doneN=abs(lumaEndN)>=gradientScaled;\nbool doneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) \n{\nposN.x-=offNP.x*3.0;\n}\nif (!doneN) \n{\nposN.y-=offNP.y*3.0;\n}\nbool doneNP=(!doneN) || (!doneP);\nif (!doneP) \n{\nposP.x+=offNP.x*3.0;\n}\nif (!doneP)\n{\nposP.y+=offNP.y*3.0;\n}\nif (doneNP)\n{\nif (!doneN) lumaEndN=FxaaLuma(texture2D(textureSampler,posN.xy,0.0));\nif (!doneP) lumaEndP=FxaaLuma(texture2D(textureSampler,posP.xy,0.0));\nif (!doneN) lumaEndN=lumaEndN-lumaNN*0.5;\nif (!doneP) lumaEndP=lumaEndP-lumaNN*0.5;\ndoneN=abs(lumaEndN)>=gradientScaled;\ndoneP=abs(lumaEndP)>=gradientScaled;\nif (!doneN) posN.x-=offNP.x*12.0;\nif (!doneN) posN.y-=offNP.y*12.0;\ndoneNP=(!doneN) || (!doneP);\nif (!doneP) posP.x+=offNP.x*12.0;\nif (!doneP) posP.y+=offNP.y*12.0;\n}\nfloat dstN=posM.x-posN.x;\nfloat dstP=posP.x-posM.x;\nif (!horzSpan)\n{\ndstN=posM.y-posN.y;\n}\nif (!horzSpan) \n{\ndstP=posP.y-posM.y;\n}\nbool goodSpanN=(lumaEndN<0.0) != lumaMLTZero;\nfloat spanLength=(dstP+dstN);\nbool goodSpanP=(lumaEndP<0.0) != lumaMLTZero;\nfloat spanLengthRcp=1.0/spanLength;\nbool directionN=dstN<dstP;\nfloat dst=min(dstN,dstP);\nbool goodSpan=directionN ? goodSpanN : goodSpanP;\nfloat subpixG=subpixF*subpixF;\nfloat pixelOffset=(dst*(-spanLengthRcp))+0.5;\nfloat subpixH=subpixG*fxaaQualitySubpix;\nfloat pixelOffsetGood=goodSpan ? pixelOffset : 0.0;\nfloat pixelOffsetSubpix=max(pixelOffsetGood,subpixH);\nif (!horzSpan)\n{\nposM.x+=pixelOffsetSubpix*lengthSign;\n}\nif (horzSpan)\n{\nposM.y+=pixelOffsetSubpix*lengthSign;\n}\n#ifdef MALI\nif(range<rangeMaxClamped) \n{\ngl_FragColor=rgbyM;\n}\nelse\n{\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n}\n#else\ngl_FragColor=texture2D(textureSampler,posM,0.0);\n#endif\n}","chromaticAberrationPixelShader":"\nuniform sampler2D textureSampler; \n\nuniform float chromatic_aberration;\nuniform float radialIntensity;\nuniform vec2 direction;\nuniform vec2 centerPosition;\nuniform float screen_width;\nuniform float screen_height;\n\nvarying vec2 vUV;\nvoid main(void)\n{\nvec2 centered_screen_pos=vec2(vUV.x-centerPosition.x,vUV.y-centerPosition.y);\nvec2 directionOfEffect=direction;\nif(directionOfEffect.x == 0. && directionOfEffect.y == 0.){\ndirectionOfEffect=normalize(centered_screen_pos);\n}\nfloat radius2=centered_screen_pos.x*centered_screen_pos.x\n+centered_screen_pos.y*centered_screen_pos.y;\nfloat radius=sqrt(radius2);\nvec4 original=texture2D(textureSampler,vUV);\n\nvec3 ref_indices=vec3(-0.3,0.0,0.3);\nfloat ref_shiftX=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.x/screen_width;\nfloat ref_shiftY=chromatic_aberration*pow(radius,radialIntensity)*directionOfEffect.y/screen_height;\n\nvec2 ref_coords_r=vec2(vUV.x+ref_indices.r*ref_shiftX,vUV.y+ref_indices.r*ref_shiftY*0.5);\nvec2 ref_coords_g=vec2(vUV.x+ref_indices.g*ref_shiftX,vUV.y+ref_indices.g*ref_shiftY*0.5);\nvec2 ref_coords_b=vec2(vUV.x+ref_indices.b*ref_shiftX,vUV.y+ref_indices.b*ref_shiftY*0.5);\noriginal.r=texture2D(textureSampler,ref_coords_r).r;\noriginal.g=texture2D(textureSampler,ref_coords_g).g;\noriginal.b=texture2D(textureSampler,ref_coords_b).b;\noriginal.a=clamp(texture2D(textureSampler,ref_coords_r).a+texture2D(textureSampler,ref_coords_g).a+texture2D(textureSampler,ref_coords_b).a,0.,1.);\ngl_FragColor=original;\n}","grainPixelShader":"#include<helperFunctions>\n\nuniform sampler2D textureSampler; \n\nuniform float intensity;\nuniform float animatedSeed;\n\nvarying vec2 vUV;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec2 seed=vUV*(animatedSeed);\nfloat grain=dither(seed,intensity);\n\nfloat lum=getLuminance(gl_FragColor.rgb);\nfloat grainAmount=(cos(-PI+(lum*PI*2.))+1.)/2.;\ngl_FragColor.rgb+=grain*grainAmount;\ngl_FragColor.rgb=max(gl_FragColor.rgb,0.0);\n}","sharpenPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform vec2 sharpnessAmounts;\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 color=texture2D(textureSampler,vUV);\nvec4 edgeDetection=texture2D(textureSampler,vUV+onePixel*vec2(0,-1)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0)) +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1)) -\ncolor*4.0;\ngl_FragColor=max(vec4(color.rgb*sharpnessAmounts.y,color.a)-(sharpnessAmounts.x*vec4(edgeDetection.rgb,0)),0.);\n}","kernelBlurVertexShader":"\nattribute vec2 position;\n\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nsampleCenter=(position*madd+madd);\n#include<kernelBlurVertex>[0..varyingCount]\ngl_Position=vec4(position,0.0,1.0);\n}","kernelBlurPixelShader":"\nuniform sampler2D textureSampler;\nuniform vec2 delta;\n\nvarying vec2 sampleCenter;\n#ifdef DOF\nuniform sampler2D circleOfConfusionSampler;\nuniform vec2 cameraMinMaxZ;\nfloat sampleDistance(const in vec2 offset) {\nfloat depth=texture2D(circleOfConfusionSampler,offset).g; \nreturn cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth; \n}\nfloat sampleCoC(const in vec2 offset) {\nfloat coc=texture2D(circleOfConfusionSampler,offset).r; \nreturn coc; \n}\n#endif\n#include<kernelBlurVaryingDeclaration>[0..varyingCount]\n#ifdef PACKEDFLOAT\nvec4 pack(float depth)\n{\nconst vec4 bit_shift=vec4(255.0*255.0*255.0,255.0*255.0,255.0,1.0);\nconst vec4 bit_mask=vec4(0.0,1.0/255.0,1.0/255.0,1.0/255.0);\nvec4 res=fract(depth*bit_shift);\nres-=res.xxyz*bit_mask;\nreturn res;\n}\nfloat unpack(vec4 color)\n{\nconst vec4 bit_shift=vec4(1.0/(255.0*255.0*255.0),1.0/(255.0*255.0),1.0/255.0,1.0);\nreturn dot(color,bit_shift);\n}\n#endif\nvoid main(void)\n{\nfloat computedWeight=0.0;\n#ifdef PACKEDFLOAT \nfloat blend=0.;\n#else\nvec4 blend=vec4(0.);\n#endif\n#ifdef DOF\nfloat sumOfWeights=CENTER_WEIGHT; \nfloat factor=0.0;\n\n#ifdef PACKEDFLOAT\nblend+=unpack(texture2D(textureSampler,sampleCenter))*CENTER_WEIGHT;\n#else\nblend+=texture2D(textureSampler,sampleCenter)*CENTER_WEIGHT;\n#endif\n#endif\n#include<kernelBlurFragment>[0..varyingCount]\n#include<kernelBlurFragment2>[0..depCount]\n#ifdef PACKEDFLOAT\ngl_FragColor=pack(blend);\n#else\ngl_FragColor=blend;\n#endif\n#ifdef DOF\ngl_FragColor/=sumOfWeights;\n#endif\n}","depthOfFieldMergePixelShader":"uniform sampler2D textureSampler;\nvarying vec2 vUV;\nuniform sampler2D circleOfConfusionSampler;\nuniform sampler2D blurStep0;\n#if BLUR_LEVEL>0\nuniform sampler2D blurStep1;\n#endif\n#if BLUR_LEVEL>1\nuniform sampler2D blurStep2;\n#endif\nvoid main(void)\n{\nfloat coc=texture2D(circleOfConfusionSampler,vUV).r;\n#if BLUR_LEVEL == 0\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred0=texture2D(blurStep0,vUV);\ngl_FragColor=mix(original,blurred0,coc);\n#endif\n#if BLUR_LEVEL == 1\nif(coc<0.5){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(original,blurred1,coc/0.5);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV); \nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.5)/0.5);\n}\n#endif\n#if BLUR_LEVEL == 2\nif(coc<0.33){\nvec4 original=texture2D(textureSampler,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(original,blurred2,coc/0.33);\n}else if(coc<0.66){\nvec4 blurred1=texture2D(blurStep1,vUV);\nvec4 blurred2=texture2D(blurStep2,vUV);\ngl_FragColor=mix(blurred2,blurred1,(coc-0.33)/0.33);\n}else{\nvec4 blurred0=texture2D(blurStep0,vUV);\nvec4 blurred1=texture2D(blurStep1,vUV);\ngl_FragColor=mix(blurred1,blurred0,(coc-0.66)/0.34);\n}\n#endif\n}\n","circleOfConfusionPixelShader":"\nuniform sampler2D depthSampler;\n\nvarying vec2 vUV;\n\nuniform vec2 cameraMinMaxZ;\n\nuniform float focusDistance;\nuniform float cocPrecalculation;\nvoid main(void)\n{\nfloat depth=texture2D(depthSampler,vUV).r;\nfloat pixelDistance=(cameraMinMaxZ.x+(cameraMinMaxZ.y-cameraMinMaxZ.x)*depth)*1000.0; \nfloat coc=abs(cocPrecalculation* ((focusDistance-pixelDistance)/pixelDistance));\ncoc=clamp(coc,0.0,1.0);\ngl_FragColor=vec4(coc,depth,coc,1.0);\n}\n","bloomMergePixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D bloomBlur;\nvarying vec2 vUV;\nuniform float bloomWeight;\nvoid main(void)\n{\ngl_FragColor=texture2D(textureSampler,vUV);\nvec3 blurred=texture2D(bloomBlur,vUV).rgb;\ngl_FragColor.rgb=gl_FragColor.rgb+(blurred.rgb*bloomWeight); \n}\n","extractHighlightsPixelShader":"#include<helperFunctions>\n\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float threshold;\nuniform float exposure;\nvoid main(void) \n{\ngl_FragColor=texture2D(textureSampler,vUV);\nfloat luma=getLuminance(gl_FragColor.rgb*exposure);\ngl_FragColor.rgb=step(threshold,luma)*gl_FragColor.rgb;\n}","refractionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D refractionSampler;\n\nuniform vec3 baseColor;\nuniform float depth;\nuniform float colorLevel;\nvoid main() {\nfloat ref=1.0-texture2D(refractionSampler,vUV).r;\nvec2 uv=vUV-vec2(0.5);\nvec2 offset=uv*depth*ref;\nvec3 sourceColor=texture2D(textureSampler,vUV-offset).rgb;\ngl_FragColor=vec4(sourceColor+sourceColor*ref*colorLevel,1.0);\n}","blackAndWhitePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform float degree;\nvoid main(void) \n{\nvec3 color=texture2D(textureSampler,vUV).rgb;\nfloat luminance=dot(color,vec3(0.3,0.59,0.11)); \nvec3 blackAndWhite=vec3(luminance,luminance,luminance);\ngl_FragColor=vec4(color-((color-blackAndWhite)*degree),1.0);\n}","convolutionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 screenSize;\nuniform float kernel[9];\nvoid main(void)\n{\nvec2 onePixel=vec2(1.0,1.0)/screenSize;\nvec4 colorSum =\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,-1))*kernel[0] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,-1))*kernel[1] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,-1))*kernel[2] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,0))*kernel[3] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,0))*kernel[4] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,0))*kernel[5] +\ntexture2D(textureSampler,vUV+onePixel*vec2(-1,1))*kernel[6] +\ntexture2D(textureSampler,vUV+onePixel*vec2(0,1))*kernel[7] +\ntexture2D(textureSampler,vUV+onePixel*vec2(1,1))*kernel[8];\nfloat kernelWeight =\nkernel[0] +\nkernel[1] +\nkernel[2] +\nkernel[3] +\nkernel[4] +\nkernel[5] +\nkernel[6] +\nkernel[7] +\nkernel[8];\nif (kernelWeight<=0.0) {\nkernelWeight=1.0;\n}\ngl_FragColor=vec4((colorSum/kernelWeight).rgb,1);\n}","filterPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform mat4 kernelMatrix;\nvoid main(void)\n{\nvec3 baseColor=texture2D(textureSampler,vUV).rgb;\nvec3 updatedColor=(kernelMatrix*vec4(baseColor,1.0)).rgb;\ngl_FragColor=vec4(updatedColor,1.0);\n}","volumetricLightScatteringPixelShader":"uniform sampler2D textureSampler;\nuniform sampler2D lightScatteringSampler;\nuniform float decay;\nuniform float exposure;\nuniform float weight;\nuniform float density;\nuniform vec2 meshPositionOnScreen;\nvarying vec2 vUV;\nvoid main(void) {\nvec2 tc=vUV;\nvec2 deltaTexCoord=(tc-meshPositionOnScreen.xy);\ndeltaTexCoord*=1.0/float(NUM_SAMPLES)*density;\nfloat illuminationDecay=1.0;\nvec4 color=texture2D(lightScatteringSampler,tc)*0.4;\nfor(int i=0; i<NUM_SAMPLES; i++) {\ntc-=deltaTexCoord;\nvec4 dataSample=texture2D(lightScatteringSampler,tc)*0.4;\ndataSample*=illuminationDecay*weight;\ncolor+=dataSample;\nilluminationDecay*=decay;\n}\nvec4 realColor=texture2D(textureSampler,vUV);\ngl_FragColor=((vec4((vec3(color.r,color.g,color.b)*exposure),1))+(realColor*(1.5-0.4)));\n}\n","volumetricLightScatteringPassPixelShader":"#if defined(ALPHATEST) || defined(NEED_UV)\nvarying vec2 vUV;\n#endif\n#if defined(ALPHATEST)\nuniform sampler2D diffuseSampler;\n#endif\nvoid main(void)\n{\n#if defined(ALPHATEST)\nvec4 diffuseColor=texture2D(diffuseSampler,vUV);\nif (diffuseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=vec4(0.0,0.0,0.0,1.0);\n}\n","colorCorrectionPixelShader":"\nuniform sampler2D textureSampler; \nuniform sampler2D colorTable; \n\nvarying vec2 vUV;\n\nconst float SLICE_COUNT=16.0; \n\nvec4 sampleAs3DTexture(sampler2D textureSampler,vec3 uv,float width) {\nfloat sliceSize=1.0/width; \nfloat slicePixelSize=sliceSize/width; \nfloat sliceInnerSize=slicePixelSize*(width-1.0); \nfloat zSlice0=min(floor(uv.z*width),width-1.0);\nfloat zSlice1=min(zSlice0+1.0,width-1.0);\nfloat xOffset=slicePixelSize*0.5+uv.x*sliceInnerSize;\nfloat s0=xOffset+(zSlice0*sliceSize);\nfloat s1=xOffset+(zSlice1*sliceSize);\nvec4 slice0Color=texture2D(textureSampler,vec2(s0,uv.y));\nvec4 slice1Color=texture2D(textureSampler,vec2(s1,uv.y));\nfloat zOffset=mod(uv.z*width,1.0);\nvec4 result=mix(slice0Color,slice1Color,zOffset);\nreturn result;\n}\nvoid main(void)\n{\nvec4 screen_color=texture2D(textureSampler,vUV);\ngl_FragColor=sampleAs3DTexture(colorTable,screen_color.rgb,SLICE_COUNT);\n}","tonemapPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform float _ExposureAdjustment;\n#if defined(HABLE_TONEMAPPING)\nconst float A=0.15;\nconst float B=0.50;\nconst float C=0.10;\nconst float D=0.20;\nconst float E=0.02;\nconst float F=0.30;\nconst float W=11.2;\n#endif\nfloat Luminance(vec3 c)\n{\nreturn dot(c,vec3(0.22,0.707,0.071));\n}\nvoid main(void) \n{\nvec3 colour=texture2D(textureSampler,vUV).rgb;\n#if defined(REINHARD_TONEMAPPING)\nfloat lum=Luminance(colour.rgb); \nfloat lumTm=lum*_ExposureAdjustment;\nfloat scale=lumTm/(1.0+lumTm); \ncolour*=scale/lum;\n#elif defined(HABLE_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nconst float ExposureBias=2.0;\nvec3 x=ExposureBias*colour;\nvec3 curr=((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;\nx=vec3(W,W,W);\nvec3 whiteScale=1.0/(((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F);\ncolour=curr*whiteScale;\n#elif defined(OPTIMIZED_HEJIDAWSON_TONEMAPPING)\ncolour*=_ExposureAdjustment;\nvec3 X=max(vec3(0.0,0.0,0.0),colour-0.004);\nvec3 retColor=(X*(6.2*X+0.5))/(X*(6.2*X+1.7)+0.06);\ncolour=retColor*retColor;\n#elif defined(PHOTOGRAPHIC_TONEMAPPING)\ncolour=vec3(1.0,1.0,1.0)-exp2(-_ExposureAdjustment*colour);\n#endif\ngl_FragColor=vec4(colour.rgb,1.0);\n}","displayPassPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D passSampler;\nvoid main(void)\n{\ngl_FragColor=texture2D(passSampler,vUV);\n}","highlightsPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nconst vec3 RGBLuminanceCoefficients=vec3(0.2126,0.7152,0.0722);\nvoid main(void) \n{\nvec4 tex=texture2D(textureSampler,vUV);\nvec3 c=tex.rgb;\nfloat luma=dot(c.rgb,RGBLuminanceCoefficients);\n\n\ngl_FragColor=vec4(pow(c,vec3(25.0-luma*15.0)),tex.a); \n}","imageProcessingPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#include<imageProcessingDeclaration>\n#include<helperFunctions>\n#include<imageProcessingFunctions>\nvoid main(void)\n{\nvec4 result=texture2D(textureSampler,vUV);\n#ifdef IMAGEPROCESSING\n#ifndef FROMLINEARSPACE\n\nresult.rgb=toLinearSpace(result.rgb);\n#endif\nresult=applyImageProcessing(result);\n#else\n\n#ifdef FROMLINEARSPACE\nresult=applyImageProcessing(result);\n#endif\n#endif\ngl_FragColor=result;\n}","motionBlurPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D velocitySampler;\nuniform float motionStrength;\nuniform float motionScale;\nuniform vec2 screenSize;\nvoid main(void)\n{\n#ifdef GEOMETRY_SUPPORTED\nvec2 texelSize=1.0/screenSize;\nvec2 velocityColor=texture2D(velocitySampler,vUV).rg;\nvec2 velocity=vec2(pow(velocityColor.r,1.0/3.0),pow(velocityColor.g,1.0/3.0))*2.0-1.0;\nvelocity*=motionScale*motionStrength;\nfloat speed=length(velocity/texelSize);\nint samplesCount=int(clamp(speed,1.0,SAMPLES));\nvelocity=normalize(velocity)*texelSize;\nfloat hlim=float(-samplesCount)*0.5+0.5;\nvec4 result=texture2D(textureSampler,vUV);\nfor (int i=1; i<int(SAMPLES); ++i)\n{\nif (i>=samplesCount)\nbreak;\nvec2 offset=vUV+velocity*(hlim+float(i));\nresult+=texture2D(textureSampler,offset);\n}\ngl_FragColor=result/float(samplesCount);\n#else\ngl_FragColor=texture2D(textureSampler,vUV);\n#endif\n}\n","lensFlareVertexShader":"\nattribute vec2 position;\n\nuniform mat4 viewportMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvUV=position*madd+madd;\ngl_Position=viewportMatrix*vec4(position,0.0,1.0);\n}","lensFlarePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\ngl_FragColor=baseColor*color;\n}","anaglyphPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform sampler2D leftSampler;\nvoid main(void)\n{\nvec4 leftFrag=texture2D(leftSampler,vUV);\nleftFrag=vec4(1.0,leftFrag.g,leftFrag.b,1.0);\nvec4 rightFrag=texture2D(textureSampler,vUV);\nrightFrag=vec4(rightFrag.r,1.0,1.0,1.0);\ngl_FragColor=vec4(rightFrag.rgb*leftFrag.rgb,1.0);\n}","stereoscopicInterlacePixelShader":"const vec3 TWO=vec3(2.0,2.0,2.0);\nvarying vec2 vUV;\nuniform sampler2D camASampler;\nuniform sampler2D textureSampler;\nuniform vec2 stepSize;\nvoid main(void)\n{\nbool useCamB;\nvec2 texCoord1;\nvec2 texCoord2;\nvec3 frag1;\nvec3 frag2;\n#ifdef IS_STEREOSCOPIC_HORIZ\nuseCamB=vUV.x>0.5;\ntexCoord1=vec2(useCamB ? (vUV.x-0.5)*2.0 : vUV.x*2.0,vUV.y);\ntexCoord2=vec2(texCoord1.x+stepSize.x,vUV.y);\n#else\nuseCamB=vUV.y>0.5;\ntexCoord1=vec2(vUV.x,useCamB ? (vUV.y-0.5)*2.0 : vUV.y*2.0);\ntexCoord2=vec2(vUV.x,texCoord1.y+stepSize.y);\n#endif\n\nif (useCamB){\nfrag1=texture2D(textureSampler,texCoord1).rgb;\nfrag2=texture2D(textureSampler,texCoord2).rgb;\n}else{\nfrag1=texture2D(camASampler ,texCoord1).rgb;\nfrag2=texture2D(camASampler ,texCoord2).rgb;\n}\ngl_FragColor=vec4((frag1+frag2)/TWO,1.0);\n}","vrDistortionCorrectionPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\nuniform vec2 LensCenter;\nuniform vec2 Scale;\nuniform vec2 ScaleIn;\nuniform vec4 HmdWarpParam;\nvec2 HmdWarp(vec2 in01) {\nvec2 theta=(in01-LensCenter)*ScaleIn; \nfloat rSq=theta.x*theta.x+theta.y*theta.y;\nvec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);\nreturn LensCenter+Scale*rvector;\n}\nvoid main(void)\n{\nvec2 tc=HmdWarp(vUV);\nif (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0)\ngl_FragColor=vec4(0.0,0.0,0.0,0.0);\nelse{\ngl_FragColor=texture2D(textureSampler,tc);\n}\n}","glowBlurPostProcessPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec2 screenSize;\nuniform vec2 direction;\nuniform float blurWidth;\n\nfloat getLuminance(vec3 color)\n{\nreturn dot(color,vec3(0.2126,0.7152,0.0722));\n}\nvoid main(void)\n{\nfloat weights[7];\nweights[0]=0.05;\nweights[1]=0.1;\nweights[2]=0.2;\nweights[3]=0.3;\nweights[4]=0.2;\nweights[5]=0.1;\nweights[6]=0.05;\nvec2 texelSize=vec2(1.0/screenSize.x,1.0/screenSize.y);\nvec2 texelStep=texelSize*direction*blurWidth;\nvec2 start=vUV-3.0*texelStep;\nvec4 baseColor=vec4(0.,0.,0.,0.);\nvec2 texelOffset=vec2(0.,0.);\nfor (int i=0; i<7; i++)\n{\n\nvec4 texel=texture2D(textureSampler,start+texelOffset);\nbaseColor.a+=texel.a*weights[i];\n\nfloat luminance=getLuminance(baseColor.rgb);\nfloat luminanceTexel=getLuminance(texel.rgb);\nfloat choice=step(luminanceTexel,luminance);\nbaseColor.rgb=choice*baseColor.rgb+(1.0-choice)*texel.rgb;\ntexelOffset+=texelStep;\n}\ngl_FragColor=baseColor;\n}","glowMapGenerationPixelShader":"#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform sampler2D diffuseSampler;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform sampler2D emissiveSampler;\n#endif\nuniform vec4 color;\nvoid main(void)\n{\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUVDiffuse).a<0.4)\ndiscard;\n#endif\n#ifdef EMISSIVE\ngl_FragColor=texture2D(emissiveSampler,vUVEmissive)*color;\n#else\ngl_FragColor=color;\n#endif\n}","glowMapGenerationVertexShader":"\nattribute vec3 position;\n#include<bonesDeclaration>\n#include<morphTargetsVertexGlobalDeclaration>\n#include<morphTargetsVertexDeclaration>[0..maxSimultaneousMorphTargets]\n\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\nvarying vec4 vPosition;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef ALPHATEST\nvarying vec2 vUVDiffuse;\nuniform mat4 diffuseMatrix;\n#endif\n#ifdef EMISSIVE\nvarying vec2 vUVEmissive;\nuniform mat4 emissiveMatrix;\n#endif\nvoid main(void)\n{\nvec3 positionUpdated=position;\n#include<morphTargetsVertex>[0..maxSimultaneousMorphTargets]\n#include<instancesVertex>\n#include<bonesVertex>\n#ifdef CUBEMAP\nvPosition=finalWorld*vec4(positionUpdated,1.0);\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\n#else\nvPosition=viewProjection*finalWorld*vec4(positionUpdated,1.0);\ngl_Position=vPosition;\n#endif\n#ifdef ALPHATEST\n#ifdef DIFFUSEUV1\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef DIFFUSEUV2\nvUVDiffuse=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#ifdef EMISSIVE\n#ifdef EMISSIVEUV1\nvUVEmissive=vec2(emissiveMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef EMISSIVEUV2\nvUVEmissive=vec2(emissiveMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n}","glowMapMergePixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n#ifdef EMISSIVE\nuniform sampler2D textureSampler2;\n#endif\n\nuniform float offset;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef EMISSIVE\nbaseColor+=texture2D(textureSampler2,vUV);\nbaseColor*=offset;\n#else\nbaseColor.a=abs(offset-baseColor.a);\n#ifdef STROKE\nfloat alpha=smoothstep(.0,.1,baseColor.a);\nbaseColor.a=alpha;\nbaseColor.rgb=baseColor.rgb*alpha;\n#endif\n#endif\ngl_FragColor=baseColor;\n}","glowMapMergeVertexShader":"\nattribute vec2 position;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) {\nvUV=position*madd+madd;\ngl_Position=vec4(position,0.0,1.0);\n}","lineVertexShader":"\nattribute vec3 position;\nattribute vec4 normal;\n\nuniform mat4 worldViewProjection;\nuniform float width;\nuniform float aspectRatio;\nvoid main(void) {\nvec4 viewPosition=worldViewProjection*vec4(position,1.0);\nvec4 viewPositionNext=worldViewProjection*vec4(normal.xyz,1.0);\nvec2 currentScreen=viewPosition.xy/viewPosition.w;\nvec2 nextScreen=viewPositionNext.xy/viewPositionNext.w;\ncurrentScreen.x*=aspectRatio;\nnextScreen.x*=aspectRatio;\nvec2 dir=normalize(nextScreen-currentScreen);\nvec2 normalDir=vec2(-dir.y,dir.x);\nnormalDir*=width/2.0;\nnormalDir.x/=aspectRatio;\nvec4 offset=vec4(normalDir*normal.w,0.0,0.0);\ngl_Position=viewPosition+offset;\n}","linePixelShader":"uniform vec4 color;\nvoid main(void) {\ngl_FragColor=color;\n}","outlineVertexShader":"\nattribute vec3 position;\nattribute vec3 normal;\n#include<bonesDeclaration>\n\nuniform float offset;\n#include<instancesDeclaration>\nuniform mat4 viewProjection;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform mat4 diffuseMatrix;\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#endif\n#include<logDepthDeclaration>\nvoid main(void)\n{\nvec3 offsetPosition=position+normal*offset;\n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(offsetPosition,1.0);\n#ifdef ALPHATEST\n#ifdef UV1\nvUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n#endif\n#ifdef UV2\nvUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n#endif\n#endif\n#include<logDepthVertex>\n}\n","outlinePixelShader":"#ifdef LOGARITHMICDEPTH\n#extension GL_EXT_frag_depth : enable\n#endif\nuniform vec4 color;\n#ifdef ALPHATEST\nvarying vec2 vUV;\nuniform sampler2D diffuseSampler;\n#endif\n#include<logDepthDeclaration>\nvoid main(void) {\n#ifdef ALPHATEST\nif (texture2D(diffuseSampler,vUV).a<0.4)\ndiscard;\n#endif\n#include<logDepthFragment>\ngl_FragColor=color;\n}","layerVertexShader":"\nattribute vec2 position;\n\nuniform vec2 scale;\nuniform vec2 offset;\nuniform mat4 textureMatrix;\n\nvarying vec2 vUV;\nconst vec2 madd=vec2(0.5,0.5);\nvoid main(void) { \nvec2 shiftedPosition=position*scale+offset;\nvUV=vec2(textureMatrix*vec4(shiftedPosition*madd+madd,1.0,0.0));\ngl_Position=vec4(shiftedPosition,0.0,1.0);\n}","layerPixelShader":"\nvarying vec2 vUV;\nuniform sampler2D textureSampler;\n\nuniform vec4 color;\nvoid main(void) {\nvec4 baseColor=texture2D(textureSampler,vUV);\n#ifdef ALPHATEST\nif (baseColor.a<0.4)\ndiscard;\n#endif\ngl_FragColor=baseColor*color;\n}","backgroundVertexShader":"precision highp float;\n#include<__decl__backgroundVertex>\n#include<helperFunctions>\n\nattribute vec3 position;\n#ifdef NORMAL\nattribute vec3 normal;\n#endif\n#include<bonesDeclaration>\n\n#include<instancesDeclaration>\n\nvarying vec3 vPositionW;\n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef UV1\nattribute vec2 uv;\n#endif\n#ifdef UV2\nattribute vec2 uv2;\n#endif\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif\n#ifdef MAINUV2\nvarying vec2 vMainUV2; \n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0\nvarying vec2 vDiffuseUV;\n#endif\n#include<clipPlaneVertexDeclaration>\n#include<fogVertexDeclaration>\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\nvoid main(void) {\n#ifdef REFLECTIONMAP_SKYBOX\n#ifdef REFLECTIONMAP_SKYBOX_TRANSFORMED\nvPositionUVW=(reflectionMatrix*vec4(position,1.0)).xyz;\n#else\nvPositionUVW=position;\n#endif\n#endif \n#include<instancesVertex>\n#include<bonesVertex>\ngl_Position=viewProjection*finalWorld*vec4(position,1.0);\nvec4 worldPos=finalWorld*vec4(position,1.0);\nvPositionW=vec3(worldPos);\n#ifdef NORMAL\nmat3 normalWorld=mat3(finalWorld);\n#ifdef NONUNIFORMSCALING\nnormalWorld=transposeMat3(inverseMat3(normalWorld));\n#endif\nvNormalW=normalize(normalWorld*normal);\n#endif\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvDirectionW=normalize(vec3(finalWorld*vec4(position,0.0)));\n#ifdef EQUIRECTANGULAR_RELFECTION_FOV\nmat3 screenToWorld=inverseMat3(mat3(finalWorld*viewProjection));\nvec3 segment=mix(vDirectionW,screenToWorld*vec3(0.0,0.0,1.0),abs(fFovMultiplier-1.0));\nif (fFovMultiplier<=1.0) {\nvDirectionW=normalize(segment);\n} else {\nvDirectionW=normalize(vDirectionW+(vDirectionW-segment));\n}\n#endif\n#endif\n#ifndef UV1\nvec2 uv=vec2(0.,0.);\n#endif\n#ifndef UV2\nvec2 uv2=vec2(0.,0.);\n#endif\n#ifdef MAINUV1\nvMainUV1=uv;\n#endif \n#ifdef MAINUV2\nvMainUV2=uv2;\n#endif\n#if defined(DIFFUSE) && DIFFUSEDIRECTUV == 0 \nif (vDiffuseInfos.x == 0.)\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv,1.0,0.0));\n}\nelse\n{\nvDiffuseUV=vec2(diffuseMatrix*vec4(uv2,1.0,0.0));\n}\n#endif\n\n#include<clipPlaneVertex>\n\n#include<fogVertex>\n\n#include<shadowsVertex>[0..maxSimultaneousLights]\n\n#ifdef VERTEXCOLOR\nvColor=color;\n#endif\n\n#ifdef POINTSIZE\ngl_PointSize=pointSize;\n#endif\n}\n","backgroundPixelShader":"#ifdef TEXTURELODSUPPORT\n#extension GL_EXT_shader_texture_lod : enable\n#endif\nprecision highp float;\n#include<__decl__backgroundFragment>\n#define RECIPROCAL_PI2 0.15915494\n\nuniform vec3 vEyePosition;\n\nvarying vec3 vPositionW;\n#ifdef MAINUV1\nvarying vec2 vMainUV1;\n#endif \n#ifdef MAINUV2 \nvarying vec2 vMainUV2; \n#endif \n#ifdef NORMAL\nvarying vec3 vNormalW;\n#endif\n#ifdef DIFFUSE\n#if DIFFUSEDIRECTUV == 1\n#define vDiffuseUV vMainUV1\n#elif DIFFUSEDIRECTUV == 2\n#define vDiffuseUV vMainUV2\n#else\nvarying vec2 vDiffuseUV;\n#endif\nuniform sampler2D diffuseSampler;\n#endif\n\n#ifdef REFLECTION\n#ifdef REFLECTIONMAP_3D\n#define sampleReflection(s,c) textureCube(s,c)\nuniform samplerCube reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) textureCubeLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#else\n#define sampleReflection(s,c) texture2D(s,c)\nuniform sampler2D reflectionSampler;\n#ifdef TEXTURELODSUPPORT\n#define sampleReflectionLod(s,c,l) texture2DLodEXT(s,c,l)\n#else\nuniform samplerCube reflectionSamplerLow;\nuniform samplerCube reflectionSamplerHigh;\n#endif\n#endif\n#ifdef REFLECTIONMAP_SKYBOX\nvarying vec3 vPositionUVW;\n#else\n#if defined(REFLECTIONMAP_EQUIRECTANGULAR_FIXED) || defined(REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED)\nvarying vec3 vDirectionW;\n#endif\n#endif\n#include<reflectionFunction>\n#endif\n\n#ifndef FROMLINEARSPACE\n#define FROMLINEARSPACE;\n#endif\n\n#ifndef SHADOWONLY\n#define SHADOWONLY;\n#endif\n#include<imageProcessingDeclaration>\n\n#include<__decl__lightFragment>[0..maxSimultaneousLights]\n#include<helperFunctions>\n#include<lightsFragmentFunctions>\n#include<shadowsFragmentFunctions>\n#include<imageProcessingFunctions>\n#include<clipPlaneFragmentDeclaration>\n\n#include<fogFragmentDeclaration>\n#ifdef REFLECTIONFRESNEL\n#define FRESNEL_MAXIMUM_ON_ROUGH 0.25\nvec3 fresnelSchlickEnvironmentGGX(float VdotN,vec3 reflectance0,vec3 reflectance90,float smoothness)\n{\n\nfloat weight=mix(FRESNEL_MAXIMUM_ON_ROUGH,1.0,smoothness);\nreturn reflectance0+weight*(reflectance90-reflectance0)*pow(clamp(1.0-VdotN,0.,1.),5.0);\n}\n#endif\nvoid main(void) {\n#include<clipPlaneFragment>\nvec3 viewDirectionW=normalize(vEyePosition-vPositionW);\n\n#ifdef NORMAL\nvec3 normalW=normalize(vNormalW);\n#else\nvec3 normalW=vec3(0.0,1.0,0.0);\n#endif\n\nfloat shadow=1.;\nfloat globalShadow=0.;\nfloat shadowLightCount=0.;\n#include<lightFragment>[0..maxSimultaneousLights]\n#ifdef SHADOWINUSE\nglobalShadow/=shadowLightCount;\n#else\nglobalShadow=1.0;\n#endif\n\nvec4 reflectionColor=vec4(1.,1.,1.,1.);\n#ifdef REFLECTION\nvec3 reflectionVector=computeReflectionCoords(vec4(vPositionW,1.0),normalW);\n#ifdef REFLECTIONMAP_OPPOSITEZ\nreflectionVector.z*=-1.0;\n#endif\n\n#ifdef REFLECTIONMAP_3D\nvec3 reflectionCoords=reflectionVector;\n#else\nvec2 reflectionCoords=reflectionVector.xy;\n#ifdef REFLECTIONMAP_PROJECTION\nreflectionCoords/=reflectionVector.z;\n#endif\nreflectionCoords.y=1.0-reflectionCoords.y;\n#endif\n#ifdef REFLECTIONBLUR\nfloat reflectionLOD=vReflectionInfos.y;\n#ifdef TEXTURELODSUPPORT\n\nreflectionLOD=reflectionLOD*log2(vReflectionMicrosurfaceInfos.x)*vReflectionMicrosurfaceInfos.y+vReflectionMicrosurfaceInfos.z;\nreflectionColor=sampleReflectionLod(reflectionSampler,reflectionCoords,reflectionLOD);\n#else\nfloat lodReflectionNormalized=clamp(reflectionLOD,0.,1.);\nfloat lodReflectionNormalizedDoubled=lodReflectionNormalized*2.0;\nvec4 reflectionSpecularMid=sampleReflection(reflectionSampler,reflectionCoords);\nif(lodReflectionNormalizedDoubled<1.0){\nreflectionColor=mix(\nsampleReflection(reflectionSamplerHigh,reflectionCoords),\nreflectionSpecularMid,\nlodReflectionNormalizedDoubled\n);\n} else {\nreflectionColor=mix(\nreflectionSpecularMid,\nsampleReflection(reflectionSamplerLow,reflectionCoords),\nlodReflectionNormalizedDoubled-1.0\n);\n}\n#endif\n#else\nvec4 reflectionSample=sampleReflection(reflectionSampler,reflectionCoords);\nreflectionColor=reflectionSample;\n#endif\n#ifdef RGBDREFLECTION\nreflectionColor.rgb=fromRGBD(reflectionColor);\n#endif\n#ifdef GAMMAREFLECTION\nreflectionColor.rgb=toLinearSpace(reflectionColor.rgb);\n#endif\n#ifdef REFLECTIONBGR\nreflectionColor.rgb=reflectionColor.bgr;\n#endif\n\nreflectionColor.rgb*=vReflectionInfos.x;\n#endif\n\nvec3 diffuseColor=vec3(1.,1.,1.);\nfloat finalAlpha=alpha;\n#ifdef DIFFUSE\nvec4 diffuseMap=texture2D(diffuseSampler,vDiffuseUV);\n#ifdef GAMMADIFFUSE\ndiffuseMap.rgb=toLinearSpace(diffuseMap.rgb);\n#endif\n\ndiffuseMap.rgb*=vDiffuseInfos.y;\n#ifdef DIFFUSEHASALPHA\nfinalAlpha*=diffuseMap.a;\n#endif\ndiffuseColor=diffuseMap.rgb;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 colorBase=diffuseColor;\n#else\nvec3 colorBase=reflectionColor.rgb*diffuseColor;\n#endif\ncolorBase=max(colorBase,0.0);\n\n#ifdef USERGBCOLOR\nvec3 finalColor=colorBase;\n#else\n#ifdef USEHIGHLIGHTANDSHADOWCOLORS\nvec3 mainColor=mix(vPrimaryColorShadow.rgb,vPrimaryColor.rgb,colorBase);\n#else\nvec3 mainColor=vPrimaryColor.rgb;\n#endif\nvec3 finalColor=colorBase*mainColor;\n#endif\n\n#ifdef REFLECTIONFRESNEL\nvec3 reflectionAmount=vReflectionControl.xxx;\nvec3 reflectionReflectance0=vReflectionControl.yyy;\nvec3 reflectionReflectance90=vReflectionControl.zzz;\nfloat VdotN=dot(normalize(vEyePosition),normalW);\nvec3 planarReflectionFresnel=fresnelSchlickEnvironmentGGX(clamp(VdotN,0.0,1.0),reflectionReflectance0,reflectionReflectance90,1.0);\nreflectionAmount*=planarReflectionFresnel;\n#ifdef REFLECTIONFALLOFF\nfloat reflectionDistanceFalloff=1.0-clamp(length(vPositionW.xyz-vBackgroundCenter)*vReflectionControl.w,0.0,1.0);\nreflectionDistanceFalloff*=reflectionDistanceFalloff;\nreflectionAmount*=reflectionDistanceFalloff;\n#endif\nfinalColor=mix(finalColor,reflectionColor.rgb,clamp(reflectionAmount,0.,1.));\n#endif\n#ifdef OPACITYFRESNEL\nfloat viewAngleToFloor=dot(normalW,normalize(vEyePosition-vBackgroundCenter));\n\nconst float startAngle=0.1;\nfloat fadeFactor=clamp(viewAngleToFloor/startAngle,0.0,1.0);\nfinalAlpha*=fadeFactor*fadeFactor;\n#endif\n\n#ifdef SHADOWINUSE\nfinalColor=mix(finalColor*shadowLevel,finalColor,globalShadow);\n#endif\n\nvec4 color=vec4(finalColor,finalAlpha);\n#include<fogFragment>\n#ifdef IMAGEPROCESSINGPOSTPROCESS\n\n\ncolor.rgb=clamp(color.rgb,0.,30.0);\n#else\n\ncolor=applyImageProcessing(color);\n#endif\n#ifdef PREMULTIPLYALPHA\n\ncolor.rgb*=color.a;\n#endif\n#ifdef NOISE\ncolor.rgb+=dither(vPositionW.xy,0.5);\ncolor=max(color,0.0);\n#endif\ngl_FragColor=color;\n}\n","noisePixelShader":"\n\nuniform float brightness;\nuniform float persistence;\nuniform float timeScale;\n\nvarying vec2 vUV;\n\nvec2 hash22(vec2 p)\n{\np=p*mat2(127.1,311.7,269.5,183.3);\np=-1.0+2.0*fract(sin(p)*43758.5453123);\nreturn sin(p*6.283+timeScale);\n}\nfloat interpolationNoise(vec2 p)\n{\nvec2 pi=floor(p);\nvec2 pf=p-pi;\nvec2 w=pf*pf*(3.-2.*pf);\nfloat f00=dot(hash22(pi+vec2(.0,.0)),pf-vec2(.0,.0));\nfloat f01=dot(hash22(pi+vec2(.0,1.)),pf-vec2(.0,1.));\nfloat f10=dot(hash22(pi+vec2(1.0,0.)),pf-vec2(1.0,0.));\nfloat f11=dot(hash22(pi+vec2(1.0,1.)),pf-vec2(1.0,1.));\nfloat xm1=mix(f00,f10,w.x);\nfloat xm2=mix(f01,f11,w.x);\nfloat ym=mix(xm1,xm2,w.y); \nreturn ym;\n}\nfloat perlinNoise2D(float x,float y)\n{\nfloat sum=0.0;\nfloat frequency=0.0;\nfloat amplitude=0.0;\nfor(int i=0; i<OCTAVES; i++)\n{\nfrequency=pow(2.0,float(i));\namplitude=pow(persistence,float(i));\nsum=sum+interpolationNoise(vec2(x*frequency,y*frequency))*amplitude;\n}\nreturn sum;\n}\n\nvoid main(void)\n{\nfloat x=abs(vUV.x);\nfloat y=abs(vUV.y);\nfloat noise=brightness+(1.0-brightness)*perlinNoise2D(x,y);\ngl_FragColor=vec4(noise,noise,noise,1.0);\n}\n"};
  121101. 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};"};